Implant Changes Discussion/Opinions

Discussion in 'Test Server: Discussion' started by Unlimited, Sep 11, 2021.

  1. Unlimited

    So, like many others I also wanted to give my own input on the upcoming Implant Changes and perhaps have a Civil Discussion about it.

    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.
    I feel like, just adding more *Heat* weapons to the game for each faction and buffing the implant wouldve been better.
    It's hard to evaluate whether or not its worth taking over sensor shield at all. But at the very least it is exceptionally un-exceptional for an exceptional implant.

    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.
    First the good. It finally works with Infradine as it should.
    Now everything else. This change doesn't change anything, like at all. On which build would you want this implant, instead of any of those listed?
    Perhaps a new player that does not have any of those implants could use it? Well, that is not going to happen now is it?
    The problem with this implant is that it is random. No surprises here. This in itself would be fine if the payoff would be worth it. And even then im not sure anybody would be willing to chug all of their kits before a fight to get said effect.
    I propose that instead you
    A: give the Implant one single dedicated effect which is worth "wasting" your sustain on
    B: Make each Kit have a separate dedicated effect. Maybe make the one for Restro kits slightly better for good measure.
    or C: have them give you a unique effect you can only get with this implant which is worth the cost of having and using this implant over anything else.

    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.
    Well first of all I don't really understand why it's previous effect needed to go considering it's very significant drawback but okay that might be just me so I wont ride on it.
    Am I understanding right that this implant only ever does something if you've already survived a encounter and still have missing HP, is that right? Where would that effect be applicable? Who would run this in a build over any other implant like Regen? Most people have Health Kits. So what's the deal here?

    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.
    Ehh, this feels like a nerf in all honesty. The Rank 5 effect isn't very useful for a couple of reasons.
    Anybody who has that implant on level 5 will likely not Conc himself accidentally (most of the time) and to run into a room before your effect has been even triggered is a fast way to die.
    You can also still EMP yourself.
    The old effect would've been better if it was simply changed from proactive to reactive. AKA you get Conc'd you pop a healing kit. Think about it, you're losing one off your sustain tools and you are now still changing back to your weapon while the breaching enemy is already pointing his at you. If this would be somehow too strong you could even make it so this cleanse is not instantaneous.
    I'm not sure if more people are going to use the Implant after these changes.

    Avoidance
    • Spitfires no longer target you at all, instead of only reducing the range at which they target you.
    Thanks, finally. Moving on

    Heavyweight
    • Fixed an issue where the knockback protection would only trigger if you had an active personal shield.
    Assassin
    • This implant now marks targets you damage at all ranks.
    I... would've liked this change before I upgraded it to 5 but I'm just being salty.
    Overall this is a welcome change.

    Nanomesh Specialist
    • Rank 5: No longer pauses personal shield regen while your overshield is active, instead of reducing overshield recharge delay.
    Still niche but applicable in builds

    Paratrooper
    • Rank 5: Passively grants rank 1 Safefall, instead of providing temporary fall damage resistance on Rocklet Rifle reload.
    Nobody is going to want to use this over just using Safefall or any other implant for that matter.

    Sidewinder
    • Rank 5: You now backpedal 35% faster, instead of being hidden from Thermal Optics.
    This seems like a significant nerf. Though Sidewinder was very rarely used by anybody. The the shielding from Thermals had at least some use. Walking backwards instead of just turning around and sprinting does not.
    I believe this implant would've been perfectly fine if it's "drawbacks" were toned down.

    My personal Add on:
    Failsafe

    It's level 5 ability is still Mathematically useless. Dealing 150 *non-lethal* damage to an enemy while you only have 500 HP left while fighting a weapon that deals 500 damage is absolutely never going to actually change the outcome of a fight from a loss to a close win. At least for sure not more than any other implant could've.
  2. STR1D3R109

    Cold Heart
    There isn't enough weapons ingame which do flammable damage and in most cases theres sources to heal imo.
    Atleast with the heat weapons you could use it on niche things like the Mana turrets.

    This may be crazy overpowered idea, but it would be quite interesting to see it drop your current spot when crouched (Only happens on initialization). It would allow you to bait someone into a room or allow you to potentially duke an angry hoard chasing you.

    Experimental Stims
    Yeah this change feels useless, you cant change the bonus by having another stim either so you are stuck with the one you get.
    Its much better just choosing the one you want to use tbh, it really needs its own special abilities instead.

    Symbiote
    I haven't tested this one so I am curious to when it can be used.
    So from my understanding it only heals you when your shield is up, so if you are full health its worthless?
    I guess this is just valuable if you are retreating after surviving another firefight where you forgot to carry stims?

    Ocular Shield
    I like the EMP change even though I play infiltrator alot, its a bit cheesy being able to EMP a room while running in with an SMG and killing distracted enemies.

    I agree with the reactive use of stims.

    Sidewinder
    I like the change, movement altering impants are great fun.
    Being able to pop around a corner, shoot and backpedal will be quite useful
  3. Unlimited



    Honestly my biggest gripe with Cold Heart is currently (aside from the fact that it is stepping on the toes of sensor shield) is the amount of noise the implant makes.
    Also something something about putting something on a test server but not actually changing anything when putting it on live
  4. BlackFox

    I use Sidewinder for the speed increase - helps a lot to compensate the sluggish movement that prevents proper combat in this game. And who needs to be invisible for IR sights? Since those don't reveal cloakers anymore they're pretty niché anyways
  5. BoomBoom4You

    I am a returning veteran player / beta tester and think the team is doing really good work and the implant changes were overall good. The nanoweave change was a good start, but didn't go far enough IMO. But overall, good job. Thanks for the efforts.