My Thoughts on Implants and how they can be Improved

Discussion in 'PlanetSide 2 Gameplay Discussion' started by rahulr1, May 25, 2014.

  1. rahulr1

    The introduction of implants is probably the most controversial topic to ever have existed in PlanetSide 2 history. Here are my thoughts:

    I think implants are a step in the right direction but many implants are broken as are random drops and energy acquisition. Random drops can provide unfair advantages due to the random selection and timing of drops. Drops should be given for every x amount of XP gained and should progressively rise through the Tiers. Charges should do the same.

    Here are my thoughts on the actual implants themselves:

    Enhanced Targeting: Provides a tangible benefit for snipers and tankers and is all round a well balanced implant.

    Battle Hardened: Extremely weak and useful in very few situations, needs a buff. Maybe it should cause extra camera shake and flinching on enemies who you shoot. Just a suggestion.

    EOD HUD I: Does what it says on the tin and does it well, no complaints.

    Hold Breath I: Great for straight-pull bolt/supercooled coil users no complaints here.

    Regeneration I: Perfect leave it where it is

    Safe Landing I: Has absolutely no use, other implants are far less situational that this. Needs a buff. I would know what to do though.

    EOD HUD II: This almost totally eliminates being victim to proximity mines, I do feel that Tier 1 may be enough though.

    Hold Breath II: Much more powerful than the previous tier, this is what upgrades should be like.

    Marker: Flawed, for me at least. I shoot targets to kill them it's not much use if I spot them while they are dying. IF a target is going to escape though, I can simply 'Q' spot them.

    Regeneration II: Not worth it over the previous, less energy draining rank.

    Safe Landing II: Concept flawed, Tier 2 doesn't fix in any way.

    Awareness: Can be very useful for allies in large fights. Also allows you to locate the pesky enemy who keeps shooting out of nowhere in smaller fight. Good implant.

    Clear Vision: Far too situational, I can't recommend it.

    Counter-Intelligence: I've found that although knowing when you are spotted is very useful because you can try hiding. It's no use if you can't see the enemy coming when he know exactly where you are.

    EMP Shield: Even more situational than Clear Vision. Not good.

    EOD HUD III: Overkill for infantry, but 20m is good for being able to spot tank mines.

    Hold Breath III: Great for EXTREMELY long range engagements.

    Rangefinder: I'm not sure when I would ever need this.

    Regeneration III: Tier 1 still has the best value

    Safe Landing III: I don't care any more

    Sensor Shield: Great for Stalkers and being sneaky.
    • Up x 2
  2. FieldMarshall

    Here is my fix for Implants:

    Planetside 1
    • Up x 3
  3. Reinari

    You could take melee booster and audio amplifier from planetside 1.
    Surge and personal shield would need stamina system and we already got shields (but lost armor).
    Darklight is in flashlight addons and it is better this way considering you cannot turn implants off at will. Darklight greatly redused user visibility range while allowing to see cloaked infiltrators.

    To comment on the Planetside 2 implants. I have not used them much I have to say. After reading about them I came to a conclusion that enhanced targetting was all I would ever use and that is standard issue. Maybe regeneration.

    Enhanced targetting is awesome when using Lancers. It really adds to effectiveness of this weapon to know what can be taken down with 1 full charge and then fast 3 small ones and where to concentrate fire.
    What I would change is adding effects of Enhanced targetting to Marker and call that Enhanced targetting II (tier 2).

    Regeneration implants could have idle and active stages in terms of energy consumption. maybe 0.1/s idle and 2.5/s active at tier 1 and so on (divided and multiplied by 5). Maybe even higher multiplier for active. This way higher rank implants could see some use.
  4. S7rudL

    Your obviously not a passionate sniper then,..
    After some time you can/have to feel/guess the distance in order to compensate for the bullet drop, you can also manually check the distance via spot/waypoint distance on the map.

    EOD HUD III, highly considerable if it can spot tank mines when in a vehicle (probably the only prestige implant worth of considering),
    Regeneration I all the way, set it and forget it with auto renew, let them stack.

    Hold breath is for some one who has no idea what hes doing,..
    Safe Landing = great for making a funny video, fun overall,.. useless lel,.. :confused:
    The rest = to expensive, situational, not that useful, meh,..
  5. LibertyRevolution

    Red is my thoughts about your thoughts.
  6. rahulr1


    I am indeed, I have over 250 with both the XM98 and Parallax. And from what I've learned engaging a target which is so far away that you would need a rangefinder do determine OHK potential is unwise anyway. You should save up your ammo for a wiser shot. But compensating for drop? I see your point. Hold breath is VERY useful though. You can take down multiple targets while staying scoping in.
  7. rahulr1


    Hold Breath I: Great for straight-pull bolt/supercooled coil users no complaints here.
    Do you suck at sniping and need more than a sec to take your shot? Then you should be running this.

    You mock my sniping yet have very few sniping kills yourself. Please don't oppose me for the sake of trolling. I think everyone would appreciate it if you had some experience before you go around insulting people's abilities. If you sniped yourself you would know that being able to hold your breath for a long time allows you to take down multiple targets without un-scoping. Hold breath isn't intended to be used to line up for ONE shot.

    Safe Landing III: I don't care any more
    Being able to bail from a plane at 140m while going 200KPH and walk away as an engineer is not useless.

    Yes, but if you're in a plane you should be using Enhanced Targeting.

    EOD HUD III: Overkill for infantry, but 20m is good for being able to spot tank mines.
    More notice means being able to see and kill that AI mine from farther out, doesn't seem like overkill to me...

    Considering it costs more energy and any non noob will be able to see a proxy mine from 10m away if there's a big red icon above I can certainly say that this is overkill for infantry.

    Safe Landing II: Concept flawed, Tier 2 doesn't fix in any way.
    Are you not a light assault? Would you like to walk off the landing pad of a tower base and not die? This would be your implant.

    If you want to jump off a landing pad you're doing something wrong.

    Regeneration I: Perfect leave it where it is
    Waiting 12 secs for my health to regen while hiding in a corner with a medkit in my hand trying not to use it like a drug addict..

    Heard of C4? A lot of people use them instead of med-kits.

    I could go on but it isn't worth my time. Please don't be a troll.
    • Up x 1
  8. Goretzu

    Safe landing III was put in for one specific player. :D
  9. HadesR

    My fix would be ..

    Tier one implants : Use no charge
    Tier two : Use 0.5
    Tier three : Use 0.75
    • Up x 3
  10. Zagareth

    So far I agree, except the statement above

    Hold Breath (any tier): useless for skilled snipers. If you got some practice you rarely need more than a second to hold your breath - only usefull for beginners

    Range Finder: Extremely useful for BASR with a 12x scope AND suppressor over the very long distance. Its now VERY easy to score a headshot on a target at the very first shot. Very easy to do the math with distance and mildot compensation
    Example: 100m = 2md, 200m = 4md, 300m = 6md, 220m = 4.4md, 140m = 2.8md... and so on. HS guaranteed.
  11. rahulr1

    As I've said, hold breath isn't for picking out one target. It is for that moment when you see 5 enemies bunched up and you can't hold your breath long enough to take ALL of them without some escaping. My theory is that if you're using rangefinder to determine if a target us within OHK range then he's probably so far away that there is a wiser shot available. I understand the bullet drop reason but imho I think most BASR users should be using hold breath over the rangefinder as it is useful in more situations. The obvious counter-argument is that bullet drop is always present so how can I say hold breath is needed more frequently. Well the thing is rangefinder only really is need in 250m+ engagements of which there are not too many. Whereas there are always groups of infantry everywhere.
  12. LibertyRevolution

    You and I have 2 totally different views on what this game is...
    You think this game is about sitting far away undetected and shooting people that can't fight back.

    This game is about rushing in taking points and killing people..
    So it is not surprising the implants meant to let you do this better seem useless to you...

    Snipers are useless waste of space on the server... they accomplish absolutely nothing but padding their KD.
    You might as well run battle hardened and shoot at enemy from the safety of your spawn room, as that seems to fit your playstyle.
  13. rahulr1


    Well rushing in got you very far didn't it. 0.52 KD and 0.17 KPM on your best weapon. No sir, YOU have got this game ALL wrong. Auraxis is a massive battlefield and the only way you can succeed is by being the smarter player and knowing your surroundings. If a sniper is killing you it's because he has assessed the situation and knows that sniping the the most effective way to get kills in that current situation. He is outplaying you and you merely claim they are a waste of space because (I understand this this an assumption so feel free to correct me) you aren't skilled enough to execute appropriate countermeasures. I'm sorry to be so brutal about this but I didn't Auraxium 5 light assault weapons by "rushing in taking points and killing people". I did it by being intelligent and strategic. Jump Jets are an EXTREMELY powerful tool (hence why I prioritised Rank 6 over a Solstice SF) and you can solo MAXes if you know how to use them well. I assess my surroundings and that is why I'm prepared to say I'm a good player. (No arrogance intended, just saying I'm above average)

    "So it is not surprising the implants meant to let you do this better seem useless to you..."

    I assume brute force is how you try to get kills. Well let me tell you that relying on brute force is a bad idea. In CQC even if you've got a shotgun you'll easily be Beamered to death if you employ a degree of tactility.

    "You might as well run battle hardened and shoot at enemy from the safety of your spawn room, as that seems to fit your playstyle."

    Go on my Players page then tell me that again.
    https://www.planetside2.com/players/#!/5428082720383734833/weapons