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Old 2014-01-28, 10:37 PM   [Ignore Me] #24
War Barney
Sergeant Major
 
Re: Implants, take 2.


Originally Posted by exile View Post
Most of the examples you give here are currently dominant strategies and introducing situational counters to these is actually good for game balance.

Currently a conc grenade is incredibly effective, any noob can throw one into a chokepoint and then pretty much waltz in and mop up. Adding the possibility that there may be conc immune players in there means that it is no longer a no-brain tactic. Saying "theres no reason to risk using them if they could do nothing" is ridiculous, you are basically saying "I don't want to have to actually use skill to beat someone".

You know why everyone uses thermal and NV? Because they are so effective they are basically "must-have" atm. They are currently "a huge advantage", giving them a counter actually improves balance and increases variety and effectiveness of tactical options across the board.

This is what I mean when I say that these options will make good players better, without implants. Added tactical complexity benefits smart players and teams.
The point you were making is they wont be giving people an advantage and I just listed ways that they will, conc nades are good aye, but so are rezz nades, wheres the implant that stops all rezz nades in a certain area working? and the NV one is a HUGE advantage especially for a certain almost black faction at night.

Its bad enough that all the heavies gear is being nerfed to uselessness 1 by 1 without implants making it worse.
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