NPE Implant changes

Discussion in 'PlanetSide 2 Gameplay Discussion' started by Botji, Sep 10, 2021.

  1. Botji

    I was looking forward to these but seeing the changes fills me with a big MEH feeling.
    Copy pasted for ease.

    Cold Heart
    • This implant has been overhauled.
    • Crouching momentarily will now douse your suit in coolant (you can move around after.)
    • While in this state, burning damage is reduced by 90%, you no longer appear map-based recon detection, and your movement speed is reduced by 10%.
    • Firing a weapon will immediately end this effect.
    ^ Seems useless... except that its probably going to be every Player Base hunters best friend since the pain fields afaik do fire damage making this almost a pure upgrade over having Sensor Shield, wont be visible by recon devices AND they can casually stand around in pain fields planting all the nerfed cortium bombs that they want.
    Aside from that niche I dont really see this used for anything else, fire damage is rare otherwise right?
    Experimental Stims
    • This implant has been heavily revised.
    • Using a Stim (Medical Kit, Restoration Kit, Infradine) will now temporarily provide you with the benefits of either Rank 5 Safe Fall, Vampire, Battle Hardened, Heavyweight, or Response Jacket, chosen randomly from the list.
    • A HUD notification will appear, displaying which implant is currently active.
    • Only one benefit may be active at a time.
    ^ To me it seems like a nerf though I never use 'stims' but even the old one seemed iffy at best and it was still better than this and they could probably get away with baking in a few of those implants into each available effect, getting Safe Fall and Vampire, Battle Hardened and heavyweight etc.
    Symbiote
    • This implant has been overhauled.
    • When you receive small arms damage while your personal shield is active, you will now heal for 50 health. This effect triggers once every 8/7.5/6/4/4 seconds.
    • Rank 5: Receiving common explosive damage will now restore 50 health immediately, and has an independent 4 second cooldown.
    ^ Will anyone use this?
    50 health back when taking damage when you have a shield active sounds quite bad, throw in that its on a 4 second cooldown and its a waste of a implant slot. Rank 5 bonus is just a slap in the face tbh.
    Ocular Shield
    • Reduces duration of Flash/Concussion/EMP grenade effects by 45/50/60/75/75% (up from the original 15/18/23/30/30%)
    • Rank 5: You can no longer be blinded or concussed by your own grenades, instead of making you immune of these effects for a short duration after using a Stim.
    • No longer reduces the effectiveness of Concussion Grenade's slow, EMP grenade's shield damage, or Flash Grenade's CoF penalty, only the duration of the applicable affects.
    ^ Predict this to become a new popular implant for anyone wanting to tryhard infantry combat, not only is it a massive upgrade to what it was before but at rank 5 you are immune to being blinded or concussed by your own grenades!? Literally nothing stopping you from spamming in a bunch of flashbangs into a room and running in while they are popping off! Semi-buff for grenade bandolier suit as well.
    Seems crazy strong though a bit expensive on nanites perhaps with using flashes/concs like candy.
    Avoidance
    • Spitfires no longer target you at all, instead of only reducing the range at which they target you.
    ^ Pure upgrade if it keeps the AI mine avoidance as well, otherwise its only a upgrade for the C4 fairies hunting tanks with Spitfire guard dogs.
    Heavyweight
    • Fixed an issue where the knockback protection would only trigger if you had an active personal shield.
    ^ ... cool I guess? Anyone use this?
    Assassin
    • This implant now marks targets you damage at all ranks.
    ^ Big upgrade, still imo mostly a implant for the farmers in vehicles than say, infiltrators.
    Nanomesh Specialist
    • Rank 5: No longer pauses personal shield regen while your overshield is active, instead of reducing overshield recharge delay.
    ^ Im actually confused about this one because afaik your shield regen/cooldown does not pause when you have your overshield active without this implant???
    Paratrooper
    • Rank 5: Passively grants rank 1 Safefall, instead of providing temporary fall damage resistance on Rocklet Rifle reload.
    ^ Another of those super niche implants that no one really use, right?
    Sidewinder
    • Rank 5: You now backpedal 35% faster, instead of being hidden from Thermal Optics.
    ^ More ways of messing with the netcode/prediction, great!
    Personally I am a bit sad because I had a fun but not so great loadout with a Engineer, smoke UBGL, this and IRNV so you filled a area with smoke, could not be seen on thermals but you could see most people through the smoke.
    All in all meh and a lost opportunity to make some cool implants, a lot of implants are just so niche or weak compared to some of the tried and true ones and with only 2 implant slots I dont really see most of these seeing much of any use outside of those specific niches they might be good in.
    I think Ocular Shield is the winner among these and might become something a lot of people might start using combined with a lot more flashbang/conc spam, Sidewinder already had some things going for it and the 35% backpedal speed increase might make it really good and I assume you can get some confusing speed going by backpedal strafing around to mess with how your character appears to be moving and those things are always 'good' and get used by people.
  2. OldSchoolD

    I read that message and figured that they're finally bringing back Ti Alloys, but only reluctantly (not sorry?) and that they are further crippling the very implants that were anyway useless before. While fumbling at it, they're making concussion grenades OP. Nerfing NW creates a new meta for heavy assault, grenade bandolier and concussion grenade. Cloak remains unaddressed. Wrel still hasn't played the game since his Youtube days.
  3. Bonemiser

    Most of the patch changes are good. However, most of the implant changes are garbage. Cold Heart, Stims and Symbiote go the Phylactery treatment. Nanoweave got a nerf that will only serve to annoy players; it's still best in slot unless you're 1v1ing 99%ers. The changes to other implants are neat, but outside of Conc Bando w/ Ocular Shield (as mentioned) I don't think any of them will be replacing the current meta implants (Assimilate, Athlete, Survivalist).
    • Up x 1
  4. Botji

    I kinda wish the devs would take some time to go over the implants since its like 80% of them that are bad/useless compared to a few that actually offers some good bonuses. I also wish more implants would get multi-role abilities so they are not only for vehicles or infantry. I mean I can just throw out some random crap right here for half decent vehicle ones:

    Safe Fall
    Lower impact damage on vehicles? Perhaps even make them more floaty so they can get some air(for fun!) and drive off higher cliffs without imploding?

    Regeneration
    Provide some auto repair for vehicles so not only aircraft can use something else than auto repair while still enjoy not having to get out and repair every little scratch?

    Target Focus
    Lowers projectile drop/spread and/or increase projectile velocity(not all the time but wait X time and the next 1-5 shots depending on weapon gains x% projectile velocity etc).

    Catlike
    Idk.. lowers the vehicle sounds making it easier to sneak up on stuff and increase reverse speed?

    Heavyweight
    A bit of a reverse of Safe Fall, make it hard to impossible to flip the vehicle or 'jump' + you do increased ramming damage.

    Response Jacket
    Similar as for infantry but a lower % and different damage sources, tanks gain resistance to A2G and aircraft gain G2A(flak etc).

    Sensor Shield
    Gives some level of Stealth.

    Sidewinder
    Increase vehicle turn rate and brakes?

    Failsafe
    Automatic WEAK Fire Suppression when your vehicle starts burning on a longish 90 second cooldown?(very small repair but it stops the burning damage).

    Bionics
    Vanguard Nimitz Reactor for everyone... if anyone wants it.
  5. Gustavo M

    In a nutshell:
    EMBRACE THE CONC SPAM META ****ERS
    • Up x 1
  6. OneShadowWarrior

    I don’t know any other way to say this, most players don’t run most of these implants. Very strange brew.
    • Up x 1
  7. LodeTria

    Having an overshield active, both normal and resist, will stop your normal 500hp shield from regening. The timer from damage > start shield regen will tick to 0 if a shield is active however, and regen will start as soon as you turn off overshield.

    With this implant it will allow it to regenerate with an overshield active.
  8. Botji

    Its weird, did they nerf it or do I remember wrong because when I tryharded I used to use the heavy overshield as a buffer to let the normal shields start regenerating but perhaps it was just the cooldown it protected? Been a few years now...
  9. Liewec123

    Yeah it's a bunch of bad changes with a few "ok" ones.
    As Bonemiser says it's like phylactery all over again, take something niche and rarely used and make it useless and NEVER used.

    Symbiote changes are especially insulting.
    A miniscule heal on a 4 second cooldown and only when you take damage with your shield active,
    AKA NEVER.
    This seems like it was done purely to remove symbiote from the game...

    The stim changes make it even worse than it already was, randomness is never useful,
    activating a stim and knowing what will happen? That would be useful.

    Paratrooper/sidewinder
    OK changes but still niche implants with no real attractions

    Coldheart is an interesting change, but only because it allows you to run around undetected,
    Noone cares about burning (DBG never going to fix thumper incendiary not stacking)

    Assassin change is good for farming with lasher/thumper etc

    Ocular will be op and annoying cheese if people run it,
    and if some people start running it, everyone will need to run it to counter the cheese.
  10. LodeTria

    I'm pretty sure it's always been this way. You could also have been in a medics shield repair bubble.
  11. Botji

    Well I figured it out, it wasnt that it allowed the shield and health to regen while its on but any damage taken with it on wont stop the shield cooldown or reset it which was why I would use it late in a fight instead of right away, I could then kill them while they didnt break the overshield at the end and save a bit of time with the shield and health regen timers. Same thing with using it with cover, take a few hits then turn it on to peek again when they dont expect it and back into cover again and it would be the same as if I never peeked for my shield and health regen(as long as the overshield didnt break ofc).

    I dont really bother doing this anymore though, grown lazy!