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The [[mechlord helmet]] provides the same {{+|12}} bandwidth, the same combat debuffs, and is equal to the [[recon helmet]]. It requires {{Required Resources|Mechlord helmet}}; the same amount of nano structuring chips, but requires less resources overall. The helmet has 240 HP, {{%| 240 / 340 round 2}} of the suit, though the head is less likely to get hit than the torso/arms/legs. If nano structuring chips are the limiting factor, then make the suit first if your mechanitor rarely engages in direct combat, or the helmet if they do fight directly. If powerfocus chips or other resources are an issue, then make the helmet first. | The [[mechlord helmet]] provides the same {{+|12}} bandwidth, the same combat debuffs, and is equal to the [[recon helmet]]. It requires {{Required Resources|Mechlord helmet}}; the same amount of nano structuring chips, but requires less resources overall. The helmet has 240 HP, {{%| 240 / 340 round 2}} of the suit, though the head is less likely to get hit than the torso/arms/legs. If nano structuring chips are the limiting factor, then make the suit first if your mechanitor rarely engages in direct combat, or the helmet if they do fight directly. If powerfocus chips or other resources are an issue, then make the helmet first. | ||
− | [[Band node]]s are an alternative to both mechlord armors, that allow pawns to wear other armor. 12 band nodes require {{Required Resources|Band node|12}}, | + | [[Band node]]s are an alternative to both mechlord armors, that allow pawns to wear other armor. 12 band nodes require {{Required Resources|Band node|12}}, a constant {{#expr: -12*{{Q|Band node|Power Consumption}} }} W of [[power]]. In addition, you'll lose control of mechs if the power goes out. But if you only plan to use a small amount of the +12 bandwidth, then nodes tend to be more practical. You don't need a full mechlord suit to control an extra [[cleansweeper]], for instance. |
{{Apparel Stats Table}} | {{Apparel Stats Table}} |