[size=200][color=#3498db]Another issue I'm wanted to address is the strangely low armor ratings of players
I will admit that in my other suggestion, having 200 armor points seems over-inflated
But believe me, CW 2.0 weapons can kill faster than you think. 4 shots from a 900 RPM weapon goes by very quickly, especially in raids and bank heists where almost all combat takes place in CQC, it's going to be crucial that players can withstand large amounts of damage.
Here's the essential reason why armor SHOULD be 100+
The amount of damage dealt is reduced by 60% and that damage is then applied to armor, while you only take 40% damage. Say for example you got hit by a battle rifle such as the SCAR-H that dealt 38 damage, then the amount of damage dealt to armor is 23 and you take the remaining 15 damage to health. The problem being is that because you'll be getting hit constantly, especially with higher RPM weapons, that 25-50 armor is going to be lost in a single shot.
This means that small armor rating that you received is almost redundant since it will only protect you from slow firing, light arms fire such as from pistols, which ironically coincides with how the armor is depicted in my other suggestion. It also means that 200 armor isn't so large after all when you consider how much damage is dealt with weapons.
For ACTUAL effective and noticeable armor effects, armor should ramp up to about 200 maximum which allows players to survive quite a bit of damage, while 100-150 armor lets you soak up a few extra shots that will make weapons more balanced in their class AND make fights again, last longer than 1 second.
Effects of this Implementation
1. Weapons Balance will be much more stagnant, higher damage weapons will be better at chipping armor and weakening opponents, whilst weaker weapons are great for faster but smaller amounts of armor chipping. Making players choose between if they need to focus on taking down armor as fast as possible, or trying to take down the health before the armor runs out faster.
2. Makes fights less instant and gives players a chance to react. The time-to-kill ratio is akin to that of Pre-Battlefield Hardline where anyone could get killed instantly, most typically with higher RPM weapons like the KRISS Vector, and unfairly gives them no time to react at all.
3. Revalues the Equipment Market as armor becomes a stagnant and economical choice of protection where it will dictate someone who isn't prepared against someone who is.
[img]https://img.gta5-mods.com/q95/images/payday-2-ballistic-armor-for-franklin/24a1e8-20170306160806_1.jpg[/img][/color][/size]
Another issue I'm wanted to address is the strangely low armor ratings of players
I will admit that in my other suggestion, having 200 armor points seems over-inflated
But believe me, CW 2.0 weapons can kill faster than you think. 4 shots from a 900 RPM weapon goes by very quickly, especially in raids and bank heists where almost all combat takes place in CQC, it's going to be crucial that players can withstand large amounts of damage.
Here's the essential reason why armor SHOULD be 100+
The amount of damage dealt is reduced by 60% and that damage is then applied to armor, while you only take 40% damage. Say for example you got hit by a battle rifle such as the SCAR-H that dealt 38 damage, then the amount of damage dealt to armor is 23 and you take the remaining 15 damage to health. The problem being is that because you'll be getting hit constantly, especially with higher RPM weapons, that 25-50 armor is going to be lost in a single shot.
This means that small armor rating that you received is almost redundant since it will only protect you from slow firing, light arms fire such as from pistols, which ironically coincides with how the armor is depicted in my other suggestion. It also means that 200 armor isn't so large after all when you consider how much damage is dealt with weapons.
For ACTUAL effective and noticeable armor effects, armor should ramp up to about 200 maximum which allows players to survive quite a bit of damage, while 100-150 armor lets you soak up a few extra shots that will make weapons more balanced in their class AND make fights again, last longer than 1 second.
Effects of this Implementation
1. Weapons Balance will be much more stagnant, higher damage weapons will be better at chipping armor and weakening opponents, whilst weaker weapons are great for faster but smaller amounts of armor chipping. Making players choose between if they need to focus on taking down armor as fast as possible, or trying to take down the health before the armor runs out faster.
2. Makes fights less instant and gives players a chance to react. The time-to-kill ratio is akin to that of Pre-Battlefield Hardline where anyone could get killed instantly, most typically with higher RPM weapons like the KRISS Vector, and unfairly gives them no time to react at all.
3. Revalues the Equipment Market as armor becomes a stagnant and economical choice of protection where it will dictate someone who isn't prepared against someone who is.
