![]() Suit, which puts you at a grand total of 4 Armor. The best-case scenario is to be putting a Plated Vest on someone with Blast Padding suited up in a W.A.R. Enemy damage simply scales up too quickly, and enemy Shred gets too widespread. The alternative obvious use is to slap it on soldiers you're putting into heavy armors, and for that purpose it's. As-is, by the time you can get your first Plated Vest enemy damage tends to have pulled too far ahead for 1 point of Armor to be significant. If it was possible to acquire it as a near-beginning-of-game option, that 1 point of Armor would be shaving off a significant fraction of incoming damage. The Plated Vest is in an awkward position thanks to the need to Autopsy an ADVENT Shieldbearer to be allowed to start rolling for it. a bit disappointing, as we'll see.Ī direct, general improvement over the Nanoscale Vest. In any event, this is the only change War of the Chosen makes to Vests, which is. It's just a bug that's probably never going to be fixed. It will also cause the interface to inexplicably claim +1 is being applied to other listed numerical values, but no, the Plated Vest doesn't gain bonus Armor out of it. In War of the Chosen, Autopsying a Purifier will, completely for free, cause all Vest Items to provide 1 more HP. Well, assuming you don't build Nanoscale Vests, then abandon them completely before you ever unlock Experimental Armor. The Experimental Vests are all strictly superior to the Nanoscale Vest you can build directly early in the game, so if you're someone who routinely finds yourself equipping Nanoscale Vests you really ought to invest in at least one or two Experimental Armor Projects so you can get a free-for-the-soldier improvement over what you're already doing. (That is, you can't equip a Plated Vest and a Stasis Vest on the same soldier at the same time Hellweave and Nanoscale Vests count even though they're not Experimental Armor results) All vests provide at least 1 HP, with the Experimental ones having additional effects that set them apart from each other. ![]() Everything it produces is a 'vest' Item, eating an Item slot and incompatible with all other Vest types. Like Experimental Ammo and Experimental Grenade, it just costs 1 Elerium Core to get started, no other resources necessary, though it takes slightly longer to build with a base of 12 days of production, 6 with an Engineer assigned. ![]() Experimental Armor is the first Experimental Project that isn't available right out the gate, requiring you complete the ADVENT Shieldbearer Autopsy to unlock. ![]()
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