Background Image

Armor needs to be more important

Discussion in 'General Discussion' started by Nobb_of_Waaagh, May 19, 2016.

  1. Nobb of Waaagh Nobb_of_Waaagh Well-Known Member

    In my opinion, armor needs to be a bit more important. Currently it does not last long enough to make runs or get out of the open when suddenly coming under fire. It does not really give you the time to get away before you are shredded. Basically I am asking for a little more survivability which would allow a skilled player who seeks cover to stay in the game longer. If you want to stand and shoot in the open, you deserve to die, but if you want to shoot/cover, or run from cover to cover, you need a bit more time before your armor goes down.
    Njord-Halfhand likes this.
  2. Lerdoc Katitof Well-Known Member

    I see you don't even consider the possibility of there being actually enough firepower to stop you.

    Skilled player will not move through the dangerous area in the first place.

    If you can't move over area because of heavy fire, you go around it, not ask for personal rosarius.
    marculario likes this.
  3. Leaker Leaker Recruit

    Please refer to the million other TTK threads, this issue has been beaten to death, then resurrserected, and killed again. Currently the dev stance is that all the survivability issues will be addressed later. Now is not the time to be overly concerned about it. Wait for progression and items, and then start the conversation. In the meantime, accept the current rules of the universe and play the best you can. Persoanally, I've come up with several very creative litanies of profanty due to survivability.
  4. RR52251 Recruit

    TTK seems right to me now. You can get shot a whole bunch of times before going down, that is armor functioning.
  5. Nobb of Waaagh Nobb_of_Waaagh Well-Known Member

    Not asking for a personal rosarius. Asking to be able to get my big fat havoc ass up and behind cover.

    Yeah. White-man-speak-with-forked-tongue. Balancing will be done later. Survivability will be done later. But we see tweaks in every patch and hotfix. They need to experiment to get the balance. Thus the beauty of alpha/beta. I love the tweaking. Just asking, NOT complaining, for some more.
  6. I'm interested in seeing what the game would be like if the current armor and health systems where swapped over.
    Health regenerating but only being so high, with the armor/shield being very high but unable to regenerate.
    Adding a bit more to the gameplay, where you need to repair your armor to get that bonus back.
    It'd also make sense for 40k.. more so than what the current system is like.
  7. Roopevil roopevil Arkhona Vanguard

    Yes make the shield bigger but non regenerating ..
  8. Pretty much.
    I'm basing everything I say on the idea that hp, armor and toughness should be 100, 100, 20 for all classes, with toughness being higher for melee classes.
  9. Zaeryn Zaeryn Master

    Absolutely agreed with the topic title. The minimal Armor with high HP is what practically forces the Sorc to become a heal machine and focus the majority of their time healing.
    Previous Bolter TTK*: 1.44-sec, 9 Bolts(3 Armor, 6 Body), 0.18-sec Fire Rate, 42 Bolt Mag
    Bolter TTK should be: 1.75-sec, 8 Bolts(5 Armor, 3 Body), 0.25-sec FR, 30 Bolt Mag.
    *Think this changed with the latest patch. Or I've at least seen some vids of Dev/Havs super tanking Bolts.

    In return for the lower HP, players should be able to recover a portion of their HP by remaining out-of-combat for a longer period than it takes for Armor to begin to repair.
    Weapons should be able to deal a percentage of damage through Armor depending on their Armor Penetration value, which in turn maintains importance on keeping allies healed.

    Armor should be higher than HP but should still be able to self-repair, while the lowered HP pool should be able to regen some when out-of-combat.
    If using depleting Armor it could work in breakable layers. As each layer breaks damage resistance drops, while any damaged but unbroken layers can repair if out-of-combat for a while. All players would carry a limited number of repair items that could fix a couple layers of Armor.
    Of course, this would probably actually be one of those instances where the system is being made more complex than necessary.

    C/SM Armor should be 66.8(4 of 6, TT 3+ Armor Save) and HP should be 40(4 Toughness).
    For Orks(wearing 'Eavy Armor by default) it should be 50.1(4+ AS) Armor and 40 HP.
    Eldar with Aspect Armor should be 50.1 Armor and 30 HP, Heavy Aspect Armor providing 66.8 Armor.
    Melee classes don't need higher Toughness because their more powerful melee weaponry than non-melee classes should given them a statistical advantage.
  10. Nobb of Waaagh Nobb_of_Waaagh Well-Known Member

    I like the switch a lot. Goes with the whole Laraman cell thing. Armor repair kits goes with the war gear. Would give players the choice to take big multi-melta/plasma cannon without armor repair or boltgun with armor repair.

    Most likely not the first game who implemented it, but Halo was the first game where I saw usable armor regen, which when played well, would allow me to not get killed and restart as often. I just have the impression that, that just became the standard.

Share This Page