Underwhelming Cybernetic augments

Agree, with the exception of the exaggerations. A normal movement without any buffs doesn’t get much further than jumping with this “Rocket Leap”, as well as 5 tiles for 1 AP with a maximum skilled speed of 20.

And I would prefer to increase the range instead of making it another 0AP ability.

I have no real opinion on this, I just don’t use the heavily armored bionic torso, IMO it is simply not worth losing the jet jump.

Matter of taste, I like it, looks fancy.
But your comparison: :rofl:
Only one remark, it is a Synedrion tech, the Pure only steal it.

It’s main functionality is to repair broken limbs on bionics and heal the HP of this limb, the general HP heal is more or less a little bonus.
It is more like the Field Medic skill of the technician but for bionics only.

Here I have tested the difference between the Repair Kit and Field Medic:

Long story short:
It is the only tool that is available to repair (re-enable) disabled limbs (of bionic body parts) beside the Technician or the Aspida and not an additional medkit. If one wants to heal soldiers generally than the medkit is still the way to go.

Edit:
Just for clarification, Medkits heal general HP and it is irrelevant that the soldier is augmented with bionics. That said, medkits are always useful and Repair Kits as also Field Medic of a Technician are more special tools / abilities to re-enable broken, disabled limbs.

And as it is with many other things in the game, the explanation of the Repair Kit in the game (and the wiki) is simply weak and not enough:
Repairs 40 Hit Points (augmented body parts aka Bionics only).
Nothing said about the main use case for this tool, a player has to find it out by trial and error or is unsatisfied as the OP.

Edit, forgot one:

See above #4, medkits heals always, regardless of bionic or not.

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