Planetside 1 implants example: -Run-strafe like 50% faster...forever -See all cloaked players for like 50 feet...forever -A shield to absorb like 25% more damage...forever Planetside 2 implant examples: -"temporarily" protects against concusion/flash grenades -"temporarily" allows you to detect enemy explosives within a 20 meter radius, but while not in a vehicle. Riddle me this....How is it that PS1 implants are far better yet didn't imbalance PS1 while also being completely essential for some types of loadouts, but these weak little PS2 implants will seriously imbalance the game?
Your information regarding planetside 1 implants is incorrect. Please view this link for specifics such as activation time, stamina drain, and active effect and restate your argument.
nothing to do with keeping them and using them forever the imbalance is pretty much just the awareness implant even in ps1 enhanced targeting diddnt highlight your targets for everyone - it was just for yourself
A big factor here may be that the PS2 model is FTP and the very fact that these will be consumable- just my thoughts.
Yeah but think about it a little more. Pretend there are no free players, and we all have infinite supply of (rolls eyes) consumable implants.
Some implant mixes were a tad OP in PS1. Like mixing Personal Shield and Second Wind on a HA/Rexo. Take a jackhammer, jump out at an enemy, medkit, hit Pshield, Pshield breaks, Second Wind procs and gives you a free medkit and more stamina, hit Pshield Again, then your medkit is off cooldown and you medkit again. Takes like 5 guys to kill you if you micromanage your implants correctly. I got many, many hate tells doing that. I agree, however, PS1s implant system (and overall structure/design) is faaaaar superior to PS2s.
oh yeah hehe, forgot about second wind. But I usually hated cloakers more than living longer, so carried darklight.
Thumper with 30 EMP nades, another build. That was my mineclearing build before everyone got their I-win EMP blast button.
Depends how available implants are for free really. The issue is more to do with the fact that players can pay for temporary boosts (think golden bullets in some of the worst F2P games) or BR100's with nothing left to do with their certs. Honestly, Awareness doesn't bother me that much. I don't think it will be all that common TBQH, and as far as snipers are concerned... every sniper I know CLOAKS immediately after shooting, which would remove the dot darn near instantly anyways requiring someone to already be looking in your direction for you. I dunno, I was really worried about P2W at first, but if they drop commonly enough it might not be so bad, of course, drops will always be random where-as cert/sc purchased are exactly what you want.
It was a wate to use Jammers on Infantry, all it did was reset your implants and scramble your radar for a few seconds. Jammers were much more valuable for disabling vehicles/spitfires and clearing Mines/Boomers. Since you could only use the CUD EMP every 20-30 minits and it only worked outdoors. Using that combo with a Jackhammer was especially heinus, since if you aimed well you could kill all 5 guys in one go since the Nubhammer had 16 rounds and a 3shot kill on Rexos. That was just my NC character i ran for trollolols. Could always get a few chuckles out of the rage of the Anti-Pshield group. My main, TR Metalsheep ran Enhanced Targeting, Surge and Audio Amp.
I would clear towers and go 1v1 with jackhammers\p-shield users. Toss a nade run in and prefire around a corner with the MCG. As long as you knew what you were doing, it was never a waste to use jammer nades.
That is about the only time I would consider using a jammer against infantry, is if I already know one has PShield. The rest of the implants done make much difference in a direct fight. Though you are likely better served opening up with a Plasma instead of a Jammer, it will collapse a Pshield almost immediately and leave the guy totally vulnerable since he cant run, and is now on fire. Pshield is such a double edged sword if used wrong.
Riddle me this X2: Take PS1 implants, put them in PS2 (with a few modifications). Use the "temporary implant" system thing like some consumable in World of Warcraft, why would they completely wreck PS2 but be perfectly OK in PS1?
Ugh, if these things last like 2 hours or something, and cost money (cough Pay2Win cough), then if you go AFK you're really gonna want to log off. Y'all gonna love the counter going down of how much time you got left on your boost. Tick Tock Tick Tock Real World Time Obnoxious and Pay2Win, what an awesome combination. Where do game devs get their ideas from?
It's not as if there are any defenses to concussion, etc., grenades right now. ("Kill the enemy before he throws it" doesn't count. All actions X can be countered by "kill the enemy before he Xes.") What's wrong with introducing one? It's much more unfair that there aren't any. Complaints that you can't tell what implant they're using? Players already already have no clue what kind of secondary, turret, utility, suit slot, etc., their opponent has just by looking at them and that hasn't stopped anyone from engaging enemies yet. Heck, I'll go as far as saying you don't even know what kind of proficiency your opponents have with their current weapon, and yet people still charge head-long against each other.