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1. Extra padding buff + NEW fire resistance buff;
2. Arc damage resistance + NEW reduced aimpunch from enemy hits;
Since having 1 specific armor perk seems quite ineffective whilst other armor has 2 perks.
P.S It'd be cool if armor perks were ship modules, and we could use 2 perks from the armor ship list and apply them to armor as we wish.
An overall reload speed if no actively in combat might be good, especially lower a fast refill before a fight but not in the fight. It's a bit OP otherwise or so small it's worthless.
95% Gas resist armour. We have it for arc resist being useful against player incurred damages, gas is that, so why not a gas armour so it's actually useful.
Strong arm armour - improves weapon handling for when you want to use a heavy ass primary like the dominator or the new eruptor, or the heavy mg. Also increases melee damage by 50% BUT you can't move while ADS
anti-stagger armour - Trades speed for absolute juggernaut steadiness. Nothing short of a rocket or a charger will affect your aim.
Snow armour - mitigates the effects of cold on your helldiver. Is there any? I dunno but I want my Parka armour from the first game ; - ;
Heat armour - With a big fan on the front and plenty of vents, this armour lets your helldiver survive the blazing heat of hellmire, letting them run through the desert unhindered by sweat and heat stroke.
Spiky armour - Melee attacks against you will damage an enemy, but will also injure fellow helldivers if they get too close.
Is all I want.
Glorious BBQ
Gas mask for the win! Lol then we could have potentially large gas drop bombs in game instead of the dinky 1 lol
Mustard gas trench warfare
-Faster reload of certain weapons (light = one handed, med = rifles, heavy = Support)
-more magazines (same as reloads ^^)
-Increased accuracy while moving (probably locked to heavy armor for increased stability)
-allowing for dual wielding (specific to 1 handed weapons, non-explosive, light armor only, increased reload time to compensate)
-Increased critical chance while DOT or Prone (sniper specialization armor)
-Weak point highlighting/compensation (multiple armors possible for player choices or Possible introduction of Helmet Passives)
- More passive resistances (Elemental or Environmental)
- Allow Capes and Helmets to provide passive bonuses too (cape with every 4th mission completed giving bonus XP, Capes providing environmental protections like 5-10% DR vs fire, ignores stuns, or gives only ALLIES bonus's) (Helmets with enemy highlighting, accuracy compensation during movement, passive detection of equipment, caches, weaponry, enemies)