unless it's some gag lol thing PUCS shouldn't be a weaker then a combat suit in its physical resistance it has psyicorium in the recipe and the combat suit itself. what lore reson does adding more armor give you less? pls buff PUCS to at least combat suit psysical rez stats or remove psyicorium or give it more land speed making it fastest suit on land, just for the love of god change it, it's literally a downgrade...
#What did you do to PUCS
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It's an engineering suit
Resistant to damage engineers would typically encounter
Such as radiation
And it's main gimmick used to be that it was a good suit for both in and out of water
Until the devs nerfed it's walking speed with the others
wetsuit is a Security suit yet anyone can use it effectivlly and its recipe doesnt requre alien materials, PUCS is expensive and kinda usless unles you are an ingeneer with a specific playstyle.
It's not useless, it has better burn and radiation resistances, which come in very handy for certain types of enemies
And it too can be used just as effectively by other crewmembers
The PUCS is comparably better than the wetsuit for general use due to the wetsuit's extreme speed debuff
you usily dont use a suit in the sub now... since they are all slow af
unless flooded offcourse
Also, the PUCS has better pressure resistance than the slipsuit
500 meters of additional protection
Oh, I did some research
The PUCS has a relatively minor speed debuff of -10% compared to the diving suits -20%, and the Slipsuit's -30%
still the physical resistances and speed debuff just why make it derect upgrade to the combat suit
The PUCS reduces the same amount of speed as a backpack of bandelier
I believe it was done for reasons of progression
Though I do believe reducing the recipe to a base diving suit would be better
Also, unlike other diving suits whose speed debuffs are only reduced or negated by Oxygenite tanks; PUCS suits actually grant you additional speed when using oxygenite
my dude im testing it right now oxygenite on land has no speed increse because it doesn't use any, and its just fast as combat one on land
the wiki is out of date
Really not a fan of PUCS in its current state.
100% speed on land and low speed in water is something I'd like to see.
Also, what's with different diving suits implementing the speed penalty through different XML properties?
I think pucs need better land speed, water speed im ok with it being not that great
it also needs 90% husk infection negation chance imo, it is the hazard suit
DevTrauma
-10%, you say? That's nothing, comparing to everything else
The main point of diving suit nerfs is to give players reason to not use them outside of water
And I don't think PUCS should be a diving suit in a classical sense.
The hull oxygen thing is there for a reason. You turn it into a proper diving suit instead of just an advanced piece of armor, and its identity gets completely fucked.
The original design was stupid too because back then PUCS was straight up good at everything. But then whoever did the nerf seemingly had no idea what PUCS is supposed to be good at, even though it should be obvious both from its unique stat and from the HEV suit it references.
Ah yes, the infamous PUCS buff debate
As I've said before, it should be more like the engineer's version of the exo-suit
Not in the sense that it should be an exo suit, obviously
Ok so what if
you buff pucs to be the exo suit of hazards or like that
Like helping the immune system neutralise poisons
and then add a couple of more poison enemies
not that it becomes a pain in the ass
Chance to negate husk infection back to 90%
Resistances other than that stay the same
Unburdened (or slightly reduced) movespeed on land (same speed as no suit preferable or just make it same speed as base diving suit or slightly better)
Abyss swim speed
Add chance to negate paralysis (from mantis and lecocytes)
Could make it so engis and move faster if thet have that talent
yeah
I mean they are professionals after all
quick question
how bad is the poisoning from viperlings
unsure tbh
and I guess the paralysis negate thing will work like how abyss creatures do
Like some chance every second
or
just resistance %
this would be funnier tho
pucs making a cure
If they are actually a bit of a hazard you could add that also to the pucs but make it work worse than the paralysis
or they
The devs
Basically nonexistent, unless you manage to professionally catch every incoming spike.
Sad
and no one is in the open waters when they spawn
atleast usually
Yeah, I was surprised to see that after multiple fights with viperlings, nobody on my crew got poisoned.
They got hit, sure. But the poison had no chance to build up.
It has to be above 10 right?
I think its like europan handshake, need 3 hits to get over threshold
and then it only starts to build up
let me check xml
Yeah, it needs to be above 10 points for the poisoning to progress. Otherwise your body naturally filters it out at a rate of 0.25/s.
Spinelings evolve to use morbusine to kill their prey but they suck at killing humans in a tin can
Honestly, the fact that the tin can gets penetrated by their spikes is already a miracle.
Viperlings could make it so that your body would not filter the poison for a couple of seconds or so
They could just apply more poison per spike, so you have less time to recover before the next hit.
Just so getting hit by 3 spines in a one fight would actually be dangerous
Maybe
yeah i couldnt find the xml in i just go lazy way and look it up on wiki
yeah you need to get hit a lot
I think the devs were very careful with this new enemy because it has the potential to be annoying. But they do feel underpowered to the point of being no different from normal spinelings.
Buff pucs to become exo of hazards and then buff viperlings a bit
Not much but a bit so they become a treath
poisons is kinda all or nothing, it does little if its below threshold, then once over theres no going back and is gonna kill you
Yeah. Pretty much.
Because every campaing will pretty much get pucs
so, lose lose situation, atm is kinda mid, but if they crank it up is gonna get annoying
Colation people can even buy them if I remember right
They can.
and engineers can get the talent pretty fast
I want pucs to have the edge and niche against husk imo, that would play into the HEV
Just go deeper so the exp rate becomes good
I don't think PUCS needs any special interactions with poisons, to be honest. Feels like an overcomplication. The husk resistance was a good stat.
especially with the new husk enemies introduced, having the anti-husk niche transferred from the "good against everything" exosuit to the PUCS would be a good start
Eh I would like to see some interaction between the two common poisons
morbusine and paralysis
so exo could be more catered towards conventional damage and threats, while PUCS will deal with more environmental and biological/poison area threats
and the clown exo being the suit that lets you steal stuff from people
clown exo is super mid, as long as the 1 hand only thing stays it will always be mid
banana stunning goes brrr
With no speed reduction on land, PUCS would be a great choice for abandoned outposts and general submarine maintenance.
Both burns and husk infection are threats you encounter in ruins, so that's a potential use for PUCS in water, despite it being slow. You could also clear a wreck in it, and then switch to another suit for looting, if you wanted to be very safe.
So yea, the husk resistance stat is neat.
yeah, if you get bit you will know that you only need 1 abx after all its done as a reassuring measure
while with other suits you might want 2abx, or even 3 because of husk repeated buildup from getting bit
Clown exo suit should give the ability to one arm the toy hammer and make it so that you can implode things with it trust
let the clown gamble
but imo it still needs to be 2 hand
you cant weld, cut et al with 1 hand
which basically relegates it to a rarely used item
banana cannon exosuit cannon
wait what the
I can type
banana cannon exosuit module
There
yeah it could be funny, but well if this is the end reward being matched against husk symbiosis, then clown is sorely mid
there is no end reward for clowns even
but yeah i honestly dont really care as long as the changes make the reward feel worth
other than being able to hire a medic
actually true lmao
assistants can just get the Cexos as long as they get enough rep to buy bananas
or make a banana plantation
1 million banana planters
add exosuit modules and make it so that putting them on the clown exo turns them into clownish
clown exo suit module that adds a hammer that can implode things real!?
PUCS is faster than the diving suit