Quite frankly, I'm disturbed by the whining about the cloaking implant. Anyone with a functional brain would be aware that this thing is completely situational and almost entirely useless. Especially when you consider the opportunity cost of wasting a slot on "do something after eight seconds of standing still, then wait some more because you cannot move" when there's stuff like "regenerate health outside of combat" and "reduce fall damage", which have much more apparent uses and are on the low end of the power of these implants. And yeah, the crouch thing sounds broken in multiple ways. In addition to it being overpowered, I'm wondering if there's even an option for crouch toggles. Otherwise you'll wear out your pinky with that ****. Anyway, what I hope is that we get more class implants and that the cloak maybe gets an implementation that is a bit less silly. I can only see it used for ambushes from stealth caps. Anywhere else the wait time would just make you the worst player on your team. Also, we already have self-regeneration and ammo regeneration. Which are also class features. These are some random ideas that I would have for other class-based implants, with their main idea being that they do not require additional hotkeys and that they only encroach on a single feature of a class: - Double jump/Terrain traversal. The former is self-explanatory, the latter would allow you to go up steeper inclines. Both replicate the ability of Light Assaults to ignore terrain, without edging into all of the other uses of the jetpack like drifting, being a C4 fairy and scaling buildings. - Ablative shield. A defensive implant that blocks a single shot, no matter how weak, then takes a moment to regenerate. Does not block headshots and does not work against attacks that do more than 200 damage. - "Help me up" implant. Allows you to revive people at touch range, with the "use" button, similar to hacking or interacting with generators. - Scan pulse. Sends out a detection pulse whenever you spot a new enemy or die. - Armor piercing. Allows your secondary and melee weapon to damage armored vehicles. - Turret mode. Like the cloak implant, except that it increases your damage after eight seconds of standing still. Half of these are very wonky and/or useless, but some would make for really interesting squad play. The "Help me up" implant could allow you to run a tighter squad without a Medic, or to allow an engineer to revive the Max that they are working fulltime with. (Note: It would obviously be crappier than a proper Medic revive in all regards) Same goes for things like Scan pulse. Useless if you have someone who can send our recon darts or motion spotters, useful if you want to run without an infiltrator. Terrain traversal is mostly an upgrade to people like me, who have major issues with navigating mountainsides in this game. Sometimes I feel like everyone else has goat mode engaged.