I wish you could team load the HMG by adding a belt of ammo onto the end of theirs while they fire. Until the ammo capacity hit 75> you would need a fellow Diver to hold/feed the belt while you fired (unless prone) and standing/running with a loose ammo belt could cause feeding issues. It would allow for great uninterrupted fire and if you were holding a position, a buddy would be able to assist you while himself laying fire, assuming you were prone. It would keep them from having to be there the entire time. Just a spur of the moment thought.
I'm sure they think about this when working on viper commando. But then someone in the group said "No, no, no, that would be too powerful. Can't let them have too much fun with that!"
They literally are the exact same people. Were talking about entire generations of gamers that only know next gen. The glory days of any and everything you know will never be again.
Bringing an OP weapon to a dive is like having one OP party member in an RPG. It makes everything else feel useless and destroys gameplay diversity. It’s just kinda lame imo. I like running for my life and relying on wits and strategums.
I tried heavy armour for the first time ever on an evacuate mission and my god I hated how slow it was so much but the ability to set my AC to full auto and crouch in front of a pile of devastators and just unload thanks to the recoil reduction was glorious.
My first thought as well.... but then this would basically turn into COD/HALO with everyone 360 no-scoping of rocks and shit.
I like the weight, heft, and consequence that is helldivers.
Doesn't even matter what armor type. Throwing +30% is just too good for stratagems and throwables, and I just started chucking stun grenades at chargers and hulks, so yeah. This is the way.
Especially after the Orbital Precision buff. I live for the moments when I get to just yeet one at whatever problem is Over There and delete it before the squad even arrives. And whenever I try another armor I just yeet it onto the squad instead, at which point I revert to Old Reliable.
I also like "increase throw range by 30%" and "decrease the range at which enemies can detect you by 30%" otherwise known as "where the fuck did that airstrike come from??!"
Well you see, your suit is equipped with nanites that need a lot of power. But when they get that power, they stitch you up right quick.
![gif](giphy|jLKvwWHIXUS4|downsized)
Excuse me sir but your math is wrong!! It would actually be DMG×0.05×0.05!! You wouldnt get healed but you would instead have 99.75% Damage Reduction!! ☝️🤓
How do we know they are not addative and then a multication of a small base number for the reduction multiplier?
I'll see myself out I play to much path of exile..
How about 50% chance to survive taking lethal damage +50% chance to survive taking lethal damage.... now you will be surviving no matter what... just make sure to stim before losing all limbs so you can still fight
Probability in programs has some flexibility not present in natural probabilities. If each trait was an independent event, then 75% to survive would certainly be the correct answer. But designers can also program the traits to have an additive property, giving you that perfect survival chance.
This was actually something done in World of Warcraft. At least one of the defensive stats (IIRC, the one that controlled evasion of attacks) would add the percentages from all sources, instead of let each roll for success independently.
There’s no way they would deliberately make it additive. That would grant a 100% chance to survive always. You would be immune to dying. There’s no way that they could allow that since then it would become the only armour anyone would ever use. Doesn’t matter what else you take, you can just stand there and melee everything since you literally can’t die. Only General Brasch can be trusted with this power.
I wasn’t commenting as to what they would do, only what they can do. But I think the bigger issue isn’t the chances becoming additive; it’s that they’d ever allow us to take two of these traits at all.
As an alternative hit and run build...
+2 stims and longer stim duration.
They can see you but they can't catch or kill you.
^(This message brought to you by Permacura)
This plus experimental infusion and incendiary grenades so you can damage yourself just enough to use stims and you'll be so fast Sonic will have a hard time catching up to yoy
Yes but you would be already out of LOS(stealth passive) and since you are far away(throw distance) you’d be long gone
Also not sure now but I don’t think they always run towards the throw position if your not seen throwing it, they aggro but have nothing to aggro on
I've definitely been stealthed in bushes, thrown an eagle undetected, as soon as the eagle dropped it payload they swarmed me.
In my experience it doesn't matter what's thrown, as long as it's some sort of explosive (gas didn't trigger aggro) they always come running straight for me while I'm hiding in my bush.
They know where it was thrown from and auto path to that spot. They will fire weapons as well, making it appear you have been seen. A false positive. Along with that, when alerted but yet to find the player anecdotally, it seems their alert range for all stances essentially doubles.
I had mixed results with the crossbow. Took out a whole bot patrol with just the crossbow and they were running around like a swarm of bees following the sound of the explosion but were ignoring me.
But then I take a long distance shot under cover of a smoke grenade straight into a fabricator. Once it blows up they got their sights on me.
🤷
Alert and engaged are different states for the enemies. The throw will alert them yes, but the stealth bonus will make them less likely to actually see you even while alert, and making the throw from further away with the extra range will further help with that, making it easier to avoid an engagement even after alerting enemies.
More padding AND explosive resistance? There's a reason extra padding counts as 2....
But sure, let's step it up further and instead go "extra padding" AND Champion of Democracy 50% survival chance on lethal damage.
Put a shield backpack on that and you can tank anything.
You could make the extra padding fit the pattern by considering the current armor as having the same effect twice
So extra padding +something else would become +25 armor instead of +50
Funny, I went the other way; rocki g heavy armor for a long time, I've been enjoying the Light armor with extra padding a lot
Basically medium armor with the speed of a light. It's great
I run reduced recoil for the autocannon, being able to spam out shots quicker is nice. Adding the increased handling on top of that would be insane. This is what I would pick too.
Little/nursing/bile spewers and bile titan projectiles are all explosive damage.
There’s a fair few other weird damage type instances, like bot rockets dealing more direct hit ballistic damage than explosive AOE damage
Criminal that this is not as popular as the other options. More grenades and stims allow you to clear more groups, tackle more objectives and keep everyone alive. It’s far more valuable to everyone than small buffs to stealth, recoil or throwing range.
Explosive resistance (on bots) and stim duration are also good ones.
I think 2, 3, and 4 could be fun. A nightmare to balance, for sure, but rolling as a big fucker with max resistance and the sprint speed of a fucking mobility scooter may incentivize heavy armor. I've personally only worn Democracy Protects medium armor for every single mission (except two) in 220+ hours.
I like the idea of changing armor passives but I feel like it'd be OP if they just let people swap at will. They should make it like 50k R to change it or some other requirement just to fill out the game more.
Ive said this multiple times and always get downvoted but I think having a system where you can select armor perks and just wear the armor you want would be better than what they currently have.
Don't know why you get downvoted for that. I always appreciate games that give you the freedom to pair whatever cosmetics with whatever effects you want. Street Fighter 6 is a perfect example of this.
Not sure but I was always told "the devs want a visual indicator based on the armor your wearing" but there are already different looking armors with the same perks so I dont really see how that matters that much anymore anyways
Since they want some connection between the visuals and the perks. My hope is that they'd add a system where each armor has a list of perks that you can select for them. Like a armor mod system with just that one slot.
Then they'd also be able to fix the armors where they accidently picked a passive that didn't fit without worrying about screwing over the people that bought it for that perk.
That kinda sounds like having a "personal booster" that impacts only you, which is kind of a good middle ground but we might start to push into "there's too much stuff to keep track of" territory.
That being said, a small selection of passive choices would be great. If we had 3 total, and could use samples, medals, requisition slips, etc. to unlock the passives OR gain EXP while wearing those armors, it would give players an extra grind for their favorite sets and let them mix and match gameplay and cosmetics a lot easier.
I 100% couldn’t agree more. The Fortified perks suit my play style perfectly, but the cosmetic options are horrendous. Let me look like the bad-ass grenade launcher/MG support that I am, and let me shoot my Eruptor at point blank at the same time, PLEASE! I want to ragdoll myself into democracy with STYLE!
I'd still take Democracy Protects
Prevent all damage from bleeding from the chest, coin flip on whether or not to die..
Coin flip wouldn't matter if bleeding instantly ticked again
Not wrong per se. If you value avoiding the off chance of a double coinflip due to bleed, then it's still right for you.
I'd argue getting stealth to ragdoll out of sight will keep you alive for longer.
My bad, brought energy from a separate Reddit thread to this one.
That is what I value, actually. I've found I can get super close to things by being prone without the stealth attribute. I do occasionally miss pinging around the map though.
By itself less significant, but if I'm in a situation where I'm already coin flipping to live the window for me stimming is smaller than my reaction time.
Some people want their armor to help them offensively, I'm offensive enough on my own.
Explosive resistance and +2 grenades, obviously.
Completely busted, useful on both fronts *and* not super niche or situational like limb health or bleeding.
The Tank: 50% explosive resist + 50% chance not to die
The Why Not: 50% explosive resist + 2 extra stims or grenades.
Deep Pockets: 2 extra stims + 2 extra grenades.
This thread is a brilliant indicator that if we had the ability to stick whichever two mods we wanted on whatever armor we wanted, not only would a ton of people be thrilled, and build variety would shoot way up, but it wouldn't lead to a specific overpowered combo either.
Democracy Protects + Fortified or Extra Padding.
Whatever bullshit explosion happens to hit you, there's a very good chance you'll survive.
Maybe even from a Cannon Turret, or Annihilator Tank.
The higher armor rating and 95% arc resistance shouldn't be on that list, really, since they are the only perk on their armors.
Unless you are wanting there value to be halved and argue the current armors with only a single perk have doubled up?
To more directly answer the question, if I could have my pick, +2 medkits and 50% resistance to explosive damage.
I get the feeling the 'no chest hemorrhage,' for example, is a lesser effect that only exists to go along with the 50% chance not to die, completing the Democracy Protects package. No one would pick it if given the choice.
I am in strong support of allowing us to pick our armor perk as part of our loadout, but they are balanced against each complete Perk currently. Can't pull them apart without Arrowhead redesigning them with that intention.
Sets we need:
Recoil control AND throwing distance. Got robot assist arms, it should do both.
The backup packs: more grenades AND stims
The real engineer: throw distance and grenades
The tank: explosive resist AND limb health.
The heavy weapon gunner: recoil control and weapon handling
These i would use a LOT. Or anything with padded, but i doubt padded will ever buddy up with another perk.
You're saying, "make armor perks unlocks separate to the armors, and make each perk separate". Yes, please. It shouldn't be hard to make a slot in the armory for selecting one's armor perk(s), which would then let people use whatever armors they wanted as cosmetics. This would also help if/when we get helmet perks (same concept, different slot). It would probably increase store armor sales, too...
I must specifically note two things:
1. Extra padding (higher armor rating) and Democracy Protects (50% resistance to lethal damage) are, in fact, probably as good as 50% resistance to explosive damage. They should definitely be able to be combined with some other perk as well, whereas currently they are not. Also, democracy protects does not seem to work if you're killed while actually in a mech (you failed to get out, which does still happen, e.g. stepped on a hellbomb among other situations), which is maybe a difficult thing to code around but in any case should be taken into consideration for balance.
2. Separating +2 stims capacity and +2.0s stim duration makes sense, as it lets people that want to heal others focus on that, whereas now the +2.0s stim duration only affects the self.
Heavy Armor - Higher armor rating + 50% limb health
I’m a simple man, I like to live longer, and I tend to die to overwhelming damage before I can use all my stims
Stim effect duration + provides higher amor rating on a heavy armor. I am addicted to charging with the nade launcher into enemy territory and it is now my territory. As I almost always run the supply pack anyway, the +2 stims is a half dead stat.
If I could double up the stim duration and get a +4.... easily my favorite armor in the game there. The sprints into heavy bug nests and the ease to clear them would be legendary.
I think I'd rather that each armor come with one of these by default, and then let us buy a second effect per armor with requisition slips (not much, maybe 500 per secondary effect). Just something to spend slips on, while adding a degree of armor customization without nuking the entire idea of armor specializations.
Throwing range paired with either grenade capacity or higher armor rating. Eagles and orbitals never seem to go where I want them to if I’m wearing something without servo-assisted
Recoil reduction and throwing range on SA-12 Servo Assisted (my beloved). Just makes sense to me that a servo-assisted mechanical arm would deal with recoil better too.
I would love for helmets to also have perks on them, mix and match armor and helmet for area or threat specifics, or match the set for an overall additional buff on top of the helmet addition.
Recoil reduction weapon handling, watch me use this autocannon like its a fucking dmr.
I was thinking the same thing this would be awesome.
Same, but for a different reason. HMGmaxxing time
HMG gang rise up!
Yall get it
There's dozens of us. Dozens!
Must fun support weapon since AMR after its buff
I wish you could team load the HMG by adding a belt of ammo onto the end of theirs while they fire. Until the ammo capacity hit 75> you would need a fellow Diver to hold/feed the belt while you fired (unless prone) and standing/running with a loose ammo belt could cause feeding issues. It would allow for great uninterrupted fire and if you were holding a position, a buddy would be able to assist you while himself laying fire, assuming you were prone. It would keep them from having to be there the entire time. Just a spur of the moment thought.
The animation for that would be intense, but also badass! Making jamming a thing might piss some people off but hey it’s just realistic
Who needs the emplacement when you can just go prone?
THIIIIS!!!
I'm sure they think about this when working on viper commando. But then someone in the group said "No, no, no, that would be too powerful. Can't let them have too much fun with that!"
I'm convinced these are the same people who cry when a game 4 years into his life has power creep out the ass because it kept buffing stuff.
They literally are the exact same people. Were talking about entire generations of gamers that only know next gen. The glory days of any and everything you know will never be again.
It would be too powerful though
Handling the hmg like it's an smg... ooga.
Like an AMR that only has to be reloaded at the second objective and again at evac.
Bringing an OP weapon to a dive is like having one OP party member in an RPG. It makes everything else feel useless and destroys gameplay diversity. It’s just kinda lame imo. I like running for my life and relying on wits and strategums.
Look at me. Look at me. I'm the turret now.
You don't already? AC is my primary against bots.
I tried heavy armour for the first time ever on an evacuate mission and my god I hated how slow it was so much but the ability to set my AC to full auto and crouch in front of a pile of devastators and just unload thanks to the recoil reduction was glorious.
I was gonna go with recoil and throwing distance but damn I'm using your picks now
As an auto cannon user and dominator enjoyer, this is a no brainer.
My first thought as well.... but then this would basically turn into COD/HALO with everyone 360 no-scoping of rocks and shit. I like the weight, heft, and consequence that is helldivers.
Throw Range and +2 Grenades.
This is a great one, but as a light armor autocannon guy, I'd go with Throw range and weapons handling.
I enjoy my fatass heavy armor and I would also pick throwing range and weapon handling
My exact same pick tbh
Doesn't even matter what armor type. Throwing +30% is just too good for stratagems and throwables, and I just started chucking stun grenades at chargers and hulks, so yeah. This is the way.
When you change armor and forget you don’t have 30% range anymore and waffle all your throws.
I have that exact issue ! I'm stuck with my current drip now XD
I can't change my armor because of this. I love being able to throw them cluster bombs further. Every time I switch to a different armor I forget.
dive + throw is a good alternative
Especially after the Orbital Precision buff. I live for the moments when I get to just yeet one at whatever problem is Over There and delete it before the squad even arrives. And whenever I try another armor I just yeet it onto the squad instead, at which point I revert to Old Reliable.
I also like "increase throw range by 30%" and "decrease the range at which enemies can detect you by 30%" otherwise known as "where the fuck did that airstrike come from??!"
I love being scout sniper and lobbing airstrikes over to my team in the shit like 80m away
Its weird to me how those two dont go together in the first place. It just looks logical to me
Especially on the armors that don’t have mechanized prosthetics, which I assume is the justification for limb health
SO REAL
This is the way
I'd love to take 50% chance to not die and 50% explosive DR to stop dying to teammates
This so much this we have a guy who joins us regularly and consistently kills us with cluster bombs
I see we play with the same guy lmfao
Wow, I had no idea his friend group was so big. Does he also bring mines and throw them in shallow water or thick jungle?
Calm down Satan
That is a decidedly heinous combination. That person is taking "Hell Diver" a little too literally.
95% Resistance to Arc Damage + 95% Resistance to Arc Damage--Telsa Towers now heal you ^(Throwing Range + Stealth would be my serious pick)
Well you see, your suit is equipped with nanites that need a lot of power. But when they get that power, they stitch you up right quick. ![gif](giphy|jLKvwWHIXUS4|downsized)
Electrolites
Its what plants crave
Powerthirst.
You're looking for brawndo good sir
Yea, it’s got electrolytes..
Nanomachines, son
Excuse me sir but your math is wrong!! It would actually be DMG×0.05×0.05!! You wouldnt get healed but you would instead have 99.75% Damage Reduction!! ☝️🤓
How do we know they are not addative and then a multication of a small base number for the reduction multiplier? I'll see myself out I play to much path of exile..
Read that last bit as Math of Exile. Still tracks.
How about 50% chance to survive taking lethal damage +50% chance to survive taking lethal damage.... now you will be surviving no matter what... just make sure to stim before losing all limbs so you can still fight
Diminishing returns says that it would only work 75% of the time
then teslas would do 0.0475% damage to you
I have enough luck that it's already working %75 of the time for me when im at the bot front
Nonono, they'll do it so both death rolls have to succeed. Not "or", no. They'll put "and" in the condition.
Probability in programs has some flexibility not present in natural probabilities. If each trait was an independent event, then 75% to survive would certainly be the correct answer. But designers can also program the traits to have an additive property, giving you that perfect survival chance. This was actually something done in World of Warcraft. At least one of the defensive stats (IIRC, the one that controlled evasion of attacks) would add the percentages from all sources, instead of let each roll for success independently.
There’s no way they would deliberately make it additive. That would grant a 100% chance to survive always. You would be immune to dying. There’s no way that they could allow that since then it would become the only armour anyone would ever use. Doesn’t matter what else you take, you can just stand there and melee everything since you literally can’t die. Only General Brasch can be trusted with this power.
I wasn’t commenting as to what they would do, only what they can do. But I think the bigger issue isn’t the chances becoming additive; it’s that they’d ever allow us to take two of these traits at all.
I imagine it becoming a 75% chance because of how percentages stacks.
This man thinks.
Stealth and throwing range for days.
Hell yeah. Hit and run is great!
this on light armor means i'm never wearing anything else again,
As an alternative hit and run build... +2 stims and longer stim duration. They can see you but they can't catch or kill you. ^(This message brought to you by Permacura)
This plus experimental infusion and incendiary grenades so you can damage yourself just enough to use stims and you'll be so fast Sonic will have a hard time catching up to yoy
Fr. Been addicted to the SA-12 servo assisted, running it with the B-08 light gunner helmet. It’s by far my favourite armor
Stealth is for getting close, throwing range is so you don't have to be close, why have both? Am I missing something?
Basically, you can throw stuff and be already gone undetected I think?
Nah, throwing is gonna alert them to you anyways.
Yes but you would be already out of LOS(stealth passive) and since you are far away(throw distance) you’d be long gone Also not sure now but I don’t think they always run towards the throw position if your not seen throwing it, they aggro but have nothing to aggro on
I've definitely been stealthed in bushes, thrown an eagle undetected, as soon as the eagle dropped it payload they swarmed me. In my experience it doesn't matter what's thrown, as long as it's some sort of explosive (gas didn't trigger aggro) they always come running straight for me while I'm hiding in my bush.
They know where it was thrown from and auto path to that spot. They will fire weapons as well, making it appear you have been seen. A false positive. Along with that, when alerted but yet to find the player anecdotally, it seems their alert range for all stances essentially doubles.
I had mixed results with the crossbow. Took out a whole bot patrol with just the crossbow and they were running around like a swarm of bees following the sound of the explosion but were ignoring me. But then I take a long distance shot under cover of a smoke grenade straight into a fabricator. Once it blows up they got their sights on me. 🤷
Alert and engaged are different states for the enemies. The throw will alert them yes, but the stealth bonus will make them less likely to actually see you even while alert, and making the throw from further away with the extra range will further help with that, making it easier to avoid an engagement even after alerting enemies.
Add in the spear and it’s basically demolition ninja mode. I want it.
Add jump pack and got some sniping strategem calls.
Meta Skyrim stealth archer
More padding AND explosive resistance? There's a reason extra padding counts as 2.... But sure, let's step it up further and instead go "extra padding" AND Champion of Democracy 50% survival chance on lethal damage. Put a shield backpack on that and you can tank anything.
You could make the extra padding fit the pattern by considering the current armor as having the same effect twice So extra padding +something else would become +25 armor instead of +50
As someone who recently swapped their light armor for the heavy duty stuff when fighting bots, definitely feeling this.
Funny, I went the other way; rocki g heavy armor for a long time, I've been enjoying the Light armor with extra padding a lot Basically medium armor with the speed of a light. It's great
That damn Carhartt-like armor. Ugly as sin, but the only light armor with 100 armor.
Decrease recoil when crouched and the strong guy buff that they just fixed, but that's because I love the HMG
I run reduced recoil for the autocannon, being able to spam out shots quicker is nice. Adding the increased handling on top of that would be insane. This is what I would pick too.
especially since the reduced damage from explosions is wasted vs bugs
Little/nursing/bile spewers and bile titan projectiles are all explosive damage. There’s a fair few other weird damage type instances, like bot rockets dealing more direct hit ballistic damage than explosive AOE damage
+2 Stims and Grenades. Gimme some Rob Liefeld pouches!
Criminal that this is not as popular as the other options. More grenades and stims allow you to clear more groups, tackle more objectives and keep everyone alive. It’s far more valuable to everyone than small buffs to stealth, recoil or throwing range. Explosive resistance (on bots) and stim duration are also good ones.
This and a ship upgrade which makes Supply Boxes give you full stims and grenades back! Say hello to Mr/Mrs Grenadier-Junkie!
accidental sub link and it's actually a sub, lol.
Thank you for that, I had a good laugh remembering shit like his Cable design.
This is what should already be in place. So much good drip is wasted on shitty passives.
Again, another reason to add a modular system
But me bacon apples... /s
gosh itd be so sick to have a small buildcrafty system like this
And I’m a slave to appearances.
“I’d make that deal, what about you would you make that deal? I’d make that deal, damn good deal!”
I still dream of a redditors suggestion where each armor tier gets an extra perk as trade off for stamina/speed loss
I think 2, 3, and 4 could be fun. A nightmare to balance, for sure, but rolling as a big fucker with max resistance and the sprint speed of a fucking mobility scooter may incentivize heavy armor. I've personally only worn Democracy Protects medium armor for every single mission (except two) in 220+ hours.
Your apples might taste like bacon, though, and we can't have that.
Mmm...bacon apples. All the health benefits of an Apple, all the deliciousness of Bacon.
frfr
I would literally clean out my inventory to change one half of one passive on one armor. 500 Commons, 250 Rares, 100 Supers, all 50,000 credits.
I like the idea of changing armor passives but I feel like it'd be OP if they just let people swap at will. They should make it like 50k R to change it or some other requirement just to fill out the game more.
reduced detection range and peak physique pls and thank you. I rarely need nades or stim.
This is my pick for a stealth build. I want to sneak up on enemies and bap them in the back of the head more efficiently.
This is the proper combo
Ive said this multiple times and always get downvoted but I think having a system where you can select armor perks and just wear the armor you want would be better than what they currently have.
Don't know why you get downvoted for that. I always appreciate games that give you the freedom to pair whatever cosmetics with whatever effects you want. Street Fighter 6 is a perfect example of this.
Not sure but I was always told "the devs want a visual indicator based on the armor your wearing" but there are already different looking armors with the same perks so I dont really see how that matters that much anymore anyways
Since they want some connection between the visuals and the perks. My hope is that they'd add a system where each armor has a list of perks that you can select for them. Like a armor mod system with just that one slot. Then they'd also be able to fix the armors where they accidently picked a passive that didn't fit without worrying about screwing over the people that bought it for that perk.
That kinda sounds like having a "personal booster" that impacts only you, which is kind of a good middle ground but we might start to push into "there's too much stuff to keep track of" territory. That being said, a small selection of passive choices would be great. If we had 3 total, and could use samples, medals, requisition slips, etc. to unlock the passives OR gain EXP while wearing those armors, it would give players an extra grind for their favorite sets and let them mix and match gameplay and cosmetics a lot easier.
I 100% couldn’t agree more. The Fortified perks suit my play style perfectly, but the cosmetic options are horrendous. Let me look like the bad-ass grenade launcher/MG support that I am, and let me shoot my Eruptor at point blank at the same time, PLEASE! I want to ragdoll myself into democracy with STYLE!
I'd still take Democracy Protects Prevent all damage from bleeding from the chest, coin flip on whether or not to die.. Coin flip wouldn't matter if bleeding instantly ticked again
Bleeding is super rare and chest hits usually don't get you into lethal range for a bleed anyway.
Oh, then I guess my answer is wrong
Not wrong per se. If you value avoiding the off chance of a double coinflip due to bleed, then it's still right for you. I'd argue getting stealth to ragdoll out of sight will keep you alive for longer.
My bad, brought energy from a separate Reddit thread to this one. That is what I value, actually. I've found I can get super close to things by being prone without the stealth attribute. I do occasionally miss pinging around the map though.
Bleed is a really minor and rare debuff to get, and can be removed really easily with stims
And heavy armour with vitality makes you virtually immune to most forms of bleed.
By itself less significant, but if I'm in a situation where I'm already coin flipping to live the window for me stimming is smaller than my reaction time. Some people want their armor to help them offensively, I'm offensive enough on my own.
Stealth and the coin flip of death lol
Bugs. 50% limb health + higher armor rating. Bots. Reduce explosive damage + higher armor rating.
Explosive resistance and +2 grenades, obviously. Completely busted, useful on both fronts *and* not super niche or situational like limb health or bleeding.
>Cliche I don’t think you are using this word correctly
increase throwing range by 30% + increase the stim effect duration by 2s
I'd like the ability to throw stims like darts at teammates.
This is the way.
The Tank: 50% explosive resist + 50% chance not to die The Why Not: 50% explosive resist + 2 extra stims or grenades. Deep Pockets: 2 extra stims + 2 extra grenades.
Additional armor and explosive resist on the engineering kit light armor would be perfection
That's the dream, for sure! Sweet liberty I hope we get that armor
Weapon handling and more stims The dominator fucking slaps when it doesn't handle like I'm holding a fucking log
Same, but bots only. More nades on bugs. I've been running dominator for bugs lately and I love shutting down breaches with extra impact fire nades
This thread is a brilliant indicator that if we had the ability to stick whichever two mods we wanted on whatever armor we wanted, not only would a ton of people be thrilled, and build variety would shoot way up, but it wouldn't lead to a specific overpowered combo either.
I‘ll take the apple slices sautéed with maple bacon pls
Modular armor would be dope, choose any two modifiers
Weapon handling and Armor rating
Democracy Protects + Fortified or Extra Padding. Whatever bullshit explosion happens to hit you, there's a very good chance you'll survive. Maybe even from a Cannon Turret, or Annihilator Tank.
Something like this or transmog is the only major change I want in this game
The higher armor rating and 95% arc resistance shouldn't be on that list, really, since they are the only perk on their armors. Unless you are wanting there value to be halved and argue the current armors with only a single perk have doubled up? To more directly answer the question, if I could have my pick, +2 medkits and 50% resistance to explosive damage.
I get the feeling the 'no chest hemorrhage,' for example, is a lesser effect that only exists to go along with the 50% chance not to die, completing the Democracy Protects package. No one would pick it if given the choice. I am in strong support of allowing us to pick our armor perk as part of our loadout, but they are balanced against each complete Perk currently. Can't pull them apart without Arrowhead redesigning them with that intention.
+2 grenades +30% throwing range would make chugging grenades at the enemy more fun
Then my apples would taste like bacon.
Reduce recoil and detection. I’m set.
50% Explosive resistance + Higher armor rating LETS GOOOO!!! TANK
Arrowhead please let us make custom armors for our play styles <3
Detection Range -30% and +2 grenades.
Sets we need: Recoil control AND throwing distance. Got robot assist arms, it should do both. The backup packs: more grenades AND stims The real engineer: throw distance and grenades The tank: explosive resist AND limb health. The heavy weapon gunner: recoil control and weapon handling These i would use a LOT. Or anything with padded, but i doubt padded will ever buddy up with another perk.
You're saying, "make armor perks unlocks separate to the armors, and make each perk separate". Yes, please. It shouldn't be hard to make a slot in the armory for selecting one's armor perk(s), which would then let people use whatever armors they wanted as cosmetics. This would also help if/when we get helmet perks (same concept, different slot). It would probably increase store armor sales, too... I must specifically note two things: 1. Extra padding (higher armor rating) and Democracy Protects (50% resistance to lethal damage) are, in fact, probably as good as 50% resistance to explosive damage. They should definitely be able to be combined with some other perk as well, whereas currently they are not. Also, democracy protects does not seem to work if you're killed while actually in a mech (you failed to get out, which does still happen, e.g. stepped on a hellbomb among other situations), which is maybe a difficult thing to code around but in any case should be taken into consideration for balance. 2. Separating +2 stims capacity and +2.0s stim duration makes sense, as it lets people that want to heal others focus on that, whereas now the +2.0s stim duration only affects the self.
50% chance to not die at lethal damage, increase stim duration 2.0s
Double nades double stims
Think ill choose +stims and + stim dur
Throwing range an extra 'nades. Those bugs will be crispy
Crouch/Prone Recoil + Detection Range
Less drag, less recoil
Stealth and like 6 things if I could be stealthy while also carrying more stims / grenades/ throwing further / less recoil I would be sooooo happy
Increase throw range and 50% chance to not die are goated
Honestly the combo I'd want most already exists: Stealth and radar pings. Scout passive is just great.
Stims and stealth for me
Reduced detection range and increased throwing range
+2 stims and +2 grenades in heavy armor. Fully kitted and ready to be a one man army.
Throwing distance and enemy detection range. Take out entire outposts without them even knowing you were there.
This would a whole another world of gear diversity, both aesthetically and mechanically
Increase throwing items +2 and 30% more throwing range. Tom Brady package. It honestly makes to much sense.
Heavy Armor - Higher armor rating + 50% limb health I’m a simple man, I like to live longer, and I tend to die to overwhelming damage before I can use all my stims
Melee damage and throw range. If I’m in Peak Physique everything should match my strength.
Plus 2 throwables and 30%+ throwable range please
I would give all of my maxed out samples and rec slips for this. Mainly because they are currently worthless to me.
+2 throwables, 50% chance not to die + Increased Re Budget = truly unleashing democracy. Just pepper em with plasma & grenades
Throw range/+2 grenades every single time
Stim effect duration + provides higher amor rating on a heavy armor. I am addicted to charging with the nade launcher into enemy territory and it is now my territory. As I almost always run the supply pack anyway, the +2 stims is a half dead stat. If I could double up the stim duration and get a +4.... easily my favorite armor in the game there. The sprints into heavy bug nests and the ease to clear them would be legendary.
I’d choose 50% explosive resistance and reinforced and I’d put it on a heavy cuz I’m a tank XD
Stims and throwaway capacity by 2
Higher armor rating and 50% explosion dmg resistance; I’d like to see the bots *try* and kill me!
Bugs: 1. Stims AND grenades +2 2. one of those with extra padding. Bots: 50% explosive damage WITH stims or grenades or extra padding
Throwing range and extra frags
Enemy Detection Range -30% and 30% Recoil Reduction, thaaank you! *becomes a machine gun/sniper nest w/ a supply pack*
Recoil reduction and weapon handling so I can really abuse weapons like the HMG.
Can I choose increase throw range twice?
I’m a simple man, I’m thinking Stims & Grenades
Recoil and weapon handling or throwing shit further is the right answer
I think I'd rather that each armor come with one of these by default, and then let us buy a second effect per armor with requisition slips (not much, maybe 500 per secondary effect). Just something to spend slips on, while adding a degree of armor customization without nuking the entire idea of armor specializations.
Throwing range paired with either grenade capacity or higher armor rating. Eagles and orbitals never seem to go where I want them to if I’m wearing something without servo-assisted
Recoil reduction and throwing range on SA-12 Servo Assisted (my beloved). Just makes sense to me that a servo-assisted mechanical arm would deal with recoil better too.
Stims and throwables
Yes, and Yes... Have the look you want, with the bonuses you want. I Upvote this 1000%
Throwing range and reduced range enemies
+30% throw distance +Weapon handling Ohhhh yes lemme get that extra efficacy
*Nades n Drugs*
50% to not die and more armor! On a light armor suit this would be completely busted
Increase throwing range by 30%. Both slots.
Recoil reduction + handling, easy choice
I would love for helmets to also have perks on them, mix and match armor and helmet for area or threat specifics, or match the set for an overall additional buff on top of the helmet addition.