Every Implant currently on Test

Discussion in 'Test Server: Discussion' started by Alarox, Apr 23, 2014.

  1. Lazaruz

    As I said in another thread:

    Personally I feel that they require too much micromanagement, so in their current state I won't be bothering with them.
    This shouldn't come as a surprise since I felt that about the original implant concept. When people complained about the implants being for hours at a time, the the devs said "ok, we hear you", and now they add permanent implants that need a battery that lasts hours at a time... I mean honestly, why ask for feedback if you're just going to go around it. There needs to be a permanent (or at least long term; weeks/months) implant/power source option, I don't care if I have to carry around a nuclear power plant.

    Furthermore:

    - The Awareness auto spot implant still needs to go.
    - I could really do without the notification spam on my screen, whenever I receive a random implant.
    - Not sure how I feel about the gambling box nature of the implant packs.
  2. Danath

    Meaning it works on infantry and eventually in vehicles? People will see mines through walls? o_O
  3. libbmaster

    ... Wow. They actually made these not wildly overpowered.

    Though regeneration really should be the default implant. Just for fairness sake.
  4. FateJH

    At this point (no, even before this point), I still don't understand this boogeyman, despite having rerad the threads. If the killmap didn't destroy gameplay, Awareness as it is written won't either. From the very beginning, you don't really know if you in particular have been spotted anyway. Moreover, shooting an unsuppressed weapon already puts you on the minimap for all enemies in the vicinity.

    That's probably included in "detection range needs tuning." They are probably trying to figure out how much proximity to give to vehicles so that drivers don't automatically become aware of AT mines so long before encountering them but with good eyes and controlled driving speed the vehicle still has a chance to be brought to a stop just in the nick of time.
    I wonder if EOD should be limited to the driver, who will need to equip it and the only one who will benefit from its effects.
  5. AltF4Fun

    They introduce a spot delay and right after that this comes around the corner....Could imagine some of them give really nasty combination like C4 LA+No radar spot. I think im gonna change back to auto rep when patch goes live.I also think they gonna negate certain certlines like mine protection and radars or mines.
  6. NoctD

    How did implants work in PS1? Need battery? Time limited?
  7. Copasetic

    At some battleranks you'd gain an extra implant slot. You had access to all the implants and could put any combination of them into those slots. Some were passive effects, some needed to be activated and drained your Stamina while active. To change them you had to visit an implant terminal, found in the sanctuary and in Biolabs.

    So in short, they weren't consumable and didn't need to be recharged. But this is a different game and I don't think that would really work for SOE in this new F2P era.
    • Up x 2
  8. DQCraze

    So does awareness override sensor shield?
  9. NoctD


    The problem with consumable implants is how much it leans towards the P2W side. Weapons that are side grades, while we know they aren't always total side grades, are still somewhat in check. Only a P2W player will be able to use consumable implants at all times... while with weapons you still had something you could use.

    I think they should make Tier 1 implants consume 0 energy or at worse very very small amount of energy. The higher tier implants will use up the batteries as planned, but allowing for Tier 1 implant to be used without draining energy reduces the gap between those buying batteries and those that can't afford the energy to keep their implants active at all times.

    As long as the implant packs are unlock able via certs, and batteries as well, plus low level implants being usable, I think we can get a fair usage model for implants while still providing for the consumable revenue stream SOE is seeking.

    I also like the idea of multiple implant slots from PS1. Again if Tier 1 was free to use, one could mix and match, some Tier 1 and higher Tier implants to manage battery usage.
    • Up x 3
  10. Planetdoge

    Most of them seem useless, like auto-spotting enemies you hit. Why would that matter to anyone but the laziest of players. Regeneration is kind of broken, though. Why bother having a medic class now.
  11. Posse

    Okay, I didn't see the Sensor Shield implant when I first saw this thread, that one is completely overpowered and shouldn't be in the game (if they put I'll obviously be using it because it's the only one that's gamechanger). In competitive events it will be the ONLY one that anyone should use, that's how broken it is.

    If they end up putting the ammo implant I'll probably use that one for live servers though, I always run out of ammo in my Orion.
  12. Goretzu


    Just to be clear, are they now permanent or still consumable/rentable?

    That is if you buy them with certs/SC are they now yours like a weapon would be?
  13. Posse

    Yes, they're permanent (that's definitely an improvement)
    • Up x 1
  14. FateJH

    I'm just going to sit back here and watch you revive yourself, okay?
    • Up x 6
  15. Planetdoge


    Lol I just noticed that one, too. It does seem broken.
  16. Copasetic

    Well it'd be really useful for us LAs, there aren't many medics running around on rooftops.

    I don't like it either, but the idea's been through two major redesigns so far and the only thing that's remained constant is that they're some kind of consumable. Seems like SOE isn't letting go of that no matter what it does to the game. I'll wait until the system is working properly on PTS before passing judgement on it.

    BUT at the very least we should be able to turn implants on and off so they don't consume energy all the time. Otherwise I'll feel forced to micromanage my implant loadout constantly to try and optimize the energy use and that's no fun for anyone.
    • Up x 1
  17. FateJH

    Depends on how often you get them and their rechargers and how quickly they get consumed.
  18. Wecomeinpeace

    So we will either have to grind like in a stupid pve mmo to get our "energy" for the implants, or we have to fork down cash.

    Sounds like a very "F2P" system...hooray...
    • Up x 2
  19. NoctD


    I doubt if they'll be easily obtained in game, most people would be buying/unlocking them via the marketplace with SC/certs. And given the SC costs, and the battery lifespan of what is like 10 hours of gameplay for a Tier 1 for 450SC I think, its hardly cheap. There's no way someone is going to be able to throw away hundreds of certs for a battery recharger all the time.
  20. BillBoBaggins

    Not liking all these new EZ mode implants.PS2 is starting to remind me of Call of Duty.