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How To Improve The Armor In The Game (Mechanics)


noveltyhero
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.:DISCLAIMER: Any one of my "How to" posts is a mere suggestion based on personal opinion as to how DE can change certain things :.

 

 

 

 

Hey guys,

 

Been a while since a "How to" post and I hope this post is as constructive like the rest

 

By now I am sure we all know how armor in this game works and how useless it is on more frames that it should be, what I mean by that is that armor provides strong defense to some frames whilst being extremely useless to others. Well here is a proposed change so that it not only makes you want to max out that Steel Fiber more but also focus armor to match your playstyle.

 

 

So, let's begin

 

 

Issues

The issues here lie based on my playstyle. Which is often high risk high reward, meaning I like to play squishy characters over tanky/support type. 

 

Having played like this I always felt vulnerable but in a different way than you'd expect, sometimes it just feels simply unfair due to being one hit killed there are those moments where you just can't do anything. That shouldn't be the case, a game feeling unfair is the worst thing that can happen and my suggestions here should hopefully rectify that

 

-Armor being too focused for some frames

-Armor often is useless for certain playstyles

-Often armor is ignored by players and take damage over it and I almost want to agree with them :/

 

 

 

Suggestion

Divide armor into categories so that it is more viable than it is now and matches playstyles well. Balancing should not be an issue, the current armor is not affected in any way so those who love a heavy Valkyr will not be cheated.

 

The armor mod (Steel Fiber) still affects this armor except the end value and result depends on the mod itself and the armor you have equipped.

 

 

Armor Types

Reactive armor


2qjvggh.jpg

-This is the standard armor all frames are issued with. The armor scales with the frame that wears it, compatibility matches versatility. This armor is a great all rounder and affects health, not shields.

 

-No weaknesses


 

Kevlar Fibre


27zev6u.jpg

^yes I know that is not technically Kevlar fibre but looks cooler than Kevlar fibre

 

 

-High chances to prevent slash damage procs

 

-Weakness 10% to explosive damage.

 

Built with:

-Ferrite

-Alloy Plate

-Morphics

-Gallium

-Circuits


 

CRR-1


2eq57c5.jpg

-Small chance that elemental procs get converted into health (20% of the damage it would've dealt)

 

-Weakness 10% to slash damage.

 

Built with:

-Salvage

-Plastids

-Circuits

-Neurode


 

Flak Armor


6pz59y.jpg

-Inner shield takes 15% less damage against explosives too and health 7.5%

 

-Weakness 10% to plasma projectiles.

 

Built with:

-Gallium

-Polymer Bundle

-Control Modules

-Circuits


 

 

Mechanics

Mechanically this is not part of the Focus system or anything like that but merely an addition.

 

Arsenal

Every frame is issued with the default reactive armor. At each frame level they can unlock new armor types available to equip, level 5 Kevlar Fibre, level 10 CRR-1 and level 15 Flak Armor.

 

Any frame can equip any armor and more armor types can be added but for now keeping it simple.

 

Acquisition and consumption

The armor type blueprints can be acquired through hijack missions. Each armor is tied to one frame, so you cannot use the same armor module that you use for Nova on Trinity. However the modules should not be too hard to get, each module has a 33% chance to drop at the end of a hijack mission and the blueprints are tradeable.

 

 

Statistics

Now, you may be thinking that this is overpowered, but the matter of fact it is not. It is powerful yes, but not overpowered and I do understand your worry so let's have a look.

 

Reactive Armor-It is reactive to your frame, therefore base values remain unaffected completely.

 

Kevlar Fibre-Initial level is 5% jumping up to 25% slash damage reduction at level 30(52.5%)

 

CRR-1 -Initial level is 3% jumping to 18.5% reduction to all elementals at level 30 (38.85%)

 

Flak Armor -Initial level is 7.5% jumping to 41.5% reduction to all explosives at level 30 (87.15%)

 

 

 

 

<|>Percentages in brackets are with a maxed Steel Fibre mod equipped.

<|>Levels are based on the frame's current level, not mastery rank or anything else.

 

 

If my values are a bit off, I apologize, not sure what to put there so feel free to suggest new values. Don't want to overpower them

 

 

 

PS. Forgive the Crysis 2 screenshots, didn't want to spend too much time googling pictures

 

Please leave your constructive feedback below :)

Thanks!

Edited by noveltyhero
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I would love armor that is incredibly powerful but only for a couple of seconds while taking damage. I use mostly melee and sometimes I get shot from all sides so I cant really defend myself other than running away...and getting shot in the back.

I thought about that, something that is like a shield enforcer but really only lasts like two seconds every 30 seconds or so. However as I mentioned that can be added in later along with insane amount of varieties based on each elemental etc.

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This may work with the factions system. 

Not sure if essential gameplay features like these should be limited behind a diplomatic system though. Having them spread across less played missions is a better idea to get those missions to be more actively seeked in my opinion :/

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Not sure if essential gameplay features like these should be limited behind a diplomatic system though. Having them spread across less played missions is a better idea to get those missions to be more actively seeked in my opinion :/

 

Well we get the standard armor then get the special ones from the factions. 

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Well we get the standard armor then get the special ones from the factions. 

Yeah but the way the diplomatic system is said to work is by choosing a faction and being allied with it, at the same time being enemies with a different faction. Therefore limiting you from that faction specific reward and to spread them each to each faction just seems a bit of  a waste of potential rewards there

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For some reason, I'm thinking about that cancelor guy from metal gear rising, I forgot his name right now. Had nanomachines inside his body which rendered him almost invincible because they hardened at physical damage.

Possibly due to the way the reactive armor gets activated on you upon wearing the crysis suit <-so off-topic :/

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I fail to see what the OP is attempting to fix here. Squishy frames are that way because they are meant to have more powerful abilities, and the only time they get "one hit" is when we face off against very high wave mobs (ie level 60+) which we should never face to begin with and which SHOULD one shot us, that's the point.

 

We are already ridiculously hard to kill in Solar missions, and this will make us even harder to kill. 

 

Endless survival and Defence are not proper missions, or they are in the sense that we are meant to GET OUT OF DODGE when the green icon comes up. If you want to stay longer and "farm" I would not give players extra tools to make the process even easier then it already is.

Edited by DSpite
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I love the idea...I really do mate

 

But I also can't help but feel you're not playing warframe correctly.

 

As a Nyx I've never once felt vulnerable, she is relatively squishy.

 

As Volt I've never felt vulnerable.

 

As Ember...I felt useless until I discovered the Accelerant/Fireball style

 

As Banshee...well...okay you got me there on this ONE frame, but only because her CCing isn't 100% up to scratch compared to others.

 

That said, I think armor presently is fine, but having new armor types is cool.

 

Until we get them, avoiding damage is about skill. One way to upgrade it is to unequip your melee weapon and play a few grineer survivals. You will learn how to move in ways you didn't think possible before, since no copter and no slam down to correct jumping mistakes.

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Its an underdeveloped concept of creating  defence vs specific types of enemies/damage. There are already mods for that but only Antitoxin is somewhat useful. 

% bonus is still utterly useless on low base armor values  thus it should be straight damage resistance, not armor mod.

Armor only comes to play with health tanking which is not viable on many frames

Edited by Monolake
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I fail to see what the OP is attempting to fix here. Squishy frames are that way because they are meant to have more powerful abilities, and the only time they get "one hit" is when we face off against very high wave mobs (ie level 60+) which we should never face to begin with and which SHOULD one shot us, that's the point.

 

We are already ridiculously hard to kill in Solar missions, and this will make us even harder to kill. 

 

Endless survival and Defence are not proper missions, or they are in the sense that we are meant to GET OUT OF DODGE when the green icon comes up. If you want to stay longer and "farm" I would not give players extra tools to make the process even easier then it already is.

I love the idea...I really do mate

 

But I also can't help but feel you're not playing warframe correctly.

 

As a Nyx I've never once felt vulnerable, she is relatively squishy.

 

As Volt I've never felt vulnerable.

 

As Ember...I felt useless until I discovered the Accelerant/Fireball style

 

As Banshee...well...okay you got me there on this ONE frame, but only because her CCing isn't 100% up to scratch compared to others.

 

That said, I think armor presently is fine, but having new armor types is cool.

 

Until we get them, avoiding damage is about skill. One way to upgrade it is to unequip your melee weapon and play a few grineer survivals. You will learn how to move in ways you didn't think possible before, since no copter and no slam down to correct jumping mistakes.

I know how to play squishy frames and there are certain moments where whatever you do, you cannot escape the enemies' offenses. Either by aura, projectile etc

 

I am just looking at a way to make armor more useful on a broader side, as I mentioned in OP armor is either really useful (Valkyr) or completely pointless to have (Loki).

 

Not looking at our power and stuff like that in this post. Armor alone is quite underdeveloped for what it could be

 

Its an underdeveloped concept of creating  defence vs specific types of enemies/damage. There are already mods for that but only Antitoxin is somewhat useful. 

% bonus is still utterly useless on low base armor values  thus it should be straight damage resistance, not armor mod.

Armor only comes to play with health tanking which is not viable on many frames

Yeah as most people (like me) prefer to not have to rely on health but their shields instead.

 

 

 

All in all this post is a very basic concept, just hoping that armor gets an improvement. The way I suggested it here, would not affect current armor so I fail to see many problems occurring :/

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