ok thank you
just out of curiosity: how are you planning on tackling the gore deaths? If the engine uses the 3D models in real time (which I suppose it does, since otherwise the polycount would be pointless), it will be quite difficult to animate a destruction of the armor/body without going crazy with the polycount.
Having said that, the only way I can currently think of is to have a higher polycount version of each armor/body in the client, with the gore death animations in them. Then, the engine would swap both versions of the model used for the character when dying. However, this means doubling the models in the client, and heavily increasing the polycounts for big battles (unless the engine itself could render the final frame of the death animation of the character, store it in the memory, then would destroy the model itself and replace it with the rendered sprite, but I don't know if this is possible with the current engine)
If only the 'normal' version of the model must be used at all times, there should always be present some inner polygons for chopping the arms and legs, and then separating them in the death animation. The same principle can be applied to the armors as well, but I don't know how well it will look
Just my two cents on the subject