History Main / BodyArmorAsHitpoints

12th Apr '18 5:13:59 AM ArcaneAzmadi
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* Played straight in ''VideoGame/{{Unloved}}'', where you can find armoured vests and armour shards that absorb damage in place of your HP. Oddly, a single vest doesn't count as a "full" set of armour, merely a larger armour bonus than a shard. Certain equippable trinkets can increase the absorption of armour, as well as increase the maximum you can carry. The only damage that can pass through armour is the HP sacrifice you have to make to the Blood Machines to end the level and the "Face of Death" attack of the Witch.
26th Feb '18 2:53:54 PM Kadorhal
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** ''VideoGame/{{Doom 3}}'' handles armor more or less the same way as the classic games, though with only one type of armor coming in full vests that now give you and max out at 125 points, and "armor shards" to repair 5 points per pickup. There are no exact percentages given for how much damage it absorbs, though rooting around the game files indicates it's apparently absorbing about one-third of all damage again like the classic games' normal green armor, and the amount of damage enemies actually deal depending on the difficulty (Recruit reducing it by 40% while Veteran increases it by 70% and [[HarderThanHard Nightmare]] by ''200%''). Problem is, though, the damage absorption your armor provides is so ''low'' that [[ArmorIsUseless it's barely even worth it]], as you'll actually take ''more'' health damage than armor damage - even on Marine difficulty, where the damage is normalized, at a full 100 health and 125 armor, getting hit enough to bring the armor down to just above 100 is enough to drop your health to ''below 50''.

to:

** ''VideoGame/{{Doom 3}}'' handles armor more or less the same way as the classic games, though with only has one type of armor armor, coming in full vests that now give you and max out at 125 points, and "armor shards" to repair 5 points per pickup. There are no exact percentages given for how much damage it absorbs, though rooting absorbs (rooting around the game files indicates seems to indicate it's apparently absorbing about one-third of all damage again absorption like the classic games' normal green armor, and the amount of damage enemies actually deal depending on the difficulty (Recruit reducing security armor), but what ever it by 40% while Veteran increases it by 70% and [[HarderThanHard Nightmare]] by ''200%''). Problem is, though, the damage absorption your armor provides is is so ''low'' that [[ArmorIsUseless it's barely even worth it]], as you'll actually take ''more'' damage to your health damage than to your armor damage - even on Marine difficulty, where the damage is normalized, at a full 100 health and 125 armor, getting hit enough to bring the a full 125 armor down to just above 100 is enough to drop your health from 100 to ''below 50''.



** ''Unreal'', ''VideoGame/UnrealTournament'' and ''VideoGame/UnrealTournamentIII'' zig-zag this depending on the armor type. For the latter two in particular, different armor gives different amounts of damage absorption - thigh pads and ''III''[='=]s helmet protect from 50% damage (and, in the latter case, making you immune to a single [[BoomHeadshot headshot]]). Armor vests absorb 75% of damage taken. ''[=UT99=]''[='=]s first Bonus Pack also includes a "Defense" relic that can be added to games, which provides another 60% damage absorption over anything that armor doesn't absorb. The different armors all stack separately, as well, despite the total amount of armor points being abstracted as one number, thus requiring new pickups for all your armor types to fully replenish it - ''Unreal'' and ''UT'' allow for a combined 150 armor points (50 from the respective Assault Vest and Thigh Pads, and 100 from the Kevlar Suit and Armor Vest), while ''[=UT3=]'' allows a combined 100 (20 from a helmet, 30 from thigh pads, and 50 from armor). The shield belt, however, will absorb ''all'' damage taken until it's knocked out - and, in ''Unreal'' and ''[=UT3=]'', it stacks separately on top of regular armor, doubling the amount of armor points you have (allowing 200 armor points total in ''UT3'' and 300 in ''Unreal'').

to:

** ''Unreal'', ''VideoGame/UnrealTournament'' and ''VideoGame/UnrealTournamentIII'' zig-zag this depending on the armor type. For the latter two in particular, different armor gives different amounts of damage absorption - thigh pads and ''III''[='=]s helmet protect from 50% damage (and, in the latter case, making you immune to a single [[BoomHeadshot headshot]]). Armor vests absorb 75% of damage taken. ''[=UT99=]''[='=]s first Bonus Pack also includes a "Defense" relic that can be added to games, which provides another 60% damage absorption over anything that armor doesn't absorb. The different armors all stack separately, as well, despite the total amount of armor points being abstracted as one number, thus requiring new pickups for all your armor types to fully replenish it - ''Unreal'' and ''UT'' allow for a combined 150 armor points (50 from the respective Assault Vest and Thigh Pads, and 100 from the Kevlar Suit and Armor Vest), while ''[=UT3=]'' allows a combined 100 (20 from a helmet, 30 from thigh pads, and 50 from armor). The shield belt, however, will absorb ''all'' damage taken until it's knocked out - and, in out. In ''Unreal'' and ''[=UT3=]'', it stacks shields stack separately on top of regular armor, doubling the amount of while in ''UT'' it replaces regular armor points you have (allowing 200 entirely and can be recharged by picking up other armor points total in ''UT3'' and 300 in ''Unreal'').pickups.



* ''VideoGame/CommandAndConquerRenegade''[='=]s tutorial interestingly tries to claim that this trope is not in effect, on top of ArbitraryGunPower, where the health demonstration shows you taking 75% damage from a dinky pistol shot, then 50% health and 50% armor damage from a second shot after healing up and grabbing armor; in the actual game, though, this is played perfectly straight, where falling damage (in the few places it's applicable) or getting [[CarFu run over by a vehicle]] are the only ways to damage you through armor, and every other possible damage type - bullets, flames, electricity and even poisonous clouds of Tiberium gas - has to eat through your armor before it can damage your health. This even applies to vehicles, and is played even straigher for them since there aren't any damage soures that cut through their armor bar to damage their "health" directly. It's also played in an interesting manner for the Mammoth Tank, which has sort of an inversion of RegeneratingShieldStaticHealth - its armor points can't be replenished, but once it starts taking damage to its health bar, they will slowly regenerate, tying in with the Mammoth Tank's ability to self-repair up to 50% of its health in [[VideoGame/CommandAndConquerTiberianDawn the original game]].
* ''VideoGame/ReturnToCastleWolfenstein'' does this with armored enemies, with pieces of their armor falling off as you shoot at them, including the final boss.

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* ''VideoGame/CommandAndConquerRenegade''[='=]s tutorial interestingly tries to claim that this trope is not in effect, on top of ArbitraryGunPower, where the health demonstration shows you taking 75% damage from a dinky pistol shot, then 50% health and 50% armor damage from a second shot after healing up and grabbing armor; in the actual game, though, this is played perfectly straight, where falling damage (in the few places it's applicable) or getting [[CarFu run over by a vehicle]] are the only ways to damage you through armor, and every other possible damage type - bullets, flames, explosions, electricity and even poisonous clouds of Tiberium gas - has to eat through your armor before it can damage your health. This even applies to vehicles, and is played even straigher for them since there aren't any damage soures sources that cut through their armor bar to damage their "health" directly. It's also played in an interesting manner for the Mammoth Tank, which has sort of an inversion of RegeneratingShieldStaticHealth - its armor points can't be replenished, but once it starts taking damage to its health bar, they will slowly regenerate, tying in with the Mammoth Tank's ability to self-repair up to 50% of its health in [[VideoGame/CommandAndConquerTiberianDawn the original game]].
* ''VideoGame/ReturnToCastleWolfenstein'' does this with armored enemies, with pieces of their armor falling off as you shoot at them, including the final boss. This is in contrast to the player's armor, which universally absorbs two-thirds of all damage, with the pickups (armored helmet or flak jacket) only differentiated by how much armor they add to the player's total (helmets give 25 and a jacket 75, with a max of 100).
26th Feb '18 3:05:51 AM Kadorhal
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** ''VideoGame/{{Doom 3}}'' handles armor more or less the same way as the classic games, though with only one type of armor coming in full vests that now give you and max out at 125 points, and "armor shards" to repair 5 points per pickup, apparently absorbing about one-third of all damage again like the classic games' normal green armor and the amount of damage enemies actually deal depending on the difficulty (Recruit reducing it by 40% while Veteran increases it by 70% and [[HarderThanHard Nightmare]] by ''200%''). Problem is, though, the damage absorption your armor provides is so ''low'' that even on Marine difficulty, where the damage is normalized, [[ArmorIsUseless you're really better off not bothering]] - at a full 100 health and 125 armor, getting hit enough to bring the armor down to just above 100 is enough to drop your health to ''below 50''.

to:

** ''VideoGame/{{Doom 3}}'' handles armor more or less the same way as the classic games, though with only one type of armor coming in full vests that now give you and max out at 125 points, and "armor shards" to repair 5 points per pickup, pickup. There are no exact percentages given for how much damage it absorbs, though rooting around the game files indicates it's apparently absorbing about one-third of all damage again like the classic games' normal green armor armor, and the amount of damage enemies actually deal depending on the difficulty (Recruit reducing it by 40% while Veteran increases it by 70% and [[HarderThanHard Nightmare]] by ''200%''). Problem is, though, the damage absorption your armor provides is so ''low'' that [[ArmorIsUseless it's barely even worth it]], as you'll actually take ''more'' health damage than armor damage - even on Marine difficulty, where the damage is normalized, [[ArmorIsUseless you're really better off not bothering]] - at a full 100 health and 125 armor, getting hit enough to bring the armor down to just above 100 is enough to drop your health to ''below 50''.



** ''[[VideoGame/RainbowSixSiege Siege]]'' goes for a more standard aversion with separate health and armor counters, the latter of which absorbs damage from the former, and which can't be replenished mid-round. Each of the three different classes of armor absorb different percentages of damage at the expense of speed; light armor absorbs no extra damage but incurs no speed penalty, while medium armor absorbs 10% for a slight speed penalty and heavy armor absorbs 20% for a more noticeable speed penalty. The defending operator Rook can also place a bag of armor plates for teammates to upgrade their armor with another 20% damage reduction without slowing them down as well as guaranteeing the operator in question will only be downed upon having their health depleted, with one caveat that, as it has from the beginning, applies to all damage calculations - [[BoomHeadshot headshots]] are [[ChunkySalsaRule always fatal]].
* ''Franchise/{{Halo}}'', using the recharging DeflectorShields version of this [[RegeneratingShieldStaticHealth on top of a static health bar]]. By ''VideoGame/{{Halo 2}}'' they more or less combined the shields [[RegeneratingHealth with health]] (explained as the introduction of "automated biofoam injectors" in the Master Chief's newer armor that automatically heal him while his shields are up), though games that don't have you play as a SPARTAN (''VideoGame/Halo3ODST'') or are set before the introduction of the armor in ''2'' (''VideoGame/HaloReach'') go back to the old mechanics.
* ''VideoGame/HalfLife'', and the infamous HEV suit, which is something of a combination of, well, a hazardous environment suit and body armor - minor things like steam, electrified water and the like will just chip away the power, but bullets will still take off HP.

to:

** ''[[VideoGame/RainbowSixSiege Siege]]'' goes for a more standard aversion with separate health and armor counters, the latter of which absorbs damage from the former, and which can't be replenished mid-round. Each of the three different classes of armor absorb different percentages of damage at the expense of speed; light armor absorbs no extra damage but incurs no speed penalty, while medium armor absorbs 10% for a slight speed penalty and heavy armor absorbs 20% for a more noticeable speed penalty. The defending operator Rook can also place a bag of armor plates for teammates to upgrade their armor with another 20% damage reduction without slowing them down incurring extra speed penalties, as well as guaranteeing the operator in question will only be downed rather than killed upon having their health depleted, with depleted. There is one caveat that, caveat, however, that as it has from the beginning, beginning of the series applies to all damage calculations - [[BoomHeadshot headshots]] are [[ChunkySalsaRule always fatal]].
* ''Franchise/{{Halo}}'', using the recharging DeflectorShields version of this [[RegeneratingShieldStaticHealth on top of a static health bar]]. By ''VideoGame/{{Halo 2}}'' they more or less combined the shields [[RegeneratingHealth with health]] (explained as the introduction of "automated biofoam injectors" in the Master Chief's newer armor that automatically heal him while his shields are up), up - you do still have a separate health bar, as can be seen by the surprising amount of punihsment the Chief can survive when his shields go down, but it's not visible since it heals up the instant your shields begin recharging), though games that don't have you play as a SPARTAN (''VideoGame/Halo3ODST'') or are set before the introduction of the armor in ''2'' (''VideoGame/HaloReach'') go back to the old mechanics.
* ''VideoGame/HalfLife'', and the infamous HEV suit, which is something of a combination of, well, a hazardous environment suit and body armor - minor things like steam, electrified water and the like will just chip away the power, but bullets will still take off HP. Part of its infamy comes from [[VideoGame/HalfLife2 the second game]], where there are several hazards that you'd ''expect'' a hazard suit to protect you from, but which instead directly damage your health without sapping any of your armor.



** ''Unreal'', ''VideoGame/UnrealTournament'' and ''VideoGame/UnrealTournamentIII'' zig-zag this depending on the armor type. For the latter two in particular, different armor gives different amounts of damage absorption - thigh pads and ''III''[='=]s helmet protect from 50% damage (and, in the latter case, making you immune to a single [[BoomHeadshot headshot]]). Armor vests absorb 75% of damage taken. ''[=UT99=]''[='=]s first Bonus Pack also includes a "Defense" relic that can be added to games, which provides another 60% damage absorption over anything that armor doesn't absorb. The different armors all stack separately, as well, despite the total amount of armor points being abstracted as one number, thus requiring new pickups for all your armor types to fully replenish it - ''Unreal'' and ''UT'' allow for a combined 150 armor points (50 from the respective Assault Vest and Thigh Pads, and 100 from the Kevlar Suit and Armor Vest), while ''[=UT3=]'' allows a combined 100 (20 from a helmet, 30 from thigh pads, and 50 from armor). The shield belt, however, will absorb ''all'' damage taken until it's knocked out - and, in ''Unreal'' and ''[=UT3=]'', it stacks separately on top of regular armor.

to:

** ''Unreal'', ''VideoGame/UnrealTournament'' and ''VideoGame/UnrealTournamentIII'' zig-zag this depending on the armor type. For the latter two in particular, different armor gives different amounts of damage absorption - thigh pads and ''III''[='=]s helmet protect from 50% damage (and, in the latter case, making you immune to a single [[BoomHeadshot headshot]]). Armor vests absorb 75% of damage taken. ''[=UT99=]''[='=]s first Bonus Pack also includes a "Defense" relic that can be added to games, which provides another 60% damage absorption over anything that armor doesn't absorb. The different armors all stack separately, as well, despite the total amount of armor points being abstracted as one number, thus requiring new pickups for all your armor types to fully replenish it - ''Unreal'' and ''UT'' allow for a combined 150 armor points (50 from the respective Assault Vest and Thigh Pads, and 100 from the Kevlar Suit and Armor Vest), while ''[=UT3=]'' allows a combined 100 (20 from a helmet, 30 from thigh pads, and 50 from armor). The shield belt, however, will absorb ''all'' damage taken until it's knocked out - and, in ''Unreal'' and ''[=UT3=]'', it stacks separately on top of regular armor.armor, doubling the amount of armor points you have (allowing 200 armor points total in ''UT3'' and 300 in ''Unreal'').



* ''VideoGame/CommandAndConquerRenegade''[='=]s tutorial interestingly tries to claim that this trope is not in effect, on top of ArbitraryGunPower, where the health demonstration shows you taking 75% damage from a dinky pistol shot, then 50% health and 50% armor damage from a second shot after healing up and grabbing armor; in the actual game, though, this is played perfectly straight, where falling damage (in the few places it's applicable) or getting [[CarFu run over by a vehicle]] are the only ways to damage you through armor. Even vehicles have both types of hitpoints, but the armor is taken off first. This makes some sense for the Mammoth Tank since it ties in with the self-repair ability they've traditionally had since [[VideoGame/CommandAndConquerTiberianDawn the original game]] (which only affects normal health in this game, allowing it to recover to 50% total just like in the original game).

to:

* ''VideoGame/CommandAndConquerRenegade''[='=]s tutorial interestingly tries to claim that this trope is not in effect, on top of ArbitraryGunPower, where the health demonstration shows you taking 75% damage from a dinky pistol shot, then 50% health and 50% armor damage from a second shot after healing up and grabbing armor; in the actual game, though, this is played perfectly straight, where falling damage (in the few places it's applicable) or getting [[CarFu run over by a vehicle]] are the only ways to damage you through armor. Even vehicles have both types armor, and every other possible damage type - bullets, flames, electricity and even poisonous clouds of hitpoints, but the Tiberium gas - has to eat through your armor is taken off first. before it can damage your health. This makes some sense even applies to vehicles, and is played even straigher for them since there aren't any damage soures that cut through their armor bar to damage their "health" directly. It's also played in an interesting manner for the Mammoth Tank since Tank, which has sort of an inversion of RegeneratingShieldStaticHealth - its armor points can't be replenished, but once it ties starts taking damage to its health bar, they will slowly regenerate, tying in with the Mammoth Tank's ability to self-repair ability they've traditionally had since up to 50% of its health in [[VideoGame/CommandAndConquerTiberianDawn the original game]] (which only affects normal health in this game, allowing it to recover to 50% total just like in the original game).game]].



* First-Person melee game ''VideoGame/PiratesVikingsAndKnights'' has both a Health bar and an Armor bar, which varies depending on what class you've chosen, with the [[KnightInShiningArmor Heavy Knight]] having the most, and the shirtless {{Berserker}} having the least. The Armor mitigates a percentage of damage taken, and can be replenished by finding Armor pickups scattered across the map.

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* First-Person melee game ''VideoGame/PiratesVikingsAndKnights'' has both a Health health bar and an Armor armor bar, which varies depending on what class you've chosen, with the [[KnightInShiningArmor Heavy Knight]] having the most, and the shirtless {{Berserker}} having the least. The Armor armor mitigates a percentage of damage taken, and can be replenished by finding Armor armor pickups scattered across the map.



* ''VideoGame/PAYDAY2'' plays this straight. Even standing in a cloud of tear gas will damage your armor before it starts eating into your health. Hell, armor will even absorb damage from a one-story fall (used to be a specific skill, now a regular part of gameplay as of the skill rebalance with the 100th update), though if you fall ''too'' far you do get incapacitated and need to be helped up. On top of that, with the exception of [[ArmorPiercingAttack taking a bullet from a Sniper]], any damage over that which causes your armor to break and would otherwise be applied to your health underneath will be completely negated. Some perk decks play around with this, such as the Anarchist deck converting most of your health [[GlassCannon into even more armor]], and the Kingpin using a unique injector that lets you refill your health from any damage you take to your armor while it's in effect. The Stoic, however, is a particularly amusing inversion, since using that perk deck applies a flat 75% damage reduction... but one of the deck's effects literally converts all your armor into more health.

to:

* ''VideoGame/PAYDAY2'' plays this straight. Even standing in a cloud of tear gas will damage your armor before it starts eating into your health. Hell, armor will even absorb damage from a one-story fall (used to be a specific skill, now a regular part of gameplay as of the skill rebalance with the 100th update), though if you fall ''too'' far you do get incapacitated and need to be helped up. On top of that, with the exception of [[ArmorPiercingAttack taking a bullet from a Sniper]], any damage over that which causes your armor to break and would otherwise be applied to your health underneath will be completely negated. Some perk decks play around with this, such as the Anarchist deck converting most of your health [[GlassCannon into even more armor]], and the Kingpin using a unique injector that lets you refill your health from any damage you take to your armor while it's in effect. The Stoic, however, is a particularly amusing inversion, since using that perk deck applies a flat 75% damage reduction... but one of the deck's effects upgrades literally converts all your armor into more health.



* ''VideoGame/{{Postal}} 2'' comes pretty close, with armor absorbing 80% of all damage coming your way while worn, with the only difference in the two pickups being how durable they are (regular kevlar vests as worn by SWAT give 100 armor maximum, silicon-carbide vests like the National Guard wear give 200). This more or less accidentally makes it look [[ArmorIsUseless less useful than it appears]], if only because the damage absorption and [[EverythingTryingToKillYou the number of people dishing out damage in your general direction]] means that it doesn't last very long, and though armor can be directly purchased in some instances, it's ultimately much harder to replenish armor than it is to just [[HyperactiveMetabolism scarf down some food]] to heal yourself.

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* ''VideoGame/{{Postal}} 2'' comes pretty close, with armor absorbing 80% of all damage coming your way while worn, with the only difference in the two pickups being how durable they are (regular kevlar vests as worn by SWAT give 100 armor maximum, silicon-carbide vests like the National Guard wear give 200). This more or less accidentally makes it look [[ArmorIsUseless less useful than it appears]], if only because the damage absorption and [[EverythingTryingToKillYou the number of people dishing out damage in your general direction]] means that it doesn't last very long, and though armor can be directly purchased in some instances, instances and more rarely looted from people you kill (assuming you don't chew through that armor in the process of shooting them to death), it's ultimately much harder to replenish armor than it is to just [[HyperactiveMetabolism scarf down some food]] to heal yourself.
21st Jan '18 1:03:26 AM Kadorhal
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* ''{{VideoGame/Doom}}'' was the TropeCodifier for first-person shooters. Body armor came in 2 varieties, with blue armor having higher durability (200 points) and absorbing a higher percentage of damage (one-half of all damage), compared to green armor (which only had 100 points and absorbed one-third of all damage). There were also "armor bonuses" that gave you a single point of armor per pickup, [[FridgeLogic giving you the effects of green armor if you didn't have any already]] and otherwise allowing you to repair armor without having to replace it entirely, and to bring green armor past 100 points. This added some tactical thinking to a game [[ShallowParody "famous" nowadays]] for [[UltraSuperDeathGoreFestChainsawer3000 not really requiring tactical thinking]], where grabbing a full green armor pickup would overall be less efficient than sticking with blue armor brought down to around 75% and relying on piddling amounts of armor bonuses to keep it active.
* Many ''Franchise/JamesBond'' FPS games, ''VideoGame/GoldenEye1997'' plays it very straight by having body armor effectively serve as a second health bar -- good thing, since there's no way to recover damage to your basic HP meter. The "Classic" modes in ''VideoGame/GoldenEyeWii'' and ''VideoGame/DoubleOhSevenLegends'' do this as well to CallBack to the original game's system. However, ''VideoGame/{{Nightfire}}'' plays with this to a degree: Your armor only protects you from bullets. Long falls still injure you directly regardless of armor.

to:

* ''{{VideoGame/Doom}}'' was the TropeCodifier for first-person shooters. Body armor came in 2 varieties, with blue green security armor having higher durability (200 points) and absorbing a higher percentage of damage (one-half of all damage), compared to green armor (which only had 100 points and absorbed absorbing one-third of all damage).damage, while blue "megaarmor" comes with 200 points and absorbing one-half of all damage. There were also "armor bonuses" that gave you a single point of armor per pickup, [[FridgeLogic giving you the effects of green armor if you didn't have any already]] and otherwise allowing you to repair armor without having to replace it entirely, and to bring green armor past 100 points. This added some tactical thinking to a game [[ShallowParody "famous" nowadays]] for [[UltraSuperDeathGoreFestChainsawer3000 not really requiring tactical thinking]], where grabbing a full green armor pickup would overall be less efficient than sticking with blue armor brought down to around 75% and relying on piddling amounts of armor bonuses to keep it active.
active until you can find another blue vest.
** ''VideoGame/{{Doom 3}}'' handles armor more or less the same way as the classic games, though with only one type of armor coming in full vests that now give you and max out at 125 points, and "armor shards" to repair 5 points per pickup, apparently absorbing about one-third of all damage again like the classic games' normal green armor and the amount of damage enemies actually deal depending on the difficulty (Recruit reducing it by 40% while Veteran increases it by 70% and [[HarderThanHard Nightmare]] by ''200%''). Problem is, though, the damage absorption your armor provides is so ''low'' that even on Marine difficulty, where the damage is normalized, [[ArmorIsUseless you're really better off not bothering]] - at a full 100 health and 125 armor, getting hit enough to bring the armor down to just above 100 is enough to drop your health to ''below 50''.
* Many ''Franchise/JamesBond'' FPS games, games. ''VideoGame/GoldenEye1997'' plays it very straight by having body armor effectively serve as a second health bar -- good thing, since there's no way to recover damage to your basic HP meter. The "Classic" modes in ''VideoGame/GoldenEyeWii'' and ''VideoGame/DoubleOhSevenLegends'' do this as well to CallBack to the original game's system. However, ''VideoGame/{{Nightfire}}'' plays with this to a degree: Your armor only protects you from bullets. Long falls still injure you directly regardless of armor.



* ''[[VideoGame/FirstEncounterAssaultRecon FEAR]]'' has an entire system for determining each weapon's armor-piercing capabilities, with standouts across the board being the HV Penetrator (with the highest penetration among normal weapons) and the VK-12 shotgun (with the lowest penetration, though dealing so much damage that it was just as good simply through brute force). The second game plays this almost entirely straight, however, with only the successor to the Penetrator and ghosts being able to damage you through armor.

to:

* ''[[VideoGame/FirstEncounterAssaultRecon FEAR]]'' has an entire system for determining each weapon's armor-piercing capabilities, with standouts across the board being the HV Penetrator (with the highest penetration among normal weapons) and the VK-12 shotgun (with the lowest penetration, though dealing so much damage that it was just as good simply through brute force). The second game plays this almost entirely straight, however, with only the successor to the Penetrator and ghosts being able to damage you through armor.armor, after which the third game removed armor entirely to focus on full RegeneratingHealth.



** The ''Vegas'' sub-series more or less used this too. despite the shift to RegeneratingHealth, as wearing heavier armor would allow you to take a bit more damage before dying, at the cost of slower movement and, in ''Vegas 2'', less stamina for sprinting.
** ''[[VideoGame/RainbowSixSiege Siege]]'' goes for a more standard aversion with separate health and armor counters, the latter of which absorbs damage from the former, and which can't be replenished mid-round. Each of the three different classes of armor absorb different percentages of damage at the expense of speed; light armor absorbs no extra damage but incurs no speed penalty, while medium armor absorbs 10% for a slight speed penalty and heavy armor absorbs 20% for a more noticeable speed penalty. The defending operator Rook can also place a bag of armor plates for teammates to upgrade their armor with another 20% damage reduction without slowing them down as well as guaranteeing the operator in question will only be downed upon having their health depleted, with one caveat that applies to all damage calculations - [[BoomHeadshot headshots are always fatal]].
* ''Franchise/{{Halo}}'', using the recharging DeflectorShields version of this. By ''VideoGame/{{Halo 2}}'' they more or less combined the shields [[RegeneratingHealth with health]], though games that don't have you play as a SPARTAN (''VideoGame/Halo3ODST'') or are set before the original game (''VideoGame/HaloReach'') go back to the old mechanics.

to:

** The ''Vegas'' sub-series more or less used this too. too, despite the shift to RegeneratingHealth, as wearing heavier armor would allow you to take a bit more damage before dying, at the cost of slower movement and, in ''Vegas 2'', less stamina for sprinting.
** ''[[VideoGame/RainbowSixSiege Siege]]'' goes for a more standard aversion with separate health and armor counters, the latter of which absorbs damage from the former, and which can't be replenished mid-round. Each of the three different classes of armor absorb different percentages of damage at the expense of speed; light armor absorbs no extra damage but incurs no speed penalty, while medium armor absorbs 10% for a slight speed penalty and heavy armor absorbs 20% for a more noticeable speed penalty. The defending operator Rook can also place a bag of armor plates for teammates to upgrade their armor with another 20% damage reduction without slowing them down as well as guaranteeing the operator in question will only be downed upon having their health depleted, with one caveat that that, as it has from the beginning, applies to all damage calculations - [[BoomHeadshot headshots headshots]] are [[ChunkySalsaRule always fatal]].
* ''Franchise/{{Halo}}'', using the recharging DeflectorShields version of this. this [[RegeneratingShieldStaticHealth on top of a static health bar]]. By ''VideoGame/{{Halo 2}}'' they more or less combined the shields [[RegeneratingHealth with health]], health]] (explained as the introduction of "automated biofoam injectors" in the Master Chief's newer armor that automatically heal him while his shields are up), though games that don't have you play as a SPARTAN (''VideoGame/Halo3ODST'') or are set before the original game introduction of the armor in ''2'' (''VideoGame/HaloReach'') go back to the old mechanics.



* ''VideoGame/CommandAndConquerRenegade''[='=]s tutorial interestingly tries to claim that this trope is not in effect, on top of ArbitraryGunPower, where the health demonstration shows you taking 75% damage from a dinky pistol shot, then 50% health and 50% armor damage from a second shot after healing up and grabbing armor; in the actual game, though, this is played perfectly straight, where falling damage (in the few places it's applicable) or getting [[CarFu run over by a vehicle]] are the only ways to damage you through armor. Even vehicles have both types of hitpoints, but the armor is taken off first. This makes some sense for the Mammoth Tank since it ties in with their self-repair (which only affects normal health, allowing it to recover to 50% just like in the original game).

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* ''VideoGame/CommandAndConquerRenegade''[='=]s tutorial interestingly tries to claim that this trope is not in effect, on top of ArbitraryGunPower, where the health demonstration shows you taking 75% damage from a dinky pistol shot, then 50% health and 50% armor damage from a second shot after healing up and grabbing armor; in the actual game, though, this is played perfectly straight, where falling damage (in the few places it's applicable) or getting [[CarFu run over by a vehicle]] are the only ways to damage you through armor. Even vehicles have both types of hitpoints, but the armor is taken off first. This makes some sense for the Mammoth Tank since it ties in with their the self-repair ability they've traditionally had since [[VideoGame/CommandAndConquerTiberianDawn the original game]] (which only affects normal health, health in this game, allowing it to recover to 50% total just like in the original game).
11th Jan '18 6:02:37 PM Kadorhal
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* ''VideoGame/PAYDAY2'' plays this straight. Even standing in a cloud of tear gas will damage your armor before it starts eating into your health. Hell, armor will even absorb damage from a one-story fall (used to be a specific skill, now a regular part of gameplay as of the skill rebalance with the 100th update), though if you fall ''too'' far you do get incapacitated and need to be helped up. On top of that, with the exception of taking a bullet from a Sniper, any damage over that which causes your armor to break will be completely negated. Some perk decks play around with this, particularly the Anarchist, which converts most of your health [[GlassCannon into even more armor]], while the Stoic inverts this by converting your armor into more health.

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* ''VideoGame/PAYDAY2'' plays this straight. Even standing in a cloud of tear gas will damage your armor before it starts eating into your health. Hell, armor will even absorb damage from a one-story fall (used to be a specific skill, now a regular part of gameplay as of the skill rebalance with the 100th update), though if you fall ''too'' far you do get incapacitated and need to be helped up. On top of that, with the exception of [[ArmorPiercingAttack taking a bullet from a Sniper, Sniper]], any damage over that which causes your armor to break and would otherwise be applied to your health underneath will be completely negated. Some perk decks play around with this, particularly such as the Anarchist, which converts Anarchist deck converting most of your health [[GlassCannon into even more armor]], and the Kingpin using a unique injector that lets you refill your health from any damage you take to your armor while it's in effect. The Stoic, however, is a particularly amusing inversion, since using that perk deck applies a flat 75% damage reduction... but one of the Stoic inverts this by converting deck's effects literally converts all your armor into more health.



** ''VideoGame/KillingFloor2'' invokes the trope again as both an active skill for the SWAT perk and a passive bonus for the Survivalist, but otherwise goes for a different system where armor decreases in effectiveness as it's damaged; anywhere above 75 points, all damage sources (save Siren screams and falls) have 75% of their damage absorbed by the armor, decreasing to 65% absorption from 74 to 51 armor points, then 55% absorption when armor drops to 50 points or lower until it's gone.
* ''VideoGame/{{Postal}} 2'' comes pretty close, with armor absorbing 80% of all damage coming your way while worn, with the only difference in the two pickups being how durable they are (regular kevlar vests as worn by SWAT give 100 armor maximum, silicon-carbide vests like the National Guard wear give 200). This more or less accidentally makes it look [[ArmorIsUseless less useful than it appears]], if only because the damage absorption and [[EverythingTryingToKillYou the number of people dishing out damage in your general direction]] means that it doesn't last very long, and it's much harder to replenish armor than it is to just [[HyperactiveMetabolism scarf down some food]] to heal yourself.

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** ''VideoGame/KillingFloor2'' invokes the trope again as both an active skill for the SWAT perk and a passive bonus for the Survivalist, but otherwise goes for a different system where armor decreases in effectiveness as it's damaged; anywhere above 75 points, all damage sources (save (save, again, Siren screams and long falls) have 75% of their damage absorbed by the armor, decreasing to 65% absorption from 74 to 51 armor points, then 55% absorption when armor drops to 50 points or lower until it's gone.
* ''VideoGame/{{Postal}} 2'' comes pretty close, with armor absorbing 80% of all damage coming your way while worn, with the only difference in the two pickups being how durable they are (regular kevlar vests as worn by SWAT give 100 armor maximum, silicon-carbide vests like the National Guard wear give 200). This more or less accidentally makes it look [[ArmorIsUseless less useful than it appears]], if only because the damage absorption and [[EverythingTryingToKillYou the number of people dishing out damage in your general direction]] means that it doesn't last very long, and though armor can be directly purchased in some instances, it's ultimately much harder to replenish armor than it is to just [[HyperactiveMetabolism scarf down some food]] to heal yourself.
11th Jan '18 12:28:42 AM LucaEarlgrey
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* Since ''VideoGame/ShinMegamiTenseiIV'' and ''VideoGame/ShinMegamiTenseiIVApocalypse'' lack defense stats, torso equipment is defined by how much bonus HP it provides (alongside changing elemental affinities).

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* Since ''VideoGame/ShinMegamiTenseiIV'' and ''VideoGame/ShinMegamiTenseiIVApocalypse'' lack defense stats, torso equipment armor in these games is defined by how much bonus HP it provides (alongside changing elemental affinities).
11th Jan '18 12:28:17 AM LucaEarlgrey
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* Since ''VideoGame/ShinMegamiTenseiIV'' and ''VideoGame/ShinMegamiTenseiIVApocalypse'' lack defense stats, torso equipment is defined by how much bonus HP it provides (alongside changing elemental affinities).
9th Jan '18 4:10:27 PM Kadorhal
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* ''VideoGame/PAYDAY2'' plays this straight. Even standing in a cloud of tear gas will damage your armor before it starts eating into your health. Hell, armor will even absorb damage from a one-story fall (used to be a specific skill, now a regular part of gameplay as of the skill rebalance), though if you fall ''too'' far you do get incapacitated and need to be helped up. On top of that, with the exception of taking a bullet from a Sniper, any damage over that which causes your armor to break will be completely negated.

to:

* ''VideoGame/PAYDAY2'' plays this straight. Even standing in a cloud of tear gas will damage your armor before it starts eating into your health. Hell, armor will even absorb damage from a one-story fall (used to be a specific skill, now a regular part of gameplay as of the skill rebalance), rebalance with the 100th update), though if you fall ''too'' far you do get incapacitated and need to be helped up. On top of that, with the exception of taking a bullet from a Sniper, any damage over that which causes your armor to break will be completely negated. Some perk decks play around with this, particularly the Anarchist, which converts most of your health [[GlassCannon into even more armor]], while the Stoic inverts this by converting your armor into more health.
20th Nov '17 12:53:57 PM thatother1dude
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* ''VideoGame/{{Overwatch}}'' has armor as a type of health, represented by yellow pips on the health bar. Damage taken is reduced by up to 5 points per hit as long as there's at least one point of armor. Bastion, Winston, D.Va and Reinhardt spawn with armor, and Torbjörn can create armor packs to give his allies armor.

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* ''VideoGame/{{Overwatch}}'' has armor as a type of health, represented by yellow pips on the health bar. Damage taken is reduced by up to 5 points per hit (or 50% for attacks that do less than 10 damage) as long as there's at least one point of armor. Bastion, Winston, D.Va and Reinhardt spawn with armor, and Torbjörn can create armor packs to give his allies armor.
13th Nov '17 8:20:20 AM Kadorhal
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* ''VideoGame/CallOfDuty: VideoGame/ModernWarfare 3'' plays this straight, though slightly differently depending on the mode. The Ballistic Vests pointstreak in multiplayer adds a flat 50 points to your RegeneratingHealth, with the caveat that once you've been brought down below the extra health it applies, it's gone until you grab another vest. Special Ops Survival instead has an actual separate counter for body armor, which provides 250 points worth of protection but has to be repaired or replaced by purchasing a new vest from the equipment armory between waves; until that armor is gone, none of the damage you take will go to your actual health.
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http://tvtropes.org/pmwiki/article_history.php?article=Main.BodyArmorAsHitpoints