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Nope, it's still almost as good as before and definitely what everyone should be wearing around the sub. I think they reduced its maximum depth to 6200m but that's not even relevant for 90%+ of the game and at least the abyssal suit has more of a niche case use now instead of PUCS basically being the best at almost everything.
I meant that they gave it slowdown and further vision reduction in last update. It's not a cheap suit to craft and requires full Engineer tree to be unlocked, yet it ends up with same stupid penalties, that were meant to discourage constant wearing of more easily available suits.
So, yeah, you still can "wear it everywhere". This function remains, yet you try to sell it like it doesn't apply.
What are the actual benefits to PUCS currently anyways?
02 is the same across all suits (11m) except abyss that has the longest duration (x2)
Auto injectors can be crafted well before these suits, and you don't need double medicine.
Only benefit i can really see is that it's not as slow as an abyss suit while providing the same depth resistance.
Which personally seems really stupid as it makes the abyss a worst choice overall for "abyss" excursions.
Any other suit needs to be used only in the event of a hull breach that can't be contained or for excursions outside the ship.
How are the resistances between the changed suit types? I just started a fresh campaign, so I am not able to access all the numbers at the moment.
All suits, bar abyss, have an 11Min oxygen time. You have more than enough space to have 1 or 2 bottles to extend that even further- it's just tedium at that rate your avoiding.
(Bots will always suck- this does not fix the main issue with their pathfinding and suit maintenance)
The difference between a hazmat suit and PUCS is 30%- None if your an engineer with the skill to make and handle volatile rods.
And your really not going to be killing your entire crew unless your mass fabricating volatiles for accelerators, which at that case do you REALLY need those few points of extra damage?
Auto injectors take the headset slot and does not interfere with the head at all.
40% resistance across the board.
30% for burns
25% for radiation sickness
It doesn't change the fact that PUCS has a significant upside in a singleplayer campaign though.
You can't use hazmat suit outside the submarine though, which makes PUCS good when handling Rapid Fissile Accelerator, being able to handle all other nuclear material safely on top of that is a nice bonus.
True.
So all suits had their resistances reduced equally (except, I think, the regular diving suits and exosuit. It was mentioned in the patch notes)?
But only PUC's has zero oxygen consumption when in oxygen filled room.
So you don't need to juggle tanks at all unless they is a flood.
And its the only suit bots will keep equipped permanently
Would like to see where you got that number since the wiki states all suits have just a 50% to negate it rather than actually "Resist" it.
I've lost a few as a result of this as they would rather be naked than just wear their pucs, swapping to abyss suits to fix hatches.
Also, fun fact, Thorium fuel rods last longer in the Exosuit compared to normal Fulgurium ones.
Not as far as I've seen.
At least the crush depth on the PUCS is still listed as what it was.
The PUCS had the 90% nerfed a few updates ago from what I recall, same reason though, it was just objectively better at combat than the combat suit.