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Ein Übersetzungsproblem melden
Same for the Frame Rubber and industrial are giving a decent amount fo bonuses /maluses but military one feel super meh...
right now to me hand feet and controller are okay to good. and help specific gameplay wiothout punishing you too much.
Heads can be interesting. they all give one very special stuff; range, detection or anti quasimorphosis effect.
Kneecap are... balanced the bonus are strong and specialised same for the maluses
Arms and Legs feel a bit weak you replacing too slot of meatware by cyborg ware so you will need repair box more often but the maluses are quite extreme compared to what you gain.
the fighting lombs seems mostly good for melee...
the Judge ABC having good base stats but havent been able to improve it so its a bit ... meh...
how you handle Augment tell how much you played the game and at what difficulty slider
military arms +1 more shot change some midgame guns behave, turning things like Hel trinity, Aep Alpha, Echo to be more usable, and on unfair you dont have to use ancm anymore or spraying vektor ultim 80% every mission
Giant hand form Quasi-augment is not that bad, its +20 health and more melee damage, the +1 quasimorphosis can be mitigated by cyborg head
minus item weight is good, the reason people take helper over fighter is because often they died to starvation or negative dodge, with -20% weight your fighter is now pseudo-helper and you might surprise how the quality of live changes it bring
i generaly dont use many augment bar -20 HP until i mass dissamble luxury food or have upgraded mercenary
i also dont take ressistance malus over 15 point if i can early game
there is implant that clear infection/poison/drunk but the tooltip is missing, its the cooldown 20 one on stomach
there is implant with also missing tooltip that will scan whole floor, also 20 turn cooldown
there is implant that said you are undetectable, we speculate that its raise the silencer level so you can reach 100% silent with nail gun and also it reduce enemies vision by 1
and the most important item "the Hat"
Crit dmg +20%
Crit chance +5%
Addiction chance +15%
That one seems pretty decent. A fair bit of tedium tied to it though, which given the limited nature of inventory space, not sure i want to deal with it.
Damn, free damage just like that without drawback? I need to find it.
This makes this a perfect thing for a clone that only does quasimorph free missions, but kind of horrible for the rest imo.
There's a stomach implant with an active that cleanses all addictions, infections and poisons with a cooldown of 20 turns at the cost of -10% HP regen from meds, it turns the negative into a complete nothingburger if you're not stacking implants with HP regen mali
If you are gambler that hates gambling I guess I can see why it would be a problem though.
Thanks for the info, nice synergy there then
If you use the military head and military controller you have extra gun range and vision, extra crits and then you slap the shock immunity implant wich negates the head debuff and the implant that gives even more crit and crit damage.
So head and controller:
+1 vision
+1 gun range
+20 crit damage
+4 crit chance
+10% accuracy
and then add the cortex stim implant wich is: +5% crit chance and 20% crit damage.
Then you can add the shock implant.
Then you slap on a rubberised hand wich is 5% crit(wich i hope is for both melee and ranged).
With a pistol as a secondary it's another 5% crit
You just have to increase clone hp 5 times to deny the debuffs and chose your armor carefully.
But if you use the class that gets extra energy weapon damage use dilthy ammo wich has 16% crit chance, you have a real life terminator
The rubberesied frame has a 15% chance to heal wounds wich i hope means all wounds wich would mean healing most things with rags?
To be honest this one seems amazing to me. I have terrible luck and as a result i just defaulted to Always carrying the cure meds in Q missions.
So basically flat out bonuses for me.
Probably going to be the only thing i use on all clones for sure.