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Maybe to balance the two make them different in some way? Separatist one can breathe if there's oxygen in the hull but the coalition always needs air from a tank, maybe make the coalition one slower, so on and so on.
In conclussion.. what If I asked please?
If you don't have plans to make it free to build again or a coalition version that's absolutely fine though, just loved the suit but it's a shame that it's locked behind separatists
In all reality, I don't see this as being balanced. The reason why I have this as a separatist suit is because a separatist playthrough involves MUCH more human combat, since a majority of outposts you visit are not friendly, therefore you need to have an edge in combat in order to compensate for your lack of allies.
If this were to be usable by the coalition, it would be a bit overkill since you only need to fight enemy humans every mission or three even in late game. Which would make fighting the separatists a joke, considering how much time you have to prepare in between skirmishes. And not a haha funny honkmother kind. Just way too easy.
Coalition version when?
BIOMASS IS FUEL.
EUROPA IS FULL.
The Affliction is not affecting my Health, my Health is affecting the Affliction when viewed from the Health UI. So if anything, getting your Health decreased would (should) increase the length of the status bar, or reduce the rate at which it drains then refreshes.
But with all that said, if this is a visual error, and the effect is working as intended, then we're good.
As for the diminishing effect, I just increased my health and that reduced the length of the status bar to almost being non-existent.
I don't know if it affects the affliction. It just didn't look right to me.
As for the diminishing effect, can you specify what exactly you're using the suit with/for? The affliction just stops you from going down when below 0 health. If you have more health the affliction becomes less important, which sorta makes sense?
I like that there's a status effect is shown when wearing the suit.
As for the Abyss Monsters, I agree.
And I actually did end up trying with both the latcher and endworm as well! They will both kill you rather quickly compared to the Charybdis.
The charybdis has a slow wind up, usually charging for each attack. You're only facing one 50/50 to not take damage here.
The latcher stops and starts consistently biting you until you die, making it the most dangerous enemy to face out of everything here.The Endworm is in a middle ground, being basically impossible to kill and giving you extremely high bleed with each attack.
For the fight against the Charybdis fight, the default Exo-suit is also sufficient protection. I think the devs did something to that monster because all it does is thrash you about. I would try against the Latcher or Endworm as a proper test of Abyssal Protection. I might try it.