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While not mandatory, maxing out Armored Up mags is extremely helpful as you can make T6 armor which has really good bonuses. Especially T6 Nerd armor which grants 50% chance for extra skill point upon reading a skill magazine. Which cuts the magazine grind signifficantly.
And putting perks in armor in either of the atribute trees increases chance of finding Armored Up magazines in loot.
Armour skills don't increase the drop rate of armoured up magazines. Uniquely, points in any base attribute increase the drop rate of armoured up. So if you want to maximise the drop rate the way to do it is to go wide in your attributes and put lots of different ones to 5.
Personally I'm in two minds on whether armour skills are worth it. I'm starting to lean to 'probably not'. With the Urban Combat book that removes most of the armour penalties in combat, vehicles for long distance travel getting around stamina regen penalties, and the fact that customised fittings mods do you more good than maxxing out heavy armour skill, armour skills are a bit unappealing.
Medium armour skill is probably more worthwhile than heavy, because customised fittings are less impactful relative to armour skill and because medium armour builds tend to care more about mobility than heavy armour tank builds.
Light/Medium/Heavy is really a decision based upon your chosen play style...
* Heavy
- Face Tank, or other close range melee combat
- or, You actually like getting Smacked in the Face
- Can be upgraded to be more agile
But not as well as Medium/Light
- Can be upgraded to be more silent
But not as well as Medium/Light
* Medium
- Mid-Range Melee or Ranged Attacks
- Decent middle ground between Heavy vs. Light
- Still has decent mobility (just in case)
- Use this until you find you have a preference for Heavy or Light
* Light
- Ranged Attacks, with the "best" mobility
- or, Running away like a Little Girl
* Early Game
- Do NOT chose your Armor based on Cosmetics
- You goal is to Survive to reach Mid/Late Game...
* Mid/Late Game
- Any Armor can be made viable with Tier Upgrades and/or Armor Mods
Pick one, and stick with it until it's leveled - you will Survive Better.
Wait what really? Just base atributes?
Heh. I was convinced that Armor perk points increases things like drop chance of armors , armor parts and aswell as armor skill magazines.
Good to know i was somewhat wasting perk points :<
Additionally it provides half the bonus per point than the drop rates based on perks. The trade off is that we have a lot more attribute points available than any one perk so it ends up being a larger bonus.
The r6 Preacher set bonus is immunity to infection. The r6 armor reduces damage quite a lot (include Pain Tolerance, your regular armor value, maybe Moonshine or Pain Killers (assuming these still negate 10% damage, been a while since I checked)) so you can reduce damage to single digits. I've had a couple Horde nights where I could nearly stand still with a Sledge Hammer and r6 Preacher set and felt pretty safe (hits did 2-3 damage, never infected, almost never crit-afflicted).