Underrail Forum

Underrail => Suggestions => Topic started by: birdinabox on March 28, 2020, 11:15:49 pm

Title: Metal Helmets+
Post by: birdinabox on March 28, 2020, 11:15:49 pm
Kinda weird how other headgear gets so many neato options while helmets only have foam and only 1 real option for lenses.

I'll get straight to the point as it's like 7:00 AM and I've had no sleep.

 Lens Options

 Mask Options

*Only compatible with normal lenses, has it's own image intensifier slot.
** Consumes 10 energy on yell, doesn't render unique bandana obsolete as Yell has a 10 turn cooldown and neither can you equip both for hilarity (un)fortunately.

I think these are worthwhile additions because I feel that Metal Helmets could use more stuff considering other headgear and Intimidation isn't that strong. This is still worse than Cruzer's edgelord bandana due to poor uptime 3/10 vs all the time and requiring LoS when casting Yell.

This was written with Melee builds in mind as Heavy/Med AR builds would usually rather use seeker goggles on top of their preferred scope.

Also why wouldn't you want to be Darth Vader menacingly advancing wheezing towards your foes victims with an intimidating robotic voice?
https://youtu.be/wxL8bVJhXCM?t=44 (https://youtu.be/wxL8bVJhXCM?t=44)


Edit: woke up and added more stuff
Title: Re: Metal Helmets+
Post by: kamax3 on May 06, 2020, 04:59:46 pm
100% agree, metal helmets always felt very underwhelming, especially considering you loose around 20% of your movement speed (armor penalty) by equipping them. Considering how important movement speed can be, I've never felt anything the metal helmet offers to be worth it. 2 DT? really? Either armor penalty should be completely reworked, or metal helmets need some serious bonuses added.
Title: Re: Metal Helmets+
Post by: harperfan7 on May 07, 2020, 03:13:56 am
Flashbang immunity and DR/DT stacking.  Sledge tanks are about the only builds that really use them.