Cybersun Juggernaut Suit: Difference between revisions
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A suit made by the cutting edge R&D department at | A suit made by the cutting edge R&D department at Cybersun to be hyper-resilient. | ||
[[File:Jug suit.png|128x128px]] | [[File:Jug suit.png|128x128px]] | ||
== | == Overview== | ||
Much like the name states the cybersun juggernaut suit is a 12tc cost alternative to the standard | Much like the name states, the cybersun juggernaut suit is a 12tc cost alternative to the standard [[Syndicate Hardsuit]], available [[Nuclear Operative|Nuclear Operatives]] through the [[Traitor Uplink|Uplink]]. The suit, much like the standard [[Syndicate Hardsuit]] and [[Syndicate Elite Hardsuit]], is void faring. However, unlike its counterparts, it is not fitted with an inbuilt flashlight. | ||
==Stats == | ==Stats == | ||
While wearing the 'Jug Suit,' your run speed is decreased by 35%, and your walk speed by 10%. This effectively makes you a slug compared to most other suits. | |||
The Cybersun Juggernaut Suit provides the following protections: | |||
* All incoming blunt, slash, pierce, heat, radiation and caustic damage are reduced by 80%. | |||
* Explosion damage is reduced by 70%. | |||
(Note: when regarding suit values, this purely relates to the "suit" aspect of the suit itself. The jug helmet provides a further 10% damaged reduction in blunt and heat damage. Note that this is multiplicative, and not additive. i.e 50% x 10% = 55% not 60% so as to not allow complete damage reduction.) | |||
==Differences== | |||
The syndicate juggernaut suit is unique in its design, although somewhat similar to its bloodred and [[Syndicate Elite Hardsuit]] cousins. The juggernaut suit posses significantly higher damage reduction, albeit with a FAR greater movement speed penalty, having a 3.5 times slower movement penalty compared to other suits, (35% instead of 10%) but with nearly double the damage resistance. (80% in nearly every stat when compared to 50% in every stat for the bloodred and the specialized stats of the [[Syndicate Elite Hardsuit]]) | |||
==Use cases== | |||
(Note: due to the suits extreme speed penalty, all following use cases are best supplemented through use of hyperzine injectors as well as emp implanters in order to stop any secoffs from stunning you.) | |||
== | |||
( | |||
Walking Tank | Walking Tank | ||
This suit is a prime choice as a frontline walking tank this can be pared with an L6 saw and or e-shield and Cr-20 in order to tank any incoming laser and | This suit is a prime choice as a frontline walking tank this can be pared with an L6 saw and or e-shield and Cr-20 in order to tank any incoming laser and SMG fire for fellow [[Nuclear Operative]]s. | ||
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''YOURE UP AGAISNT THE WALL, AND I AM THE FUCKING WALL.'' | ''YOURE UP AGAISNT THE WALL, AND I AM THE FUCKING WALL.'' | ||
This suit is also a prime choice as a terrifying frontline rusher utilizing hyperzine injectors to negate any speed and stun penalties | This suit is also a prime choice as a terrifying frontline rusher utilizing hyperzine injectors to negate any speed and stun penalties. This can be paired with an L6 saw or bulldog shotgun in order to sweep through hoards of crew, making them regret coming to work today. | ||
Vanguard | Vanguard | ||
This suit is also a good choice as a rear guard | This suit is also a good choice as a rear guard. Although not as popular, the stats of the suit allow for a single [[Nuclear Operative]] wearing said suit to completely guard the nuke from any would be flankers. | ||
It also serves the purpose of protecting fellow operatives as they flee to heal from any would-be pursuers. | |||
==Cons== | |||
The primary con of this suit is in its speed reduction, as a 35% speed reduction is SIGNIFICANT, especially in a game such as space station 14. This leaves the user vulnerable to flanks, run and gun tactics, grenades (ESPECIALLY STINGERS), batons, rushing, and various other strategies. In addition, the speed reduction itself can make it challenging to keep up with fellow operatives. After all, what's the point of a tanky suit if all your allies you're tanking for are already dead. | |||
Although not as significant, the 12TC cost also makes this suit not especially ideal, as it costs 30% of a standard [[Nuclear Operative]]'s TC. Take into account that a [[Nuclear Operative]] already spawns with a bloodred. This functionally makes it a 20TC 50% cost item. (Provided you're not giving the suit to a [[Reinforcement Teleporter]] and/or monkey) This forces the user to make compromises in their firepower and/or utility in most situations. However, if the commander declares war, then the extra TC mitigates this downside. |
Latest revision as of 08:12, 14 May 2025
A suit made by the cutting edge R&D department at Cybersun to be hyper-resilient.
Overview
Much like the name states, the cybersun juggernaut suit is a 12tc cost alternative to the standard Syndicate Hardsuit, available Nuclear Operatives through the Uplink. The suit, much like the standard Syndicate Hardsuit and Syndicate Elite Hardsuit, is void faring. However, unlike its counterparts, it is not fitted with an inbuilt flashlight.
Stats
While wearing the 'Jug Suit,' your run speed is decreased by 35%, and your walk speed by 10%. This effectively makes you a slug compared to most other suits.
The Cybersun Juggernaut Suit provides the following protections:
- All incoming blunt, slash, pierce, heat, radiation and caustic damage are reduced by 80%.
- Explosion damage is reduced by 70%.
(Note: when regarding suit values, this purely relates to the "suit" aspect of the suit itself. The jug helmet provides a further 10% damaged reduction in blunt and heat damage. Note that this is multiplicative, and not additive. i.e 50% x 10% = 55% not 60% so as to not allow complete damage reduction.)
Differences
The syndicate juggernaut suit is unique in its design, although somewhat similar to its bloodred and Syndicate Elite Hardsuit cousins. The juggernaut suit posses significantly higher damage reduction, albeit with a FAR greater movement speed penalty, having a 3.5 times slower movement penalty compared to other suits, (35% instead of 10%) but with nearly double the damage resistance. (80% in nearly every stat when compared to 50% in every stat for the bloodred and the specialized stats of the Syndicate Elite Hardsuit)
Use cases
(Note: due to the suits extreme speed penalty, all following use cases are best supplemented through use of hyperzine injectors as well as emp implanters in order to stop any secoffs from stunning you.)
Walking Tank
This suit is a prime choice as a frontline walking tank this can be pared with an L6 saw and or e-shield and Cr-20 in order to tank any incoming laser and SMG fire for fellow Nuclear Operatives.
Bulldozer
YOURE UP AGAISNT THE WALL, AND I AM THE FUCKING WALL.
This suit is also a prime choice as a terrifying frontline rusher utilizing hyperzine injectors to negate any speed and stun penalties. This can be paired with an L6 saw or bulldog shotgun in order to sweep through hoards of crew, making them regret coming to work today.
Vanguard
This suit is also a good choice as a rear guard. Although not as popular, the stats of the suit allow for a single Nuclear Operative wearing said suit to completely guard the nuke from any would be flankers. It also serves the purpose of protecting fellow operatives as they flee to heal from any would-be pursuers.
Cons
The primary con of this suit is in its speed reduction, as a 35% speed reduction is SIGNIFICANT, especially in a game such as space station 14. This leaves the user vulnerable to flanks, run and gun tactics, grenades (ESPECIALLY STINGERS), batons, rushing, and various other strategies. In addition, the speed reduction itself can make it challenging to keep up with fellow operatives. After all, what's the point of a tanky suit if all your allies you're tanking for are already dead.
Although not as significant, the 12TC cost also makes this suit not especially ideal, as it costs 30% of a standard Nuclear Operative's TC. Take into account that a Nuclear Operative already spawns with a bloodred. This functionally makes it a 20TC 50% cost item. (Provided you're not giving the suit to a Reinforcement Teleporter and/or monkey) This forces the user to make compromises in their firepower and/or utility in most situations. However, if the commander declares war, then the extra TC mitigates this downside.