PDA

View Full Version : New implants are stat modifiers instead of skills?


Marinealver
2012-07-22, 12:41 AM
The old implant system seemed to be it gives you a special skill or ability for the use of stamina such as better mele attack, see further or run faster.

Now it looks like more of a stat and charatistic modifier instead of an ability, such as tighter cone of fire or an XP boost on vehicle kills.

Or will we get the stamina bar and the old system?

Rivenshield
2012-07-22, 01:12 AM
Now it looks like more of a stat and charatistic modifier instead of an ability, such as tighter cone of fire or an XP boost on vehicle kills.

Where are you getting all this?

Goldeh
2012-07-22, 01:14 AM
I think I remember Higs saying that impants will be the only thing that improves raw stats instead of the tradeoffs.

Red Beard
2012-07-22, 01:15 AM
I think I remember Higs saying that impants will be the only thing that improves raw stats instead of the tradeoffs.

...that you pay for...

TR Oakley
2012-07-22, 03:49 AM
...that you pay for...

...with in-game credits...

Furber
2012-07-22, 03:54 AM
I'm wondering if we'll see a mix of both. Perhaps something similar to Dark Light could make a return.

Joomba
2012-07-22, 04:20 AM
I saw in a video that the implants only last an hour? That seems really, really annoying.

Kezz
2012-07-22, 04:32 AM
I saw in a video that the implants only last an hour? That seems really, really annoying.

Only because you're expecting them to be the same as PS1. If they only last an hour, you have to think of them more like "Flasks" from MMOs. Consumables that, if you want to have them available, you have to acquire the needful.

Vancha
2012-07-22, 04:45 AM
If they only last an hour, you have to think of them more like "Flasks" from MMOs.
That would point towards them being "really, really annoying".

Klockan
2012-07-22, 04:51 AM
That would point towards them being "really, really annoying".
Or just something to spend your ingame cash on when you have gotten everything you want from the cashshop.

Xaine
2012-07-22, 04:53 AM
They do things like reduce the CD on a vechical spawn, from 10 to 5 mins. Not 100% where i heard that, but I heard it :)

Kezz
2012-07-22, 07:28 AM
That would point towards them being "really, really annoying".
So don't use them. Ammo doesn't last forever. Is that "really really annoying"?

Malorn
2012-07-22, 07:35 AM
The E3 videos and other recent stuff has footage of the store. People browse it and when they mouseover things you can read the tooltip. Go through it frame by frame and you can read everything they touch.

The OP's question is yes, the new implants are modifiers, not skills.

Many of the old implants of PS1 are now abilities for classes. For example, Silent run, melee booster are Infiltrator abilities/certs, I believe audio amp is now IFF grenades for infils, Personal shield is a Heavy Assault ability, health regen is universal and partly represented by shield regen also.

So the abilities were placed with specific classes, which I presume was to ensure they are easy to balance and adds more flavor to the classes.

Meanwhile the ability modifiers apply to all your classes and you can tailor yourself to certain playstyles. Some of the implants I saw in E3 was faster aim after sprinting, faster movement while aiming down sights, vechile acquisition timer reductions, etc. So the implants are another layer of customization on top of class customization. It's a customization layer global to all your classes and allows you to fine-tune your character to how you want to play.

Vancha
2012-07-22, 12:34 PM
So don't use them. Ammo doesn't last forever. Is that "really really annoying"?
Ammo...doesn't work like flasks.

bpostal
2012-07-22, 01:46 PM
IIRC the longest timer I saw on an implant was about three hours so it'll be a bit longer than an hour but much much shorter of a time period than 'until you next get into the implant term'.
I'm hoping they'll be hot swappable at least but I guess that's something we'll have to see and/or test for ourselves here in the next week or whenever.

Klockan
2012-07-22, 04:31 PM
Ammo...doesn't work like flasks.
These implants barely costs more than a tank or two but will last many times linger. What is the problem really?

GreatMazinkaise
2012-07-22, 04:32 PM
These implants barely costs more than a tank or two but will last many times linger. What is the problem really?

And you said grunts had nothing to spend resources on...

Klockan
2012-07-22, 04:36 PM
And you said grunts had nothing to spend resources on...
It is a difference resource entirely. I said that grunts got nothing to spend the vehicle resources on. This resource is the same you buy permanent sidegrades such as weapons with so it wont be spammed until people got the sidegrades they want.

Vancha
2012-07-22, 04:40 PM
These implants barely costs more than a tank or two but will last many times linger. What is the problem really?
Whoa there, I didn't say I had a problem with implants. I said I found flasks annoying, which might mean nothing in regards to implants, since the person who compared them to flasks also equated flasks to ammo.

Klockan
2012-07-22, 04:57 PM
Whoa there, I didn't say I had a problem with implants. I said I found flasks annoying, which might mean nothing in regards to implants, since the person who compared them to flasks also equated flasks to ammo.
Ah right, but the concept is kinda different since flasks take like a day of grinding to obtain and then you burn them to clear high end content making the game even more grindy than it already is.

GreatMazinkaise
2012-07-22, 05:25 PM
It is a difference resource entirely. I said that grunts got nothing to spend the vehicle resources on. This resource is the same you buy permanent sidegrades such as weapons with so it wont be spammed until people got the sidegrades they want.

So implants use Auraxium, makes sense... grenades/medpacks/boomers/etc... still pull from the same resources that vehicles use.