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
Combat will give you that extra “boost” in movement and general survival that kinda outweighs what a PUCS can provide.
It just kinda sucks your reward for going through a skill tree is another situational item.
And you forgot there's a "PUCS" available for your headset slot, called "Autoinjector Headset". Takes only 3 Medic talent points by the way - two for two tier 1 generics and 1 for the "Medical Companion" perk. Then you take on your Combat suit, et voila. Sure thing, less burn/rad/husk resistance in this case, but the first two are rather rare compared to the usual combat damage; the third one is easily contered with meds and simple caution.
Still better than wasting a whole skill tree (8 TPs can take a whole campaign to achieve now since the talents update) for a suit you can buy later at the outposts, while there's a tasty alternative of becoming a nuclear dabber, or even the other class whatsoever.
The downside is, obviously, you'll need a medic in your crew. :P
Yeah, well, that's assuming you're gonna go with Chemist tree.
Some (me included) would prefer Medic aka Holy Angel-Keeper tree, or even Xenologist, for its gene tinkering stuff.
I play on doctor primarily myself, and the Chemist tree was always the last one in my priority list as stims and boosters require lots of TP before getting available, acid is useless, and in the meantime your crew always needs healing (often badly and urgently) and could use some gene modifs as well.
This is why i diddn’t mention the auto-injector. Its not specific to the PUCS except for being the only suit to have one. (That i recall)
And its like what Lag mentioned.
By the time you get PUCS you can invest in genes or auto injectors for your crew.
Not to mention you may be able to just purchase auto’s by that time aswell.
Overall it just seems like a waste of a skill slot now because of it.
IDK, that one was always pretty mid to me.
PUCS became less useful to me long before the current update - right once it lost its full radiation resistance with the Hoist the Sails update (if I remember it right).
Before that, PUCS kept you safe from an occasional harm due to the Nuclear Gun use, and actually allowed using those volatile fuel rods, like, normally. But even then our crew never took it before said nuclear gun talent.
Other talents in this tree..? Eh, still mid. Passive reactor boosts? That's what upgrades are for. Increased crowbar damage? Please - we're not playing HL here, and that Dr. Freeman cosplay won't save you in close combat with tiger threshers swarm breaching into your submarine. In fact, very few melee weapons could, to be started with.
Either that or literal skill issues, and without a ™ too. Which isn't all that unlikely considering how massively you seem to be underestimating autoinjection, and are unaware of stats (even just the ones on the wiki...) and general game balance.
?
You mean the autoinjector that you can buy/craft as a standalone thing?
Letalone make obselete with gene therapy? If we’re bringing up skills…
Well nah, not *literally everything*, otherwise it'd be way easier to just playing Subnautica or anything, don't you think?
Yet still, I'm quite thankful for an opportunity devs have given us, to simply fix stuff we don't like via mods, instead of just yelling about it and hoping they would change it back in the future (as obviously they have their vision of the game and are gonna follow it strictly in certain things). You may say that's what I'm doing right now btw and I might probably do even; yet here I'm simply bringing up my point why I choose one over another.
If the PUCS/suits nerf was bothering me that much I would simply mod it back, maybe leave here a link for people sharing my point of view.
I'd rather bet on that, as I've been literally playing medic for all the campaigns I've ever finished and thus can only judge by what I've seen out of my engineer crewmates.
Oh I absolutely adore it, believe me. Again, because there's one Medic item you can craft that provides you with said autoinjection, and with considerably less talent points cost. Deusizine/Combat stims can save one's life if injected in time, and that's exactly what this function does.
Sure thing you could possibly get both of these (AutoHeadset and PUCS) and become even more powerful, but that requires both medic and engineer in your group (or as you mentioned before, good Coalition relations as a replacement of engineer talent).
Not any engineer will pick the PUCS tree, not as the first at least - that Nuclear Gun and whole Depleted fuel thing is simply more convenient. And some may simply play as other class in the first place. Maybe it isn't problem for people playing in relatively large groups, but when there's only two of you, you really gotta prioritize.