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Old 2012-08-07, 02:39 PM   [Ignore Me] #31
Warruz
Sergeant
 
Re: New TotalBiscuit Video on IMPLANTS


I like how they are minor upgrades.
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Old 2012-08-07, 02:44 PM   [Ignore Me] #32
Tsunami
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Implants


!
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Old 2012-08-07, 02:54 PM   [Ignore Me] #33
LZachariah
First Lieutenant
 
Re: New TotalBiscuit Video on IMPLANTS


Yes, but the Level 1 upgrades should be like that; a "just noticeable difference" (JND). Level 3s should be at the magnitude of a standard FPS perk (easily noticeable).

~Zachariah
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Old 2012-08-07, 02:56 PM   [Ignore Me] #34
Lord Paladin
Corporal
 
Re: New TotalBiscuit Video on IMPLANTS


Remember, they don't want the difference in power or effectiveness between a 5 minute player and a 5 year player to be large. They want the difference to be in skill. These are to give you an edge, and to maybe help define your play-style, but not to give you a straight up advantage.
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Old 2012-08-07, 02:58 PM   [Ignore Me] #35
Warruz
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Re: New TotalBiscuit Video on IMPLANTS


Originally Posted by LZachariah View Post
Yes, but the Level 1 upgrades should be like that; a "just noticeable difference" (JND). Level 3s should be at the magnitude of a standard FPS perk (easily noticeable).

~Zachariah
I disagree otherwise you get into a situation with those who win have an easier time to continue winning.
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Old 2012-08-07, 03:03 PM   [Ignore Me] #36
LZachariah
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Re: New TotalBiscuit Video on IMPLANTS


*nod* It's definitely good that we're having a discussion; I don't feel too strongly either way, and I hear your disagreement. For me, the reason that balance isn't threatened by Implants being more powerful is because they cost regular amounts of resources. Those resources could otherwise be used to unlock new weapons or attachments. So if you choose to spend resources on Implants, you're denying yourself something else. Basically, you're offered the choice to focus on tools (ie- unlocks) or abilities (ie- implants), or trying to divide yourself between the two. I think that this could work out just fine. The FPS world is used to perks being a reasonable boost of ability.

~Zachariah
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Old 2012-08-07, 03:12 PM   [Ignore Me] #37
Firearms
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Re: New TotalBiscuit Video on IMPLANTS


I thought a top level would give you 20% - So if a reload is noticeable at 20%....
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Old 2012-08-07, 03:16 PM   [Ignore Me] #38
LZachariah
First Lieutenant
 
Re: New TotalBiscuit Video on IMPLANTS


That's for unlocks and sidegrades. Higby has said that Implants cost resources BECAUSE they are a straight-up power increase.
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Old 2012-08-07, 03:22 PM   [Ignore Me] #39
Ruffdog
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Re: New TotalBiscuit Video on IMPLANTS


This is just the info I wanted. Thanks.
Will be interested in the XP booster implant. With a job, wife and 2 kids I will probably be forking out SC for this.


Also check out that carbine weapon sound
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Old 2012-08-07, 03:22 PM   [Ignore Me] #40
Syphus
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Re: New TotalBiscuit Video on IMPLANTS


Even if we assume there won't be any more implants coming or any changes, it's still rather important to know how fast you get Auraxim.
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Old 2012-08-07, 03:27 PM   [Ignore Me] #41
Lord Paladin
Corporal
 
Re: New TotalBiscuit Video on IMPLANTS


Originally Posted by LZachariah View Post
*nod* It's definitely good that we're having a discussion; I don't feel too strongly either way, and I hear your disagreement. For me, the reason that balance isn't threatened by Implants being more powerful is because they cost regular amounts of resources. Those resources could otherwise be used to unlock new weapons or attachments. So if you choose to spend resources on Implants, you're denying yourself something else. Basically, you're offered the choice to focus on tools (ie- unlocks) or abilities (ie- implants), or trying to divide yourself between the two. I think that this could work out just fine. The FPS world is used to perks being a reasonable boost of ability.

~Zachariah
Except, as mentioned, this means that the winners get more powerful, and the losers stay disadvantaged.

These should not be seen as a purchasable advantage, that gives an advantage to the side that can afford more.

They should be an edge, which I would define as a play style choice which may or may not come up during the coarse of combat. If it does, then in that situation, you have a better chance at coming out on top, not a guarantee. e.g. someone playing smart could still beat you due to skill.
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Old 2012-08-07, 03:33 PM   [Ignore Me] #42
LZachariah
First Lieutenant
 
Re: New TotalBiscuit Video on IMPLANTS


I definitely agree, and if we're conceptualizing them at the same benefit-level as Perks (ie- as in MW), a MW player without Perks (which basically never happens) could definitely beat a player with Perks. It doesn't make a huge difference; it's not as if one player has a primary weapon and the other player only has a sidearm.
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Old 2012-08-07, 03:39 PM   [Ignore Me] #43
Tuoweit
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Re: New TotalBiscuit Video on IMPLANTS


Originally Posted by LZachariah View Post
*nod* It's definitely good that we're having a discussion; I don't feel too strongly either way, and I hear your disagreement. For me, the reason that balance isn't threatened by Implants being more powerful is because they cost regular amounts of resources. Those resources could otherwise be used to unlock new weapons or attachments.
I could be wrong, but from what I understand this is incorrect.

Resources, which are gained through faction performance (i.e. holding territory) are used to buy vehicles and equipment, which tend to be direct power upgrades. Long-time players can have poor resource income due to poor faction performance.

Unlocks/Certs are via xp, which I gather is gained mostly through individual performance (and presumably also territory captures/defenses, if you are participating), and are permanent (no recurring costs).
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Old 2012-08-07, 03:40 PM   [Ignore Me] #44
Harasus
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Re: New TotalBiscuit Video on IMPLANTS


Interesting. It looks fine, and there is no +20% damage boost or some other shit, which is also nice. I can be a bit sceptic, but I see few problems with this right now.
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Old 2012-08-07, 03:41 PM   [Ignore Me] #45
LZachariah
First Lieutenant
 
Re: New TotalBiscuit Video on IMPLANTS


Originally Posted by Tuoweit View Post
I could be wrong, but from what I understand this is incorrect.

Resources, which are gained through faction performance (i.e. holding territory) are used to buy vehicles and equipment, which tend to be direct power upgrades. Long-time players can have poor resource income due to poor faction performance.

Unlocks/Certs are via xp, which I gather is gained mostly through individual performance (and presumably also territory captures/defenses, if you are participating), and are permanent (no recurring costs).
I believe that unlocks and new items are purchased with Auraxium. Exp only progresses you to the next Battle Rank (and gives you Cert Points).
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