Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
it's also worth noting that the stats as shown in the equipment menu aren't always accurate, so it's better to assume that something with 'better' stats in a given area is merely 'better', not x% better, and how much better is a mixture of guesswork and trial-and-error, and a function of - to some degree - how much it's worth
most custom and modern variants of things function similarly; you pay more for them, they're slightly better asides from the pre-existing optical / GL mounts
how much better they are isn't usually reflected correctly in the equipment menu
i'm not sure to what extent misery's protection tiers function in anomaly, to be honest
they are definitely there, but not to the same extent that they were in misery, but that said killing exo-dudes without AP, or god-forbid EP will take the best part of an entire mag
in 1.4 and earlier, the protection tiers were non-functional and you could easily dunk exos with a few shots of FMJ
basically though, AP will almost - but not entirely - ignore armor up to the maximum penetration tier, but beyond that doesn't have much of an appreciable effect, and on more lightly armored enemies and mutants, often has a lower damage mult that can mean FMJ outdamages AP/EP
by the most stringent definition, no, but if you've stacked ballistic/impact, you're likely taking so little damage to begin with that you'd probably only notice the difference between suits if you're in the habit of catching grenades with your teeth
i mean, if you grab a CS exo and five full empties, you maybe, possibly could survive a gauss
that said, the difference might be more pronounced if you've set the player protection factor to the lowest setting
thermal resistance is probably the hardest to obtain in the game, mind you; everything else can be worked around with drugs to boost it temporarily, but thermal requires suit upgrades or thermal protection attachments, and not all of those are without drawbacks
Resistances in stalker is an enigma to me. I suspect that different armors have different durability for different damage types. 1 mutant slash can destroy as much as 10% or more durability for SSP suit yet it incredibly durable for anomalic damage. Protoexo will only looose 1% or 2% durability to the same attack but will melt alot faster in anomaly field, even if resistances are the same.
it could well be that the ruby has a much higher thermal res value than the bars let on
while i think this might just be a function of the equipment screen bars not being at all representative of a suit's actual stats, they may well do
a merc LC-S can take tens-upon-tens more rounds with only a small amount of durability loss compared to merc dedicated light battle armor which loses like 3% from a single 7.62mm round
it could just as much be simply due to oddly-set values and other quirks during development that haven't been ironed out yet; for the longest time the MK14 had practically infinite durability because they'd put a decimal point in the wrong place when setting its durability value
Bandits do pathetic amount of damage, especially shotguns. Monolith kill squads are extremly painfull.
Also, i think that Wrenched is ideal artifact for me. It has essentially no downsides (unlike empty and full empty), apart from reduction to useless electrical resistance. I would wear 4 + something for stamina if i could.
At first i wanted to just do my regular full combat suit to start. Then i realised a Seva with full upgrades and attachments might be better because i could then farm more artifacts right? Wrong. A Seva Suit with maximum updrades with maximum - electrical attachments. The highest electrical resistance ive ever seen in stalker in my life and you get 1 shot in the little tunnel in cordon. So i dont know if its even possible to go into an Anomaly, no matter what your gear is without dying or doing some severe damage to your armour.
I guess they made it like this because most people wanna hunt artifacts for money since they dont know any other way and its not really possible to do that in Anomaly.
I make majority of money from selling artifacts. Electrical resistance is pointless since it has no area of effect. No matter how much electrical resistance you have- you either be one shotted or two shotted by electrical anomaly, and you are supposed to avoid taking damage from them, its quite easy.
Priority of anomalous resistance is thermal > chemical > psi > radiation. To my knowledge thermal is the hardest one to get, out of all suits i saw only SSP suits and ecologist protoexo with decent thermal resistance. SSP Ruby can be used inside thermal anomalies right away while the rest requires upgrade for thermal resistance, new helmet with thermal resistance (for protoexo) and equipment modules or artifacts with thermal resistance.
Even if you dont have high anomalous protection- you can still scavange inside anomalous fields with no thermal or chemical aoe damage, and thats majority of them. Most good combat suits have decent psi and rad protection, and those types of damage are not as devastating as fire and acid. They also dont melt your armor. Also, i think many combat suits also have above average chemical protection, so its possible to get inside those too if you boost it with updrades and modules/artifcats/drugs.