#What did you do to PUCS

120 messages · Page 1 of 1 (latest)

bleak mango
#

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...

muted orbit
#

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

bleak mango
# muted orbit It's an engineering suit

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.

muted orbit
#

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

bleak mango
#

you usily dont use a suit in the sub now... since they are all slow af

#

unless flooded offcourse

muted orbit
#

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%

bleak mango
#

still the physical resistances and speed debuff just why make it derect upgrade to the combat suit

muted orbit
#

The PUCS reduces the same amount of speed as a backpack of bandelier

muted orbit
#

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

bleak mango
#

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the wiki is out of date

twilit swift
#

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?

inner rose
#

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

steep grotto
steep grotto
twilit swift
#

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.

dark bolt
#

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

solid sand
#

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

inner rose
#

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)

solid sand
inner rose
#

yeah

solid sand
#

I mean they are professionals after all

solid sand
#

how bad is the poisoning from viperlings

inner rose
#

unsure tbh

solid sand
#

and I guess the paralysis negate thing will work like how abyss creatures do

#

Like some chance every second

#

or

#

just resistance %

solid sand
#

pucs making a cureBaroDev

solid sand
# inner rose unsure tbh

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

twilit swift
solid sand
#

and no one is in the open waters when they spawn

#

atleast usually

twilit swift
#

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.

solid sand
inner rose
#

I think its like europan handshake, need 3 hits to get over threshold

solid sand
#

and then it only starts to build up

inner rose
#

let me check xml

twilit swift
#

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.

solid sand
#

Spinelings evolve to use morbusine to kill their prey but they suck at killing humans in a tin can

twilit swift
#

Honestly, the fact that the tin can gets penetrated by their spikes is already a miracle.

solid sand
twilit swift
#

They could just apply more poison per spike, so you have less time to recover before the next hit.

solid sand
#

Just so getting hit by 3 spines in a one fight would actually be dangerous

inner rose
#

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

twilit swift
#

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.

solid sand
#

Not much but a bit so they become a treath

inner rose
#

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

twilit swift
#

Yeah. Pretty much.

solid sand
#

Because every campaing will pretty much get pucs

inner rose
#

so, lose lose situation, atm is kinda mid, but if they crank it up is gonna get annoying

solid sand
#

Colation people can even buy them if I remember right

twilit swift
#

They can.

solid sand
#

and engineers can get the talent pretty fast

inner rose
#

I want pucs to have the edge and niche against husk imo, that would play into the HEV

solid sand
#

Just go deeper so the exp rate becomes good

inner rose
#

but that requires exo husk resistance getting nerfed

#

which im honestly fine with

twilit swift
#

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.

inner rose
#

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

solid sand
#

morbusine and paralysis

inner rose
#

so exo could be more catered towards conventional damage and threats, while PUCS will deal with more environmental and biological/poison area threats

solid sand
inner rose
#

clown exo is super mid, as long as the 1 hand only thing stays it will always be mid

solid sand
#

banana stunning goes brrr

twilit swift
# inner rose especially with the new husk enemies introduced, having the anti-husk niche tran...

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.

inner rose
#

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

solid sand
#

let the clown gamble

inner rose
#

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

solid sand
#

banana cannon exosuit cannon

#

wait what the

#

I can type

#

banana cannon exosuit module

#

There

inner rose
#

yeah it could be funny, but well if this is the end reward being matched against husk symbiosis, then clown is sorely mid

solid sand
inner rose
#

but yeah i honestly dont really care as long as the changes make the reward feel worth

solid sand
#

other than being able to hire a medic

inner rose
#

actually true lmao

#

assistants can just get the Cexos as long as they get enough rep to buy bananas

solid sand
#

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!?

muted orbit