Real talk its not really that worth it to wear light armor.

Speed is king

Armor is the best place to store mags though. Armor can only fit small items with the exception of mags. So using armor slots for mags is the most optimal. Using armor slots for small items is a waste. Using armor for mags spares you belt/pouch slot, which is pretty huge.

The more armor you have, the bigger returns it provides. Because of how the most damage mechanic works. But even if we look at pure numbers, the difference between medium (20) and mediumhigh (25) is 25%. It’s far from “barely better”. And compared to mediumlight (15) the difference is 66%.

My assumption is that melee armor works similarly like bullet armor.

Is melee armor damage reduction calculation different from bullet armor? If not then (assuming xeno slash with 0 AP 55 damage) difference between 20 armor and 25 armor is 27 divided by 32 which equals to about 0,84, that converted to percents is about 84%, which is 16% different, not 25%.

Comparing 15 armor against 25 armor in the same scenario otherwise, gives us about 44% less damage, not 66%.

I wouldn’t call 16% less damage from RNG xeno slashes not aimed at feet/hand a “way better protection”. In an example against xeno having 55 damage slash, you get 5 damage less in heavy armor than marine in medium. In heavy (25) you get to -100HP in 8 slashes from full health, in medium (20) you do in 7. That is assuming all of those slashes hit chest/groing/arm/leg (not counting uniform that adds 5 melee armor on top I’m pretty sure).

this is when looking at time-to-kill or hits-to-kill becomes important

It’s also easier for people to digest; nobody viscerally understands “16% less damage”, but they do intuitively understand “You take 1 more slash before crit in heavy vs medium armor”

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Turn, a time to kill.

Yeah, but then me saying it provides “barerly better protection” as opposed to “way better protection” checks out as right. No xeno deals 55 damage with regular slash, so the difference of “average” xeno hitting only your parts covered by medium armor vs heavy armor is like two slashes depending on RNG.

The only issue is the space imo. You will be getting more fractures but you can still reliably frag up to 4ish splints while with medium and above getting an unlucky leg hit into two splints on the same leg side is severely debilitating. I also found myself able to avoid splints completely for most of the round more often on light. It’s just easier to avoid damage in the first place. I’ve also found that xenos barely change their attack zones from limbs even when going helmetless.

M4 is pretty nice for the slots and Heavy is still pretty good. But I think light works better with the majority of builds.

b12 is king

t. light user armor for almost 3+ years

First of all, let’s just see how much lurker tailstab (35 * 1.2) does against each armor:
2025-10-19_13-54-02
2025-10-19_13-52-56
2025-10-19_13-52-47

Now let’s give everyone lurker’s classic, 4 slashes aimed at right foot with CS (although it doesnt affect dmg I am pretty sure) + tailstab:


I disabled bloodloss oxy damage for the test, so it’s just pure brute.
What’s interesting here is that both medium and light armor users fell in pain crit for a few seconds, while heavy armor users did not.



Both light and medium armor users (in 3 tests) took 2 fracs, while heavy armor users didn’t get leg broken. Both light and medium armor users were 1 slash away from hard crit, while heavy armor users needed 2.

Add possible meds on top of this (that will outheal some damage while you are getting beat up, giving you an extra slash worth of HP if not more), remember that some abilities aim chest and it does seem like heavy armor is king.

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I’ve used EOD heavy nearly every round I’ve played and likely still will. If I am able to take one extra slash while I fail to escape or manoeuvre I’m not feeling very kingly while I’m likely already on the floor. I might notice less shrapnel, but that might be cope, I’m not sure. I have mainly played Comtech so I like the idea of hunkering down and not charging anyways. Too many in-game realities make it so that even if I’m a Bravoid, I may still be forced to maintain both Comms and FOB. I’m basically begging for the beating at that point. Speed lowers your potential exposure to danger. Marines are already significantly slower in a majority of the scenarios.

I’m using other armours in other roles and I feel like the flash even if I’m ff’ed its never an insta

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So it seems that melee armor does work like bullet armor. It is 44% more damage between light and heavy armor and 18% (small numbers means bigger margin of error due to rounding up and down, probably still previously counted around 16%) between medium and heavy, not the 66% and 25% respectively.

So it is still one slash difference between heavy and medium, but you get one frac less. Light and medium being the same is funny though. Is it worth to be slower as soon as you get any pain?

King in just tanking. While you can just take B12 if you want that, or light armor for speed. So it is really worth it to wear light armor, after that is B12, them Medium/M4, then heavy. Sure that one less frac is nice, most likely also no IB on that leg, but that is it. Maybe if it had better light and had some mechanic to deflect <10 AP bullets then it would have a nieche. Barerly better protection than medium.


Honestly marine armor needs a rework (not a pure stats buff against xenos).

I don’t know why are you keep coming back to these numbers. I compared armor values, not their actual effect. You said “it’s just one tier above”, and it was just very silly, you shouldn’t look at tiers, you should look at values and their difference.

It still a test in vacuum. Not every enemy is a lurker, you will often be on meds, or you could have just dodged the pounce in light armor. You shouldn’t really make far reaching conclusions out of the test, though I must say I expected armor to be a lot less impactful. One slash can make a huge difference in combat, even more not falling in pain crit. Medium armor seems useless in the test, but again, if you are on meds you can reach the threshold to survive another slash faster than in light armor. Acid damage is also worth considering. Also I was testing time to crit, not time to kill. Not dying can be both bad and good. If you are in crit, it’s way faster for a medic to get you back on your feet. If you aren’t in crit, you don’t even need a medic, you can heal yourself. Which brings me back to my point: you apply less pressure on medics with more armor. Some xeno abilities can only be dodged like abduct, but also there is no guarantee that you will be able dodge all the incoming damage (both from xenos and friendlies) in light armor. The main point is that there is no clear cut answer of which armor is the best. If speed is really the king, why don’t you run no armor. It’s not a terrible idea with some builds, but it comes at a cost. As we see, xenos targeting feet doesn’t invalidate armor completely, so that’s a lot much more meaningful choice than many (including me) thought.

Anyway I find it interesting that many people discover heavy armor after years of light armor being meta.

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I simply disagree and I have shown my arguments.

Because the difference between no armor and light armor is massive in favour of light armor. No armor just lets you run faster, while light armor gives you light independent of gun, it gives you storage slots inside, it gives you weapon storage slot, it prevents you from dropping from one sentinel spit, it reduces all damage, both acid, xeno melee and non-AP bullets, reduces chance to gain a frac and such.

While difference between light armor and medium armor is slightly less overall damage which usually translates to one slash and adds one storage slot in exchange for some speed. Clearly light armor provides a lot in comparsion to no armor, but light armor to medium, or medium to heavy isn’t that big, thus futher reduction of speed is not worth it.

Personally, i’ve lately started to prefer B12 over light armor. The trade off just feels way more practical in actual fights. The little bit of speed you gain from light armor doesnt really make up for how fragile you become, especially when one bad hit or a lurker pounce means 1-3 fractures and you’re out of the round or crawling back to the field surgeon. Also, with the light armor, it’s just less viable to be a “point-man” or a “front-liner”, which is my preferred playstyle, you will eventually get friendly fired by bullets, explosions, or body blocked.

With B12, you still move fast enough to keep up with the push, and chase the slower xenos, while also keeping you in the fight for longer from less fractures, internal damage, friendly fire etc. Light armor might sound nice for mobility, but in practice, the difference just doesn’t save you when you actually get tagged, which is inevitable.

Another advantage with B12, or heavy armor, is that you cause less attrition to yourself, and the medics. Fewer fractures and revives mean less downtime, less strain on medical, less resources and time spent on you healing, and more time spent fighting instead of healing.

I’d rather lose a bit of speed and keep my limbs intact than risk getting multi-fractured because I wanted to sprint 5% faster only to get magdumped by the PVT with a mag full of AP. That said, light armor definetly has its place if you’re playing some kind of hit and run/skirmisher, backliner role where mobility matters for chasing and positioning, or if it’s a very wide open map with lot’s of space to move around in and actually get the most out of your speed.

Ultimately it depends on your playstyle and the round, but for me, B12 just feels the most reliable overall.

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Light armor is less armor and more of a slightly protective weapon holster with a couple of slots for magazines. You should probably have a weapon and goal in mind if you’re taking it, if you’re taking it to fight on the front, you’re basically wearing an inferior version of medium. B12 is the best all around set. In DnD terms, it’s 1+ medium armor, same speed and equipment slots, but better protection. If you keep a good eye on positioning, battle flow, and flanks, the xenos are going to have a hard time breaking any bones. With an emergency injector in you, you can survive for way longer than most xenos can reasonably deal with before having to retreat.

M4 is great armor too. Never checked the actual values, but I’m guessing it’s basically medium armor. But for only 20 points, that extra slot really comes in handy if you’re bringing an inventory intensive kit down, like an M56D on your back.

Is that Brad Ward?

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Something a lot of ppl fail to mention is the greater your speed, the better you can control engagements (when to go in, when to leave, etc).

Something a lot of ppl fail to mention. If your idea of good positioning is standing back away from the fight - this means you cannot leverage close range options like m37, mou, m4a3, mk2, m4ra, smg and end up relying excessively on teammates. You have to stand in a weird middle ground because you can’t respond quickly - but also can’t leave quickly, leaving you more vulnerable, less actionable, more obvious, less useful. If your far pushed up with say, a m39, armor actually becomes helpful, and it’s easy to think “oh it’s terrible with super close range guns!”, it’s not because m39 likes pushing weeds, likes enemies running at it headfirst (because it often wins in cqc), and is just simple to use in general. “Long range” guns in comparison, allows you to better utilize your range, effective range, and thus zone more effectively (because in reality, mk2s are best in 3-4 tiles range, but useable in 5 tile range, and pretty unuseable in 7 tile range just because enemy too far to shoot) and also allows you to actually utilize zoning and push points. It’s very infrequent to get a kill that starts at 7 tiles and ends at 7 tiles - you usually startt at 3-4 tiles and end at 7 tiles at most, or if you get a m37 pop maybe starts at 1 tile ends at 3. So every tile matters to keep in range there and maximize your dps even with teammates. The higher your dmg output or kill threat the higher your pressure. The higher your pressure the more safe everyone around you is when your taking new areas. Thus the greater your positional superiority - which is effectively the impact a single marine provides most of the time.

When you want to push a point, that’s where light armor shines because you can position closer to enemy more safely. In medium or heavy you’re often stumbling over your feet unless your positioning is literally perfect because you simply can’t meet the pace of the battlefield and bring your contribution without being in semi-close range with your rifle (on the frontline that is). In no armor xenos can defend specific tiles easily from you because you basically have no HP thus you cant do sustained combat at all and spend more time in medical downtime then actually doing anything (but there is certainly situations where it’s super advantageous to have no armor - a super fast marine IS incredibly powerful and high in pressure, but it becomes really really hard when 1 bullet fracs you or you can’t pb bcus u get slashed once and die). In heavy armor xenos can defend specific tiles easily because you stay in longer (take more hits) go in slower (take more hits, be more obvious, be easier to run away from, be less impactful, easier to hit abilities on, overall just way easier to fight and punish because its obvious how much you can do and how little you can do and how little you can control these variables without enemies making a massive mistake, since your positioning is most often gonna be way easy to outmaneuver)

The reality is - living with slow movement is often the wrong play, even if it’s an enticing, easy play, because playing in zombie slowmode makes it harder to do anything you want to do. This is the same reason you should get every frac fixxed (asides from it significantly lowering ur ttk, because the less you can dodge the faster you die + pain from splint undone is bad).

And further, you can avoid 99% of fracs from enemies on front even if it seems impossible. The only things u can’t really avoid are allies. Almost all fracs are a misplay and the ones that aren’t are probably your teammates misplays (which in a roundabout way, is your own misplay because you can take teammates into account while pushing). Not to say there isn’t rounds where EOD is probably the right choice (ie: your fighting berserker ravs and want to live longer even if its only like .5 seconds) (Or your using m39 where that .5 to 1 seconds actually matters because you get like 200 extra dmg off and end up fragging the enemy) (Or, you have 200+ ping and can’t make use of speed anyway)

I’m not gonna say you can’t make EOD and B12 worthwhile - but imo its more trouble then its worth and will probably never match up to light armor unless you aren’t someone who pushes frequently, supports frequently, or shoots enemies frequently. Maneuverability and agility is too important in this game to ignore for such minimal stat boosts (at least while frontlining - where you can realistically avoid almost all ability combos).

Your only advantage with EOD and b12 is when your getting hit. You sacrifice a permanently active speed boost for this effect which realistically does not help nearly as much in comparison to speed either way.

Almost every marine wearing light armor/no armor is the reason why I have started aiming chests as vanguard and other xeno castes.

People might try and shrug off a broken foot or leg, but they will have much more difficulty ignoring lethal organ damaged and fractured ribs (which I must remind you come off very very easily thanks to friendly fire).

I already once perma’d a sadar because I heartbroke him with a tail pierce, very funny.

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Vanguard has an easy time against all armors I think. Impale is crazy good, fling is good vs slow ppl, dash is good vs everyone

I love that some people are like ‘YOU NEED LIGHT ARMOR TO SECURE KILLS BECAUSE SPEED IS KING BRO, I REALLY NEED THE SPEED. I DONT PLAY WITH TEAM MATES IN THIS TEAM GAME’

Most of the kills is when marines push together… and guess what? A heavy armor is better in those moments. Sure, Light armor is good if you are skirmishing for 15 minutes or in the backline, but for 90% of the round you are either pushing into caves in a marine hellpush or defending FOB where speed isn’t needed.

Heavy armor is king and nothing will change my mind.

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