Phoenix Point

Phoenix Point

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Muton Feb 19, 2021 @ 8:08am
Bionics or Augmentation questions?
Im thinking of going with augmentation as I have 2000 genes and nothing else to use them for.. I havent thought of buying the mutated animals

Bionics requires materials/tech I need elsewhere, and someone mentioned it even costs a lot to maintain/repair them

If I get a body augment, does it mean I cant use jet jump on that heavy soldier?

What augments do you like for certain classes? Many of the augments have low armor so thats a big drawback
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Showing 1-15 of 19 comments
finnwalTD Feb 19, 2021 @ 8:28am 
For sniper:
second mutation (Perceptor)
second mutation (Shadow legs)

for all other classes which i use:
vengeance torso
Mirage legs

"If I get a body augment, does it mean I cant use jet jump on that heavy soldier?"
yes, "jet jump" is a hevy armor skill, if you equip hevy to the assault, than he will be able to use jump.
Muton Feb 19, 2021 @ 8:35am 
So a heavy class soldier wont be able to jet jump if he has a body augment since he is not wearing the Heavy armor?
Saboera Feb 19, 2021 @ 10:15am 
Originally posted by Muton:
So a heavy class soldier wont be able to jet jump if he has a body augment since he is not wearing the Heavy armor?

Jet Jump is tied to the heavy chest piece itself. So if you augment the torso, you lose the ability to wear a chest piece and you won't be able to use jet jump. You can however augment the legs and the head safely.
EvilJoshy Feb 19, 2021 @ 11:34am 
I used a mod to augment/mutate all 3 slots. The thing I hate about this system is you can only pick 2 and mixing them makes the character looks fugly.
As for Heavy augments. I totally recommend the head slot because of immunity to mind control. The body or legs are a matter of opinion. The shield sounds nice but I seriously think it's a negative. When I use the shield the AI seems to have no trouble shooting me in the head.
Dorok Feb 20, 2021 @ 12:36am 
Heavy body armor isn't only about Jetpack but also about mounted weapons. Only one Bionic Torso allows the use of mounted weapons (and also Tech Arm), it's a sort of balance.
wei270 Feb 20, 2021 @ 2:49am 
i totally agree with the looks part, looks is important and when you have piece that just doesn't look appealing no matter how good it is it is not gonna get used.
Muton Feb 20, 2021 @ 5:21am 
the torso that allows mounted weapons, will that work good with assault guys too or will they fumble?
Dorok Feb 20, 2021 @ 5:28am 
Originally posted by Muton:
the torso that allows mounted weapons, will that work good with assault guys too or will they fumble?
Weapons aren't supposed to fumble, only have an accuracy penalty. For some like Mount Laser for which Accuracy don't mean much, I haven't figured if there's any penalty. I have a few soldiers with Mount Laser and neither Heavy nor with personal skill giving the proficiency and I didn't figured if there's any penalty in term of range or angles. If there's a penalty it's hardly when you have an orange line to an enemy part, but to get the orange line.
Last edited by Dorok; Feb 20, 2021 @ 5:28am
Muton Feb 20, 2021 @ 6:46am 
oK, the neural torso is bionics, not mutation/augments.. I wasnt really impressed with the mutations..They cost genes.. I like the bionics better but theyre so expensive (if you have a lot of soldiers) in terms of materials and tech. I also heard they cost money to repair/maintain?
Muton Feb 20, 2021 @ 2:09pm 
do bionics cost a lot of maintain or repair? Just the repair kit is expensive.. Is it worth it?
Mistfox Feb 20, 2021 @ 2:25pm 
Originally posted by Muton:
do bionics cost a lot of maintain or repair?
You already answered your question yourself even in the original post! lol.
Muton Feb 20, 2021 @ 3:05pm 
They cost a lot to buy the upgrade and repair it in the field with a repair kit, but I dont know if there's more costs associated with it at the geoscape level or if they tend to get damaged a lot in battle where I will be needing lots of repair kits
Last edited by Muton; Feb 20, 2021 @ 3:05pm
Dorok Feb 20, 2021 @ 11:51pm 
Use Technician, they repair of heal for cheaper than kits.
LooDz Feb 25, 2021 @ 6:54am 
Just like everything in the game Mutations and Augmentations are build dependent. Nothing works for everyone.
For example, Armored heads reduce your perception, accuracy, and stealth (sounds horrible) still they are the best head for a Berserker/Anything that uses Adrenaline Rush because of the daze immunity.
Echo heads are the best for infiltrators.
I try to put Agile legs on everyone except snipers and infiltrators (I like the mobility and the jumping)
Vengeance torsos are the best for Melee builds
Neural Torso are perfect for Technicians (can mount arms and enables them to carry loads of Turrets) It also has the highest accuracy boost for a torso in the game (at least while still being able to use 2 handed weapons)
it all depends on how you play, just put in mind the random personal perks as well. If you get bombardier this torso becomes even more effective for anyone.
If you play with the mod that enables you to have 3 mutations/ augmentations you can build the most accurate Snipers with disruptor head, neural torso, an stomper legs. (a 32% increase in accuracy)
JJ Black Mar 3, 2021 @ 7:00am 
Stompers and Neural Torso provide a lot of armor and huge amounts of accuracy for -1 speed thats my go to for everyone that is not stealthed. Besides Neural torso can also use the Blast res vest which is really important imo and pretty much the reason why this is the only Torso enhancement I use. Besides on a tech it allows you to use mech arms to heal and fill up your entire inventory with turrets dropping 8 or 9 each mission - busted.

Stompers are nice as they provide ludicrous amounts of accuracy and armor but a case can be made for normal armor with goo immunity upgrade (Wardogs or Phlegethon with +1 speed instead of -1) when more speed is wished for.

As far as Heads I mostly use Judgement for Frenzy on Priest which is amazing ofc and Eidolon with Night vision on everyone else. I find that a lot of missions are played at night and this preserves your return fire range and gives you a massive tactical advantage there. Clarity Head is also nice against those "suddently siren" moments but you loose accuracy and perception in trade. Armored head on berserkers is also fantastic.

For stealth a combination of Styx armor and Echo Head/Shadow Legs is obviously great for permanent invisibility but with the Vanish skill you can take advantage of Sneak Attack regardless of armor so this is for Infiltrators with Thief.
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Date Posted: Feb 19, 2021 @ 8:08am
Posts: 19