Summary
Highlights
Kinesis in Dead Space 1 wasn't fully realized as a combat mechanic until sequels, but it can still be useful. Understanding how kinesis works starts with the object class system. Every grabbable object is assigned a class level from one to five, determining its stats and priority for kinesis snapping.
The class level dictates two main stats: damage and knockback. Damage increments are 1, 5, 10, and 15, increasing with each class level. Knockback comes in two levels: light (flinch) and heavy (knockdown). Subsections within classes indicate stronger knockback properties.
Class 1 objects are small, deal 1 damage, and have light knockback, making them mostly useless unless for quick crowd control. Class 2 objects deal 5 damage; 2a has light knockback, while 2b has heavy knockback, useful for crowd control. Class 3 objects deal 10 damage and typically have light knockback, although rare 3b objects offer heavy knockback. 10 damage is efficient for severing limbs.
Class 4 objects deal 15 damage with light knockback and are typically bladed circular objects. They are highly damage efficient, capable of severing most limbs in two hits. Class 5 objects have the highest priority snapping; their stats vary, dealing 5 to 15 damage with light or heavy knockback, but some like slasher blades may have bugs affecting limb damage.
Wire spools (class 3b) are highly useful with 10 damage and heavy knockback. Crates (3b) also provide heavy knockback but deal no limb damage, so use them for crowd control. Human limbs (class 5) deal 2 damage and heavy knockback. Explosives vary in strength from spitter bombs to organic bombs. Ripper blades can be pulled for 15 damage, and fire extinguishers (2b) offer 5 damage with heavy knockback, useful due to their commonality.