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Add Ballistic Helmets and Body Armor

Under considerationby Simon · 02 Sept

Add equippable ballistic helmets and plate carriers that protect only the areas they physically cover. Different armor types could provide varying levels of protection and gradually lose effectiveness after receiving impacts. Heavier equipment should introduce tradeoffs such as slower movement, reduced stamina, louder footsteps, or less responsive weapon handling. This could reduce some instant deaths without dramatically increasing the overall time to kill.

7 comments

  • Outcast02 Sept

    Add in Armor to the game that actually functions realistically and the existing skins could be used for the armor

  • Thibault Catimel02 Sept

    "Armor" (suggested by <Hidden> on 2026-09-02), including upvotes (1) and comments (0), was merged into this suggestion.

  • gatsandcats03 Sept

    It would be great to see different armor options that impact the movement and damage protection of certain body parts just as a simple one plate vest vs a full tactical torso, or leg plates, or more protective face and head coverings for a more my character is in this world feel and more varied combat experience.

  • Thibault Catimel03 Sept

    "Add Customizable Armor Variations" (suggested by <Hidden> on 2026-09-03), including upvotes (1) and comments (0), was merged into this suggestion.

  • Szaty09 Sept

    I would love to see a more fleshed-out armor and ballistic system introduced into Bodycam. Currently, firefights can feel a bit uniform regardless of equipment, and adding a trade-off system between protection and mobility would bring a ton of tactical depth to the game. To be clear: this shouldn't be an overly complex, ultra-hardcore mechanic that turns the game upside down or slows it to a crawl. It just needs to be a lightweight, intuitive layer that adds meaningful tactical depth without breaking the core flow. Here is how it could work: - Armor Classes & Realistic Ballistics (Vests & Helmets): Introduce a few tiers of body armor (light soft vests vs. heavy plate carriers) and headgear (light bump helmets vs. ballistic helmets with face shields). High-tier protection should stop low-caliber rounds or buckshot, while rifle or AP rounds can penetrate or cause strong blunt impact/concussion effects. - Weight, Agility & Sensory Penalties: Protection shouldn't just act as a flat health buff. Heavier gear should carry subtle, clear trade-offs- slightly reducing sprint speed, increasing weapon inertia/aim-sway, draining stamina faster, and in the case of heavy face shields, slightly narrowing peripheral vision. - Rewards for Precision Shot Placement: Armor should reward trigger discipline. If an opponent is running a heavy chest plate and helmet, players are rewarded for targeting exposed, vulnerable zones—such as the neck, face, pelvic area, sides, or unarmored limbs—rather than blindly spraying center-mass. This approach keeps the game accessible while giving pre-round loadouts real value and making shootouts much more deliberate and skill-based.

  • Ghost18 Sept

    If armor plating is considered, type of ammo also needs to be considered. level 4 plates will take more shots from a 5.56 compared to a .308. You can also factor in steel plates with minor damage from spalling.

  • Thibault Catimel23 Sept

    "Add modular Armor & Ballistics Overhaul: Vests, Helmets, Movement Penalties, and Vital Hitboxes" (suggested by <Hidden> on 2026-09-09), including upvotes (1) and comments (0), was merged into this suggestion.