Best installed using Mod Organizer 2, easier to disable or edit if you won't like it. Read description for full info.
What is this?
A biased, low quality approach to buffing the stats of a certain amount of outfits. Used config editor, gut feeling, guesswork, trial and error by fire and used stats from SHoC to judge what should be raised.
Tested on Hard, which is "Average" damage protection.
Why?
At first I was bothered by the fact that a 180k Ruby Ecologist suit, which said to have "excellent protection against mutant attacks" gets you one shot by a cat. That's ~180 000 rubles + the grinding for reputation to get your ass cheeks handed over to a pussy...cat.
And then you have a Berill suit, which you can get for about 10k (or less) on Survivalist, with 0 grinding and at the very beginning, if you don't mind rushing to Yantar from whatever starting location. In Vanilla you give 7 bottles of Nemirov to Spirit, have one usage as spare and you get the following: 34.5% rupture resistance, which is about 0.77 wound_protection if read in Notepad++.
How much is that? Everything below a Chimera or Pseudogiant does little to no damage, making the mutants way too easy.
I tested a maxed out Berill with Artifact Renovation's Full Empty which gives about 500mm of rupture protection. I managed to survive 2 and sometimes 3 hits from a Chimera.
After those tests I simply downloaded config editor, looked up the stats of each armor, and started tweaking them to be more appropriate to what they should be.
What is affected?
In short, I only touched the outfits from specific factions and completely excluded from editing all Metro armor and the majority of low tier armor (leather jackets, overcoats etc.).
I started with Ecologist as a bases, editing Red, Blue, Green suits and Exosuit. After that came CS, Loners, Duty, Freedom, Monolith, Military, low-tier Merc suits.
Bandits, Sin, Mercs, Renegade, UNISG all are untouched because im biased and don't give a fuck.
Now, all suits of the same kind have in general equal protection with minor variations. Rupture is raised to at least 20-23% across the board for Sunrise level suits (which counts for low tier Merc suits too), which should be enough to not die to a snork sneeze or a bloodsucker slap.
Key differences are the following: Duty now has the highest Rupture protection among all armors and is aimed for fighting mutants no matter what armor; Freedom and CS are more anomaly resistant; Military is slightly behind Duty; Monolith are in general top-tier boys.
I took into account the armor's description when editing stats.
Will this make me OP?
Maybe. There are 3 types of killers that can one-shot you: Guns, Anomalies, Mutants.
Guns are understandable and easiest to deal with, but the reason I never mentioned them is because I can't edit bullet protection. Can't find the reason to it, but there is that.
Anomalies are divided into 2 groups: one-shot anomalies and death fields. With enough game experience you can avoid the first kind, where as death fields (chemical, high temp, psy-field zones) are more of a barrier of entrance, and you just need a base minimum to enter and not get killed instantly. This makes any and all Burn, Electro, Chem high level resistance pointless, as even high tier eco suits can get you easily killed by them.
As for Mutants, at 27% Rupture resistance you can survive a pseudodog easily, making it the judging point of what average mutant protection should be.
With all that said, I barely touched another factor: immunity. This is how much durability an outfit losses per hit. For some I lowered the immunity, while for others I raised it. Since with lower durability your protection also lowers, I didn't edit them too much, neither have I tested it properly, so if you don't like it, you can tweak it yourself.
As I said, it's a low effort addon, but one I felt needed to exist, so feel free to use, add, edit as much as you want.
~
-Minor Update: fixed Impact resistance numbers. I've forgot about Gravi Anomalies, now the majority of medium-heavy armor have 0.5-0.55 impact resistance.
Average
6.77 votes submitted.
Interesting. I'll go try it out.
Seems very low effort indeed. . . However, i rather this than vanilla Anomaly still. On god my biggest problem in a game where you practically get nearly 10^x ways to realize a repair on your armored vest / protective bodysuit was that you still are logic locked by one lucky grenade throw that pushes any suit without an enormous ammount of blast resistance to below field repairing threshold.
If i am going to switch from the Suits and Helmets Rebalance over this is very unlikely, and i wish you all the popularity with this mod - for an Anomaly with less vanilla stats and more happy players.
Thanks. This is a one-off addon I really wanted to make. The other two I can only dream about, which is better AI: one that can actually hit moving mutants accurately and one that can avoid both static and dynamic anomalies.
On the topic of addons, thanks also for telling about Suits and Helmets Rebalance, I never managed to find it before (I blame it on the old search system), reading it seams to do what I wanted, however it changes other things, aside from suit stats, which is something I personally don't like, not that it makes it bad.
I just prefer to have each important gameplay factor to be affected separately, this allows for better modularity and easier tweaking.
Also, just sharing my personal recent experience with my addon. I currently have the Green Eco suit (maxed out), and I ran into a nasty situation on the Swamps, where I was swarmed by a huge rat pack, then a dog pack and a cat.
Luckily the majority died in nearby anomalies into which I led them, but I still did get chomped on quite a bit, the suit handled a good amount of beating and went down to 70% at the end of the battle, giving me in the process a fighting chance. I'd say I nailed it at least with the Green suit in terms of balance, but that's just my experience and opinion.
Also, I am playing with realistic addons such as Grok's HBS, Anomaly Mags, bvcx's Fatigue, alongside balance addons that remove the absurd autoaim jumps mutants have, so that is also a factor to keep in mind.
It would be nice to rebalance all factions and then make armor a lot more durable because of the issues the other player said. Exoskeletons are durable if i recall correctly but the other armors some bullets or idk and they get trashed quickly. What i did in my game was use notepad++ and replace every durability section the same as the exos, i couldn't bother to edit manuallly them all.
To be fair they are like cougars. But I still get the point. :)
Does this work on 1.5.2?