Difference between revisions of "Silicone Skin"

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imported>Sobek
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imported>Isadora
(Reworked article's formatting to be consistent with other soak mutation pages, fleshed out info on pros and cons.)
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Silicone Skin is a soak [[mutations|mutation]] which gives resistance against acid, electric, explosive and laser damage. It also makes you become unhackable/ungibbable and prevents implant damage, but reduces the effectiveness of trauma kits by 20%.
Silicone Skin is a soak [[mutations|mutation]] which gives resistance against acid, electric, explosive and laser damage, as well as implant damage and gibbing. This mutation is often taken for its general survivability, and is the most popular Tier 2 soak mutation for [[Carebear]]s.
 
This mutation requires [[Rubberskin]] and is incompatible with [[Zombie_(mutation)|Zombie]].


== Location ==
== Location ==
Silicone Skin can be found at the oasis in [[Glass Mesa]]
Silicone Skin can be found at the oasis in [[Glass Mesa]].


== Effects ==
== Effects ==
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       2-4 electric resistance
       2-4 electric resistance
       Become unhackable and ungibbable
       Become unhackable and ungibbable
       Implants don't take damage
       Implants never take damage
       Heal 20% less from trauma kits
       Heal 20% less from trauma kits


Prerequisite: [[Rubberskin]].
== Advantages ==
 
* '''Acid soaks and laser soaks.''' These are both exotic damage types, and laser in particular is very hard to armor against. Acid also helps [[Hideous_Freak|freaks]] resist their own blood.
Incompatible with [[Zombie]].
* '''Explode soaks.''' This is niche, since XP soaks explosions, but it is extremely good at soaking explosive damage from flak cannons, and helps against [[rifles]] users with thumpers.
 
* '''Shock soaks.''' Shock is a niche damage type that sometimes appears in PvP, but this is also very useful for picking locks that have Shockmaster modules installed.
== Benefits ==
* '''No implant damage.''' Ever. Even if your corpse rots, it doesn't matter.
 
* '''Can't be butchered.''' This stops other players from cutting your head off to prevent you from being reviveable.
The soaks themselves are neat, but (lockpicking/elec weapons and acid fog/freakbile/acid blood aside) you'll rarely make use of them. The real benefit to this Mutation comes from its secondary effect.  
* '''Can't be gibbed.''' It doesn't matter if you fall from a mile in the sky, get blown up by a flak cannon, or get hit by a train - no matter what, you'll stay in one piece, able to be revived.
 
* '''Incredible [[Carebear]] synergy.''' This mutation is a license to print money as a carebear; your implants will never degrade and can't be stolen, so short of the most colossal mistakes, the first implant set you buy will last forever. This massively reduces the cost of dying.
Your implants won't take damage from corpse rot and can't be cut - which means that you can wear a large amount of implants with reduced risk.
 
Being ungibbabable means your body will survive bombs, huge falls and train collisions entirely intact. You could even get hit by the El and walk away a moment later with an autodefib.
 
Fatalities aside, headhunters won't be able to add your pretty head to their noggin rack.


== Downsides ==
== Downsides ==
 
* '''-20% healing from trauma kits.''' This is a minor thing, but it is noticeable if you don't have another avenue of healing to supplement trauma kits.
If your build doesn't allow for nanites, [[Iron Liver]] or [[Salamander]] spam, this mutation can make healing annoyingly slow.
* '''Can't get headscanned.''' Hardly anyone does headscans anyway, but the option is closed to you all the same.
 
* '''Can't have implants rescued.''' If you die somewhere and drop all your implants, your friends must wait until your body rots before they recover them; they can't be cut out.
Your friends and corpmates won't be able to cut your head and {{cmd|headscan}} it, or rescue your implants in case you die in a nasty area.
* '''Not always helpful in PvP.''' Odds are, if someone wants your implants, they'll just camp your corpse or drag it into a plane and wait for it to rot.
 
* '''Fatalities can still dismember.''' They will prevent you from being defibbed just like normal.
Fatalities can still gib you and prevent you from being defibbed.
 
Even though other players won't be able cut implants from you, they'll just drag your body away and wait for it to rot.
 
If you are running a [[Focus]] heavy build, Silicone Skin won't benefit you as much as [[Solar Sponge]] or [[Yeti Fur]] will.




[[Category:Soak Mutation]][[Category:Mutation]]
[[Category:Soak Mutation]][[Category:Mutation]]

Revision as of 14:39, 25 April 2019

Silicone Skin is a soak mutation which gives resistance against acid, electric, explosive and laser damage, as well as implant damage and gibbing. This mutation is often taken for its general survivability, and is the most popular Tier 2 soak mutation for Carebears.

This mutation requires Rubberskin and is incompatible with Zombie.

Location

Silicone Skin can be found at the oasis in Glass Mesa.

Effects

This mutation has the following effects:

     2-4 acid resistance
     2-6 laser resistance
     2-6 explode resistance
     2-4 electric resistance
     Become unhackable and ungibbable
     Implants never take damage
     Heal 20% less from trauma kits

Advantages

  • Acid soaks and laser soaks. These are both exotic damage types, and laser in particular is very hard to armor against. Acid also helps freaks resist their own blood.
  • Explode soaks. This is niche, since XP soaks explosions, but it is extremely good at soaking explosive damage from flak cannons, and helps against rifles users with thumpers.
  • Shock soaks. Shock is a niche damage type that sometimes appears in PvP, but this is also very useful for picking locks that have Shockmaster modules installed.
  • No implant damage. Ever. Even if your corpse rots, it doesn't matter.
  • Can't be butchered. This stops other players from cutting your head off to prevent you from being reviveable.
  • Can't be gibbed. It doesn't matter if you fall from a mile in the sky, get blown up by a flak cannon, or get hit by a train - no matter what, you'll stay in one piece, able to be revived.
  • Incredible Carebear synergy. This mutation is a license to print money as a carebear; your implants will never degrade and can't be stolen, so short of the most colossal mistakes, the first implant set you buy will last forever. This massively reduces the cost of dying.

Downsides

  • -20% healing from trauma kits. This is a minor thing, but it is noticeable if you don't have another avenue of healing to supplement trauma kits.
  • Can't get headscanned. Hardly anyone does headscans anyway, but the option is closed to you all the same.
  • Can't have implants rescued. If you die somewhere and drop all your implants, your friends must wait until your body rots before they recover them; they can't be cut out.
  • Not always helpful in PvP. Odds are, if someone wants your implants, they'll just camp your corpse or drag it into a plane and wait for it to rot.
  • Fatalities can still dismember. They will prevent you from being defibbed just like normal.