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This was a long time ago however and it's entirely possible I'm misremembering.
The ancient "face shield sprite appears on both face and chest" seems to be a CE-specific error which I have no clue how to fix on my end.
Faceshields should be wearable with helmets again without any issues.
I'd assume it can't convert the original flak duster into yours?
The rest of the layered armor look is very cool. Well done.
Initial attempts to somehow patch this behavior seem like they will require completely reworking the PawnDef itself, which is bound to lead to a hundred thousand issues down the line, especially with non-Vanilla races.
As it stands, a shot to the nose SHOULD never "transfer" to the rest of the head: that is to say, if you get hit in the nose by an attack, you weren't/aren't at risk of losing your entire head. So in that sense, the nose being left unarmored is not "leaving your head unprotected".
Think of it as the impact of an attack breaking your nose through the faceshield or something.
I find Hats Display Selection to be more robust and flexible than either of those two mods.
Even if you make them with higher protection than fast power armor, you could balance it with a load of movement speed penalty and reduced melee dodge chance if necessary.
You know this better than I do, you'll figure it out.
You can see how carefully I tried to balance the various armors in the images section above, with the snippet of the screenshot. I ignored some example lines with "less optimal" setups like the steel Assault rig + elephant leather duster as I mentioned below: perhaps I should have added some to show that the numbers (should) hold up with lesser materials as well.
All the way up until around 16% AP, the combination of a 33.6/7.2 outer layer and 59.2/33.4 middle layer is actually MORE protective than just a steel plate armor (65.7/32.9). That strong blunt protection on a non-outer layer is EXTREMELY significant when it comes to damage mitigation, if the outer layer is capable of blocking some damage. It does, however, make you more vulnerable to single high AP sharp attacks, such as charge lances and certain melee weapons like spears and longswords; which is intentional. And note that you're suffering far less of a mobility penalty than plate armor while doing so!
While it's true that the individual armor piece is less protection for your initial material investment, think of it that you're paying for its "compactness" and capability to be combined with an outer layer.
Currently an industrial-level armor is tanking less than the Full Plate, or Light Plate if you are into other mods (I believe Vanilla Expanded - Armors).
My suggestion would be increasing the movement speed penalty from 0.3 to 0.4 but increasing base stats (Steel) to Steel Plate Armor values, effectively giving similar protection for 1/2 the movement penalty. You could even keep the -0.3c/s and it would still be balanced, as it covers less of the body.
Another suggestion would be to create a Heavy Assault Vest, reducing movement speed by 1.0 but giving it Recon Power Armor stats (and coverage) with a slight buff to blunt armor.
I did run into a problem though. It seems heavy arm protectors are set to legs and not the arms. Haven't checked the others but might be worth looking into.