The Chest Armor gives "additional" magazines, that add on top of the guns base magazines. (Assault 2, SMG 3, Sniper 1, PDW 3, Carabine 3) That's why you end up with a higher amount of ammo than advertised by the chestplate.
I think it would be cool if you could repack your broken armor plates from a heavy supply box. I think that would be a large buff to normal armor because replenishing that extra 25 health often adds one extra bullet to kill for many guns.
they have discord servers and support tickets if you want to send that in, that was genuinely good feedback and would make support actually useful (bc whats the point of heavy ammo box when you can resupply with assault light ammo box/supply drops?)
I've though of this except for engineer's as a gadget that would compete with the rpg slot as a way to indirectly nerf rpg's. And a reason to use the class apart from it's rpg.
This video seems to suit an aggressive playstyle to be honest. I would not really shy away from armors if I for example was a medic looking to mainly play as a healer, an assault using DMRs (in order to maybe survive longer if you're shot at from range) etc. That said, I really wish there was a way to replenish armors.
The meta rewards aggressive, highly mobile play, and armour is underpowered and needs resupply options as you said. It's not the video that's the problem, it's the game. You're basically always better off taking less armour because movement and aiming speed are king and will help more often.
Another thing to consider about running Light Armor is whether or not your pistol has all the attachments and camos you want for it... if it doesn't, then you need to grind with it anyway, so running out of primary mags isn't an issue.
Ranger armor. Even using ranger armor I still run out of mags after about 15 or 20 kills. Also I found out recently that the run speed of sidearms like the desert eagle affect you even when you're not holding them, meaning if you have desert eagle in your loadout you move much slower. I switched to the glock18 after realizing this. I move much faster now.
@@tonomrwongyep not even worth using it honestly. The run speed is going to save you much more often than having the deagle in your sidearm compared to the lighter pistols or a glock 18.
Yeah, the Deagle decreases running speed. I know it's a chunky pistol (about 2kg), but it affects the running speed so much for just a pistol. But I can't unequip it; the Deagle is just too satisfying to use. Clearing rooms while one-shotting everyone in the head triggers dopamine rush in my monkey brain. The sad part is also that the swap speed is horrible. It can't even help you in urgent situations, you need to pull it out before engaging the action.
I wish they would rework damage from an additive to more of a multiplicative, i.e. reducing damage by a percentage. Or maybe they could make it do both, act as additional health and lower incoming damage. 'Cause rn I feel that once you survive the first 1 on 1 firefight you are just left with the negatives to movement speed and ADS time.
I think more armour is situationally okay if you know you're spawning into a mental fight and might only get 2-3 kills before dying anyway. No armour means most of the time you would get 0-1 kills there. But, that's FUBAR anyway - if you needed to respawn you're throwing tickets away fast in those fights (if you could be resurrected, armour is gone anyway). The better option is to avoid spawning there at all unless you know the timing is just vital to win the match itself (and my win rate is creeping up to 3, so this way of thinking does seem to help).
it's an avg of your bag, chest, and helmet. Take all the numbers added then divide by 3... so you should still benefit from light armor for your engineer.
Heavy armor isn't that bad with non support classes, if your kd ratio is bad. It helps you survive your first fight more often to get ur kd ratio to positive. Also gives an extra nade compared to other armors (except exo), so great for nade spam, no reason to use this with support though.
The small problem is that you might end up relying too much on armour as a crutch and you won't learn the highly-mobile aggressive playstyle that the game rewards most. If you're dying too much and your KD is bad, you really need to learn and practice aiming, weapon stats, and movement above all else. Intentionally slowing yourself down to get off another couple of shots just isn't that important if you're fucking up your long term skill development. So yeah, try not to rely on it too much as a new player because it's basically a trap that prevents you from playing in a way that ensures the most success. Almost all of the top players are mobility first for a reason, the game is built for it.
Nice! I’ve been using the MP5 and Ranger recently because I spam a ton, and it gives me a lot more cushion to keep from running dry. The move speed is nice, but I’d rather not hold my shot on a guy that’s a bit far away because I’m worried about wasting ammo.
In all honesty, I've had a bad time with exo armor in general. The speed debuffs just make you that much easier of a target to hit. When you still die in less than a second there is no reason to run it over the vast amounts of movement speed you'll get while only dying a fraction of a second quicker if every bullet hits. Such as the getting shot in the back analogy. Moving faster means less bullets will typically hit which winds up being the same as the extra health in the long run.
Until they add armor repair or armor negatives going away once broken I'm just gonna run ranger and light armor. The one exception is exo m249 camping.
Note --- WEAR THE DAMN HELMET IF WILL SAVE YOUR LIFE FROM SNIPERS. I get so many pings from long range because i always end up hitting helmets (like 600-800m range). Also if you go suc C4--- use the lightest armor as possible. As for heavy weakness, just use sandbags to hide the legs. You have instant build, so abuse it.
@@Bullminator Snipers get a headshot multiplier of 1.9 so every sniper can headshot normal helmets, snipers with 66 damage can headshot heavy helmets and snipers with a damage of at least 73 can headshot exo helmets. Here is the math: 66*1.9=125.4 and 73*1.9=138.7 also snipers make more damage the further they are away so yes you could headshot an exo helmet support with an ssg69 but it would be a 750m shot. I would prefer using the m200 with ranger barrel for that.
@@LebenderZombie Well i prefer to use the big silencer on M200 (with med scope) as i find it works better for single 1KO shots when target is not aware :D *maybe its a bug*
@@Bullminator thats probably the reason why your m200 doesn't 1 shot exo helmets it needs the extra damage from the long/heavy or ranger barrel to get over 73
Armor needs to be replenishable to be worth anything. It gets destroyed fast and then you have all the de-buffs without the extra health anyway. Support supply boxes should have a limited amount of armor that can be resupplied. Also since you can't see your armor or helmet and you wont always know if you even have it anymore, there should be status icons in the HUD for both. Doesn't have to show damage taken, but being able to know what you have on as well as getting more would make armor actually be useful. As illustrated in this video armor and helmets are always worse than the buffs of not having it. The only purpose they serve, which may be by design, is to give new players a little more survivability for their first fight.
Same, the high armor doesnt really help as much I feel. I prefer Ranger armor, enough mags with enough speed. Never really tried support class. Might give it a try with exo.
Ranger vest gang. I'm not here to mobility scum and metagame, I'm here to carry extra mags and drop them for my buddies so we can ptfo instead of sweating for a high kd
I think the mags you carry includes the backpack and the chest armor in front so maybe that's why it's 4 with light armor. Or potentially you just have a minimum of 2 mags on you not including the chest armor. Not sure. Either way nice video.
I can never go to using light once I got the ranger armor the extra mags just feels so good for my playstyle but I may try light now that I'm back under lvll100, I have been convinced.
@@tonomrwong thought so, barring the exo helmet (which can save you from a sniper to the face) I usually ignore durability and balance the mags I need vs the negatives. I'll take a lot of mags and fast movement on a flank for example. I'll take heavy or exo when defending a point And I'll take lots of ammo when playing aggressively, that way I can dump my mags and not worry about running out.
No because devs didn't think about it or cannot figure it out. They should have simplified the whole armour system to give you a PERMANENT damage resistance depeding on armour type. This would fix quite a few issues with weapon balance. You would actually have compelling reasons to wear heavy armours. Movement speed with no and light armour also needs changes. Making 360 whilst reloading is just guffy as f and literally allows you to dodge bullets.
I feel like with light armour you gotta be good at the game though. I just wanna have fun so I can't be bothered learning all these moving techniques and everything haha
FAL basic strategy is flash hider to lower horiz recoil + SE or Gun Fighter grip and treat it as a DMR past ~50 meters. Full auto in emergency CQC, but for the most part you're tap firing/burst firing people. 3 shots is all you need. It's weird to get used to but once you do it's awesome.
i run heavy on assault because i play rifles i find it better because i dont lose the first fight to an smg cause they are broken. Sledgehammer for poking holes in walls for cheeky picks or ammo box depending on map
If you get hit in the armour you cannot bleed, but apart from that all armours are the same, I don't quite know what dictates a bleed starting but a Sniper round to the flesh will make you bleed
Another issue with armor is netcode, I have been 1 framed as a fresh spawn (full health/armor) in exo by the old 25 dmg ump. If you arent't being notified that you are getting shot until you are already dead, that extra armor is serving no purpose and has no benefits. On a side note, can someone explain to me how the normal helmet can withstand 3 shots from the DMR's before breaking and the player surviving with 50+ health? On multiple occassions.
The reason even with exo, being killed quickly could be because of leg shots which do full damage, and secondly with the headshots thing that is for sure a bug
You are wrong. This is an FPS game, and that means that like 90% of player have a KD between 0.8 and 1.4 (KD trends a little higher in games with a revive mechanic). Most of us are only getting into 1 or 2 gun fights per life, we are not alive long enough for the lack of armor after being hit to matter because if we get hit at all we usually die, and most of the time you don't get revived because most of the people playing this game are lemmings.
I have been mucking around with suboptimal settings and builds on all guns and have a terrible 1.86 kd because of it. I very much doubt many people would be below 2 kd in a game like this. Heck after i prestige i will get rid of my terrible 15% hitrate as well main support here.
@@ghostshade This is not how the stats work. Think about it, if there is someone with a 5.0 KD he has to be killing someone, we all cannot had a 5.0 KD. The average KD for all FPS games that DO NOT have a revive mechanic is 1.0, because every time someone kills someone dies for a net zero change in global KD. This game has assists counts as kills and revives so the average KD may very well be 1.2 or a little higher, but the point is that 80-90% of the player base HAS to have a KD near 1.0, that's how the maths works. It's not my opinion it is a fact.
@@jorgejustin461 i have played fps since the first ones come out. Plenty of the first ones had no k/d stats what so ever. Even in later multiplayer titles its been possible for decades even for average players to have 2 and above in k/d heck i ran plenty of low kpm games yesterday where i went 19/3 or similar as a sniper. A tank driver in conq would and should break that within the first few min of a match. I have no idea where you get the idea of a global kd as low as your example from. Heck take a recent game like bf4 and it was easy to rack up +40 kills in a match of locker without ever being near the top of the leaderboards.
Yeah I feel you, this is partly why I recommend not running stuff that gives extra health, because very often it doesnt actually make a difference. The feeling of being one shot is mostly due to the SMG's having a faster TTK than the average reaction time
You don't get one shotted it's because the public 60hz servers sometimes bundle some shots together so it only seems like you get 1 shot. I know i'm not helpfull but atleast you now know whats happening. Things might get better when the private servers get addet to the server browser.
Do you get blue hitmarkers everytime you hit armor? or it is only when all damage is blocked by armor, like do I still get a blue hitmarker if I hit normal armour with a scar?
when you hit, but if you break armour with a shot some damage will still go through, but you will still have a blue hitmarker, once the armour is broken you wont get any more blue hitmarkers
The Chest Armor gives "additional" magazines, that add on top of the guns base magazines. (Assault 2, SMG 3, Sniper 1, PDW 3, Carabine 3) That's why you end up with a higher amount of ammo than advertised by the chestplate.
engineer no armor light backpack and 1.10 movespeed goes SPEED
I think it would be cool if you could repack your broken armor plates from a heavy supply box. I think that would be a large buff to normal armor because replenishing that extra 25 health often adds one extra bullet to kill for many guns.
they have discord servers and support tickets if you want to send that in, that was genuinely good feedback and would make support actually useful (bc whats the point of heavy ammo box when you can resupply with assault light ammo box/supply drops?)
I've though of this except for engineer's as a gadget that would compete with the rpg slot as a way to indirectly nerf rpg's. And a reason to use the class apart from it's rpg.
@@alfamari7675That would be better, having it on support means support can just heal its own exo lol
This video seems to suit an aggressive playstyle to be honest. I would not really shy away from armors if I for example was a medic looking to mainly play as a healer, an assault using DMRs (in order to maybe survive longer if you're shot at from range) etc. That said, I really wish there was a way to replenish armors.
Also i have had people complain that "we both have the same gun how did you turn on me" more than a few times.
The meta rewards aggressive, highly mobile play, and armour is underpowered and needs resupply options as you said.
It's not the video that's the problem, it's the game. You're basically always better off taking less armour because movement and aiming speed are king and will help more often.
Great overview of all the gear. Your guides have been fantastic.
Thank you very much!
Another thing to consider about running Light Armor is whether or not your pistol has all the attachments and camos you want for it... if it doesn't, then you need to grind with it anyway, so running out of primary mags isn't an issue.
Ranger armor. Even using ranger armor I still run out of mags after about 15 or 20 kills. Also I found out recently that the run speed of sidearms like the desert eagle affect you even when you're not holding them, meaning if you have desert eagle in your loadout you move much slower. I switched to the glock18 after realizing this. I move much faster now.
Yes! My next video on the m249 wwill talk about the deagle thing, its so annoying
@@tonomrwongyep not even worth using it honestly. The run speed is going to save you much more often than having the deagle in your sidearm compared to the lighter pistols or a glock 18.
stop being fcking robot and problem is gone lol....15-20 kills.....
Yeah, the Deagle decreases running speed. I know it's a chunky pistol (about 2kg), but it affects the running speed so much for just a pistol. But I can't unequip it; the Deagle is just too satisfying to use. Clearing rooms while one-shotting everyone in the head triggers dopamine rush in my monkey brain.
The sad part is also that the swap speed is horrible. It can't even help you in urgent situations, you need to pull it out before engaging the action.
@@nicknickson3650it is so sad tho, deagle is insane gun and can be used as primary. I feel like it is strongest gun in the hame honestly.
Not at all related to armor but I love how there’s slow jazz in the background, it is very complementary to the background viewing experience
Love the chill background piano music
Thanks :)
Have to run the heavy backpack on engineer myself 6 rounts of HEAT is just too much fun!
Yeah I find myself doing this, I love rockets too much 😂
I wish they would rework damage from an additive to more of a multiplicative, i.e. reducing damage by a percentage.
Or maybe they could make it do both, act as additional health and lower incoming damage. 'Cause rn I feel that once you survive the first 1 on 1 firefight you are just left with the negatives to movement speed and ADS time.
Agreed it needs a rework, I personally wouldnt mind a system that lets you heal your armour, like bandages do health now
amazing tips, never considered this stuff so much or knew the specifics about how armor doesn't heal or that like legs arent protected
The sub Count is growing 😊 so well deserved!!
I liked the repair armor by installing plates in COD WZ. It's kind of fun trying to pull that off in a fire fight.
I think more armour is situationally okay if you know you're spawning into a mental fight and might only get 2-3 kills before dying anyway. No armour means most of the time you would get 0-1 kills there. But, that's FUBAR anyway - if you needed to respawn you're throwing tickets away fast in those fights (if you could be resurrected, armour is gone anyway). The better option is to avoid spawning there at all unless you know the timing is just vital to win the match itself (and my win rate is creeping up to 3, so this way of thinking does seem to help).
it's an avg of your bag, chest, and helmet. Take all the numbers added then divide by 3... so you should still benefit from light armor for your engineer.
Heavy armor isn't that bad with non support classes, if your kd ratio is bad. It helps you survive your first fight more often to get ur kd ratio to positive. Also gives an extra nade compared to other armors (except exo), so great for nade spam, no reason to use this with support though.
The small problem is that you might end up relying too much on armour as a crutch and you won't learn the highly-mobile aggressive playstyle that the game rewards most.
If you're dying too much and your KD is bad, you really need to learn and practice aiming, weapon stats, and movement above all else.
Intentionally slowing yourself down to get off another couple of shots just isn't that important if you're fucking up your long term skill development.
So yeah, try not to rely on it too much as a new player because it's basically a trap that prevents you from playing in a way that ensures the most success. Almost all of the top players are mobility first for a reason, the game is built for it.
Nice! I’ve been using the MP5 and Ranger recently because I spam a ton, and it gives me a lot more cushion to keep from running dry. The move speed is nice, but I’d rather not hold my shot on a guy that’s a bit far away because I’m worried about wasting ammo.
Thanks this was super useful
Hey Wong love the videos
In all honesty, I've had a bad time with exo armor in general. The speed debuffs just make you that much easier of a target to hit. When you still die in less than a second there is no reason to run it over the vast amounts of movement speed you'll get while only dying a fraction of a second quicker if every bullet hits. Such as the getting shot in the back analogy. Moving faster means less bullets will typically hit which winds up being the same as the extra health in the long run.
Would love to see more gameplay!
Yeah true, I think that I should have put gameplay during the sections where I am talking about an armour
Until they add armor repair or armor negatives going away once broken I'm just gonna run ranger and light armor. The one exception is exo m249 camping.
Note --- WEAR THE DAMN HELMET IF WILL SAVE YOUR LIFE FROM SNIPERS. I get so many pings from long range because i always end up hitting helmets (like 600-800m range).
Also if you go suc C4--- use the lightest armor as possible.
As for heavy weakness, just use sandbags to hide the legs. You have instant build, so abuse it.
only heavy/exo will save from snipers, but m200 stil lgoes clean through all
@@tonomrwong Nah, it pins off normal helmets (that have armor) also.
@@Bullminator Snipers get a headshot multiplier of 1.9 so every sniper can headshot normal helmets, snipers with 66 damage can headshot heavy helmets and snipers with a damage of at least 73 can headshot exo helmets. Here is the math: 66*1.9=125.4 and 73*1.9=138.7 also snipers make more damage the further they are away so yes you could headshot an exo helmet support with an ssg69 but it would be a 750m shot. I would prefer using the m200 with ranger barrel for that.
@@LebenderZombie Well i prefer to use the big silencer on M200 (with med scope) as i find it works better for single 1KO shots when target is not aware :D
*maybe its a bug*
@@Bullminator thats probably the reason why your m200 doesn't 1 shot exo helmets it needs the extra damage from the long/heavy or ranger barrel to get over 73
Armor needs to be replenishable to be worth anything. It gets destroyed fast and then you have all the de-buffs without the extra health anyway. Support supply boxes should have a limited amount of armor that can be resupplied. Also since you can't see your armor or helmet and you wont always know if you even have it anymore, there should be status icons in the HUD for both. Doesn't have to show damage taken, but being able to know what you have on as well as getting more would make armor actually be useful.
As illustrated in this video armor and helmets are always worse than the buffs of not having it. The only purpose they serve, which may be by design, is to give new players a little more survivability for their first fight.
Same, the high armor doesnt really help as much I feel. I prefer Ranger armor, enough mags with enough speed.
Never really tried support class. Might give it a try with exo.
Ranger vest gang. I'm not here to mobility scum and metagame, I'm here to carry extra mags and drop them for my buddies so we can ptfo instead of sweating for a high kd
dude ive never seen better explained vid about armors great job. also are you planning on making a discord?
Yes :) I have made it and will be announcing it in a couple of days
@@tonomrwong thats great. i will surely join
I think the mags you carry includes the backpack and the chest armor in front so maybe that's why it's 4 with light armor. Or potentially you just have a minimum of 2 mags on you not including the chest armor. Not sure. Either way nice video.
Hey man cool vid as usual, wanna play sometime? Its lonely at the top of the scoreboard all the time :(
I am gonna be doing a livestream soon where viewers can join in and play :)
It's weird, with the scout class, the normal and ranger armors are the exact same.
Read some where the empty helmet only affect medium range sighs considering short sights aim almost immediately anyways
That is interesting! I will have to look into this, thanks for the comment!
I can never go to using light once I got the ranger armor the extra mags just feels so good for my playstyle but I may try light now that I'm back under lvll100, I have been convinced.
Does having your armor broken remove the negatives to ads and movement?
No it does not, which is super annoying, last time I tested was before the last patch though(wasnt mentioned in the patchnotes)
@@tonomrwong thought so, barring the exo helmet (which can save you from a sniper to the face) I usually ignore durability and balance the mags I need vs the negatives.
I'll take a lot of mags and fast movement on a flank for example.
I'll take heavy or exo when defending a point
And I'll take lots of ammo when playing aggressively, that way I can dump my mags and not worry about running out.
it’s should have but till now then nope
No because devs didn't think about it or cannot figure it out. They should have simplified the whole armour system to give you a PERMANENT damage resistance depeding on armour type. This would fix quite a few issues with weapon balance. You would actually have compelling reasons to wear heavy armours. Movement speed with no and light armour also needs changes. Making 360 whilst reloading is just guffy as f and literally allows you to dodge bullets.
when are the devs adding a catboy maid outfit
When John wick
I feel like with light armour you gotta be good at the game though. I just wanna have fun so I can't be bothered learning all these moving techniques and everything haha
Fair enough, I mostly use Ranger anyways just for the mags
@@tonomrwong Yeah i decided to try a few things out after watching your vid and ended up going with ranger since I kept running out of ammo on medic
Would like to see an FAL or Groza video soon. I just got the FAL and it’s great but the horizontal recoil is horrendous.
You probably should treat it as like AK12
FAL basic strategy is flash hider to lower horiz recoil + SE or Gun Fighter grip and treat it as a DMR past ~50 meters. Full auto in emergency CQC, but for the most part you're tap firing/burst firing people. 3 shots is all you need. It's weird to get used to but once you do it's awesome.
i run heavy on assault because i play rifles i find it better because i dont lose the first fight to an smg cause they are broken. Sledgehammer for poking holes in walls for cheeky picks or ammo box depending on map
epic
Epic
I only play medic and ranger is the only viable armor choice. Even with ranger, I still run out of ammo all the time. No one gives ammo in this game.
Yeah I have to call in drops all the time
i lub bankpack ;ppp
How does the bleeding mechanic work and is it affected by armor types?
If you get hit in the armour you cannot bleed, but apart from that all armours are the same, I don't quite know what dictates a bleed starting but a Sniper round to the flesh will make you bleed
Another issue with armor is netcode, I have been 1 framed as a fresh spawn (full health/armor) in exo by the old 25 dmg ump. If you arent't being notified that you are getting shot until you are already dead, that extra armor is serving no purpose and has no benefits.
On a side note, can someone explain to me how the normal helmet can withstand 3 shots from the DMR's before breaking and the player surviving with 50+ health? On multiple occassions.
The reason even with exo, being killed quickly could be because of leg shots which do full damage, and secondly with the headshots thing that is for sure a bug
You are wrong. This is an FPS game, and that means that like 90% of player have a KD between 0.8 and 1.4 (KD trends a little higher in games with a revive mechanic). Most of us are only getting into 1 or 2 gun fights per life, we are not alive long enough for the lack of armor after being hit to matter because if we get hit at all we usually die, and most of the time you don't get revived because most of the people playing this game are lemmings.
That might be true, but the benefits of faster movement will help those who are looking to improve their gameplay
I have been mucking around with suboptimal settings and builds on all guns and have a terrible 1.86 kd because of it. I very much doubt many people would be below 2 kd in a game like this. Heck after i prestige i will get rid of my terrible 15% hitrate as well main support here.
@@ghostshade This is not how the stats work. Think about it, if there is someone with a 5.0 KD he has to be killing someone, we all cannot had a 5.0 KD. The average KD for all FPS games that DO NOT have a revive mechanic is 1.0, because every time someone kills someone dies for a net zero change in global KD. This game has assists counts as kills and revives so the average KD may very well be 1.2 or a little higher, but the point is that 80-90% of the player base HAS to have a KD near 1.0, that's how the maths works. It's not my opinion it is a fact.
@@jorgejustin461 i have played fps since the first ones come out. Plenty of the first ones had no k/d stats what so ever. Even in later multiplayer titles its been possible for decades even for average players to have 2 and above in k/d heck i ran plenty of low kpm games yesterday where i went 19/3 or similar as a sniper. A tank driver in conq would and should break that within the first few min of a match. I have no idea where you get the idea of a global kd as low as your example from.
Heck take a recent game like bf4 and it was easy to rack up +40 kills in a match of locker without ever being near the top of the leaderboards.
Why i need armor guide if i still get one shotted with full armor and full health from some smg?
Yeah I feel you, this is partly why I recommend not running stuff that gives extra health, because very often it doesnt actually make a difference. The feeling of being one shot is mostly due to the SMG's having a faster TTK than the average reaction time
You don't get one shotted it's because the public 60hz servers sometimes bundle some shots together so it only seems like you get 1 shot. I know i'm not helpfull but atleast you now know whats happening. Things might get better when the private servers get addet to the server browser.
I take it you still have the armor penalties after the armor has been destroyed?
Yes sadly
Do you get blue hitmarkers everytime you hit armor? or it is only when all damage is blocked by armor, like do I still get a blue hitmarker if I hit normal armour with a scar?
when you hit, but if you break armour with a shot some damage will still go through, but you will still have a blue hitmarker, once the armour is broken you wont get any more blue hitmarkers
What's the jazz in background?
I use a few different tracks, Home for the Holidays, The Thought of You, By the Fireplace, Fine Dining, Jane Street, all by Track Tribe
why is there a big armor for support?
@antoniolongo7673 what is the name of the music in the video?
Home for the Holidays, Jane Street and Thought of you, all by TrackTribe
@@tonomrwong 🥰
what are the levels of unlocking the different armor parts LoL
This is a good shout I can't believe I forgot to put this in the video, I don't remember when you unlock light, but you get ranger at lvl 75
@@tonomrwong thanks!
so helmet armor negates headshot multiplier how ?
also aiming speed doesnt affect rpg.
@@knightning3521I'm so sorry I did not know this, I will pin this comment
@@knightning3521just found out I can't pin replies sorry:(
PIANO WAY TO LOUD