Follow-up updates to ballistic damage: armor #1493
Merged
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Summary
SUMMARY: Balance "Adjust ballistic armor of items and monsters with ammo rebalance project in mind"
Purpose of change
As I'd planned to, adjusted values of certain materials to be in line with intended plans for the ballistic damage PR, namely nudging certain armor towards specific values.
Describe the solution
With all that in mind, the next step was to adjust the ballistic armor value of various zeds, in particular military zeds and combat robots:
3. Ballistic armor of police bots increased to just below that of a kevlar vest.
4. Ballistic armor of military robots increased to be in between that of kevlar vest and army helmet.
5. Ballistic armor of mech suits increased to be comparable to light power armor (Spectre), standard power armor (Grunt), and salvaged power amror (Jack).
6. Police and security zombies given a default value of 10 ballistic armor for standard variants, 15 for riot/tactical tier zeds.
7. Military zeds given 35 ballistic armor to start with, escalating steadily from there to make the kevlar line the designated bullet sponges.
8. Armored zombies return to being a meme against bullets once more, gaining ballistic armor in the above target range for light power armor, while bio-operators are now a bit under the value of basic soldier zombies.
9. As per the tweak to acid chitin, acid ants get to be the only main example of wildlife with higher ballistic armor than cut armor.
Describe alternatives you've considered
We could possibly make most, if not all, monsters have bullet resist values equal to their cut values given bullets are generally getting good arpen.
Testing
Additional context