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Extra grenades is nice, clears out tougher enemys, and if you dont have impact on, easier to throw into a hole.
Then you see me, Light armor, sprinting around with a army behind me as I zig zag shot or just got bug on me.
Theres light armor with both of those perks btw.
Though my "more stims than the medic" counts sure have taken a hit since the devs """"fixed"""" armor with crit hit nonsense.
Which isn't even getting into how the stim buff does not prevent slow debuffs, so you have longer infinite stamina at a time it is worthless most of the time.
Only in the rotating shop though. So always make sure to call it pay2win if you want to shame people for not using suits outside of the warbond. and drive home the fact the devs have gone from "Made armor bad on accident" to "Made armor bad on purpose"
And I say that as a guy who owns and uses those shop suits.
I'm fine running on 2 stims, but of course 4 is better than 2. I wonder why anyone would ever need 6.
Armor is just like weapons. They have different use cases, and you need to think about your mission and prepare accordingly.
For example, if I'm doing a bot mission, I'll take heavy armor with explosion resist. It really takes the edge off rocket raiders/devastators. Even helps survive cannon shots from tanks/towers.
If I'm doing a more open bug mission, I run the light armor so I can better kite and navigate the map.
If I'm doing a defense against bugs, I'll do hero of the federation for its lethal resist, or one of the extra stim suits.
If I'm doing a blitz, I'll take throwing range to better lob 500kgs into a factory, or grenades into bug holes.