This has been bugging me for a while. Why on earth should any player be happy to see a cert or SC sink? Implants are, frankly, game-changers. Let's have a look at them. Awareness - Auto spots enemies who damage or kill you; also auto spots enemies that you damage. Negates the sole advantage of suppressed weapons. I wonder if it works on snipers too? Battle Hardened - Reduces camera shake from all explosions; also reduces flinch when hit by enemy fire. Sounds like a go-to implant to me. Removal/reduction of screen shake & flinch allows a player to land more return shots. That's a direct increase in damage ourput when under fire. Clear Vision - Protects against concussion and flash grenade effects. Reduces the time between a flash/conc grenade going off and the LA/HA who threw it rushing in to collect free kills. Since, you know, they don't have to worry about blinding themselves any more. Pretty much removes all flash/conc downsides apart from "it doesn't kill all the things". EMP Shielding - Protects against EMP grenade effects. Does anyone actually use these? I certainly don't bother with them ever since they ceased preventing shield regen for 10s. Enhanced Targeting - Enables an enhanced targeting HUD that displays the health of any spotted enemy that you target; it also increases the range of the IFF system from 8 meters to 25 meters. Doritoes on any visible target within 25m, and health bars to help you decide who to pick off first. EOD HUD - Allows you to detect any enemy explosives within a 20 meter radius. AP mines? Not an issue any more. Tank mines? The detection range is a little low for those but it's better than nothing. Serious contender to sensor shield for CQ-infiltrators. Regeneration - Slowly regenerates health over time when not taking damage. A lot depends on the regen rate, but even the Bio-lab regen has saved me on a few occasions. If they stack, then that'd be excellent. Except for infiltrators of course - no health regen while cloaked. Safe Landing - Reduces fall damage, allowing you to survive falls from heights twice as high than you normally would. I can't really see this as a contender considering the power of the other implants. But on the other hand, trying to walk down a hill without accerating to warp 7 is difficult these days. Sensor Shield - Makes you undetectable to enemy radar equipment and motion sensors. An infiltrator's dream. Thermal Reduction - Prevents you from being highlighted by thermal optics. Depending on the driver's loadout, this'll be better than cloaking XD So with a couple of exceptions, the benefit of each implant creates a nice "which should I pick?" decision for that slot. But most importantly every one of them is a straight upgrade to an empty implant slot. Implants have a time limit, are limited to one loadout slot (might be wrong on this) and can be purchased with certs or SC. This is pay-to-win because subscribers and SC-purchases have significantly more of both forms of payment available to them. The slow rate of F2P exp gain makes implants an ugly choice between character progression and staying competitive on a given day. For an SC-buyer, it's 50/50 I guess. I hate buying "rental" items in F2P games, and implants fit that description nicely. For a subscriber or heroic/alpha booster owner, implants are an annoyance but they're effective enough that you can't really ignore them. For reference, I personally bought a lot of stuff with SC before getting a subscription and a heroic boost. I've been playing since release, barring a 2-3 month hiatus. I have 8 post-it notes around my monitor, each with at least 7 lines, most with multiple levels of unlocks per line. It's going to take me a long time to work through that lot. One of the arguments for consumable implants is that some players are running out of things to spend certs on. Well, that can't be helped. No developer on earth can keep up with the amount of game-time a truly hardcore gamer/no-lifer can put in. If that's really the reason behind this cert sink/money-spinner, I can only say it's poorly thought out. If it's severe enough to affect the hardcore/no-lifer, it's an even bigger hit to the casual/normal player. If it's cheap enough to not bother the casual/normal, it doesn't affect the hardcore/no-lifer at all. While we're on the subject, resources have become pay-to-win as well now that MAXes and ground vehicles are expensive. Assuming equal skill, a guy who can use twice the number of consumables, MAXes and ground vehicles per hour is much more effective. And heck, a guy with a more advanced character able to switch roles and adapt to the situation is more effective than a BR1. But that's an inevitable part of any game with a progression system and speeding up progression is the de facto standard for F2P games. Also for reference, I don't buy "if you can eventually get it for free it's not pay-to-win". There's a limit to how far that argument can go. My personal opinion is that implants should be multi-level cert lines like every other non-weapon unlock. I like knowing that once I've unlocked or bought something, it's mine and I don't have to worry about it disappearing. Alternatively, keep them as they are but let us buy them with infantry resources.