What use DOES green armor have late-game? Its redeeming quality is the resistance to bullet and shrapnel, which are used by the easiest enemies in the game. By the same measure, plasma damage never goes higher (for a given projectile) than 3d5 with the Mastermind, and ~30% of that damage would be absorbed by unmodded blue armor. The most damage-dealing enemies use fire damage, which is why red armor grants the most defense. Seems pretty appropriate to me right now.
You KNOW IT. Spidey is supposed to have bullet-type damage :P . Check out Doom 2 booklet.
I already removed the movespeed penalty in the repo, so nanofiber armor will simply be an armor made indestructible at the cost of halving its defense. This seems like enough, but we'll have to wait on beta feedback.
It is not the speed alone. Resistances are also nerfed. Why should I create an average Red armor [2] , when I could have two armors: Red [6] and Red [4] with doubled durability?
On lower difficulties you do not care about getting hit, since mods, armors, means of repair are very common.
On higher difficulties getting hit means that you are doing something VERY wrong. Typical armor set that you create using those two mods will last for few levels at least (usually lasts half game for me) and give far better protection.
These two seem pretty fair to me, especially with items like acid-proof boots and the Acid Spitter. All that lava gets monotonous every a while...
Yep, I was thinking about that. Acid Spitter in the current form is rarely used before Cybie - and not used almost at all after him.
And I really would like to have fun blowing fuel barrels on those deep messy levels.
And please don't forget about aiming (first) idea - it would really help for radar shotting (especially when using non-shotguns).