New Implants on Test Server

Discussion in 'Infiltrator' started by CuteBeaver, Jan 27, 2017.

  1. CuteBeaver

    You can find a bunch of images here of the new implants. This is the first wave of implants to reach the Test Server. If you have not read the implant FAQ it will explain what happens to your old chargers and implants. Keep in mind Sensor Shield, EMP Shield and Clear Vision will not make it into the game on the first wave. Still the current implants are pretty interesting: <3 lol . I will also be asking about the disappearance of enhanced targeting implant.

    Ammo Printer:
    Restocks one magazine of ammo for all weapons every 120 / 110 / 90 / 75 and 60 seconds at maximum rank. (Can be used by Max units)

    Assimilate:
    On a headshot kill, instantly restore 65 / 70 / 80 / 100 and maximum rank also gives 150 shield gain for destroying a vehicle. (Obviously cannot be used by Max Units - which have no shields)

    Battle Hardened:
    Reduces camera screen shake and flinch from explosions and bullet impacts by 33% / 40% / 50% and killing a target will reduce flinch and shake by 100% for 10 seconds. (Max units can equip.)

    Catlike:
    Reduces movement speed penalty for crouching by 40% / 50% / 75% / eliminates movement speed penalty for crouching, and at maximum rank your sprinting speed is increased by 10%. ( I anticipate crouch walking under the influence of Catlike will not conceal you from radar tools. This needs to be tested.)

    Counter-Intelligence.
    Automatically spots targets you damage (Marker Implant - Workes with EMP / Fash / Concs) + as well as those who damage you. (Old Awareness Implant) While outside a vehicle, you are also notified when an enemy spots you (Original Counter Intelligence Implant) (Max units can equip)

    Focus:
    Increases breath duration by 150% / 160% / 175% / 200% / 300% displays targets health bar while spotted, and increases crosshair IFF detection range by 50 meters. Spotted targets do not display shield health.

    Minor Cloak: (Tier 0/1?)
    Remaining Stationary for 8 seconds will cloak the user. Movement will break the cloak, and you cannot fire weapons or interact with objects while it is active. (Consider what this means for NAC users, LA, Engineers, Medics and Heavies. Lol)

    Regeneration:
    Regenerates 20 / 23 / 28 / 35 health per second when out of combat for more then 10 seconds. Maximum rank also restore +50 hp for every enemy killed with a headshot immediately.

    Safe Fall:
    Normal fall damage now starts at 20 / 30 / 40 / 50 meters and lethal fall damage starts near 60 / 90 / 120 / 150 meters. At maximum rank you no longer receive damage from falling. (Max units can equip) (Lol parachute anyone?)

    Sweeper HUD:
    Target Range is displayed on your crosshair ( Range finder + EOD Hud ) and enemy explosives within 16 / 18 / 21 / 25 / 35 meters are automatically spotted. (Works in vehicles and Maxes can equip)

    Vampire:
    Killing an enemy while wielding a melee weapon restores 100 / 125 / 150 / 200 health. This effect does NOT trigger on QUICK melee attacks. (Note: Currently the final rank tooltip is bugged. ) The last rank allows you to gain 200 hp with a secondary weapon as well.
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  2. Shocky

    that is op as hell, heavy and maxes with cloak. the rest of them just need tweaking
  3. CuteBeaver

    No Maxes as far as I understand it.

    But yeah lol. I suspect the cloak may not leave the test server. We shall see lol.

    I mean to put it into perspective I could probably do almost everything i can do as a stalker using NAC + Minor Cloak and have access to primary o_O. Cloak when mobile (sprinting) in a CQC setting doesn't do anything besides clear spots. Its visible and obvious. So at that point if you pull NAC and can dedicate at least 8 seconds to setting up your ambush position, then you gain a never ending cloak which can be used for concealment or ambush. Your only missing out on repositioning and creating ambiguity which can be done without cloak using cover in many cases. There is very little difference between NAC + Minor Cloak, and existing stalker cloak. Just access to a primary weapon and extra health from NAC. Which is kinda a big deal and just illustrates the issue.

    With a few adaptations people could be running around basically playing *Stalker lite* with fully loaded SMGs. I'm also a tiny bit worried (understatement) as to what a Heavy Assault could do.

    If Reddit thinks EMPs are bad wait until they experience a Concussive / Rocket Primary and Shotgun ambush... lolol. Although I would laugh long and hard at engineers cloaked on landing pads with tank mines.

    I dont think this ones going to make it beyond test server lol. Not without some kinda restrictions or changes more then likely. Hey I could be wrong though. The moment the developers buffed NAC to have normalized HP levels it became a slippery slope towards other classes with primaries having the option to cloak as well. Sadly not all guns are created equally. I suspect certain things like shotguns will just outperform our beloved SMG in an ambush setting. Not to mention Overshields + Ambushes being tilted way out of line.

    **passes popcorn** Either way should be interesting.

    "Wiggle Wiggle" Catlike Meta + Vampire and Never Ending Ammo (Darts? Spotters?). Oh man.
  4. 0fly0

    :eek: i don't need more, this is going to be so much fun to play stalker with those two.
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  5. Irlogia

    It's time for the other classes to learn the frustration of being easily spotted and gunned down while cloaked, and that of really long firing delay while decloaking.
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  6. Irlogia

    What happens to energy you already have? Not in charger form, but rather the energy you have available? I have about 95 thousand or thereabouts. (I never use implants, and just spammed the chargers to see how far the counter went.) I hope daybreak aren't planning to just quietly delete it. Convert it to ISO-4 equivalent to the number of chargers maybe?
  7. pnkdth


    As far as chargers go, they will be translated into ISO-4 but if you've used them you might be out of luck. Ask Wrel or others on social media/reddit about it and perhaps they also add "any remaining energy unused" etc etc to the conversion into ISO-4. 95k energy isn't exactly a trivial amount, after all.
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  8. BartasRS

    Some of the implants, especially their combos, seem quite OP. As an infil main I sure have in mind few combos that will help me greately with my (new) silenced Phaseshift setup used mainly to camp spawn points and terminals :)
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  9. Demigan

    From what I heard, the minor cloak works on sprinting level. So while you are stealth you are far more visible. Also consider the 8 second wait time before it activates and theres going to be a lot of Heavies and other classes that think they are stealthy but actually get gunned down while standing still.
  10. Iridar51

    Its functionality got rolled into Focus.
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  11. CuteBeaver

  12. Corezer

    Minor cloak should add an additional layer of cloaking beyond deep cloak, for ultimate stealth when sitting on a point being a butt!

    the cloaking effect on it's own should only be that of a cloak standing still before deep cloak, still pretty visible so all it does it lengthen enemy reaction time and such and it isn't abused by other classes.

    edit:
    and if you layer your cloak on top of minor cloaking like what beaver is talking about, it definitely shouldn't decloak u (that sounds kinda like a bug)
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  13. Corezer

    auto charge, my friend.
  14. CuteBeaver

    I kinda like how both cloaks function independently. Yes it could be a bug that you cannot overpower Minor Cloak with "Real" Cloak and start sneaking without getting cracked out of stealth.... However... I suspect the drawback of Minor Cloak (unimited use / no energy drain) is once you move you break stealth. It adds some depth to the game and safeguards Stalkers as remaining slightly more stealthy then NAC users. It allows stalkers to still continue to be the cloak used when playing with knives since we can creep forward and close the distance on blissfully unaware enemies.

    At the same time, Minor Cloak is powerful enough for NAC users to comfortably open with an SMG which has a more favorable engagement range under typical scenarios. With NAC + MC the roles are reversed. Ambushes are slightly harder, but escape is easier because you have more health and 35% (?) damage mitigation (when cloaked and running away). There is less positioning control during your opening when using Minor Cloak, but having access to both Cloaks increases the viability of NAC by allowing more opporunties and improves its stealthiness overall without treading on Stalkers niche with melee weapons.
  15. Irlogia

    I simply cannot get minor cloak to work. Every time i equip it, i immediately go into cloak, and can't get out no matter how much i move around.
  16. PanzerGoddess

    ....fantasyside 2 here we go lol. Daybreak for content win, wacked implants and shiny costumes cant wait!!!
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  17. Exitus Acta Probat

    Since everyone will be able to use the infiltrator like mini cloak implant, and the engineer's ammo like ability, will there also be other versions, like the HA like mini over shield or mini jumpjets to simulate the LA ability, maybe even steal from the medic and give a mini regen others implant.
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  18. BartasRS

    My biggest concern when it comes to Minor Cloak implant is that it will make fights more stale, slow, boring. Everyone will OFC go for that implant in false assumption that it will give them Infil powers ON TOP of their fav class powers but it will only mean that everyone and their dogs will be stopping for 8 secs for the cloak to engage resulting in prolonged base captures and assaults looking as if a bunch of nursing home patients were rushing for free buffet snacks.
  19. CuteBeaver


    We currently only have access to see the first batch of implants. (All of which are subject to tweaking) As of writing this the developers just finished shooting some kinda promotional footage for orbital strike. I wager they will turn their attention towards the new implants next. Although this week has been enough time to get feedback on some of the most powerful ones already.

    I would agree with your logic about minor class abilities becoming a thing. Shaql (not a dev) gathered this information with his super powers :) . This paints the picture that new implants will allow for some kinda class mixing. (At least based on my interpretation of the names being used here) I don't want to speculate too much though.

    Shaql says:
    for a list of potentially planned implants (or at least ideas devs considered), see https://www.reddit.com/r/DBGpatchnotes/comments/5qbkl6/ps2pts_20170125_unofficial_patch_notes_implants/(implant icons and titles only, so you'd have to speculate what they actually do)
    other ones mentioned in images:
    • AerialCombatant
    • CombatSurgeon
    • CovertOperative
    • DeviousSapper
    • ForwardGuard
    • Headstrong
    • JumpSpecialist
    • NanomeshSpecialist
    • Nightmare
    • ProjectionSpecialist
    • TurretTechnician
    • Omniscience
    • ColdHearted
    • DyingBreath
    • Intravision
    • PowerStrike
    • TravelMode

    From my testing the 8 second wait time is pretty brutal for non infils in order to get into Minor Cloak. They will need to be hiding behind cover or indoors where they are less exposed. If a hunter / NAC cloaker uses their cloak to conceal themselves while motionless for 8 seconds, you can re-enter back into minor cloak straight away with far less risk outdoors. Ironically we can make better usage of the new implant then non cloaking classes. lol.

    I'v requested to prevent blatant abuses with Heavies - that Minor Cloak drain energy to zero while the player is concealed. That way the Heavy has no overshield coming out of minor cloak for their ambush. Its not a perfect solution given weapon imbalances but its a thought. Another popular ideas has been to change the implant to only offer shallow cloak concealment and refocus it towards medium range engagements. However that comes with drawbacks as well. Not to mention sniper optics being able to see shallow cloak using their 10x 12x zoom which would result in a frustrating experience for the implant user.

    Id honestly rather DBG remove class ability energy while minor cloaked, or simply make a shorter version cloak which the non infil classes can use on the fly to clear spots or peek over ridges at a distance. The 8 second wait time and sound production on first step is a pretty limiting factor. Not to mention their hiding spots are going to be fairly predictable in most cases. (They also have no protection from the floating head and glossy magazine bug - since they cannot move to fix cloak on enemy clients, eventually those enemies hiding for long periods of time will get found in much the same way we have been for the last 2 years) If that isn't karma i dont know what is...)

    The implant that concerns me the most is actually Catlike. Although I wont get into the reasons here besides saying weapons are balanced around certain degrees of accuracy and crouch movement without downsides tilts the scales a bit and will shake up balance between weapons and change how top teir players behave. Still not worried though since this is literally the beginning stages of testing and balancing the implants.
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  20. Corezer

    I would rather it work how I posted I would like to see it for the specific reason that now instead of ghost capping stalkers sitting on point we will wind up with heavies doing it... no deep cloak for implant cloaking, but it layers on top of other cloaks for deeper than deep cloak when used in conjunction with other cloaks, maybe flashlight immunity when deep and minor cloak are stacked? Just please no deep cloaked PA heavies back-capping everything...