The Naturally Able O/S Upgrade provides a one-time addition of 8 Cybernetic Modules.
Strategy[]
Not the best upgrade to say the least, only useful if the player wants a small to moderate expansion very fast (on the second part of MedSci Deck) no matter what. Otherwise quite useless, given there's 885 Cybernetic Modules available in the game. Eight more is a pittance compared to the number routinely given past the earliest stages, as it is less than 1% of the total available over the course of the entire game.
On lower difficulties where upgrades are cheaper, even the Cybernetic Modules given for plot advancement alone typically allow for major upgrades quite fast. While the player earns the same Modules on higher difficulties, they are needed in a much bigger amount, thus Naturally Able is not a deal breaker. On Hard, for instance, only Level 2 upgrades of: Stats (4 Modules), Tech (6) and Weapons (8) or Psi powers from Tier 1 (4) or Tier 2 (6) cost this little.
It is possible that this little boost could provide a competitive edge in some specific builds, such as those that rely on exploits to avoid the -10 Cybernetic Module penalty SHODAN assesses for searching Marie Delacroix's body.
However, in most cases it is better to count and spend ideally all the remaining Modules in advance before venturing into the Cargo Bay A to look for Dr. Delacroix.
System Shock 2 Character Build | ||
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Classes | Marine • Navy Sailor • OSA Agent | |
Statistics | Strength • Endurance • Psionic Ability • Agility • Cybernetic Affinity | |
Technical Skills | Hacking • Repair • Modify • Maintenance • Research | |
Weapon Skills | Standard Weapons • Energy Weapons • Heavy Weapons • Exotic Weapons | |
O/S Upgrades | Cyber-Assimilation • Cybernetically Enhanced • Lethal Weapon • Naturally Able • Pack-Rat • Pharmo-Friendly •Power Psi • Replicator Expert • Security Expert • Sharpshooter • Smasher • Spatially Aware • Speedy • Strong Metabolism • Tank • Tinker |