Bullethead
Member
Now that my skills have developed enough to get well into the expert arena with all the armor options, I've been experimenting with their effects. I'm sure I'm wrong and that all the old-timers have long since figured out the true nature, so I'd like to hear more expert opinion here. Anyway, from what I've seen so far, it's like this:
Armor Advantages:
* The higher the resistance of your armor in the location hit, the less damage you take in total.
* The more effective the armor is against a type of attack, the more of the damage you take is nonpermanent (dark yellow) as opposed to permanent (red).
* The more armor you have in general, the faster red damage seems to heal over time (could very well be wrong here).
* The more armor you have in general, the harder you are to knock over and the easier time you have pushing enemies.
Armor Disadvantages:
* Increasing armor mass slows the part of the body armored. Leg armor reduces movement speed and maneuverability, arm/hand armor decreases weapon animation speed (for both attacks and parries), and body armor decreases "rate of fire" by adding delay between pressing the button and the attack animation starting.
* The more armor you have, the slower you get up if you fall down.
* If non-equipped inventory mass becomes a thing, the more armor you wear, the less loot you can carry without suffering ill effects.
There are probably more of both, and some of these are probably wrong, but I'm thinking it's somewhere along these lines.
So, for hand-to-hand, there seems to be a spectrum depending on how skillful you are and how you want to play. Everything from the "naked arena challenge" to heavily armored and all points in between. However, even with my own relatively low skill level, it does seem that it's better to go lighter than heavier. Getting hit, even when heavily armored, sitll hurts, and you can still be knocked out from nonpermanent damage without losing a drop of blood. Therefore, the best defenses are avoiding blows and parrying them, so you need speedy arms and legs. Also, you have to be able to attack during fleeting windows of opportunity, which means minimizing "rate of fire" delays from body armor. I'm not yet good enough to avoid all hits so I wear some armor to reduce red damage, but not so much that it really becomes an impediment.
But eventually enemies are going to be shooting arrows at us. When that happens, going around with little or no armor will be asking to become a pin cushion. So I'm thinking that a light-to-medium amount of armor will become the norm eventually. Thoughts?
Armor Advantages:
* The higher the resistance of your armor in the location hit, the less damage you take in total.
* The more effective the armor is against a type of attack, the more of the damage you take is nonpermanent (dark yellow) as opposed to permanent (red).
* The more armor you have in general, the faster red damage seems to heal over time (could very well be wrong here).
* The more armor you have in general, the harder you are to knock over and the easier time you have pushing enemies.
Armor Disadvantages:
* Increasing armor mass slows the part of the body armored. Leg armor reduces movement speed and maneuverability, arm/hand armor decreases weapon animation speed (for both attacks and parries), and body armor decreases "rate of fire" by adding delay between pressing the button and the attack animation starting.
* The more armor you have, the slower you get up if you fall down.
* If non-equipped inventory mass becomes a thing, the more armor you wear, the less loot you can carry without suffering ill effects.
There are probably more of both, and some of these are probably wrong, but I'm thinking it's somewhere along these lines.
So, for hand-to-hand, there seems to be a spectrum depending on how skillful you are and how you want to play. Everything from the "naked arena challenge" to heavily armored and all points in between. However, even with my own relatively low skill level, it does seem that it's better to go lighter than heavier. Getting hit, even when heavily armored, sitll hurts, and you can still be knocked out from nonpermanent damage without losing a drop of blood. Therefore, the best defenses are avoiding blows and parrying them, so you need speedy arms and legs. Also, you have to be able to attack during fleeting windows of opportunity, which means minimizing "rate of fire" delays from body armor. I'm not yet good enough to avoid all hits so I wear some armor to reduce red damage, but not so much that it really becomes an impediment.
But eventually enemies are going to be shooting arrows at us. When that happens, going around with little or no armor will be asking to become a pin cushion. So I'm thinking that a light-to-medium amount of armor will become the norm eventually. Thoughts?