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Old 2013-05-31, 07:37 PM   [Ignore Me] #16
EVILPIG
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Re: Expanding on Implants to empires being more unique


Originally Posted by Dreamcast View Post
You know the sad thing is, I am sure they are gonna do that.


VS is gonna be the Strafing gods.



Personally I just hope the Implants are as good as Planetside 1....not the barely noticeable beta implants that almost nothing.
My hopes are the opposite. Game balance gets really fooked up when you mess with numbers. Look at the TR and VS MAXes now.
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Old 2013-05-31, 09:36 PM   [Ignore Me] #17
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Re: Expanding on Implants to empires being more unique


I agree with evilpig. It is in the best interest of PlanetSide 2 to open Implants up in such a way that provide no statistical improvements to damage, speed, rate of fire, hitpoints, reload speed, damage reduction over range, etc.

Last edited by AThreatToYou; 2013-05-31 at 09:39 PM.
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Old 2013-05-31, 10:14 PM   [Ignore Me] #18
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Re: Expanding on Implants to empires being more unique


Originally Posted by EVILPIG View Post
My hopes are the opposite. Game balance gets really fooked up when you mess with numbers. Look at the TR and VS MAXes now.
Well actually I was hoping for noticible implants for Example an implant that beeps if you are close to a proximity mine....Something that is actually noticible.


I wasn't asking for Implants that change how much damage certain factions do or how much they move...I agree that will unbalance the game too much.


But I don't want the Implants in beta where it was like you reload .3 seconds faster....I wan't something that is actually quite noticeable, all though reloading faster does come in handy I guess.
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