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2012-07-22, 12:41 AM | [Ignore Me] #1 | ||
Sergeant Major
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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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2012-07-22, 04:32 AM | [Ignore Me] #8 | ||
Sergeant
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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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2012-07-22, 07:35 AM | [Ignore Me] #13 | ||
Contributor PlanetSide 2
Game Designer |
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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2012-07-22, 01:46 PM | [Ignore Me] #15 | ||
Contributor Lieutenant Colonel
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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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