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1.12 Exp - Armour Values Balancing
Reviewed, NormalPublic


The new amour values in 1.12 seem slightly off.

Values compared to 1.11:

The stab vest is now ~33% better than the press vest due to it having 100 HP (up from 30) vs the press vest's 75HP (up from 50) and remains lighter. Given that the player can have a stab vest in the first 2 minutes of spawning in almost any town and the comparative rarity of the press vest, the press vest should be more effective protection than the stab vest and the HP buff the stab vest received was pretty extreme leaving it not far behind the plate carrier in ballistic protection.

The second issue I see is that the ballistic protection of the tactival vest has been completely removed. Previously it was an interesting item in that it offered good storage with very light armour (same as stab vest protection), something that no other vest did, now it is simply another storage-only vest without any protection or a unique purpose - not really worth a trip to Tisy for anymore. I created a separate ticket for that issue in case it wasn't intentional:


Operating System
Windows 7

Event Timeline

Joe_Scrub created this task.Apr 7 2021, 5:04 PM

I noticed the same thing and created a ticket, but you wrote way better than me. Thanks for the help!

Geez changed the task status from New to Assigned.Apr 8 2021, 10:48 AM
Geez changed the task status from Assigned to Reviewed.Apr 8 2021, 1:13 PM

Hello Joe_Scrub.
This is currently intended change, however, the balance is still subject to tweaks.

There was nothing in the changelog about the changes so I wasn't sure.

Thank you for the replies to the tickets.

Beavis added a subscriber: Beavis.Apr 13 2021, 2:42 PM

Sorry, I can't quite understand the reasoning behind these changes. Interestingly the STAB vest - which is supposedly designed for law enforcement to use as lightweight protection from knives and other melee violence - is MUCH better vs projectiles than vs melee. Also, in the current 1.12 the hit point changes to tactical and leather vests make them superior to the STAB vest vs melee. It is downright silly, I'm sorry but it is.

If you want the stab vest to actually be a lightweight ballistic vest then call it just that. Or better yet, add a new item - a "police ballistic vest". Like the stab vest - no inventory - but with the ballistic protection of the 1.12 stab vest. Then give the stab vest a proper buff vs melee. You can't have "stab vest" that in fact provides the worst melee protection out of any vest you can wear...

Now its classname is actually "policevest" which does give a hint, but as long as the in-game description speaks of "knife attacks" maybe let the stab vest be a stab vest and add another vest* taking the role given to the stab vest in 1.12?

Here's a suggestion on how it could be balanced in that case:

The numbers are arbitrary, pretty much pulled out of my rear end, but a general example of how it could look. And imo much more sensible than the current 1.12 settings.

*) This could basically be a recolored stab vest. Premise is it lacks inventory like the stab vest so it can assume the role given to stab vests in 1.12 exp - so stab vests can be better in melee and less efficient vs projectiles.