[quote=“deoxy, post:4, topic:11249”]I like to play lab start, broken cyborg, and dump most of the points into stats (nothing in skills). I don’t take any of the really cheesy negatives (I play with skill rust off, since it’s so crazy broken, so I don’t take forgetful, for instance). I do usually take robust genetics and night vision.
Ease of play: Well, you have to get out lab before you starve, stealth is basically impossible, you’re constantly taking damage and pain, your health stat is getting constantly drained at a very high speed, you have extra encumbrance on every body part (so combat of every kind is penalized), you get tired quickly (and don’t heal much, since your health stat is low), and crafting and sleep are constantly interrupted. On the plus side, you have high stats and all the superalloy CBMs installed.
My current character started like that, and I got the last broken bionic out on the last day of winter the first year. Now I’ve a post-threshhold elf with all the stat CBMs, base speed of like 130, and my stats are all 17+. The late game with such a build is quite ridiculous (obviously), but the early game is a good challenge.[/quote]
Broken cyborg? Never again. The frequent minor damage from starting CBMs is unbearable, causing frequent interruptions. On top of that, removal of broken CBMs can kill you AND it’s risky, even with high skills. It made me save-scum. I did like my build eventually but it was so annoying to get there.
My tips for broken cyborgs:
- Do NOT pick any hp-reducing negative traits such as Frail. This helps surviving the failed CBM removal attempts. In fact, you might want to pick Tough and Robust Genetics, and aim for the other hp-increasing traits, obtained via mutagens. Note that Tough can’t be gained via mutagens.
- Attempt CBM removal only at full health, and preferably right before going to sleep at a safe location, so you can start healing if/when something goes wrong.
- Electronics, First-Aid and high intelligence are your priority. You’ll really want to get rid of some of your starting CBMs ASAP.
Furthermore, and I’m not sure if this applies, but the ranch eventually gets a doctor after you’ve done a number of fetch-this jobs. The doc can install CBMs for a price, or at least that’s in the dialogue options, but can he also remove CBMs? If that’s the case, then you have more freedom for your character build as high Electronics or hp isn’t a necessity… Unless the doc, too, can fail?
Do note that I played as a broken cyborg 1-3 months ago on an experimental version, so stuff might have changed since.