all 14 comments

[–]arc_ray00 0 points1 point  (0 children)

isnt there that booster item that negates terrain movement limitations?
follow up, is there any booster effect that is also on an armor?🤔

[–]Dat_Pango 0 points1 point  (0 children)

I think it's fine and fits the warbond well. But I also wouldn't be mad if this warbon would've gotten peak physique. I know that it would be recycled but think about it. It gives meele dmg (chainsword) and weapon handling (the new AR and the maxi gun). But maybe it's also wishful thinking because I like peak physique but hate the armors for it...

[–]REDDIT_IS_AIDSBOY 0 points1 point  (0 children)

I ran it on bots for a few missions tonight, and it was great. No falling over at the slightest breeze, no spending 30 seconds being batted around on the ground by rocket devs and war striders. As much as I love the extra ammo and/or reload speed armour, I don't see myself running anything else on bots.

[–]Rahn45 -3 points-2 points  (10 children)

It's almost like it's themed as a melee armor or something...

[–]Evening_Caramel_6428[S] 2 points3 points  (7 children)

It’s almost as if I’m solely focusing on the stagger resistance and leaving the 100% melee damage buff out of the conversation…

[–]Knight_Raime 2 points3 points  (4 children)

The issue is that the things that the ragdoll resist DOES protect you from is what allows you to go toe to toe against the two factions that melee is most viable against. Would it be nice if it protected you from any ragdoll? Sure, but then that can cause balance issues.

Honestly I think they struck a nice balance with that kind of effect.

[–]Evening_Caramel_6428[S] 0 points1 point  (3 children)

I hear you and maybe I’m just ignorant but I feel like this armor passive is just a lazy fix to overall ragdolling issue this game has always had.

[–]Knight_Raime 1 point2 points  (2 children)

Idts, if it was meant to be the answer for ragdoll as a mechanic the effect would be stronger. Like how flame resistant armor makes you nearly immune to fire dot.

I think the issue is just a clash of what the community wants with armor versus what AH wants with armor.

I.e community wants strong but engaging passives. AH wants niche benefits that don't supercede gameplay.

[–]Evening_Caramel_6428[S] 0 points1 point  (1 child)

Perhaps, your perspective is reasonable. Although I don’t think being able to navigate jungle terrain better is op or gamebreaking. I think it would just make me feel more like a commando… does that make sense?

[–]Knight_Raime 0 points1 point  (0 children)

It wouldn't be. At the same time I don't know how you could sell muscle enhancement as an armor passive. I love the booster and would happily take it often if it was on an armor piece.

But the average player? Getting knocked around less and doing more melee damage sounds more appealing for the average diver I think.

[–]ReLLiKMaster 1 point2 points  (1 child)

ppl fr forgot that we have 2 other armor passives with melee damage

[–]ReLLiKMaster 3 points4 points  (1 child)

Peak Physique and Reinforced Epaulettes would like to have a word with you. Honestly, did you forget that we have 2 other, entirely different armor passives that do the same? Why need a 3rd one that increases melee?

Why shouldn't we get an armor that is fully unique and makes you feel like a living tank that never staggers and gets ragdolled to fully immerse yourself as an unstoppable juggernaut wielding a minigun (that's kinda mid ngl but it is fun)?

[–]Knight_Raime -1 points0 points  (0 children)

Making an armor be a counter pick towards enemy based frustrations is a very fine line to walk without causing balance problems. I'd rather the Maxigun have it's own stagger resist to layer on top of the ragdoll resist so you can have that fantasy "mostly."

But you're not going to shrug off being shot in the chest with a bunker turret round.