Cybernetic Limbs: Robust or a Burden?

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StephenNelson
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Cybernetic Limbs: Robust or a Burden?

Post by StephenNelson » 02 Aug 2017, 18:19

So I recently heard that cybernetic limbs don't fracture. I've spent enough time waiting for surgery to know that this would be a major help. I feel like there must be a drawback to this however. So what exactly are the mechanics behind robot limbs? Can they still break or what?

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Re: Cybernetic Limbs: Robust or a Burden?

Post by Jesstreeter » 02 Aug 2017, 18:25

Completely immune to fractures. Does however need cable coils for burn damage and a welder for brute.

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Re: Cybernetic Limbs: Robust or a Burden?

Post by CrimsonAerospace » 02 Aug 2017, 18:26

They don't fracture, but last I used them, if you take just enough burn/brute damage, they spazz out and drop anything you're holding. Sure, an Engineer can repair them. But that counts on there being an Engineer near by. Feels like more of a burden to me.
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Re: Cybernetic Limbs: Robust or a Burden?

Post by edgardo » 02 Aug 2017, 18:26

they can malfunction it they took a really good brute/burn damage and fail like the normal limbs the only way to heal that damage is asking a engineer fix it`s welding or putting some cable coil on you own
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Re: Cybernetic Limbs: Robust or a Burden?

Post by Snypehunter007 » 02 Aug 2017, 18:30

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Re: Cybernetic Limbs: Robust or a Burden?

Post by Thucydides » 02 Aug 2017, 18:34

In addition to what people above have said, I believe damage on them adversely contributes to your overall "revivable-health" limit of -200 and paincrit status, while being much harder if not impossible for a typical field medic to deal with.

I personally also tend to take large numbers of cyber-limbs as a bit of a "baldy alert" and triage them longer than similar marines.

But honestly, you're probably going to have your right hand cut off at some point during the round - why rush it?
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Re: Cybernetic Limbs: Robust or a Burden?

Post by Rustarus » 02 Aug 2017, 18:39

Burden. Very big burden. Sure, they may not fracture, but that is the only good thing about them. Medics will not be able to heal the limbs that are damaged that are robotic, and engineers can be much more rare. Even more so, you must trot back to the FOB to even find an engineer, and good luck getting them to repair them, because most of the time they are running around busy. When the robotic limb gets damaged, it hurts like.... a lot... and you cannot heal them. And even FUUUURTHER! They spas out randomly when damaged. So, all in all, just find a fucking medic and get splints. Much easier than robotic limbs.
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Re: Cybernetic Limbs: Robust or a Burden?

Post by Bronimin » 02 Aug 2017, 18:46

The metagame right now is for all aliens from runners to spitters to aim for the arms in order to cripple marines as efficiently as possible. Cybernetic arms I would take, but I wouldn't bother with cybernetic legs. I'd make sure to roll down my sleeves so that my squaddies can admire my sick chrome, of course.

Just don't be a massive dick and steal the medbay's welding helmet, welders and cable. They need those. Take the welders and cable from the pilot's engineering bay instead -- they have 10 cable, 3 welders available in the youtool to all marines and more in the engie-vend next to it (along with welding helmets/ goggles) or ask Requisitions for spares.

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Re: Cybernetic Limbs: Robust or a Burden?

Post by CrimsonAerospace » 02 Aug 2017, 19:07

Bronimin wrote:The metagame right now is for all aliens from runners to spitters to aim for the arms in order to cripple marines as efficiently as possible. Cybernetic arms I would take, but I wouldn't bother with cybernetic legs. I'd make sure to roll down my sleeves so that my squaddies can admire my sick chrome, of course.

Just don't be a massive dick and steal the medbay's welding helmet, welders and cable. They need those. Take the welders and cable from the pilot's engineering bay instead -- they have 10 cable, 3 welders available in the youtool to all marines and more in the engie-vend next to it (along with welding helmets/ goggles) or ask Requisitions for spares.
I wouldn't advise that, seems powergame-y as all hell, but who knows.
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Re: Cybernetic Limbs: Robust or a Burden?

Post by Swagile » 02 Aug 2017, 19:11

They are good, but the problem is; even .01 point of damage on a hand and your basically in paincrit on that one hand. Aka, it drops whatever your aiming, or even drops the gun entirely if thats the hand your primarily welding the gun with.

Plus, the hassle of getting welder + cable coil + eye protection, and your looking at a unfeasible way of healing yourself.
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Re: Cybernetic Limbs: Robust or a Burden?

Post by Mark Wilson » 02 Aug 2017, 19:40

if you are an engineer they can make you more robust as you can heal yourself with cable and welding.
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Re: Cybernetic Limbs: Robust or a Burden?

Post by Telegnats » 02 Aug 2017, 20:59

Over the years i've ran a system where if my character loses a limb and survives to the end of the round, i'll replace it with a prosthetic in character edits. At this point, I have...

A prosthetic left arm and hand
A prosthetic right leg and foot
A prosthetic right hand.

Don't ask me how I manage to survive with injuries as catastrophic as these. I just sort of do. Said cybernetic limbs have actually been ripped off several times by hunters, ravagers etc. All in all i'm actually quite happy with them. The lack of fractures make it much easier to stay in the fight longer, and they're easy to heal if you have the coil + welding tool. The problem with this is that it requires planning and inventory management. If i'm not an engineer (Which I more or less am most of the time), i'll have to find cable coil, goggles/helmet, and a welding tool. Cable coil is plentiful enough where you can find enough to last about an hour if you scavenge in engineering, but welders and goggles are harder. I usually don't find these on any given round, so I often times just stay behind the front lines for the most part to avoid brute damage as much as possible. Cause if I take damage and can't find it, I need to head back to the Almayer and hope someone hasn't looted medbay yet.

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Re: Cybernetic Limbs: Robust or a Burden?

Post by Steelpoint » 02 Aug 2017, 21:06

As a medic I hate robot limbs.

I always take a welding tool/cables so I can deal with robot injuries but they massively slow me down. Having one or two robot limbs is fine but having virtually all of your limbs be robotic is just asking me to leave your corpse behind.

There was one patient I had recently as a Medic who was suffering from Internal Bleeding, the guy kept getting hit and when I gave him quick clot it would apply damage to every limb on his body, including his arms. It kept happening to the point I ran out of fuel for this one guy and I just ditched him for a Doctor to handle.
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Re: Cybernetic Limbs: Robust or a Burden?

Post by MrJJJ » 03 Aug 2017, 06:31

I will hate your guts with eternity if you get a injury and you have most of it on robotic limbs when i am medic/doctor.

Worst thing about them all is that chems don't work on the robotic limbs, which means i HAVE to get a welder or cable coil to fix your shit up, and i heard arguments for robotic limbs being like "They are easier to fix, don't make you have fractures and just ask a engi to fix them, simple" which is of course, not reality, because i have heard of no engineer that stands around and fixes people limbs instead of building a FOB or just defenses in general, considering that's their job and all, medics are THERE to FIX you, engineers are here to make you have cover to stand behind, not fixing your limbs constantly. (which, unless its been fixed, in my experience do sometimes make you fall down or lose grip on something even at 0 damage, weirdly enough).

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Re: Cybernetic Limbs: Robust or a Burden?

Post by Steelpoint » 03 Aug 2017, 06:35

I think robotic limbs also confer a lot of pain onto the user if they have taken damage, I recall one round a while ago where I had my arm ripped off and replaced, then later on I had about less than 10 damage on that limb and even with Tramadol I was in paincrit.

I honestly kinda wish medics spawned with a pair of welding visors, a cable coil and a welding tool. Its not too hard to ask/steal those items but it just adds yet another fracking thing (good) medics have to spend time finding and loading up on.
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Re: Cybernetic Limbs: Robust or a Burden?

Post by Crab_Spider » 03 Aug 2017, 06:36

I almost never run into an issue with having robotic limbs. At most, it's the entire right arm. Unless I've taken too much combined damage to paincrit me, I'll be fine. Overall, they're the easiest to fix and the supplies needed to repair them are VERY easy to access.

There are no actual downsides to them, since it's entirely up to preference and circumstance. If you take more than 40 burn damage to one limb, you require medication, and you have 30 seconds to stabilize yourself before you are in critical condition, and if you are trying to revive someone that sustained to much damage, here's some general advice: fucking amputate it.
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Re: Cybernetic Limbs: Robust or a Burden?

Post by Steelpoint » 03 Aug 2017, 06:41

There is almost no reason to ever amputate a limb in the field as all damage can be naturally healed over time, I don't even know if you can amputate a limb, does slashing it with a knife cut it off?

The only edge case scenario I could think off is if a patient has suffered so much damage that they cannot be revived by defib, in that scenario I can see amputating critically damaged limbs to bring the overall damage down would be a smart move.
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Re: Cybernetic Limbs: Robust or a Burden?

Post by MrJJJ » 03 Aug 2017, 06:47

Steelpoint wrote:There is almost no reason to ever amputate a limb in the field as all damage can be naturally healed over time, I don't even know if you can amputate a limb, does slashing it with a knife cut it off?

The only edge case scenario I could think off is if a patient has suffered so much damage that they cannot be revived by defib, in that scenario I can see amputating critically damaged limbs to bring the overall damage down would be a smart move.
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Re: Cybernetic Limbs: Robust or a Burden?

Post by Crab_Spider » 03 Aug 2017, 06:51

MrJJJ wrote:Yeah, IF you are lucky, otherwise after 10 slashes, you might find yourself having a staff member questioning what are you doing, and the guy is dead/even more dead than before, otherwise for maximum guarantee, get a roller bed and remember ghetto surgery.
Amputation removes all the damage from the limb, it's in our shitty baymed code
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Re: Cybernetic Limbs: Robust or a Burden?

Post by MrJJJ » 03 Aug 2017, 06:53

Crab_Spider wrote:Amputation removes all the damage from the limb, it's in our shitty baymed code
Yeah, but if you are just slashing it, its RNG, i had moments where i fucking slashed a guy like 20 times and he STILL had his leg, the other guy? 2 slashes, no arm.


Fucking reeeeeeeeeeeee

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Re: Cybernetic Limbs: Robust or a Burden?

Post by Jackie Estegado » 03 Aug 2017, 07:27

Its generaly a hinderence. If every engineer would be competent.. which will never ever fucking happen it could work.
Also aiming for arms as an alien isn't a good idea, they will easily be able to run away from a fight still and just get it replaced in 20 minutes with a half a minute long surgery (when I play doctor I sometimes get the thought run through my head that this guy with both his arm and hand injured to just amputate it and replace it with prosthetic because its faster). Aiming for legs is better because then the guy is just on the floor and somebody will have to drag him if he is to escape, but I personaly always aim for the head, not only does it do the most usefull damage but it has a chance of just instantly decapping the marine.
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Re: Cybernetic Limbs: Robust or a Burden?

Post by Thucydides » 03 Aug 2017, 09:18

Jackie Estegado wrote:(when I play doctor I sometimes get the thought run through my head that this guy with both his arm and hand injured to just amputate it and replace it with prosthetic because its faster).
In that situation I typically just ask the marine if they have any special attachment to their arm. If not, then I rev up the circular saw and begin Civil War doctoring.
Crab_Spider wrote: here's some general advice: fucking amputate it.


That's -- interesting. Probably easily done if you brought an oxy hypo and used your knife (or a circ saw from autopsy/the surface).

Unfortunately, I think staff would be after you for breaking RP rules, as you're doing surgery as a medic. That could be clarified the other way though.

I stand corrected.
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Re: Cybernetic Limbs: Robust or a Burden?

Post by Bronimin » 03 Aug 2017, 12:03

There has been an accepted suggestion to allow Medics to perform field amputations.

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