User:Lone Aristocrat/Sandbox
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3 lbs. Weight | |
Complexity
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4 |
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Character
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ç |
ID?
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GiantHands |
Spawns in
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Infobox data from game version 2.0.207.72
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License point cost
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No results |
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Slots
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No results |
Destroyed when removed
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No results |
giant hands is a moderate cost cybernetic implant which upon installation halves the hands required to wield any item which is normally equipped in the hand slot.
This essentially means that with one instance of the implant installed, the user is able to use gigantic gauntlets, two-handed melee weapons, rifles and bows while only needing to sacrifice one hand or ranged weapons slot. The reduced 'hand-cost' also applies to other items held in the hand that under normal circumstances require two-hands, such as the
Fist of the Ape God or
gear from the Great Machine.
Notably the reduction does stack with additional copies of the implant, essentially meaning that if the user were to have a second installed instance of giant hands such as by acquiring the
Multiple Arms mutation and utilizing the extra implant handslot. The user would then be able to equip items which normally require 4 hands such as gigantic two-handed melee weapons and
swarm racks with a single hand investment, down from an initial requirement of 2 hands with only one copy of giant hands installed.
Additionally, and unlike the bonus of
the
hand bones
family of implants, the halved hand equipment requirements apply to all hands currently possessed by the user. Including those which are not technically apart of the user's body-plan, such as the robot arms granted by one or more
helping hands or the spotted claws provided by the
circle of light in the chord of Agolgot.
Advantages & Disadvantages
Advantages
- Effectively provides a flat damage bonus assuming, the user is able to find enough two-handed melee/ranged weapons.
- Two-handed
Axes have a doubled chance relative to one handed ones of
dismembering the target, potentially allowing the user to rapidly obliterate most foes, especially when augmented with one or more overloaded
precision nanon fingers. - The ability to wield two-handed weapons in one hand can be useful for characters who are heavily invested in the
Single Weapon Fighting skill tree, essentially allowing the user to improve their overall per-turn damage output while still leaving the other hand open for a shield.
Disadvantages
- Two-handed melee weapons tend to be rarer than their one-handed counterparts, potentially limiting melee utility especially if the user wants to invest into
Multiweapon Fighting - Moderate cost can be a bit prohibitive depending on the user's license tier and build goals.
- Provides relatively limited utility beyond bosting damage potential, certain other cybernetics installable in the hands such as
micromanipulator array,
stasis projector,
anomaly fumigator or
onboard recoiler may provide greater specialized utility.
Tips
- The reduction in hand-cost can be used to great effect with the
gun rack cybernetic, allowing the user to hold and fire with the
Akimbo skill up to 4 high-damaging ranged weapons such as
light rails or
phase cannons at once. - If the user is interested in impractical memes, having 4 swarm racks equipped, achievable by disarming 4
chrome pyramids or
swarm turrets, installing
gun rack and two giant hands , modifying the swarm racks to be fitted with suspensors then equipping all four and using the
Akimbo skill to fire them simultaneously, is very funny.
- The relative rarity of two-handed weapons can be partially offset by rebuking a
cloneling and mass-duplicating
Tillifergaewicz in order to quickly obtain large quantities of
metamorphic polygel. The farmed polygel can then be used to mass-produce any particular two-handed weapon the user wants to equip multiple times, such as
zetachrome halberds or
zetachrome warhammers. - Being able to simultaneously equip multiple two-handed ranged weapons can provide the user unique utility. Such utility includes but is not limited to:
- Allowing the user to use multiple
freeze raies modified with the nanon mod (obtaible from
Schemasoft [high-tier]) in order to rapidly immobilize and dismember nearly any foe. - Letting the user to equip up to to 4
grenade launchers at once, allowing them to then output several grenades each turn without needing to rely on
grafted mirror arms. - Allowing the user to more easily combine
plasma-generating weapons such as
spaser rifles with temperature-adjusting weapons like
flamethrowers or
di-thermo beams. Dramatically improving the user's ability to raise or lower a given creature's temperature especially when augmented with a
thermo cask.
- Allowing the user to use multiple

