Ok, before locking this thread please take note of some of the great suggestions some guys made about giving people in cover an advantage and people out of cover a disadvantage;
Also not allowing reload while at full sprint mode;
Aim-Down-Sight advantages (Right now aiming down sight makes you a sitting duck, easy target);
Removing the ability to revive agents downed by other players. Or if you want to keep revive in, with each revive give the player -10% armor until they get into a safehouse. Eg. If I have 55% Armor and I get revived, I will continue with 49.5% armor until I get into a safehouse.
And some others I can't think of.
The armor at the moment is fine, you just need to give a reason to take cover. Give a 15% dmg bonus for using weapons during cover instead of giving a flat dmg bonus on a Famas for no apparent reason only to have it nerfed later. Give 15% damage taken for being out of cover and all of this 'too much armor' talk will be over.
(15% dmg taken out of cover only applies for human players, not NPCs as they have infinite nades and grenaders with great accuracy which always forces us out of cover). So damage taken from NPCs remains the same.
The OP would be the only reason why this thread would get closed. He brought it onto himself.Originally Posted by mezzatron Go to original post
Well I'll stay out of it but non of that language is necessary to discuss your arguments and put your points across.
We are here to make suggestions and the devs may see them and test them out and find that they are terrible suggestions after all. I'm throwing out numbers like 15% extra dmg but these are just examples, 15% is probably way too much. Devs would take notes of our suggestions (hopefully), discuss them, maybe test them and decide on whether these should make it into the game.
Using toxic language is only going to have a great topic / thread like this closed. Which means less likelihood of our suggestions being noticed.
Anyways, have fun guys.
If you are smart enough, you realize that there are no other options available.Originally Posted by dukefx32 Go to original post
Crit Chance, Crit Damage, Damage vs Elites, Health, HP on Kill, Exotic Damage Resilience, Skill Power, Enemy Armor Damage, Protection vs Elites etc are clearly "no other option".Originally Posted by sandpants Go to original post
Small suggestion on revival. It should consume a med kit like in Survival, and once used will enter in cool down.. I think it will be enough. No med kit, no revivalOriginally Posted by mezzatron Go to original post![]()
No its not. Idk why you cant see something that obvious. Simple armor reduction would only make people kill/die faster with no incentive to take cover. You would take same dmg in cover as out of cover (except lmg dmg etc). PvP would still be run and gun fest because it would still be the best tactic with being in cover huge disadvantage.Originally Posted by SKORPIQN Go to original post
The cover needs to have huge advantages, smart cover needs dmg buff back and lose buffs immediately when leaving it, revives in pvp have no place in any game, the reload and gun handling needs to truly reflect on movement like was suggested.
I would even tone down every healing possibilities in PvP. All combined with good numbers and tested on PTS could bring this game to "cover based shooter" in PvP. PvE needs tougher dificulty for that with the handling options changed.