Just curious if this was ever implemented. I can't find a mention of it anywhere, and I haven't been able to play enough the last few weeks to get the whole implant system figured out.
Don't think there is one. They work until energy runs out, or until you remove them from the loadout.
Huh ok.. it seems kinda dumb not to have one, IMO. I know it has been suggested before - have the devs said why they chose not to do it?
I don't see why people think there should be. You can't change any other thing, such as NV scopes, unless at a terminal. That and it will completely mess up the charging system for a lot of them. EOD HUD? Just switch on when walking through a doorway. Safe fall? Switching on when falling. Holdbreath? Switch on just before taking the shot.
I'm guessing the design choice makes you think a little bit before adding it to your load out. If they did go the direction of toggling the implant on and off...they probably would have balanced them to drain energy faster anyway.
I'm not talking about changing implants, I'm talking about turning them off. Why should it be draining energy while I'm at a terminal, or waiting at the WG for squad mates to load up in a Gal? Why should it be draining energy when we're flying halfway across the map, and I can't use it? Right now the only way to turn it off is to run to a terminal and manually take it out of your loadout. That seems to go against all of their attempts to streamline the menus and loadout screens. Why would you build something that has no off switch? I understand the whole "cert sink" aspect of it, but a toggle would not hamper that. As Jogido said, just make the energy drain faster when it is on.
There is none, u can only remove the Implant, at least i found no Option. But i would love to get the Option ^^
This has been talked to death. Bottom line...it's a cash sink designed to get people to spend money on SC to power their implants. Any fun aspect of this system was tossed out in favor of profit. gg
If you want to quietly sit down and accept that answer, that is your choice. I, however, will not sit down and forget about it.
What there SHOULD be at the very least is an on/off toggle that you can only use at a resupply terminal, so you can switch the thing off without having to open your loadout, open the implant slot, unequip it, then resupply, then go through the whole thing again the next time you want to use it. Would not interfere with their whole "MAKE IT ALWAYS WASTE ENERGY SO THEY BUY SC" gameplan but would save tons of wasted time for players.
You seem to misunderstand the pure nature of my point then. Esamir in day, NV scopes are detrimental. You can't just switch to iron sights can you? The point is if you add an easily accessible toggle, most of them would be hideously unbalanced in concern to energy drain. You could set a toggle, maybe similar to the redeploy one, that after a ten second counter without being hurt or hurting someone the implant could be switched on or off. That would hopefully stop energy being wasted, but be too much of an inconvenience to exploit. I
Current charge and consumption levels are designed for continuous use. Switch on / off would totally unbalance this, so NO. Instead give use the option to turn it off on the loadout screen (instead of swapping out for an empty). Alternative: switch on / off works with a 30 second delay. Otherwise getting hit: switch on regen implant. Sniping: switch on hold breath. If it is insta on/off that does not work in the current system.