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I've enjoyed playing True Kin immediately, ignoring others advice about "play a mutant first," as when I play an RPG, I want to play the way "I" would in that situation. I'm just a dude with a gun and a sword and shield, and I'm trying to figure out all this nonsense. It's how I handle most my RPG's, except for D&D, where I play as a Cleric.
I have found it fun when dealing with espers and other issues with grenades and rifles and a little creativitiy, and falling back to melee when I need to (which usually happens to be something my characters are good at). True Kin allows you to play "sword and shield" and "gun" and "tinkerer" with the amount of stats they get, which is something I have seriously found the mutants lacking. True Kin can afford to ignore one stat, usually mutants have to ignore several. My builds require strong stats in 5 out of the 6 stats, so True Kin makes that super easy for me. My mutant builds are more consistently decent early, but my true kin builds that make it past....level 15....just are too good.
If you want to specialize, play mutant. Early game, I feel like I'm Batman to everyone else's X-Men until my stats and cybernetics start catching up to the gimmicks. Late game, I can customize my cybernetics to the dungeon and my prefenences, and the stats get silllllly. I find that mutants don't have the points to really add tinkering to their repetoire without sacrificing something. Espers sacrifice EVERYTHING for mental abilities, which is the best build in game imo.
Cybernetic implants are fun, and frankly, in the end-game, I'd much rather be True Kin than a mutant, but I won't deny that mutants are easier early.
My best true kin made it to level 22, trying to delve too deep in Bethesda Susa, after 3 days of having the game. Carbines are too OP in the right, steady hands. I like that True Kin can spread themselves thinly skillwise and do JUST fine.
TLDR, mutants are more consistent, but true kin are better long term with more versatility.
I'd say main reason to play truekin is to have an easy early game and usage of various tonic. Starting with steel weapon and decent armor works just fine for me on redrock and rustwell. Tonics are incredibly powerful. At certain point in game when money isn't really a concern anymore, you can go to six days stilt apothecary and buy all the tonics. At that point, it's safe to say every truekin has a precognition, and phase mutation.
Buying eaters tonic with putus templar is also nice.
While some of the cybernetics can be very powerful, Mutant espers can likewise be absolutely broken too.
True, but even a true kin with 20+ license and high tier cybernetic up the wazoo will never have any bad consequence for that.
On the other hand, the more op an esper is, the riskier it also get. Up till the point you can no longuer augment your psychic mutation or have to lower your ego.
That being said, a true kin with no luck in finding cybernetic and the credit to use them is objectively worse than most mutan.
In my opinion, one of the major perk of playing a true kin is that it's much easier to become friend with robots. Friend with robots mean that your basically able to just auto loot deathland with basically no theat and that's quite op in itself.
True Kin cannot nuke enemies across the screen, summon 8 Red Daccas every 10 turns, summon 5 copies of themselves with their same mutations and (more important) pick free cybernetics every 4 levels.
True kin relies too much on RNG to acquire new strong cybernetics, while the starting ones are nothing to write home about.
If all cybernetics were truly OP, even the starting ones, I think it would make playing True Kin and finding cybernetics a lot more engaging, rather than it just being "whoops, you found carbide hands again, better luck next ruin!".
Ultimately, I feel a lot of cybernetics are kind of weak and too pointless, while the few good ones require plain RNG to acquire.
You can't tell me that the Cherub Visage, that adds a whopping +1 to Ego can even compare to any mutation a mutant can get, even Kindle has more uses than that.
True Kin have better stats, starts with better gear and are easier to build too. They can be very powerful late game because it will have more stats and skill points than a regular mutant and cybernetics can make them even better, with a bunch of bonuses to skills and mutations abilities too.
Espers can be literal gods on late game but the early game can be very weak depending on the build you made and being killed by your clones spamming abilities is very common. Chimeras can be very powerful and have a lot of utilities mutations but it will hardly be as powerful as a True Kin when it comes to stats.
Anyway, True Kin cybernetics or credits are not so hard to find. As Sseth said on his video, you can try to steal it from Putus Templar by killing them or by farming reputation with them and even if this is from a mid~late game it will not be hard to get to that point with a True Kin.
While I agree that True Kin seem to have better stats, Physical mutants have some good panic buttons and cheese strats, and playing as True Kin basically makes you accommodate to a start that you just won't want to keep using.
Edit: also, since you start at peace with Putus, Water Ritualing them for the credits is super easy. They even have an extra credit that only comes into existence if you water ritual them. The rest of their credits, you'll have to trade for.
True Kin have decent starting gear, not terrible stats and the extra points for skills, that is all.
Putus Templars aren't even that easy to find, even if you wanted to butcher them for cybernetics.
Cybernetics and credits, meanwhile, a lot harder to find than mutants getting mutation points.
Espers are especially at fault because their ego modifier determines the level of their mental mutations: by pumping nothing but ego you can have mutations that raise in power as you raise in level.
Chimeras, meanwhile, get more bodyparts, possibly multiple arms, stingers, gas, EMP and such, that at 5 level and then every 10 get a +3 free boost.
I think Cybernetics should be free for True Kin: you get as many as you can implant... however, what determine their power should be the license level: buy a better license so your night vision can begin to scan enemies, endure flashbangs, see through invisibility, see through walls.
That, I feel, would be more engaging and if became OP you could have something similar to the Espers by making the Mechanists your enemies if you start to raise your license level too much, or maybe send robots to hunt the player down for "Breaching the Terms of the License" and such.
Truekin have a faster start with higher base stats and much faster skill-point generation.
Cult places have artifacts with mutation and mind power effects, and certain consumables give mutations and mind effects but still give you access to the full cybernetics
Cybernetics are good, and replace some of the mutations, often with no downsides. There's really no problem with finding the credits or nooks once you've played up to about Golgotha
You can swap many bionics out. You can trade disease immunity for quicker movespeed or more AV at a becoming nook, and don't have to commit as hard to a build.
But then again, I'm only in the forums because I just lost my pistol truekin to a head explosion.
Also, guys, I can see here circulating idea that all classes should be balanced aka have same power level and power dynamic.
This idea is wrong, this idea is harmful, tthe sooner you forget this idea (tm) the better for you and other people around you in gamespace will be.
But if you play as a True Kin actually getting to enjoy the True Kin only content requires a lot of RNG to be in your favor and a lot of grinding.
I'd prefer it if at least there were more Putus Templars roaming the place, so you could butcher them for implants but for a faction that "frequently raid mutant settlements" they are hardly anywhere to be found.
I agree to put them in ruins more though. By the time you're in a comfortable enough way to explore ruins biomes, you can handle templars.