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Might be no sugar around at all (exactly my last mission) and i'd rather put my shoulders into not dying on landing or watch my steps to not fall to death. As reward - 5 more regenerating health to fool around more frivolously.
Personally I take health because I'm too lazy to swap out for shield-disruption missions.
On the "heavy" classes (gunner and driller) who are either CQC or can't move very fast when shooting their primary (or at all with leadstorm OC) they're gonna take more damage within smaller time frames with their shield down so I feel health compliments them better than more shields (more shields is still great on them though)
- Resurrection, resupply and beer buff are HP% related. If you pick up the HP upgrade on armor, it'll make these three things significantly better.
- When you go down, it's usually by burst not because of pokes, meaning that HP is the superior choice.
This is coming from someone that spent several hundreds of hour using shield upgrade and switching HP after proper testing.
Default - 110hp
Red rock blaster - 186hp
Healthy + red rock blaster + armor mastery - 251hp
If you're talking DD/EDD? .. No. Health. Always.
Apart from fall damage, exploders, bulk det explosion and OG dread's AoE, there's rarely anything that can actually one-shot a player. Not only that the 4 kinds of damage mentioned above are easily avoidable (so getting downed by them is often considered rookie mistakes), a difference of 15 health can very rarely make a difference in those cases.
Preventing and recovering from chip damage is a key to survival in DRG. That's why I like the idea of choosing health + Vampire perk to store more health, that one makes sense.
this has been prtty much my experience too, where im brought low enough in a situation where we either dont have enough nitra (it can be scarce sometimes) or some1 else double dipping, taking my share:(
the beer i knew, but the other 2 i didnt, in combo with:
i think i can now weigh the 2 against each other properly, thank you all for the input :D
with all 3 masteries:
shields mod: 126 hp - 30 shields
healthy mod: 148 hp - 25 shields
adding red rock to it:
shields mod: 212 hp - 30 shields
healthy mod: 251 hp - 25 shields
A crisis can just as easily be a single slasher spawning next to you in a horde, and slowing you down just enough for a few other grunts to catch up. It could be two unseen acid spitters hitting you at once, or a menace suddenly appearing point-blank in a blind spot.
None of those will instagib you in a single blow, but they can just as easily bleed a massive chunk of health in a short time. A difference of 15 HP isn't much, but it's enough to stave off one or two more hits - and as CCShad said, it gets downright silly with Red Rock Blaster.
And, personally, I couldn't imagine a world where I wasn't running with Vampire.