Yim's Bullets 'N Body Armor 1.1.1

Please do not ask when mod authors will update their mods to 3.10 or if they can upload older versions of their mods.
Bothering mod authors will lead to warnings and repeat offenses will lead to eventual bans.

A generalized overhaul of the armor system, with rescaling of the penetration on all ingame calibers on a light (1), medium (2), or heavy (3) basis.

Disclaimer: Bullets n' Body Armor is modeled after other hardcore FPS games with a much shorter TTK.

READ THE DESCRIPTION FULLY OR GO IN WITHOUT CLEAR UNDERSTANDING OF HOW THIS MOD WORKS.

BOTH 'BODYARMOR' AND 'BULLETS' MUST BE PLACED INTO THE MODS FOLDER.

WITHOUT ONE, THE OTHER WILL NOT FUNCTION PROPERLY.


YOU DO NOT NEED KMC TO USE THIS, EITHER.

IF YOU DON'T HAVE KMC, THE ITEMS SIMPLY DON'T EXIST, AND WON'T BE CHANGED.


Armor is no longer an impenetrable wall of tankiness; it's meant to save your life when you get shot. This results in a game that is both easier, AND harder. As in, you can kill enemies easier, just like they can kill you easier. If this isn't something you find appealing, I'd strongly suggest waiting until the config is done or possibly staying with the vanilla sandbox, as the changes in this are numerous and jarring.


Bullets 'n Body Armor uses a three-class system for armor, vest or rig. These classes are as follows, and their buffs/debuffs are shown accordingly:


Light Armor: Class 1, no move speed or ergonomics debuff. The bare minimum, will defend against buckshot and low-caliber, low penetration rounds fairly competently. Incoming damage that fails to penetrate will still transfer 50% of its damage, so be careful.


Medium Armor: Class 2, no move speed debuffs, -5 ergo. This is the 'standard', protecting from multiple low caliber rounds and a few non-AP rifle rounds. Incoming damage that fails to penetrate will transfer 40% of the original damage value.


Heavy Armor: Class 3, -7% move speed, -8 ergo. Extremely reliable, offering protection from all but the hottest of rounds. Incoming damage that fails to penetrate will transfer 30% of the original damage value.


Titan Armor (KMC): Class 4, -10% move speed, -10 ergo. Top-tier, will absorb multiple rounds of anything short of AP fired from a seriously beefy weapon system. Incoming damage that fails to penetrate will transfer 30% of the original damage value, same as Class 3, as a means of balance.


This system applies to a lesser degree on helmets as well. Deaf strength is entirely gone due to the single-player nature of this game. Getting shot in the head sucks, though, and our skulls are relatively fragile compared to a speeding bullet, so even with a helmet, try not to get hit.


Visors and helmet/face armor have also been altered significantly: ideally, these should be used to defend against low penetration ammo like HP rounds and buckshot, or in reality, shrapnel, loose debris, and one, maybe two pistol rounds if you're lucky. However, in the vanilla game, these things are almost critical to your survival, and turn your one weak zone into another armored wall of hate. Now, you gotta use them tactically and with thought, or be brave enough to carry spare face shields, as they have low durability and--usually--a low armor class to accompany, meaning that they will not stand up to multiple rounds of 5.45 any longer.


However, additional armor like a SLAAP plate or the diamond age's front armor piece will still be considered a heavy armor upgrade, and will function as such, just with less durability than a whole helmet would have.


On top of all this, the ammo has been rescaled. On a scale of 1-30 (40 for KMC users) for penetration power, things are much more useable, but may be potentially unbalanced as a result. Worry less about using PS and FMJ rounds, and more about the juicy loot that'll lead to you buying some AP ammo.


One Last Thing: You can approach the game similar to how you did before, but keep in mind; armor isn't as durable anymore, and the class scaling is much more linear. Some things have also been changed to be more effective, compared to their vanilla versions. For instance, 9x19 Pst gzh now has a penetration value of 15. This means that it defeats light armor, can deal with medium armor respectably--but not too quickly, hopefully--and struggles against heavy armor. I am always looking for feedback on how this mod performs across multiple users, however, so do not be scared to leave a comment saying 'x round in y caliber feels too weak/too strong'. Ideally, I want this mod to make the game more lethal, yet tolerable at the exact same time. So you think 'ah man, I only died because they had level 6 and a face shield' less and more 'they just had better tactics in play'

  • Version 1.1.1

    Changed:

    ~Minor Update For 3.1.0

  • Version 1.1.0

    //sure took my sweet ass time, eh?

    Changed:

    ~Updated package and refactored to TypeScript for 3.0.0

  • Version 1.0.4

    //kobra here again

    Added:

    + Compatibility with BlackoutEXP


    Changed:

    ~ Updated package to 2.3.0

  • Version 1.0.3

    Added:

    + New rounds!

    + Any new armor that may have been added. Automation bless.

    + 12 and 20 gauges are now modified. Buckshot has practically no armor damage or penetration outside of flechette loads, but will still hit hard.


    Changed:

    ~ Armor Damage on ammo has been halved across the board. KMC remains un-updated until the pack itself updates.

    ~ Minor Armor-Pen changes across ammo. Things should feel better now, and armor should last a liiiittle bit longer.


    Packages updated to akiVersion: 2.2.0.

  • Version 1.0.2

    Changed:

    ~ Code behind the scenes, thanks to Kikirio. Armor across present and future mods should now be compatible, so long as both BodyArmor and Bullets are loaded last.

    ~ Small stat changes for armor, related to the amount of blunt damage taken when a round fails to penetrate.

    ~ Mod has been split into two parts: 'BodyArmor' and 'Bullets'. This is to retain precise control over ammo, and because faceshields and helmet armor don't have a parent that I can reliably edit through automation/I'm not smart enough to figure it out.


    Added:

    + Mod Compatibility! Ammo is still manually added, but all mod armor should conform to this new system nicely.

    + KMC Ammo! Stats are likely to be changed with feedback, but now you can split people in half with .50 BMG in this new armor and ammo system.

    + Latest gear and ammo! (Thanks for porting it over and making my life easier at the same time, Kobrakon.)


    Removed:

    - Stats based on appearance of armor. This was really only featured in the Gen 4s, and instead of letting this remain, I reduced the debuffs that Class 3 armor gives you by a little.

  • Version 1.0.1

    ~ Corrected an ID Path. Kirasa and Highcom Trooper now have their appropriate classes and stats.

  • Version 1.0.0

  • Maybe too late to the party here to get this fixed, but M62 has the old ammo value and looks like it was missed! Makes it the best ammo in the game, haha. :)

  • yo I just saw that you left a line I put in the script when I ported the original mod that says "Warcarrier Kobra fetches new gear", just letting you know in case it wasn't intentional

  • I would ask if you could make a compatibility script for my .700 mod but let's be honest, you can't balance that thing lmao

    • I can totally do that, lmao.

    • I wish you the best of luck in trying to find a way to balance that thing

  • nice

  • nice

  • you should rename it Advanced Bullets and Body Armor so the abbreviation can be ABABA.

    Haha 1
  • Is there some other mods of yours yet-to-come

  • Hi.

    The readme file in this mod is incorrect.

    It's for your other mod ''Clear NVGs'' :upside_down_face:

    • It should be a blank read me saying 'this isn't configurable yet so there is no readme', oops.


      Either way, it has no effect, and I can correct it in a moment or two.

    • The config file says "not configurable" in notepad.


      But there is also a readme file for the Clear NVGs mod.

      I dont have that mod, so I shouldn't have that readme file.


      But no worries, I just wanted to let you know.

  • Do you happen to know if this is compatible with 1.1.0? I've been enjoying your original armor tweaks mod a lot, so an even more comprehensive version sounds great (the pen. value changes in particular really appeal to me, since kugel's damage multiplier isn't around anymore). The thing is, I currently have a lot of mods on 1.1.0, so I don't really want to update just yet.

    • Should be. If not, lmk and I'll work on a downgrade, but I'm almost 100% certain that it's good all the way to 1.0.0.

    • Sweet, I'll give it a shot and let ya know. Thanks for the quick response btw!

    • Can confirm, it does work! Also your server notes gave me a good laugh lol. Thanks again!