GhostSignals added a new file:
QuoteDisplay MoreDisclaimer: 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'