Various ideas for rebel armor/suits

General idea for them is to make all of the armor craftable from just kevlar scraps and scavanged materials, and to make their balance non linear. So a guy wearing a OTA vest isint strictly better then a guy wearing a tactical suit.

So first: replace the heavy armored suit's bodygroup with the plate carrier one, and instead use it for the OTA vest, and change its name to OTA suit. ATM we literally just have two armors both sporting OTA vests, and the willard OTA vest bodygroup looks better then impulse',s vest model anyways.

Second: Replace the MK2 helmet with an altyn helmet that hides your identity, and prevents the use of gas masks. The mk2 helmet is just bloody ugly, nobody REALLY likes it, and the Altyn just fits the slavic setting of the game much better. Also, having the stronger of the helmets prevent the use of gas masks would actually give people a reason to use the weaker ones.

Third:
Make the heavy armored vest cost a scout suit, 2 kevlar, and 3 refined plates, and make the OTA vest cost a scout suit, 3 kevlar and 6 refined plates.

Forth: Give the suits the following stats:
Scout suit: Gives you the same MS as the CPs (considering im hoping scout suits no become no longer nessesairy to shot cop, and almost nobody follows that rule anyway, i wanted to give an actual reason for people to use it.

Tactical suit: 25% DR, no penalties (the reason im reducing its DR to 25 is because 30 is too close to 50 DR to really justify using the much more expensive and heavy OTA suit IMO)

Armored suit: 35% DR, -10% MS (same reason as above)

OTA suit: Same DR (50%), -20% MS

The heavier armors reducing your MS will give people a reason to use the lighter armors despite them being more available. Not to mention making the heavier armors require more kevlar would give us something to spend excess kevlar on.
 
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im kind of for replacing the models but the stat and recipe changes feel weird i feel like current balancing is ok i get the nobody using armored suit thing but thats mostly cus ppl dont fight ota much on this map back on i17 i saw several ppl from dsi just use 500 armored suits
 
Basically the heavier vests require exclusive materials that can only come from fighting dr breen's strongest soilders, and only provide 10% to 20% extra protection. Hell, i can mostly negate the need for such protection just by making a good barricade.

Because of that they never get used. Id rather them be much more common, and comparatively more protective, but come with significant downsides (cost, and you're hauling around up to -20% ms armor in a gamemode that rewards rebs that make a quick getaway) then the current deep gaming ass set up.
 
And yeah super organized groups can get em, but then again, super organized groups can get ANYTHING if they're organized (and sweaty) enough. I have no such goals, and id rather not be left out just because of that. And although i think we should make design choices with them in mind, i don't want to use them as the standpoint on how things should be balanced, because they're the sweaty 1-5%.

Edit: I mean, i am not completely "left out" thanks to the fisherman, but for the reasons i mentioned before, my vests have been collecting dust for months at this point.
 
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i still think this is a very unnecessary thing besides maybe the ms yes the tac suits are used a shit ton but reducing the stats legit WONT stop anything when the devs first said they where adding armor i was scared soely because i thought it would be dg slop armor but currently atleast the armors fine it doesnt take like 20 usp shots to the chest to kill a tac suit reb the only thing i see this suggestion doing is creating a passive rebel nerf to solos/small groups and buffing the large groups fishermen or not which i really dont feel would be needed at all the heavier armor speed decreases also wont do anything cca are already faster and i dont see a reason why you would wana run much in combat besides just jukes and making yourself harder to hit which is still possible
Basically the heavier vests require exclusive materials that can only come from fighting dr breen's strongest soilders, and only provide 10% to 20% extra protection. Hell, i can mostly negate the need for such protection just by making a good barricade.

Because of that they never get used. Id rather them be much more common, and comparatively more protective, but come with significant downsides (cost, and you're hauling around up to -20% ms armor in a gamemode that rewards rebs that make a quick getaway) then the current deep gaming ass set up.
 

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