Quasimorph

Quasimorph

Implant and Prothesis good bad ugly?
I dont have all of them but most of the drawback of implant are self defeating and prothesis seems to make them quite useless...

PROTHESIS
Industrial: no knockback , weight reduction thus extra dodge (when fully weighted down by loot/items/armro and guns) and less calory consumption -hp -dodge -accuracy , cannot run (so only 2AP max). -quasimorphosis.
Not too bad allow a slower gameplay be carefull about the lost armor and hp can get you killed.

Military: +Armor but -HP ,+dodge but+extra weight from everything removing dodge Stealth unavalabble so extra calorie consumption and no detection. less scatter one extra shot per salvo (1 become 2, X become X+1)
Pointless consume more calory cant dodge because of extra weight, and gained armor is low. Maybe the hand for the extra shot per salvo the rest just have too much drawback...mostly for sniper (head give sight and extra range) and long range build

Rubber: Run give 4AP +accuracy -armor-hp wounding chance+xx%,extra hit in melee detection but less range and vison , become glass canon. gotta go fast!!! mostly for melee but still usefull for other build

Spider : +resist wounds +immunity to poison -1fire resist +incoming crit +1quasimoprh per turn, regen pain reduction. more quasimorphosis but good bonuses, doesnt affect hp and defense too much mostly bonuses?

IMPLANT:
Stomac improvment more calory from food some poison resist but a lot of pierce armor Lost

Brain implant +80% exp but weak to shock and more claory consumption... pretty useless with the training area...and traning consumable
I dont have all prothesis or implant so its a bit of a first draft...
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Beiträge 115 von 85
hi i found one which gives +1 vest slot, and you lost 2 lots of 10 resists and -5 max hp (total -25 things) but you gain 20-30 other resists, plus the extra vest slot, i think was called "controller" which seems good :)
Yeah controler parts arent too bad... at least the industrial (the one you talk about) and the rubber one(+1hp regen) have very strong effect . military one is a bit too meh...
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...
Zuletzt bearbeitet von Kanjejou; 12. Apr. um 20:48
ah ok i'll have to look out for more, so far i only did 1 main mission, and didnt have enough space to bring out anymore, but im sure i'll find a "volunteer" with spare implants soon enough :)
i found one that gives a minus to shock resist and another malus i forgot about linked to electricity, but increases cut/piece/blunt resists by 10. It felt like a maybe-good trade, provided you've got a beefy shock resist on your armor to make up for it ^^
Augment is mix and match tbh, for example if you got Cyborg Frame, Sheila knees and you happen to have kenzie , you have a great start for early game and will dominate if your randon class happens to be ghost

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"
Cortex Stimulator (head)
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.
Ursprünglich geschrieben von Kaia:
Cortex Stimulator (head)
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.
there is a draw back, "addiction chance +15%"
This makes this a perfect thing for a clone that only does quasimorph free missions, but kind of horrible for the rest imo.
Zuletzt bearbeitet von Kaia; 14. Apr. um 9:35
Ursprünglich geschrieben von Kaia:
there is a draw back, "addiction chance +15%"
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
It kind of already is nothingburger simply because I play around worst case scenarios and thus would always have cells to create cure in mission or bring it myself.

If you are gambler that hates gambling I guess I can see why it would be a problem though. :monstertrainhaha:
Zuletzt bearbeitet von thebadman; 14. Apr. um 9:56
Ursprünglich geschrieben von GLUE:
Ursprünglich geschrieben von Kaia:
there is a draw back, "addiction chance +15%"
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

Thanks for the info, nice synergy there then
yes and no, augments and implants are supposed to be used together.
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?
Zuletzt bearbeitet von Neyreyan_Youtube; 14. Apr. um 12:07
cool, when the clone dies, they can say "i'll be baaaack" and then get upgraded with augments and implants :)
Ursprünglich geschrieben von Kaia:
there is a draw back, "addiction chance +15%"
This makes this a perfect thing for a clone that only does quasimorph free missions, but kind of horrible for the rest imo.

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.
Zuletzt bearbeitet von Icevenom; 14. Apr. um 12:10
You guys haven't found the really good ♥♥♥♥ yet huh. Theres one that doubles your wounding chance but makes you heal by 5 EVERY turn which means you cant starve, and another that stuns all nearby enemies for 2 turns
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Beiträge 115 von 85
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