Improved armor bonuses

jdm311

New member
Looking at the armor set bonuses, the assassin is amazing and most of the others are a little underwhelming. I've been thinking what improvements would feel good to play with without being the go to set and have come up with the following list:

Scavenger: (5, 10, 15, 20, 25, 50)% chance to increase getting low chance drops (steel/batteries/engines/etc.)

Nerd: automatic use of first aid bandage if below (5, 10, 15, 20, 25, 50)% health (if in inventory/tool belt), maybe limited to 1 use per day ( limit 2 per day for max quality)

Lumberjack: + (5, 10, 15, 20, 25, 50)% chance for instant decap with chainsaw on head dmg 

Athlete: reduces encumbrance per quality level down to no encumbrance at max quality

Miner: % chance to one-shot ore up to 50% (like the mining perk book series bonus used to be)

Farmer: % chance to auto replant up to 100%

Rogue: % chance to instant unlock

Preacher: moonshine gives limited time in God mode (invincible) up to 20 seconds (time varies by quality)

Enforcer: % chance at instant kill by headshot with .44 weapon

Ranger:% chance at instant kill by headshot with revolver/lever action rifle

Biker: zombie flees after % dmg for a number of seconds (then comes back)

Commando: increased chance of zombie dismemberment

Raider: when player is hit, zombie takes % dmg

Nomad: reduces encumbrance penalty (would like to add additional slots to backpack/tool belt but not sure it is possible)

Assassin: leave as is
 

 
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I've thought of a better bonus for the commando. Maybe instead of added dismemberment, how about wielding 2 guns when in trouble? The quick swap feature that was added can be used here. Select a gun and a quick swap gun. When the commando gets a critical injury from a PvE enemy, both weapons fire for a short time (controlled by user, of course) giving a double damage boost. The higher the quality, the longer the time. Would be great if both weapons were shown in a dual wield animation.

Also, the nomad needs more thought. How about adding a button in the inventory screen that accesses an extra storage for nomad wearers, similar to a drone, but local. I wouldn't know how to handle it if the bonus disappears. Hopefully those items aren't lost in the aether.

 
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To each his own preferences, but I would go in the opposite direction. I think most of the buffs are OP and not making the overall experience any better once the novelty wears off. I am considering writing a mod that basically makes all the light armor buffs the same, all the medium armor buffs the same, and all the heavy armor buffs the same and reasonable and toned down quite a bit.

I'll just give you an example of an immersion breaking buff. I think it's the farmer hat that makes it more likely you'll find seeds in loot? Really? So 3 points in living off the land, ostensibly having an eye familiar with what seeds look like and knowing you can often find them in dung etc. isn't any help, but anybody can toss on a hat and be better at looting for seeds. Most of these buffs I would say are magical buffs and personally I don't like them, but again each to his own preference.

 
You are likely to see similar "magical" buffs in this game with anything else added.  Yes, some people don't like them, but many others do.  And it seems TFP does.

My issue with them is more that they are all over the place and it greatly promotes a min/max play style by making swapping armor around based on what you are doing too worth it.  I have up on that except for using gloves to increase scrapping loot in the early game because it is hard getting enough gas until you have a chem station.  But otherwise, I decided it wasn't worth it to me to swap stuff.  And I only swap gloves and not other armor that increases scrapping loot. 

I like the ranger armor, but the gloves aren't any use to me and the set bonus isn't either (and isn't really any use past early game).  I mean, who is still using a revolver and lever action rifle late game?  So I give up the set bonus and change gloves to someone useful 

 
To each his own preferences, but I would go in the opposite direction. I think most of the buffs are OP and not making the overall experience any better once the novelty wears off. I am considering writing a mod that basically makes all the light armor buffs the same, all the medium armor buffs the same, and all the heavy armor buffs the same and reasonable and toned down quite a bit.

I'll just give you an example of an immersion breaking buff. I think it's the farmer hat that makes it more likely you'll find seeds in loot? Really? So 3 points in living off the land, ostensibly having an eye familiar with what seeds look like and knowing you can often find them in dung etc. isn't any help, but anybody can toss on a hat and be better at looting for seeds. Most of these buffs I would say are magical buffs and personally I don't like them, but again each to his own preference.
I get what you mean, but since TFP went this route, I thought I would suggest some ideas that make set bonuses a little more unique than the same effect another set piece has.

 
That's the great thing about this game, you can change it how you would like it to be - with TFP making it easy to mod (via just xml files).

I will be making some changes to armor once stable drops, but I think for now I will be limiting to how the armor unlocks / find in loot.  I like the idea of limiting armor first to light before medium / heavy armor starts appearing / recipe unlocks.

 
Speaking of armor

 I'm almost done with my video! Gotta work on the tumb nail and the editing 

 
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