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The only two vital parts of your armour are the head and the torso. Avoid any critical damage in these two areas. Any non-vital part of your armour broken will limit your abilities.
Health system scale
100-80%: fully operational (blue)
80-60%: slightly damaged (yellow)
60-40%: significantly damaged (orange)
40-20%: severely damaged (red)
20-0%: critical condition (flashing red)
0%: out of order (black)
So what you want is a damage recap post-death, not a health bar that would just completely be redundant to what we already have.
What I'd prefer is just a plain old health bar like the ones you see for the other players you play with on the bottom left side of the screen. Having a health bar as well as the player icon showing localized damage would not be redundant because the whole localized damage is a part of the gameplay mechanic, your right arm goes out you can't use that arm or weapon, your legs go out you walk alot slower, and your player icon shows that off well, but you can't deny that an actual visual health bar would be a better indicator for your overall health. With a health bar you can see very clearly and distincly what your health is at, where as the way it is now I have to just guess what my health is at if my left arm is in the red, maybe I'm at 80% hp, maybe 60%? I mean its just my arm thats damaged it can't be as bad as my body or head being in the red right?
Would my head being in the orange be the same as me having my legs in the red in terms of my overall health?
It's just harder to know.
The other thing that is that there's no downed state, you just die, and there's not always enough time for your apoth to reach you before you do die, or the apoth's abilities are on cooldown and there's nothing he could have done anyway. A short downed period before death would really help especially in the harder modes to give the apoth a chance to do his work.
It's not all that terrible. It's actually a fairly typical representation of health monitoring for games like Mechwarrior. There's other titles, but this one should be well known. If you've ever played tany of the GW pen and paper rpgs you also should be familiar with what they are doing here.
Sure this game makes no effort to explain it (neither did most Mechwarrior games) but it's quite intuitive. There is no one collective health tracker. Each part has it's own health monitor. Arms and legs are inconsequental, causing some penalties to your actions when lost. Body and head are the danger areas to be damaged, you will die if any one of them is destroyed.
You can still do things with broken arms and legs, but ones your head or body is destroyed, tough luck. They still are humans under all that armour and mutation.
You will get an annoying beeping sound once you are critically low in an area.
Honestly, this should be something the tutorial should tell the player.