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Old 2012-08-07, 01:13 PM   [Ignore Me] #16
LZachariah
First Lieutenant
 
Re: New TotalBiscuit Video on IMPLANTS


Originally Posted by Tuoweit View Post
The vehicle timer ones seemed relatively cheap (25 each, 50 for the combos), while the advanced infantry ones are the expensive ones (200 for the level 3 stuff). If you want to play as a dedicated infantry guy, you aren't going to be spending a lot of your resources on vehicles, so this does give you something to spend them on to improve that particular playstyle. Very nice!

As to being weak, sure they're not Personal Shield or Second Wind, but in a fast-paced shooter that split second faster reload time or weapon swapping can make a difference.
Basically, in terms of their weakness, I think in this present FPS environment, we are (and other players will also be) expecting Perks. However, in this game, they're perks you need to buy. Perks generally change the magnitude of the effect by a very noticeable (but not game-breaking) amount. They'll be tweaked in beta, I think, even if the Level 3 needs to be made more expensive, etc.


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Old 2012-08-07, 01:19 PM   [Ignore Me] #17
Blackwolf
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Re: New TotalBiscuit Video on IMPLANTS


With just 3 implant slots I see no reason to not have those implants as permanent. If they made a larger variety and slightly better effects (so that they are actually worth something) then people would be buying implants every time they wanted to swap them.

I guess what I'm suggesting is no implants in your pocket. You go to the terminal and buy (and immediately slot) the implants you want, the ones you had go away and if you want them back you have to buy them back.

Or what about a "daily fee"? They are implants, they shouldn't just burn out like that. I'd rather buy them and pay a daily fee of in-game cash for them then to constantly re-slot them. Again assuming that the things are made more effective.
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Old 2012-08-07, 01:21 PM   [Ignore Me] #18
LZachariah
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Re: New TotalBiscuit Video on IMPLANTS


Higby said that Implants were "an important drain on our resource economy," so it seems like the way the game is balanced would make it important that you have to re-purchase them. I'm not particularly aversed to this, but they NEED to be worth it.

~Zachariah
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Old 2012-08-07, 01:22 PM   [Ignore Me] #19
JesNC
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Re: New TotalBiscuit Video on IMPLANTS


I like the way they're going with the implants. They seem convenient, but not a neccessity - apart from the specialist ones. We'll see.

I also like that we got a better glimpse of the CoF/recoil system in this video. The pistol in the vid seems to have a sizeable recoil in comparison to the rifle/carbine we were shown.
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Old 2012-08-07, 01:30 PM   [Ignore Me] #20
thegreekboy
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Re: New TotalBiscuit Video on IMPLANTS


I really like how these are done. The second I saw "faster reload" I had a sleight of hand flashback, then watched a bit more and wiped the sweat off of my forehead
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Old 2012-08-07, 01:32 PM   [Ignore Me] #21
Comet
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Re: New TotalBiscuit Video on IMPLANTS


Do these last 24 hours real time or 24 hours of actual play time?
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Old 2012-08-07, 01:36 PM   [Ignore Me] #22
Tuoweit
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Re: New TotalBiscuit Video on IMPLANTS


Originally Posted by LZachariah View Post
Basically, in terms of their weakness, I think in this present FPS environment, we are (and other players will also be) expecting Perks. However, in this game, they're perks you need to buy. Perks generally change the magnitude of the effect by a very noticeable (but not game-breaking) amount. They'll be tweaked in beta, I think, even if the Level 3 needs to be made more expensive, etc.
I think by making the implants' impact relatively small, the developers are keeping the playing field at least somewhat level between those with and those without (for whatever reason, be they new players, resources focused elsewhere, or - most especially - part of a faction way down in territory), which encourages playing the game as opposed to grinding the game.

Last edited by Tuoweit; 2012-08-07 at 01:38 PM.
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Old 2012-08-07, 01:41 PM   [Ignore Me] #23
SixShooter
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Re: New TotalBiscuit Video on IMPLANTS


Originally Posted by Comet View Post
Do these last 24 hours real time or 24 hours of actual play time?
That would be m question as well. I would hope that it would be 24 hours of in game time otherwise it's not going to very cost effective for a lot of people.
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Old 2012-08-07, 01:41 PM   [Ignore Me] #24
MacTruckuLes
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Re: New TotalBiscuit Video on IMPLANTS


Originally Posted by Comet View Post
Do these last 24 hours real time or 24 hours of actual play time?
i havent heard it mentioned, but i would hope it was 24 hours real time, but only counts when your in game.
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Old 2012-08-07, 01:42 PM   [Ignore Me] #25
Timealude
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Re: New TotalBiscuit Video on IMPLANTS


so far no darklight...thank god
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Old 2012-08-07, 01:44 PM   [Ignore Me] #26
MacTruckuLes
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Re: New TotalBiscuit Video on IMPLANTS


i though it was mentioned that Darklight will be returning as an implant?
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Old 2012-08-07, 01:47 PM   [Ignore Me] #27
Attackmack
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Re: New TotalBiscuit Video on IMPLANTS


Yukk, i dont like this at all.

I prefer the "old" style where implants gave you an abillity of some sort, not just these typical FPS perks.
And whats the use of having 3 different levels of each perk when their effect is so small anyway?

And i especislly dont like the different vehicle specialist perks letting you aquire certain vehicles both with less cooldown and on ALL bases. Takes away the reason to focus attention on certain bases since they are all equally worthless it seems.

I dont like where this is heading...
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Old 2012-08-07, 01:51 PM   [Ignore Me] #28
Blackwolf
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Re: New TotalBiscuit Video on IMPLANTS


I'd still rather see permanent implants. Like I said, charge a daily fee for their use. Make all 3 slots available from BR1, and treat them like sidegrades for soldiers rather then something that's kind of but not really special. Or make them more expensive, provide a wider variety, and only charge for re-slotting implants.

If implants are made viable (and right now the specialists are the only viable things there), then replacing them every 24 hours is going to be a hassle. Personally I'd rather not have to deal with checking to make sure all 3 implants are still functioning.

Last edited by Blackwolf; 2012-08-07 at 01:53 PM.
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Old 2012-08-07, 01:59 PM   [Ignore Me] #29
Nathaniak
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Re: New TotalBiscuit Video on IMPLANTS


Maybe have an 'auto-renew' toggle for the implants, so that you don't have to worry about checking that they're still active. If it's 24h real-time though, it would have to only do it when you're online - i.e. if the time runs out when you're online, it automatically buys a new implant. If it runs out when you're offline, it buys a new one only when you next log on.
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Old 2012-08-07, 02:09 PM   [Ignore Me] #30
MrBloodworth
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Re: New TotalBiscuit Video on IMPLANTS


Will the 24 hours tick-down when only online? or will it tick down while offline?
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