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Some Implant Change Ideas

Posted: Tue Mar 22, 2016 6:40 pm
by KingFeraligatr
This is just a small idea I regarding some Implants I thought could use some love:

Melee Booster:
    Powered melee mode + this Implant = ability to affect MAXes and vehicles with the knife and allow it to do damage to them. It wouldn't be threatening to vehicles, but I imagine a very skilled knifer/cloaker could take out a MAX with this. This would add another gameplay element to the game,

Regeneration:
    Implant is pretty useless, so how about instead of 1 HP for 2 Stamina, instead it's 1 HP for 1.5 Stamina. Still not great, but it's better and not too overpowered in my opinion.

Feel free to comment on the idea, though I imagine many of you will hate it purely because of me and because it's one of my ideas.

Re: Some Implant Change Ideas

Posted: Tue Mar 22, 2016 8:53 pm
by FateJH
KingFeraligatr wrote:Regeneration:
    Implant is pretty useless, so how about instead of 1 HP for 2 Stamina, instead it's 1 HP for 1.5 Stamina. Still not great, but it's better and not too overpowered in my opinion.

It depends on how you are standing according to the wiki. 1:2 is the running (moving) cost. 2:3 is the standing cost. 1:1 is the crouching cost. Is that outdated information?

You want an underwhelming implant? Range Magnifier. "I can see the enemy from here but I can't hit them because my cone of fire is still the size of Cleveland at this range!"

Second Wind--I can see why it would have uses but why does it need the longest initialization timer?

Personally, I think Audio Amplifier is a tad overwhelming. It has a quick initialization time, low energy consumption while active, can only be directly avoided through Sensor Shield, potentially the same range of effect as Darklight, lacks the activation cost of Darklight, and doesn't require line of sight or obstruct sight of anything outside of its range like Darklight. Granted that its high population utility might be low, it's low pop utility is immense and it's very inflexible to work around.

Re: Some Implant Change Ideas

Posted: Thu Mar 24, 2016 5:34 am
by Ryathorz
FateJH wrote:You want an underwhelming implant? Range Magnifier. "I can see the enemy from here but I can't hit them because my cone of fire is still the size of Cleveland at this range!"
It can be used in combination with the sniper rifles to some effect. Some players would also use it with the mossie chaingun and (hacked) MCGs.

I never got around to trying it but I always thought range mag & enforcer would have been an interesting experiment. 400m range and a one shot kill weapon.

Re: Some Implant Change Ideas

Posted: Thu Apr 14, 2016 10:31 am
by Pollo Jack
MAXs have a rough enough time getting repairs. As a guy that enjoys knife fighting I would actually hate to see anything that encourages people to get the knife implant. It will turn into the wasp for knife fighters of not quite being a bad idea or op but a real pain in the ass when you come across it.

You could add to the regen implant a passive, while being healed armor is also repaired and vice versa. Tap it onto the second wind implant while you are at it.

You mean to say, Audio Amp is a tad op. Even in large fights if you know the base layout you can identify the breach. It is the best duelist implant only being outdone by third person.

Re: Some Implant Change Ideas

Posted: Wed Oct 26, 2016 11:27 am
by void
Ryathorz wrote:
FateJH wrote:You want an underwhelming implant? Range Magnifier. "I can see the enemy from here but I can't hit them because my cone of fire is still the size of Cleveland at this range!"
It can be used in combination with the sniper rifles to some effect. Some players would also use it with the mossie chaingun and (hacked) MCGs.

I never got around to trying it but I always thought range mag & enforcer would have been an interesting experiment. 400m range and a one shot kill weapon.

Enforcer sniping?
Why, yesss~
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