Reinforced (misc) - Printable Version +- Forerunner Gaming (https://forerunnergaming.org/forums) +-- Forum: Server Discussion (https://forerunnergaming.org/forums/forumdisplay.php?fid=19) +--- Forum: Suggestions (https://forerunnergaming.org/forums/forumdisplay.php?fid=20) +--- Thread: Reinforced (misc) (/showthread.php?tid=10065) |
Reinforced (misc) - The Suess - 04-15-2021 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 |