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Reinforced (misc)

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Reinforced (misc)

Offensive Armor: After dealing X damage the user is prompted to activate Offensive Armor.
Apperence:
models/props_lab/Tank_Glass001 layer ontop of the player model (fades as armor loses health)
Stats:
-Offensive Armor reduces all incoming damage by 10% while active. Damage coming from someone the user has most recently damaged is reduced by an extra 10% (20% total).
-While active, the user's outgoing damage is reduced by 5% but stability, accuracy, and reload speed are increased by 10%.
-Offensive Armor can block 20 damage while active but diminishes the longer the shield is active (can refresh its stacks from getting kills [overstacking the shield results in an extra 10% buff to stability, accuracy, and reload speed while overcharged])
-does notrecord damage taken for Defensive Armor proc while active.
-Offensive Armor has a 20-second cooldown between uses


Defensive Armor: After taking damage there is a 15% chance that Defensive Armor will be applied.
Apperence:
models/props_combine/stasisshield_sheet layer on top of the player model (fades as armor loses health)
Stats:
-Defensive Armor reduces all incoming damage by 25% for 5 seconds (or a total of 30 damage blocked)
-Once the shield breaks the user is given 3 seconds of increased mobility and jump height.
-If the user kills the player that broke the shield the user is healed for the amount of damage blocked.
-Defensive armor has a 25-second cooldown between procs








Possible Balance points (besides the numbers listed above):
Offensive
Nerfs:
-Have an application time for Offensive armor's initial application (prompt could stay on screen longer but activating would result in a number of seconds "putting the armor on" where the user is vulnerable.
-Reduce mobility on armor break
-Apply bleed on armor break
Buffs:
-add fire rate to active armor
-add fire rate to overstacked buff
-add reduced fall damage to active armor (for aiding in the pursuit of targets)
-add reduced fire/explosive damage to active armor (for aiding in the pursuit of targets)

Defensive:
Nerfs:
-Have an audible crack noise for defensive armor with decent range for better location clues (with a possible wind sound on the user while they have increased mobi&jump height)
Buffs:
-Track the soul of the person who broke the armor
-Give 5% increased damage against the person who broke the armor
-shorten proc duration while armor is active
-% chance to purge active dots on armor break
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