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==  
== Overview==  


Much like the name states the syndicate raid suit is a 8tc cost alternative to the standard [[Syndicate Hardsuit]], available to both [[Syndicate agent]]s, and [[Nuclear Operative|Nuclear Operatives]] through the [[Traitor Uplink|the Uplink]]. The suit unlike the [[Syndicate Hardsuit]] and [[Syndicate Elite Hardsuit]], is NOT void faring however like its counterparts it is fitted with an inbuilt flashlight.
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 ==


this decreases your running speed by 10%  
The raid suit has some very good resistances, with only a 10% running slowdown.


it provides the following protection:
The resistances are as follows:


- blunt damage reduced by 65%
* Blunt, Slash, Pierce, Heat and Explosion is reduced by 65%
* Caustic is reduced by 50%


- slash damage reduced by 65%
(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)


- piercing damage reduced by 65%
==Differences==
The Syndicate Raid Suit is extremely unique, as it is a non-space fairing suit style item comparable to other web vest options. 


- heat damage reduced by 65%
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]]


- caustic damage reduced by 50%
==Use Cases==
General purpose


- explosion damage reduced by 65%
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.
 
(note: when regarding suit values this purely relates to the "suit" aspect of the suit itself the raid helmet provides a further 10% damaged reduction in all of the aforementioned categories though this is multiplicative not additive i.e 65% x 15% = 74.75% not 80% so as to not allow completely damaged reduction)
 
==diffrences==
The syndicate raid suit is extremely unique as it is the first non space fairing suit style item next to the other similar webvest option. As such it is hard to compare to other options as it serves a middleground role albeit in very different use cases 
 
The primary thing to note about the suit is its extremely high damage resistance providing nearly 75% (with the helment) in every stat bar radiation 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 there are cons the syndicate raid suit can 100% 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 as well as your team extreme damaged resistance whilst limiting the negitives of the suit as much as possible (also has the benefit of not constantly coming face to face with your real enemy FIRELOCKS)
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==
==Cons of the suit.==
This suits primary con is much like the desrciption says its lack of void faring ability.
This suits primary con is fairly obvious, as it lacks void-faring ability.
now this affects a lot more than one would realize.


Firstly reaching the station as either you would have to use an eva suit to reach the station itself. Or use an [[Syndicate Hardsuit]] in order to reach the station in which case the suit may be stolen.
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.


secondly the inevitablity that at somepoint you will be exposed to space and or "stuck" in a spaced portion leading to consitant ramping damage whilst not extremely high may result in issues if either you yourself dont have brute meds or have been injected with puncturase by your [[Nuke Op Agent]] in which case you cannot recive bruizine in order to reduce the damage as mixxing brute meds results in the formation of razorium within a player bodies metabolism
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.


Thirdly the danger of using explosives such as grenades and the chinalake as both of these options may result in spacing a room causing the aforementioned issues.
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.