Inflatable axons
0 lbs. Weight | |
Complexity
|
3 |
---|---|
Character
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ç |
ID?
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InflatableAxons |
Spawns in
|
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Infobox data from game version 2.0.207.72
|
License point cost
|
2 |
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Slots
|
Head |
Destroyed when removed
|
No |
inflatable axons is a cybernetic implant which gives the creature it is implanted in the ability to temporarily enhance their quickness, albeit for only a short time and with a period of decreased quickness afterwards.
The gained ability is called "Inflate axons" and at baseline grants 40 additional quickness for 10 rounds. Upon activation, the following text is printed into the user's message log The hurdles that separate the will and the way begin to collapse, the user will then temporarily gain the hyper-responsive status effect which will last for the duration of the ability, after the effect's conclusion You feel slugglish will be printed into the message log and the user will gain the sluggish effect, sluggish reduces the affected creature's quickness by 10 for ten rounds.
The cybernetic does scale with compute power, improving the quickness bonus and duration by 4 and 1 for every 10 power. While the ability's cooldown is unaffected by compute power it will however start incrementing down immediately after activation, effectively translating to a lower overall cooldown the higher the user's computer power is.
They can be found randomly throughout the world, especially in the cybernetics racks found near
becoming nooks. Additionally, inflatable axons is one of the possible starting implants which a True Kin character can choose during character generation.
Ability cooldown table
Inflatable axons' cooldown (CD) in rounds depends on the user's willpower (WI) attribute:
WI | CD | WI | CD | WI | CD | WI | CD |
---|---|---|---|---|---|---|---|
9 | 135 | 15 | 105 | 21 | 75 | 27 | 45 |
10 | 130 | 16 | 100 | 22 | 70 | 28 | 40 |
11 | 125 | 17 | 95 | 23 | 65 | 29 | 35 |
12 | 120 | 18 | 90 | 24 | 60 | 30 | 30 |
13 | 115 | 19 | 85 | 25 | 55 | 31 | 25 |
14 | 110 | 20 | 80 | 26 | 50 | 32 | 20 |
Compute power table
Compute power | Quickness bonus | Duration |
---|---|---|
10 | 44 | 11 rounds |
20 | 48 | 12 rounds |
30 | 52 | 13 rounds |
40 | 56 | 14 rounds |
50 | 60 | 15 rounds |
60 | 64 | 16 rounds |
70 | 68 | 17 rounds |
80 | 72 | 18 rounds |
90 | 76 | 19 rounds |
100 | 80 | 20 rounds |
Compute Power | Quickness bonus | Duration |
---|---|---|
110 | 84 | 21 rounds |
120 | 88 | 22 rounds |
130 | 92 | 23 rounds |
140 | 96 | 24 rounds |
150 | 100 | 25 rounds |
160 | 104 | 26 rounds |
170 | 108 | 27 rounds |
180 | 112 | 28 rounds |
190 | 116 | 29 rounds |
200 | 120 | 30 rounds |
Advantages & Disadvantages
Advantages
- Can use the additional quickness to preform various actions during combat at no risk, such as injecting tonics, reloading a ranged weapon or using abilities.
- Useful for quickly defeating single targets or for reducing overall damage taken while surrounded by multiple enemies.
- Scales fairly well with compute power, allowing for a decently strong and long-lasting bonus with only moderate investment.
Disadvantages
- Baseline quickness bonus is somewhat low without additional support.
- Relatively long cooldown can make it challenging to use consistently without high Willpower.
- The ten turn -10 quickness penalty can be potentially deadly depending on the siltation.
Tips
- The implant even without additional compute power becomes substantially more effective when used along with other sources of quickness, such as
leyline puppeteers or
blaze injectors.
- Axons can help enable certain strategies which are otherwise hampered by their generally expensive turn economy, such as more effectivity allowing the repeated use of
Bow and Rifle related skills or by better letting the user mass tinker and throw grenades in combat with
micromanipulator array and
grafted mirror arms.
- Can be used as a reasonably strong escape tool, especially when paired with
Sprint or other sources of additional movement speed.