Caves of Qud

Caves of Qud

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BoxingBud May 10, 2021 @ 7:39am
Are cybernetics worth it?
Is it worth being non-mutant for the cybernetics?
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Showing 1-12 of 12 comments
EternalEllipsis May 10, 2021 @ 9:57am 
No, it is not worth giving up mutations for cybernetics. Although cybernetics, more attribute and skill points, as well as most of the mutation effects can be replicated through equipment or consumables leaves it up for debate/personal preference.

I think the only thing you truly miss out on by not being a mutant is being able to dominate organic creatures.
Aquillion May 10, 2021 @ 12:50pm 
Early on, cybernetics-focused characters suffer because they can't choose their cybernetics as well as mutants, and can't advance their starting one (so you have to hope you find ones that fit your build.)

Later on, cybernetics-focused characters suffer because there's a lack of high-end cybernetics - only five cybernetics use more than 4 license points, and of them, only High-Fidelity Matter Recompositor and Penetrating Radar are really competitive with comparable mutations.
ephemeraltoast May 10, 2021 @ 1:26pm 
Depends by what "worth it" means to you. Do you want to reliably have the same level of endgame power as a mutant? You probably won't, for above reasons. Do you want to experience the game in a different way, where the power curve is inverted (you start out strong but have to work twice as hard as a mutant to stay competitive with opponents as the game progresses), your powers are largely left up to random chance, and you are half robot instead of half horror from beyond the stars? True Kin is there for you.
Aquillion May 10, 2021 @ 1:44pm 
I do think it would be nice if tinkers had the ability to mod cybernetics, though.
BoxingBud May 10, 2021 @ 2:33pm 
At the end of the day a character gets pretty strong regardless but I do find mutants just more fun to play, as well they have more OP potential..but you can well with just being P.
Percussigant May 10, 2021 @ 8:35pm 
Originally posted by Aquillion:
there's a lack of high-end cybernetics

Very true.

There is also the fact that there is only a limited number of cybernetics slots in a True Kin body (Head, Feet, Hands, Body, Back, Face, Arm if I remember correctly, so 7 total implants), which can be a bit disappointing, especially as far as the Body slot is concerned - I don't see a valid reason why having a bionic heart would make having a bionic liver impossible, for example, particularly when Mutants can have so many mutations at once by comparison.

I think True Kin should be allowed to develop further into the more-machine-than-man theme than they currently are. More cybernetics slots would be nice. Upgrading some cybernetics with other similar ones (for example, upgrading a bioscanner to add technoscanner functions, or upgrading giant hands with carbide hand bones) would also be a nice addition.

I imagine that past a certain point you have enough cybernetics lying in your inventory that you can equip yourself for specific situations, but I'm not sure going all the way to a nook and back just for that would be worth the hassle. And even then, some of the more drastic cybs are destroyed upon removal.
Last edited by Percussigant; May 10, 2021 @ 8:38pm
BoxingBud May 11, 2021 @ 8:51am 
Yeah cybernetics should be able to give someone super senses (sight, sound, smell etc) but also toxin defence (like a cyber liver could mitigate many venoms and poisons). Maybe tech that doesn't need a specific body location? Small guns could come out of anywhere. Shadowrun is a good rpg to reference for things like that.
[OO] coldsteel May 11, 2021 @ 9:27am 
Cybernetics don't level up like mutant abilities do so they are pretty weak in comparison. Finding one you want can also be next to impossible. I like the idea but the implementation of them leaves much to be desired. Adding upgrades to existing implants and some cybernetics vendors might help.
Aquillion May 12, 2021 @ 8:58am 
Originally posted by OO coldsteel:
Cybernetics don't level up like mutant abilities do so they are pretty weak in comparison. Finding one you want can also be next to impossible. I like the idea but the implementation of them leaves much to be desired. Adding upgrades to existing implants and some cybernetics vendors might help.
I made a suggestion thread suggesting cybernetic upgrade mods here. The hard part is that there need to be enough good ideas for specific cybernetic mods, of course, so feel free to suggest some there.
Skub May 17, 2021 @ 2:44pm 
Cybernetics allow for absolutely ridiculous builds once you know what you are doing. For instance, my last character quad-wielded chainguns, couldn't be stunned, diseased, dazed, or poisoned, and could casually tank hand-e-nukes.
chaos May 18, 2021 @ 4:51pm 
For what it's worth, with the Sifrah mod you don't necessarily have to choose one or the other. (Sifrah: https://steamcommunity.com/sharedfiles/filedetails/?id=2302296073) It makes the game harder, no question, but one of the things you get in exchange for that is the possibility of hacking becoming nooks as a mutant.
Percussigant May 19, 2021 @ 4:45am 
Originally posted by Skub:
Cybernetics allow for absolutely ridiculous builds once you know what you are doing. For instance, my last character quad-wielded chainguns, couldn't be stunned, diseased, dazed, or poisoned, and could casually tank hand-e-nukes.

There's no arguing that the right combination of cybernetics can feel completely broken. The problem is actually getting lucky finding the good ones rather than, yknow, skillsoft swimming seven times in a row.
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Date Posted: May 10, 2021 @ 7:39am
Posts: 12