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Sec Vest Breakpoints & Armor Rebalances #3216
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Jul 17, 2024
This needs a tm on Saturday, if not illl probablymerge, |
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<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request Makes a number of balance changes to common armor pieces: - basic armor vests and helmets are buffed to 35 bullet/laser to hit several HP/AP damage breakpoints - armored coats have been standardized to have only CHEST | GROIN armor protection. They still provide cold/heat protection for the arms (and legs for trench+greatcoats). Full-body suits, such as riot armor and plate armor, still provide full body protection. - SUNS and SolCon armor get the same treatment and have been converted to basic vest armor, not bulletproof. Now the factions that really like swords actually have melee armor. - HOS and captain coats for various factions have had their armor adjusted to be consistent with one another. Flashy parade coats still get the nerfed armor most of them already had. - Armor has been stripped from a beret or two I forgot about. ## Why It's Good For The Game Hollow Point and Armor Piercing ammo didn't hit useful breakpoints vis-a-vis performance against common armor types that actually put them in their niches. 35 armor is the breakpoint where hollow point becomes worse than normal ammo, so this should make sec vests actually matter more often. Peacekeepers with their full-body bulletproof armor were utterly cracked. Armored coats were pretty inconsistent between factions as to whether or not they provided limb protection and how much protection they offered. This PR makes things more consistent across the board, so you can usually guess what kind of armor protection you'll be facing at a glance without having to remember a bunch of weird code inconsistencies. ## Changelog :cl: balance: SUNS and SolCon armor now uses standard armor rather than bulletproof balance: Normalized armor values between various faction helmets, coats, and vests balance: Armored coats now provide armor protection for the chest and groin only; environmental protection unchanged fix: removed armor from some overlooked berets and soft hats /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. -->
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About The Pull Request
Makes a number of balance changes to common armor pieces:
Why It's Good For The Game
Hollow Point and Armor Piercing ammo didn't hit useful breakpoints vis-a-vis performance against common armor types that actually put them in their niches. 35 armor is the breakpoint where hollow point becomes worse than normal ammo, so this should make sec vests actually matter more often. Peacekeepers with their full-body bulletproof armor were utterly cracked. Armored coats were pretty inconsistent between factions as to whether or not they provided limb protection and how much protection they offered. This PR makes things more consistent across the board, so you can usually guess what kind of armor protection you'll be facing at a glance without having to remember a bunch of weird code inconsistencies.
Changelog
🆑
balance: SUNS and SolCon armor now uses standard armor rather than bulletproof
balance: Normalized armor values between various faction helmets, coats, and vests
balance: Armored coats now provide armor protection for the chest and groin only; environmental protection unchanged
fix: removed armor from some overlooked berets and soft hats
/:cl: