• Please make sure you are familiar with the forum rules. You can find them here: https://forums.tripwireinteractive.com/index.php?threads/forum-rules.2334636/

ARMOR MODS

mrnok14l

Grizzled Veteran
Jul 17, 2012
908
44
Taiwan
ARMOR MODS
  • Basically passive bonus(es) that work around armor.
  • Armor mod works separately from the actual armor value; you still need the latter for actual damage mitigation.
  • One can have/install 2 armor mods at a time.
  • Installed armor mods are lost upon death.
  • All cons disabled/paused during intermission.

NO ARMOR [404 Dosh]
◆ PRO
◇ CON
◆ Unlocks achievement for trying out armor mod


NIMBLE ARMOR [250 Dosh]
◆ +5% Jog speed
◆ +10% Sprint speed; increment to the speed multiplier
◆ +30% Switch speed
◇ -50 Max armor


HEAVY ARMOR [250 Dosh]
◆ +150 Max armor; ex: 100+150
◇ -10% Jog speed
◇ -10% Sprint speed


THICKEN ARMOR [250 Dosh]
◆ +50 Max armor
◆ Can install/stack twice
◇ Only 2 slots meaning 3-plate thicc not possible :c


TURTLE ARMOR [250 Dosh]
◆ +100 max armor
◆ +80%/40% Rear passive blocking while crouching/standing; ≥90°
◆ +40%/20% Side passive blocking while crouching/standing; 91-180°
◆ Stumble melee attacker when crouched; Deals 700 stumble power, still respect attcker stumble cooldown.
◇ +25% All fire damage taken
◇ -80% Crouch speed
◇ -5% Jog speed
◇ -25% Sprint speed


HIGH-DENSITY ARMOR [250 Dosh]
◆ Armor integrity never degrades; always at 75% absorption.
◆ -40% Bullet damage taken
◇ +33% Armor cost; cost-yield ratio from 3:1 to 4:1.
◇ -5% Jog speed


SCRAP ARMOR [100 Dosh]
◆ Gain 3/15 armor from bashing Zed/E-DAR with Welder
◆ Gain 20 armor per ammo box
◆ -33% Armor cost; cost-yield ratio from 3:1 to 2:1.
◇ -10% Armor damage absorption; across all integrity levels
◇ -20 Max armor


INSURED ARMOR [Half of your loadout NET worth]
◆ Respawn with 150% of the NET worth you died with excluding ammo
◆ Respawn with full armor
◇ Suspend all dosh earn for this armor cost; dosh earning minus 100% until paid off the previous cost of this armor.
◇ Can only purchase/install this mod once per match


COME GET ARMOR [350 Dosh]
◆ Each teammate can grab 30 armor off of you; 150s per person CD, CD refreshes per round.
◆ +60 free armor per round


STRIP O' ARMOR [200 Dosh]
◆ +2 Block weight capacity
◆ +5% Jog speed
◆ +5% Sprint speed
◇ -100% all armor


ORDNANCE ARMOR [350 Dosh]
◆ +50% basic 9mm reserve ammo
◆ +5 grenade capacity
◆ Can install/stack twice
◇ -3% jog speed
◇ -1% sprint speed per grenade carried beyond the base count


RESISTANCE ARMOR [600 Dosh]
◆ Zap the grappler with EMP effect; 5s cooldown
◆ Emit EMP when health drop below 40; 60s cooldown
◆ -20% Debuff & DoT duration
◆ -50% Low health movement speed penalty
◇ -25 Max armor


ORGANIC ARMOR [600 Dosh]
◆ +25 Max health
◆ +25% Syringe & dart potency taken; doesn't affect regen and On-ZT restore
◆ Constant health regen; 1 health per 1s
◇ +20% Debuff & DoT duration
◇ +25% All poison damage taken
◇ -25 Max armor


NANITE ARMOR [750 Dosh]
◆ Constant self-repair; 1 armor per 1s
◇ -40% syringe recharge; affects both self-heal and team-heal
◇ Armor takes 50% sonic damage


MAG ARMOR [750 Dosh]
◆ Successful parry will fully mitigate damage
◆ Gain 1 armor per heavy melee attack
◆ -25% Electro damage taken
◆ +25% Welder recharge
◇ Lose 10 armor per successful parry


POWER ARMOR [1,000 Dosh]
◆ +25% Damage on all heavy melee attack
◆ +10% Damage mitigation on all melee block
◆ +5% Jog speed
◆ Gain 20 armor per ammo box
◆ Boosted sprint; sprint at doubled speed, activated after sprinted for 2 meters.
◇ Lose 1 armor per 2 meters of sprint boosted
◇ Sprint boosting has a 0.5s reactivation cooldown


IMMOLATION ARMOR [1,000 Dosh]
◆ Constantly deal 15/2 damage each second to foe/ally close-by; radius is 1.5m, not a lingering (burning) debuff
◆ Complete immunity to external fire damage
◆ +20% Syringe & dart potency taken
◇ Constantly lose 1 health per 1.5s; doesn't actually set you on fire slash doesn't trigger Oisten Ney Ney.
◇ Burning flame obstructs 1st-person vision


EXPLOSIVE ARMOR [1,000 Dosh]
"Hasta la vista, baby."; 4500 damage in 1000 radius, press and hold [Self-heal] + [Bash] for 1s to initiate, no FF.
◆ Explode on death; 1500 damage in 500 radius, no FF.
◇ -1 Block weight capacity


ZyNTHETIC ARMOR [1,000 Dosh]
◆ Onboard music speaker; music plays to everyone
◆ +200% all ZT odds; multiplicatively, ex: 5% -> 10%.
◆ -20% Personal ZT slowdown; player's every action is at 40% of the normal speed rather than 20%.
◇ -5% Jog speed
◇ +50% Zed aggro; Zed account your relative distance to them as if you're 50% closer
◇ -25% Footstep audible distance
◇ Cannot hear large Zed warning/roar


PHILOSOPHIC ARMOR [69.99 Dosh]
◇ chair
◇ chair
◇ chair
◆ C H A I R



====ROUND2====

RETRO ARMOR [250 Dosh]
◆ +5% Jog speed
◆ +20% Jog speed when using melee weapon
◆ +25% Dosh earn
◆ -50% Syringe expense
◇ Unable to sprint


COOL ARMOR [600 Dosh]
◆ -25% Explosive damage taken
◆ +2% chance to trigger ZT from doing cool stunt; recoil-jump, jump-dodge Husk fireball, slither-dodge E-DAR projectiles.
◆ Trigger ZT with emo; once per round or per 300s.
◇ Cannot cancel emo midway


GOTHIC ARMOR [600 Dosh]
◆ Passively retaliate all melee attacks; each instance of retaliation is equivalent to your perk knife bash/stab attack.
◆ -50% Sonic damage taken
◇ -40% All healing taken


SAMURAI ARMOR [600 Dosh]
◆ +1 block weight capacity with Katana
◆ +20% all melee attack speed with Katana
◆ +30% Switch speed between Katana
◆ Equipped Katana override/replace perk knife
◇ -20% Reload speed with any firearm


RIOT ARMOR [600 Dosh]
◆ +10% Damage mitigation on all melee block
◆ +1 Parry strength on all parry means
◆ +25% Stumble power output
◇ -3% Jog speed
◇ -6% Sprint speed


SKIN-TIGHT ARMOR [600 Dosh]
◆ +30% Switch speed
◆ +3% Jog speed
◆ +10% Sprint speed
◆ +20% Jump height
◆ -50% Fall damage
◆ +50% Air movement control
◆ +50% Syringe potency taken
◇ +1 damage taken from all hostile instances
◇ -90% all armor


ROBO-ARM ARMOR [800 Dosh]
◆ 50% speed background reload; applies to the previous in-hand weapon, meaning one at a time.
◆ +30% Switch speed
◇ -4% Jog speed
◇ -8% Sprint speed
◇ -20% Jump height


CYBERPUNK ARMOR [800 Dosh]
◆ +10-50% Damage output versus non-organic foes; based on their organic level, e.g. E-DAR = +50%, Siren = 40%, FP = 30%, Husk = 20%, SC = 10%
◆ +25% Dosh & exp reward from E-DAR kill & assist
◆ +35 Max armor
◇ -45 Max health


BATTLENUN ARMOR [800 Dosh]
* Zeds may be demonic. Demonic status increases model scale by 1.2X, adds a layer of reddish burn to skin texture, adds flamy eyes, adds flamy overhead horns, and grants +30%/10% body/head health, -20% vulnerability to all in-cap powers, but -20% movement speed.
** Demonic foe will contain 30% more dosh & exp reward.
◆ +30% Damage output versus demonic foes
◆ +20% All incap-powers output versus demonic foes
◆ Purge any debuff & DoT with Syringe; works on both self-heal and team-heal.
◆ Uh, male compatible
◇ -50% All ZT odds; multiplicatively, ex: 5% -> 2.5%.
◇ -20 Max armor


EXORCISM (GHOSTBUSTER?) ARMOR [800 Dosh]
* Zeds may be spectral. Spectral status is first and foremost similar to cloaking (except the invisibility won't break even when attacking and is undetectable by Commando), grants immunity to all incap-powers, allows phasing through walls, but -50% overall health.
** When going through a wall, they will emit an eerie, sizzling noise, during which they'll also move at 10% speed.
◆ Deal incap-powers normally to spectral foes
◆ Reveal spectral foes via flashlight; the light from your flashlight is a little greenish and exposes spectral foes by contrasting their shadowy silhouette.
◆ Able to sense spectral presence; indicated by a spooky 1st-person camera effect that grows increasingly tense as spectral activity rises in the proximity.
◆ Able to see and utilize extra weakspot on Zeds (?
◇ -50% Flashlight battery consumption
◇ -20% Switch speed
*** Weakspot is located randomly, looks like a glowing tumor, and is broke/used/gone after 1 hit which multiplies the damage and incap-power of that hit by 2X and 6X respectively.


ETHEREAL ARMOR [800 Dosh]
◆ +50% Chance to passively neglect an instance of non-DoT damage
◇ All your melee has a 50% chance to not deal damage; still 'hits' and applies incap-powers (if any).


ILLUMINATI ARMOR [1,000 Dosh]
◆ Yourself and your flashlight provides ray-traced global illumination
◆ Zeds move 25% against your light
◇ Hurts your PC
◇ Doesn't work on PS4 version of the game
 
Last edited:
  • Like
Reactions: Ralex
Oh my god, I was about to say that "at least you put some thought into it", but then I saw the last three ideas and I gargled on my coffee.

I don't know if you were being serious with that topic, but I'll answer as it is.

-No Armor : jokes aside, I think it would make an interesting challenge for the tough-as-nails player. Of course, it would be silly to buy a 404$ (neato !) armor only to start the challenge, but the mere idea is not so stupid.

-Nimble Armor : honestly, even though most people scream about how meta (and sometimes downright broken) speed is in that game, I believe it's fairly mitigated here. Nearly the same price of the base armor, but depleted twice as fast (and considering how fast armor can break on harder difficulties...), that's balanced. Hell, I might wonder if it's not actually a bit underpowered (unless you can kite very effectively). Maybe making it more expensive, but sturdier would be better? I mean, it's a nice increase, but it's not as if you'll become Sonic the Hedgehog.

-Heavy Armor : wait wait wait... It is actually "150 armor" or "100+150" ? Because the former definitely seems okay for either the weak and/or tanky classes, but the latter is downright ridiculous. Can you imagine a medic with that much armor? Worse : a SWAT with 350 armor points?! Even with the reduction in speed, you'd be pretty much unkillable, so why bother? With a support or firebug, nobody would approach you anyway.

-Thicken Armor : I didn't quite get it... Is it like a way to get pretty much "half armor" if you want to save money? Because the idea in itself is good (in early waves, the dilemma of choosing between survival and those extra two mags is sometimes very important), but I believe 250 is hardly a good deal. For barely 50 extra, you'd get a full armor... Unless you're thinking about amplifying the base armor, but then what's the dif with heavy armor? Not being slowed down? That's interesting too : do you prefer to save your speed or save money. But the problem still stands : 800 for armor is just too bloody much considering how fast it can break. Unless it's a permanent upgrade (as in : you spend 250$ once and by then : every armor refill will bring you to 150 armor). Let's just say I'm interested, but I need to understand precisely how it works !

-Turtle Armor : Again, jokes aside... that's a bloody damn fun idea ! I believe I like it even more so than the previous two. Just like with regular parrying or "rack'em up", it rewards the player who's strategic and got good reflexes. Sure, it will look fun to see some dude rapidly crouching all the time, but the idea is very neat. However, I'm a bit afraid that this armor would bring back camping with a passion. People would just crouch all the time and survive even the stronger assaults... Sure, you don't passively block from the front, but you can stumble them anyway. So yeah, I believe it should be a wee bit more expensive.

-High-density Armor : Uh, so if I get it right, it means that even at low armor, you still block incoming damage as if it was nearly pristine? If so, that's honestly pretty neat. 75% damage is hell of a lot, but assuming it gets depleted just as fast (it just protect you better), that sounds fine really. Even more so considering it's more expensive. I like that idea ! Better armor, but pricier.

-Scrap Armor : Oh ****, that made me chuckle ! I actually doubt people would bash zeds with their welder that much (a lot of people seem to forget the item even exist) and for 3pts... it's probably not worth the risk, you'll lose it immediately (maybe something like 10 pts would be better? Considering the armor is also less effective). But the extra armor gained on ammo pickup is good. Actually, I would love that idea to be implemented for the SWAT as a passive, in order to increase his tanking role.

-Insured Armor : I thought you meant that you respawned with 150% of the dosh you died with, but then I read "excluding ammo" so I'm not sure... Do you get one and a half gun or something? Other than that, I also find that idea pretty smart, although it's definitely a high-risk, high-reward one. I'm a bit afraid that people would abuse it by getting themselves killed on purpose however. But I guess it's somewhat mitigated by the "once per match" factor. Plus, on harder difficulties, it would be unwise to sacrifice half the team for either meager bonuses (early waves) or against the big bads (latter waves). But then, maybe people would kamikaze themselves to death once there's like three zeds standing... So I don't know. I feel like people would find ways to grief with that armor, but the premise is great. It also requires a lot of thinking as to no let it go to waste.

-Come get Armor: another idea I had to improve the SWAT, similarly to the support and demo skills that grant extra ammo/grenade on touch. Again, quite neato ! Nothing more to say : anything that improves cooperation is great in my book. Again, only complain : what if everyone picks that one? You'd get free armor on every round... And considering how important ressource management and the purchase of armor is in KF, that's a very lenient bonus to have. I believe some limitations should be put (like : maybe only two members of the team can pick that on up, or the bonus decreases the more teammates uses it. Like you get +20 armor when you're the only one using it, but if there's two players using CGA, you will only give out +15 armor each, then +10 etc. With the added benefit of people still being able to receive those juicy free "40%" each time )

-Strip O'Armor : pretty much a better version of No Armor ! I also dig that idea, rewarding the most ballsy of us. I doubt it would be used that much in harder difficulties, where armor is paramount, but the sheer idea of becoming a money bag is great. But while I can imagine the no armor downside can be mitigated by talented medics and/or a zerk with regen... The problem is that it's actually very rare to lack money after a while. Usually by wave 8-9, you have everything you could wish for, so the extra dosh is just wasted. So it would either be picked very early, then switched later on, or not be picked at all because everyone learned how to manage its money by now :/

-Ordnance armor : The extra 9mm armor sounds like a gimmick, even if you use fallback (although I know some smug players actually manage to beat the game with only that gun...). But the extra grenades... Wow. I'm actually very wary about that one. Even considering you'd be slower and it would cost you 700 extra dosh, having FIFTEEN grenades is insane, for pretty much any perk. A Commando or Demo would never have to fear any fleshpound anymore. The SWAT/Sharp/Zerk would bully zeds for ages... Nah for real, I believe it shouldn't stack AND get a bigger downside.Like -2 or 3% sprint speed per extra grenade (thus -15% at max)

-Resistance Armor : A strong bonus for a pricy upgrade...I definitely love that ! I believe the extra speed on low health would be my main reason to grab that one : it is usually what causes me to die like a dumbass. I think it would be an even better bonus than the "kamikaze" attack the demolitions has (although he gets it as a passive). No for real, I love that idea. And I assume that by "grappler" you mean when clots/trappers grab you? If so, that's definitely balanced too, as you won't emit an EMP effect whenever someones scratch your back. Probably my favourite idea so far.

-Organic Armor : Also a very strong bonus, but this time around, I'm a bit worried too. More health, better healing AND regen? That's recipe for disaster right there. I believe you should also be slower, in order to avoid giving even more chance to people who endlessly kite to survive an onslaught. Because again : even if the armor is crazy expensive, it would mostly be purchased in latter wave, where its bonuses are not only much more valuable, but the price is much less of a hassle. Either that or we say that the bonus is only active as long as you got armor (and if that applies to every armor, I'm a dum-dum)

-Nanite Armor : NANOMACHINES SON. Why not. But I don't think it would be as helpful as you might think. Armor gets depleted very easily and thus unless you're good at evading zeds, you'd still have your armor torn to pieces very fast, to the point where it's barely useful (if at all). Meanwhile, you'll struggle to heal yourself back as you suck up that damage. The main appeal would be to have pretty much free armor in-between waves, saving yourself 300 dosh (but considering the price, that's the least you can do). I believe you should either have a more lenient downside, a more generous price of something extra on top of it (double the armor regen? You name it!)

-Mag Armor : Similarly to Nanite Armor, I believe it's actually more of a downside than a real blessing. If you get boxed, you'll deplete your armor in mere seconds just by blocking 3-4 attacks in a row (although you may have wanted to parry the biggest one). Considering the Zerk can also have extra resistance and/or regen, actually taking some damage as you parry is not a big problem. And again : it's bloody expensive. I believe that armor should give out way more, or just remove the downside entirely and come up with a new one (you move slower for a little while after you parried?)

-Power Armor : I think THAT should be Mag Armor actually ! I like everything about that idea besides the price : it's a bit too costly considering the main appeal (the extra speed boost) have a downside on its own. I believe it should replace Mag Armor entirely. Plus, that version can actually benefit every perk (except they won't get the extra melee damage, obviously)

-Immolation Armor : My main gripe with that one is that you damage your teammates... Even excluding griefing, that's just a big nope in a game so centered around teamplay and sticking together. I also find the armor way too gimmicky... As you'd have to either keep your health in check at all time or use a regen buff, grandly limiting your choices and forcing you into a playstyle many might find unrewarding. I guess it's meant to be a full zerk armor (since he would pretty much nullify the "burning" effect) and considering he doesn't have to purchase much ammo, it would put its extra money to good use. But I don't know how to fill about such a specific bonus... I'm more about versatility, and thus armor upgrades which could benefit everyone. I guess it could be used as a "troll pick", or even a "challenge one". So it's not all bad.

-Explosive Armor : Similarly to Immolation armor, I hope it doesn't damage your allies or people would definitely grief with it. As for the armor itself, it's like a better version of the demo's passive... So why not really. Might as well go with a bang, Predator-style. Nothing against it, I guess it would barely be used by "serious players", or only if they have money and weight to spare (and even then : it's usually better to grab a medic pistol to fill up that extra weight slot than waste it with a time-bomb). But oh well. Oddly specific, but I believe it could be used from time to time

-Zynthetic Armor : even if it's definitely a troll pick, there are some good ideas to be found ! I believe we got so used to the "big zed warnings" that many people would crap their pants if you suddenly couldn't hear it... That would make for a great mod ! Having some extra usefulness regarding Zed-Time is also cool, although most perks can already make us of it (either from their Zed-skills or with time extensions). But yeah, the loud music could also be considering griefing... Albeit less annoying than the previous two. A bit too expensive maybe, but far less stupid than expected !

-Philosophic Armor : "69" Dosh :sneaky:


Last question : are you able to switch up mods as you play? Like, if you want to sell one and buy another, is it possible? Or would that be "too easy" ? Like, I would think about purchasing "Scrap Armor" to get some cheap protection in the earlier wave, but then switch to something better at the end.

(Not truly a question but) do you plan to have ways to tell who picks what? I believe it's more important than ever to know which armor upgrades your teammates picked in order to develop interesting strategies. But considering the amount of armors, I wonder how you could make it so it's both very clear and not ugly or cluttered.

All in all : I often felt the "extra armor" ideas to be either too complicated, uninteresting or just the opposite : too simple (as in "you can buy an extra layer of kevlar" or some ****). The first idea that got my attention was the special armor we devised with both Aze and Breadsticks, as to make the SWAT more unique and interesting. But now your ideas actually got me thinking as well. I believe it would actually add something interesting to the game, and some brand new strategies (something we've been lacking for years at that point...). Toying with armor in order to get passives instead of reworking all the perks is very clever, although it would obviously need some serious tests in order to make it balanced with everything and everyone.

Props to you !
 
  • Like
Reactions: mrnok14l
Upvote 0
Oh my god, I was about to say that "at least you put some thought into it", but then I saw the last three ideas and I gargled on my coffee.

I don't know if you were being serious with that topic, but I'll answer as it is.
I'm serious O_>O


-No Armor : jokes aside, I think it would make an interesting challenge for the tough-as-nails player. Of course, it would be silly to buy a 404$ (neato !) armor only to start the challenge, but the mere idea is not so stupid.
Yes.


-Nimble Armor : honestly, even though most people scream about how meta (and sometimes downright broken) speed is in that game, I believe it's fairly mitigated here. Nearly the same price of the base armor, but depleted twice as fast (and considering how fast armor can break on harder difficulties...), that's balanced. Hell, I might wonder if it's not actually a bit underpowered (unless you can kite very effectively). Maybe making it more expensive, but sturdier would be better? I mean, it's a nice increase, but it's not as if you'll become Sonic the Hedgehog.
Keep in mind that purchasing armor mod won't fill your armor points. And you can equip two different mods, except those stackable ones, at a time.


-Heavy Armor : wait wait wait... It is actually "150 armor" or "100+150" ? Because the former definitely seems okay for either the weak and/or tanky classes, but the latter is downright ridiculous.
100+150


Can you imagine a medic with that much armor? Worse : a SWAT with 350 armor points?! Even with the reduction in speed, you'd be pretty much unkillable, so why bother? With a support or firebug, nobody would approach you anyway.​
This option is for literally tanking the damage (at the expense of armor points and dosh), but those degrees of reduction in speed should translate to the user would get caught up by Zeds consistently.


-Thicken Armor : I didn't quite get it... Is it like a way to get pretty much "half armor" if you want to save money? Because the idea in itself is good (in early waves, the dilemma of choosing between survival and those extra two mags is sometimes very important), but I believe 250 is hardly a good deal. For barely 50 extra, you'd get a full armor... Unless you're thinking about amplifying the base armor, but then what's the dif with heavy armor? Not being slowed down? That's interesting too : do you prefer to save your speed or save money. But the problem still stands : 800 for armor is just too bloody much considering how fast it can break. Unless it's a permanent upgrade (as in : you spend 250$ once and by then : every armor refill will bring you to 150 armor). Let's just say I'm interested, but I need to understand precisely how it works !
Basically - the thinking was that one could thicken their armor twice at the cost of dosh and armor mod slots.


-Turtle Armor : Again, jokes aside... that's a bloody damn fun idea ! I believe I like it even more so than the previous two. Just like with regular parrying or "rack'em up", it rewards the player who's strategic and got good reflexes. Sure, it will look fun to see some dude rapidly crouching all the time, but the idea is very neat. However, I'm a bit afraid that this armor would bring back camping with a passion. People would just crouch all the time and survive even the stronger assaults... Sure, you don't passively block from the front, but you can stumble them anyway. So yeah, I believe it should be a wee bit more expensive.
You got it right, this one is for camping. The pricing reflects how important movement is in KF2.


-High-density Armor : Uh, so if I get it right, it means that even at low armor, you still block incoming damage as if it was nearly pristine? If so, that's honestly pretty neat. 75% damage is hell of a lot, but assuming it gets depleted just as fast (it just protect you better), that sounds fine really. Even more so considering it's more expensive. I like that idea ! Better armor, but pricier.
Yep. This one is designed to be high-performance-at-high-cost which can be offset somewhat by the Scrap Armor.


-Scrap Armor : Oh ****, that made me chuckle ! I actually doubt people would bash zeds with their welder that much (a lot of people seem to forget the item even exist) and for 3pts... it's probably not worth the risk, you'll lose it immediately (maybe something like 10 pts would be better? Considering the armor is also less effective). But the extra armor gained on ammo pickup is good. Actually, I would love that idea to be implemented for the SWAT as a passive, in order to increase his tanking role.
It's mad fun from a designer stand-point to see what users could do to abuse the power (get the most out of) of this armor salvaging/farming capability; like -- one could potentially get 45 armor off of an E-DAR in more-or-less 3 seconds, which is nearly 150 dosh worth of armor.


-Insured Armor : I thought you meant that you respawned with 150% of the dosh you died with, but then I read "excluding ammo" so I'm not sure... Do you get one and a half gun or something? Other than that, I also find that idea pretty smart, although it's definitely a high-risk, high-reward one. I'm a bit afraid that people would abuse it by getting themselves killed on purpose however. But I guess it's somewhat mitigated by the "once per match" factor. Plus, on harder difficulties, it would be unwise to sacrifice half the team for either meager bonuses (early waves) or against the big bads (latter waves). But then, maybe people would kamikaze themselves to death once there's like three zeds standing... So I don't know. I feel like people would find ways to grief with that armor, but the premise is great. It also requires a lot of thinking as to no let it go to waste.
NET value is the combined worth of your stuff - including the dosh you have, but not counting the ammo.


-Come get Armor: another idea I had to improve the SWAT, similarly to the support and demo skills that grant extra ammo/grenade on touch. Again, quite neato ! Nothing more to say : anything that improves cooperation is great in my book. Again, only complain : what if everyone picks that one?
Союз нерушимый республик свободных


-Strip O'Armor : pretty much a better version of No Armor ! I also dig that idea, rewarding the most ballsy of us. I doubt it would be used that much in harder difficulties, where armor is paramount, but the sheer idea of becoming a money bag is great. But while I can imagine the no armor downside can be mitigated by talented medics and/or a zerk with regen... The problem is that it's actually very rare to lack money after a while. Usually by wave 8-9, you have everything you could wish for, so the extra dosh is just wasted. So it would either be picked very early, then switched later on, or not be picked at all because everyone learned how to manage its money by now :/
Keep in mind that this one literally stripes ALL your armor like you won't even be able to get any armor ever (or like Duke Nukem), so you have to be calculative with how it stacks with other mod - as well as how to work with its pros and cons.


-Ordnance armor : The extra 9mm armor sounds like a gimmick, even if you use fallback (although I know some smug players actually manage to beat the game with only that gun...). But the extra grenades... Wow. I'm actually very wary about that one. Even considering you'd be slower and it would cost you 700 extra dosh, having FIFTEEN grenades is insane, for pretty much any perk. A Commando or Demo would never have to fear any fleshpound anymore. The SWAT/Sharp/Zerk would bully zeds for ages... Nah for real, I believe it shouldn't stack AND get a bigger downside.Like -2 or 3% sprint speed per extra grenade (thus -15% at max)
This one is for your nade-spammer. Its con can be daunting though (up to -10% sprint speed) plus that base -3% jog speed.


-Resistance Armor : A strong bonus for a pricy upgrade...I definitely love that ! I believe the extra speed on low health would be my main reason to grab that one : it is usually what causes me to die like a dumbass. I think it would be an even better bonus than the "kamikaze" attack the demolitions has (although he gets it as a passive). No for real, I love that idea. And I assume that by "grappler" you mean when clots/trappers grab you?
Yes.


-Organic Armor : Also a very strong bonus, but this time around, I'm a bit worried too. More health, better healing AND regen? That's recipe for disaster right there. I believe you should also be slower, in order to avoid giving even more chance to people who endlessly kite to survive an onslaught. Because again : even if the armor is crazy expensive, it would mostly be purchased in latter wave, where its bonuses are not only much more valuable, but the price is much less of a hassle. Either that or we say that the bonus is only active as long as you got armor (and if that applies to every armor, I'm a dum-dum)
This one is for health-wise self-sustain, and could potentially be slightly OP, as in the pros are slightly better than the cons at the end - even though the idea of upgrade should yield NET benefit.

The thinking behind it was, the lengthened debuff & DoT duration might just be your downfall, at which that 1hp/1s regen ain't gonna do anything, so it's OK to have this level of regen. Then to further secure its value/viability, a boost to max health is added - along with +25% self-heal potency to render said increment not turning out to be a burden.


-Nanite Armor : NANOMACHINES SON. Why not. But I don't think it would be as helpful as you might think. Armor gets depleted very easily and thus unless you're good at evading zeds, you'd still have your armor torn to pieces very fast, to the point where it's barely useful (if at all). Meanwhile, you'll struggle to heal yourself back as you suck up that damage. The main appeal would be to have pretty much free armor in-between waves, saving yourself 300 dosh (but considering the price, that's the least you can do). I believe you should either have a more lenient downside, a more generous price of something extra on top of it (double the armor regen? You name it!)
This one should work fairly well with Field Medic. For every-perk else, stack it with other armor mod that increases max armor; it's like passive hp regen that saves dosh as well.


-Mag Armor : Similarly to Nanite Armor, I believe it's actually more of a downside than a real blessing. If you get boxed, you'll deplete your armor in mere seconds just by blocking 3-4 attacks in a row (although you may have wanted to parry the biggest one). Considering the Zerk can also have extra resistance and/or regen, actually taking some damage as you parry is not a big problem. And again : it's bloody expensive. I believe that armor should give out way more, or just remove the downside entirely and come up with a new one (you move slower for a little while after you parried?)
To be clear: parry refers to the on-point blocking that could result in an attacker stumble, provided said attacker is out of stumble cooldown.

As for how viable this is, just think about the amount of armor one would normally lose in a single FP charging slam.



-Power Armor : I think THAT should be Mag Armor actually ! I like everything about that idea besides the price : it's a bit too costly considering the main appeal (the extra speed boost) have a downside on its own. I believe it should replace Mag Armor entirely. Plus, that version can actually benefit every perk (except they won't get the extra melee damage, obviously)
Power Armor is for your zommies out there who just gotta go fast and furious, it's functionally different to the defensive slash parry-oriented MAG Armor.

Say, at one point I was thinking to give it a +150% Jump height but realized Mario jump would be too game-breaking if one is able to consistently do it.


-Immolation Armor : My main gripe with that one is that you damage your teammates...
There won't be a teammate to hurt if one is a fire-playing Firebug at one's own corner.

Even excluding griefing, that's just a big nope in a game so centered around teamplay and sticking together.​
Are you saying mass immolation where everyone is immune to fire is unthinkable? Or you know, just so you can accompany your local Firebug player?

I also find the armor way too gimmicky... As you'd have to either keep your health in check at all time or use a regen buff, grandly limiting your choices and forcing you into a playstyle many might find unrewarding. I guess it's meant to be a full zerk armor (since he would pretty much nullify the "burning" effect) and considering he doesn't have to purchase much ammo, it would put its extra money to good use. But I don't know how to fill about such a specific bonus... I'm more about versatility, and thus armor upgrades which could benefit everyone. I guess it could be used as a "troll pick", or even a "challenge one". So it's not all bad.
If one is really meant for a Firebug that already boasts innate damage resistance to fire, then the health drain should be trivial.

If you're buncha immolating zealots, I guess it's only normal to heal each other?


-Explosive Armor : Similarly to Immolation armor, I hope it doesn't damage your allies or people would definitely grief with it.
Yea, no FF from that either the active or passive explosion.

As for the armor itself, it's like a better version of the demo's passive... So why not really. Might as well go with a bang, Predator-style. Nothing against it, I guess it would barely be used by "serious players", or only if they have money and weight to spare (and even then : it's usually better to grab a medic pistol to fill up that extra weight slot than waste it with a time-bomb). But oh well. Oddly specific, but I believe it could be used from time to time​
*nodding*


-Zynthetic Armor : even if it's definitely a troll pick, there are some good ideas to be found ! I believe we got so used to the "big zed warnings" that many people would crap their pants if you suddenly couldn't hear it... That would make for a great mod ! Having some extra usefulness regarding Zed-Time is also cool, although most perks can already make us of it (either from their Zed-skills or with time extensions). But yeah, the loud music could also be considering griefing... Albeit less annoying than the previous two. A bit too expensive maybe, but far less stupid than expected !
*nodding intensifies*



-Philosophic Armor : "69" Dosh
AND NEIN NEIN! -- Führer Probably


Last question : are you able to switch up mods as you play? Like, if you want to sell one and buy another, is it possible? Or would that be "too easy" ? Like, I would think about purchasing "Scrap Armor" to get some cheap protection in the earlier wave, but then switch to something better at the end.
Yes. I think players should be able to sell armor mods back to TRADER.

(Not truly a question but) do you plan to have ways to tell who picks what? I believe it's more important than ever to know which armor upgrades your teammates picked in order to develop interesting strategies. But considering the amount of armors, I wonder how you could make it so it's both very clear and not ugly or cluttered.
I'm thinking prefix/label before players' name, maybe like a subtitle, thoughts?



But now your ideas actually got me thinking as well.
I think this is all that matters when it comes to coming up with ideas of any kind and bringing them forth.

Even though it might sound stupid, uninteresting, not exactly feasible, or obviously wrong -- like "Blizzard correlates to DotA" or "the value of 3 is more than 2 and less than 4". The concept of difference or anything that you might not accept inherently serves as a contrast or reference to your understanding/perspective, which in turn will benefit the mind one way or the other, let that be knowing how right what was by learning what's wrong - or mapping the navigation better around the good/bad and right/wrong.

======

Now, this might sound far-fetched: I'm not exactly a fan of KF at its current state where it's not trying anything drastic - at all - where it's just repeating the same thing and nothing fundamental being added or at least tempered around.

Like - seasonal events. They're kinda annoying/boring at this point like Overwatch for being too consistent and staled. Why not adding seasonal Zed into the vanilla roaster, including their costume, as a special variant with altered stats and-or capabilities?

Personally speaking, I just hope the amount of punch pulled from Tripwire means that they're cooking something big, preferably KF-related.
 
Last edited:
  • Love
Reactions: Aleflippy
Upvote 0
I won't answer to everything this time, mostly because most of your comments are either developing/explaining/justifying your ideas which I may have misunderstood.

But I'll just say that your last two comments are stop-on. It is also the reason why I sometimes take a whole hour answering a topic or a comment simply because it stimulates my thought process, gets me all dreamy, imagining what could happen if such changes were implemented. It's also great to simply discuss with people, debate over ideas. That's something I love about fandoms : they have many downsides, but theories and ideas are definitely making it worthwhile at the end of the day. Plus as an aspiring writer and bassist, I keep begging people to actually give me (constructive) criticism. It's awful when the only one commenting your work are your friends and family, who always tells you how awesome you are... Thanks, but that's not how you improve ha ha.

Similarly, I love debates when they are civil and well-thought of. Having people scold you for your shitty ideas or not accepting that you might disagree with them is a waste of everyone's time.

As for KF2 updates... I've turned into a goddamn parrot at that point. Because that's what I keep saying. It's been a while since I've been truly surprised by what Killing Floor has to offer. It's way too much "by-the-books" at that point... And that's truly sad. On one hand, I guess it's better to get new content rather than nothing at all. But on the other... I'm never excited for any release anymore. I still haven't played the last winter update... Plus some weapons are actually nearly game-breaking by their effectiveness (or bloody worthless too).

Hence why I'm actually quite excited for the new weeklies. I genuinely hope they'll get a bit more creative with them. It's finally something that spices up the formula, something we haven't seen at all last year.

I guess the problem is that they boxed themselves into that system. At first with Early Access, they had to release regular updates to keep people playing and trying new stuff. Upon release, they quickly launched the event system we've seen in the first game. And as such... It quickly trapped them into a "four updates a year" schedule. Hell, they even more or less crafted an "event-but-not-really" for Spring with the Cyberpunk thingy (except the zeds don't even have skins, the maps have little to do with Cyberpunk etc.)

The Overwatch comparison is actually top-notch. We've been saying the same with my dad (he's a huge OW addict) : every year gets the same mods, you only get a few extra skins and maybe one new map. KF does have new toys to play with, but that's hardly better.

I know it has become a gaming trope (or even necessity) to keep the players hooked. To feed them content all the damn time (hence why the season passes, or even the weekly updates as you may have seen in Fortnite for quite a while). But I believe it's the wrong way to do it, because it only works for young gamers (teenagers, or even kids). I personally don't have the time to play every day or even every week anymore. I'm both a student and a worker now. Not only that but even if you DO have the time... There are so many games releasing that you rarely, if ever, stay hooked on the same game for months. And even if you DO have the time AND feel enclined to keep playing the same game : the content needs to be worth your while. To reward you accordingly. And that's also a problem with Tripwire's updates : not only does it feel unrewarding to play (the achievements are also the same, same goes for the "event rewards" : also some ugly backpack...), but it doesn't really bring you back into the game ! Whenever a new update drops, I go try the new guns, explore the new map, finish the tasks and then boom. I won't touch the game for another three months.

A compelling update should not only bring you back to the game, but entice you to keep playing, at least for weeks. It's been quite a while since that happened in Killing Floor 2...
 
  • Like
Reactions: mrnok14l
Upvote 0