Its pretty obvious vitality is a core perk in the game and even majority of game suggestions/balancing changes are centered around it
And this makes it really tough for new players as grinding new squads, soldiers etc makes it this much more miserable because of the lower HP on your soldiers before you can get your squad propely set up
Thats why I propose changing base soldier health to 13.5 and changing the vitality perk to work differently
This way everyone starts with vitality from the get go, making experience much smoother, while also allowing for more personal customization in the vitality tree as you are no longer ‘oblidged’ to take the vitality perk and miss out on everything else
- Yes - vitality should be removed and base soldier HP increased to 13.5
- No
For the new top tier perk to replace vitality I propose: -20% damage from explosions
- Yes
- No - propose your own!
2 Likes
i think that 13.5 hp is too much for a base. smgs will have almost no power.
so we would have to maorly buff the hit power on smgs/mgs and the like
1 Like
its still the base for majority of the players because thats a perk you always want to pick and are almost always facing against
Event with it SMGs are meta and I doubt that making vitality even more common would change it anytime soon
4 Likes
All players who take the game seriously already use vitality. This wouldn’t be any difference for anyone who’s a challenge to face. So the only real consideration is all the vitality points freed up now.
2 Likes
The game is balanced around 13.5 HP tho, lowering everything to 10 HP will cause just as many issues as Soviet Body armor making a soldier have 15 HP.
There are quite some guns with 10 HP damage that suddenly would turn to one hit kill guns.
2 Likes
Type Hei Auto gets to be the absolutely best SF rifle in the entire game had all soldiers have their health set to 10 HP
Literally 0 downsides to all the benefits it gets
1 Like
Vitaly sucks, but it,s interesting to give to paratrooper soldiers, to stack whit the vitaly starting perk.
cheer.s
vitality should be reworked to provide extra resistance against “non bullet” damage types like fire, explosions, shrapnel, or fall damage
make it give you a better chance to survive a tank shell blasting nearby and not mess with all of the damage break points on the guns
1 Like
Frankly, the game is literally built around the 10 HP with different multipliers for different body parts.
In your own words,
HE is already random enough, this will not really change anything.
I’m sorry, but this change has no real reason to be implemented, all it will do is waste dev time on meaningless value rearrangement.
Okay. Then explain to me why does Type Hei Auto has lower damage as a trade-off for 30 rounds and better accuracy, if the lower damage still allows it to 1 shot 10HP opponents at ranges up to 170m. Normal SF have 200+ one shot range but in turn have only 20 rounds. The thing is you are almost never going to fight someone at 170+m range so the lower damage point means nothing while the 10 extra rounds are a great bonus
Explain to me why does Scotti Naval Rifle has 15 rounds at 14.5 damage and Fedorov has 25 rounds at 13.9 damage if both of them 1 shot up to 100m range. This just makes Scotti have 10 less rounds for virtually no benefit because the extra 1 shot range os largely unusable
Explain to me why KE7(50) was added to BR4 if it’s the second best gun in the game to use against 10HP enemies right after type Hei Auto