Syndicate raid suit: Difference between revisions
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A very durable and reasonably flexible suit of blood-red armor, reinforced against all common forms of damage but not capable of space walks. Comes with a sick helmet. | A very durable and reasonably flexible suit of blood-red armor, reinforced against all common forms of damage, but not capable of space walks. Comes with a sick helmet. | ||
[[File:Raid.png|128x128px]] | [[File:Raid.png|128x128px]] | ||
== | == Overview== | ||
Much like the name states the | Much like the name states, the Syndicate Raid Suit is a 8TC cost alternative to the standard [[Syndicate Hardsuit]], available to [[Nuclear Operative|Nuclear Operatives]] through the [[Traitor Uplink|Uplink]]. The suit unlike the [[Syndicate Hardsuit]] and [[Syndicate Elite Hardsuit]], is NOT space faring. However, like its counterparts, it is fitted with an inbuilt flashlight. | ||
==Stats == | ==Stats == | ||
The raid suit has some very good resistances, with only a 10% running slowdown. | |||
The resistances are as follows: | |||
* Blunt, Slash, Pierce, Heat and Explosion is reduced by 65% | |||
* Caustic is reduced by 50% | |||
(Note: when regarding suit values, this purely relates to the "suit" aspect of the suit itself. The helmet provides a further 15% damaged reduction in brute and heat damage, though this is multiplicative not additive i.e 65% x 15% = 74.75%, not 80% so as to not allow complete damage reduction) | |||
- | ==Differences== | ||
The Syndicate Raid Suit is extremely unique, as it is a non-space fairing suit style item comparable to other web vest options. | |||
The primary thing to note about the suit is its extremely high damage resistance providing nearly 75% (with the helmet) in nearly every stat bar, making its stats more closely resemble that of the [[Cybersun Juggernaut Suit]] but with the mobility penalty of the standard [[Syndicate Hardsuit]] | |||
==Use Cases== | |||
General purpose | |||
Although not space protecting, the Syndicate Raid Suit can be used as a standard suit option provided that oxygen is kept on and blunt meds kept on standby. This makes the suit an terrifying adversary, as it sports close to [[Cybersun Juggernaut Suit]] level stats with minimal slowdown. | |||
In station tactics | In station tactics | ||
This suit may also be used in cases where the whole [[Nuclear Operative]] force is planning to launch an "in station assault" similar to that of webvest/tider ops but without the stealth antics. This provides you | This suit may also be used in cases where the whole [[Nuclear Operative]] force is planning to launch an "in station assault" similar to that of webvest/tider ops but without the stealth antics. This provides you with extreme damage resistance, whilst limiting the negatives of the suit as much as possible. (This also has the benefit of not constantly coming face to face with your real enemy, FIRELOCKS). Keeping the fight inside the station is necessary, and spacing should be kept to a minimum. | ||
== | ==Cons of the suit.== | ||
This suits primary con is | This suits primary con is fairly obvious, as it lacks void-faring ability. | ||
To reach the station, you would either have to use an EVA suit or [[Syndicate Hardsuit]] to spacewalk, be prepared to take spacing damage, or simply dock the syndicate ship to the station directly, risking its theft by the crew. | |||
The inevitability that at some point you will be exposed to space and or "stuck" in a spaced portion leading to constant ramping damage, whilst not extremely high, may result in issues. If Bicardine or topicals are not available, your agent will have to choose between Bruizine for the pressure, or Puncturase for the hail of bullets. | |||
You are essentially unable to use hull-breaching explosives, such as Minibombs or the China-Lake without severely disabling yourselves. |
Latest revision as of 08:10, 14 May 2025
A very durable and reasonably flexible suit of blood-red armor, reinforced against all common forms of damage, but not capable of space walks. Comes with a sick helmet.
Overview
Much like the name states, the Syndicate Raid Suit is a 8TC cost alternative to the standard Syndicate Hardsuit, available to Nuclear Operatives through the Uplink. The suit unlike the Syndicate Hardsuit and Syndicate Elite Hardsuit, is NOT space faring. However, like its counterparts, it is fitted with an inbuilt flashlight.
Stats
The raid suit has some very good resistances, with only a 10% running slowdown.
The resistances are as follows:
- Blunt, Slash, Pierce, Heat and Explosion is reduced by 65%
- Caustic is reduced by 50%
(Note: when regarding suit values, this purely relates to the "suit" aspect of the suit itself. The helmet provides a further 15% damaged reduction in brute and heat damage, though this is multiplicative not additive i.e 65% x 15% = 74.75%, not 80% so as to not allow complete damage reduction)
Differences
The Syndicate Raid Suit is extremely unique, as it is a non-space fairing suit style item comparable to other web vest options.
The primary thing to note about the suit is its extremely high damage resistance providing nearly 75% (with the helmet) in nearly every stat bar, making its stats more closely resemble that of the Cybersun Juggernaut Suit but with the mobility penalty of the standard Syndicate Hardsuit
Use Cases
General purpose
Although not space protecting, the Syndicate Raid Suit can be used as a standard suit option provided that oxygen is kept on and blunt meds kept on standby. This makes the suit an terrifying adversary, as it sports close to Cybersun Juggernaut Suit level stats with minimal slowdown.
In station tactics
This suit may also be used in cases where the whole Nuclear Operative force is planning to launch an "in station assault" similar to that of webvest/tider ops but without the stealth antics. This provides you with extreme damage resistance, whilst limiting the negatives of the suit as much as possible. (This also has the benefit of not constantly coming face to face with your real enemy, FIRELOCKS). Keeping the fight inside the station is necessary, and spacing should be kept to a minimum.
Cons of the suit.
This suits primary con is fairly obvious, as it lacks void-faring ability.
To reach the station, you would either have to use an EVA suit or Syndicate Hardsuit to spacewalk, be prepared to take spacing damage, or simply dock the syndicate ship to the station directly, risking its theft by the crew.
The inevitability that at some point you will be exposed to space and or "stuck" in a spaced portion leading to constant ramping damage, whilst not extremely high, may result in issues. If Bicardine or topicals are not available, your agent will have to choose between Bruizine for the pressure, or Puncturase for the hail of bullets.
You are essentially unable to use hull-breaching explosives, such as Minibombs or the China-Lake without severely disabling yourselves.