Forums | Chat | News | Contact Us | Register | PSU Social |
PSU: And now, Terrans jumping on trampolines!
Forums | Chat | News | Contact Us | Register | PSU Social |
2011-03-06, 09:28 AM | [Ignore Me] #1 | ||
Colonel
|
What changes do you hope for implants?
Firstly, I would approve of easier access to change them. I would probably even agree with changing them on the fly at respawns, or at least doing so with a time limitation, like once every ten minutes. I never much saw the point of it only being possible at bio stations or in sanc. For changes though, I like the idea of making them more multipurpose, and more of them effective in vehicles. There were a few implants that were just straight up good for almost all situations, and many were never used, or used in very limited circumstances. Audo Amplifier - Will make a label of an enemy visible through walls/ceilings/etc, rather than just minimap, but range is greatly reduced while moving. Enemies who shoot are detected from a longer range for a short time. Works in vehicles as well, but infantry detection is greatly reduced, while vehicle detection range increased. Infantry shooting weapons are still detected and displayed. Darklight Vision - Allows you to see cloakers, through doors, and lets you see laser designators(without darklight you would just see the spot). In vehicles, you have a doubled range, but only for seeing cloaked vehicles. Enhanced Targeting - Functions as per normal while offline. While online, it adds a firing arc/bouncy grenade measuring tool, and drains 5stamina/s. Melee Booster - Changed to Muscular Enhancement. Effect changed to boosted melee damage, reduced cof bloom while shooting, and stabilized weapon mounts on vehicles. Stamina drain 10/s, 5/s while in a vehicle. Personal Shield - Same for infantry. Interfaces with MAX suits and vehicles amplification units, adding roughly 25% extra armor. Only the drivers applies in vehicles. Range Magnifier - Same, but also adds 25% reduced ranged damage degradation while zoomed, and 25% extra range. Regeneration - Improved to also repair armor at a rate of 1% per, along with the health. Also interfaces with vehicle and MAX circuitry to provide repair at a rate of 1 stamina per 1% armor while motionless and 2stamina per 1% armor while moving. Effect is disrupted when taking fire, and causes a stamina penalty. Second Wind - Same. Sensor Shield - Same. Effect now applies to vehicles. Sensor shielded vehicles are quiet, but not silent. They will not set turrets off unless they shoot. Small sensor shielded vehicles will not set mines off(Protip. Use yer emp mines) Surge - Same for infantry. Boosts vehicle speed, torque, and acceleration. You'll note most of these changes affect vehicles.. What can I say. I'm a vehicle whore. But I think these changes would keep many of the lesser used implants from being so situational, or just make their value greater so they can compete with the [currently] more valuable and useful ones. I think the vehicle ones on the whole would be pretty balanced. Players would have several difficult choices, because they are all pretty good. Last edited by CutterJohn; 2011-03-06 at 09:36 AM. |
||
|
2011-03-06, 10:27 AM | [Ignore Me] #2 | |||
Sergeant Major
|
One thing I would like to change is the stamina system (which is closely tied to the implant system) - beeing unable to run was annoying and the stamina regeneration was way too slow. I hope for some adjustments here - boosts like surge should still be limited in time though. |
|||
|
2011-03-06, 12:40 PM | [Ignore Me] #4 | ||
Lieutenant Colonel
|
Implants sit on a knife edge in my mind.
If they are too useful they simply break gameplay. Second wind and personal shield almost break infantry combat for example. Also as they are earned they give a clear advantage to veteran players over new ones. |
||
|
2011-03-06, 01:57 PM | [Ignore Me] #6 | ||||
Colonel
|
Last edited by Hamma; 2011-03-07 at 09:54 AM. Reason: Fixed Quote |
||||
|
2011-03-06, 03:37 PM | [Ignore Me] #7 | |||
Colonel
|
I've said before that I think implants are something that could be heavily revisited for PSN...I think there's far more that could be done with them to add another layer to character building (but still without messing up the almost-equality between BR1 and max-BR characters.) As far as the implants from PS go though, I think audio amp and sensor shield could do with some love, and the health-based implants will hopefully see more use so long as the self-healing function of the medical/engineering applicators are limited or removed. |
|||
|
2011-03-06, 04:00 PM | [Ignore Me] #8 | ||
Major
|
Infiltration suits can be so much more powerful than they are now yet completely hindered by Darklight. I have said before as part of gameplay, fictional tech and a new/evolved stealth experience:
Make Darklight a free helmet feature for everyone - Not an Implant - with a strong distinctive visual effect.Considering everyone being able to see invisible players, they'd not be so affective after all. Well, this is a new game--think again. The infiltrators could survive longer, be more effective and fast. Less weight, more parkour, evasive manoeuvres. Neuro-circulartory 'Melee' Boost [passive] or [auto-active] with improved comprehension. The use of Darklight would still have its immediate and progressive-frequency limits and would actually be visibly able to see who is using Darklight (visual effects), which would be so much better than an icon beside their name. That is very important. The distinctive and very powerful visual effects of Darklight.
__________________
[URL="http://t.co/wHak5U5R"]Floating Mountains[/URL PlanetSide 2: Alien Incursion (PlanetSide 2 Steam Community Group) Last edited by Tikuto; 2011-03-06 at 04:10 PM. |
||
|
2011-03-07, 10:12 AM | [Ignore Me] #9 | ||
PSU Admin
|
Personally I always felt like implants was a kind of half baked feature thrown in. I really wouldn't care if they were around again in PSN. Darklight needs a place, but it doesn't have to be an implant.
Some of the various implant features could be built into certain armors for example. |
||
|
2011-03-07, 12:55 PM | [Ignore Me] #10 | ||
Lieutenant Colonel
|
The thing with implants is they should be there to give you a new role... I liked how they gave each person in a squad another specialisation; I was the guy with audio amp to warn of approaching enemies, while another guy swept for cloakers with DL.
New roles, rather than enhancing others is what I want to see implants for. Here are some new ideas from my upgrade project:
|
||
|
2011-03-07, 06:10 PM | [Ignore Me] #13 | ||
Brigadier General
|
As much as I hate those cloakers since I use a Phoenix so much, I like how not everyone can have Darklight. If we could all flip it on, cloakers would never have a chance to do anything. They already have it pretty rough as it is.
I think the implant system is fine for the most part, but I do like some of these ideas of changing what the implants actually do. (just leave my advanced targeting alone. It's priceless for air cav) |
||
|
|
Bookmarks |
Thread Tools | Search this Thread |
Display Modes | |
|
|