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Old 2012-07-22, 12:41 AM   [Ignore Me] #1
Marinealver
Sergeant Major
 
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New implants are stat modifiers instead of skills?


The old implant system seemed to be it gives you a special skill or ability for the use of stamina such as better mele attack, see further or run faster.

Now it looks like more of a stat and charatistic modifier instead of an ability, such as tighter cone of fire or an XP boost on vehicle kills.

Or will we get the stamina bar and the old system?
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Old 2012-07-22, 01:12 AM   [Ignore Me] #2
Rivenshield
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Re: New implants are stat modifiers instead of skills?


Originally Posted by Marinealver View Post
Now it looks like more of a stat and charatistic modifier instead of an ability, such as tighter cone of fire or an XP boost on vehicle kills.
Where are you getting all this?
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Old 2012-07-22, 01:14 AM   [Ignore Me] #3
Goldeh
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Re: New implants are stat modifiers instead of skills?


I think I remember Higs saying that impants will be the only thing that improves raw stats instead of the tradeoffs.
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Old 2012-07-22, 01:15 AM   [Ignore Me] #4
Red Beard
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Re: New implants are stat modifiers instead of skills?


Originally Posted by Goldeh View Post
I think I remember Higs saying that impants will be the only thing that improves raw stats instead of the tradeoffs.
...that you pay for...
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Old 2012-07-22, 03:49 AM   [Ignore Me] #5
TR Oakley
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Re: New implants are stat modifiers instead of skills?


Originally Posted by Red Beard View Post
...that you pay for...
...with in-game credits...
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Old 2012-07-22, 03:54 AM   [Ignore Me] #6
Furber
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Re: New implants are stat modifiers instead of skills?


I'm wondering if we'll see a mix of both. Perhaps something similar to Dark Light could make a return.
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Old 2012-07-22, 04:20 AM   [Ignore Me] #7
Joomba
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Re: New implants are stat modifiers instead of skills?


I saw in a video that the implants only last an hour? That seems really, really annoying.
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Old 2012-07-22, 04:32 AM   [Ignore Me] #8
Kezz
Sergeant
 
Re: New implants are stat modifiers instead of skills?


Originally Posted by Joomba View Post
I saw in a video that the implants only last an hour? That seems really, really annoying.
Only because you're expecting them to be the same as PS1. If they only last an hour, you have to think of them more like "Flasks" from MMOs. Consumables that, if you want to have them available, you have to acquire the needful.
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Old 2012-07-22, 04:45 AM   [Ignore Me] #9
Vancha
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Re: New implants are stat modifiers instead of skills?


Originally Posted by Kezz View Post
If they only last an hour, you have to think of them more like "Flasks" from MMOs.
That would point towards them being "really, really annoying".
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Old 2012-07-22, 04:51 AM   [Ignore Me] #10
Klockan
First Sergeant
 
Re: New implants are stat modifiers instead of skills?


Originally Posted by Vancha View Post
That would point towards them being "really, really annoying".
Or just something to spend your ingame cash on when you have gotten everything you want from the cashshop.
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Old 2012-07-22, 04:53 AM   [Ignore Me] #11
Xaine
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Re: New implants are stat modifiers instead of skills?


They do things like reduce the CD on a vechical spawn, from 10 to 5 mins. Not 100% where i heard that, but I heard it
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Old 2012-07-22, 07:28 AM   [Ignore Me] #12
Kezz
Sergeant
 
Re: New implants are stat modifiers instead of skills?


Originally Posted by Vancha View Post
That would point towards them being "really, really annoying".
So don't use them. Ammo doesn't last forever. Is that "really really annoying"?
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This is the last VIP post in this thread.   Old 2012-07-22, 07:35 AM   [Ignore Me] #13
Malorn
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PlanetSide 2
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Re: New implants are stat modifiers instead of skills?


The E3 videos and other recent stuff has footage of the store. People browse it and when they mouseover things you can read the tooltip. Go through it frame by frame and you can read everything they touch.

The OP's question is yes, the new implants are modifiers, not skills.

Many of the old implants of PS1 are now abilities for classes. For example, Silent run, melee booster are Infiltrator abilities/certs, I believe audio amp is now IFF grenades for infils, Personal shield is a Heavy Assault ability, health regen is universal and partly represented by shield regen also.

So the abilities were placed with specific classes, which I presume was to ensure they are easy to balance and adds more flavor to the classes.

Meanwhile the ability modifiers apply to all your classes and you can tailor yourself to certain playstyles. Some of the implants I saw in E3 was faster aim after sprinting, faster movement while aiming down sights, vechile acquisition timer reductions, etc. So the implants are another layer of customization on top of class customization. It's a customization layer global to all your classes and allows you to fine-tune your character to how you want to play.
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Old 2012-07-22, 12:34 PM   [Ignore Me] #14
Vancha
Colonel
 
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Re: New implants are stat modifiers instead of skills?


Originally Posted by Kezz View Post
So don't use them. Ammo doesn't last forever. Is that "really really annoying"?
Ammo...doesn't work like flasks.
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Old 2012-07-22, 01:46 PM   [Ignore Me] #15
bpostal
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Lieutenant Colonel
 
Re: New implants are stat modifiers instead of skills?


IIRC the longest timer I saw on an implant was about three hours so it'll be a bit longer than an hour but much much shorter of a time period than 'until you next get into the implant term'.
I'm hoping they'll be hot swappable at least but I guess that's something we'll have to see and/or test for ourselves here in the next week or whenever.
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