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[Ignore Me] #3 | ||
Second Lieutenant
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They need to open them up to cert options or have them some how obtainable through in game means. That's a lot of power for an only Stationcash option. Don't get me wrong I throw money at this game like wildfire but it's not good for them to cross that already perceived line of pay-to-win.
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[Ignore Me] #4 | |||
Sergeant
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They are not pure SC items. Only cosmetics that offer zero power are SC only. Its definitely a cert sink, especially with the randomness of the packs. Last edited by Eggy; 2014-04-25 at 06:42 AM. |
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[Ignore Me] #5 | ||
First Sergeant
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COPIED.
Implants Implants are now available on PTS for testing! We would love to see your feedback and are monitoring bug reports via both the in-game reporting tool and other communication channels. We have revamped the system a few times based on player feedback. Here is a quick recap of the resulting changes: •Implants are no longer timed, consumable items ◦Implants are permanent items ◦Implants are now powered by an implant power core (details below) •All players start out with a default implant •Players can earn implant rewards through gameplay in addition to buying them with Certification Points or Station Cash like a standard item •Implants can now be equipped in custom loadouts instead of only equipping them on the character Here is a summary of the system: •Implants are occasionally earned from experience rewards (this doesn't currently work on PTS due to some item delivery complications) •Implants are equipped in custom loadouts •Implants use implant power core energy only when they are actively equipped •Energy is acquired by chargers •Chargers are occasionally earned from experience rewards (this doesn't currently work on PTS due to some item delivery complications) •Unwanted implants can be constructed into new implants or chargers in the new construction interface •Implants can also be acquired in the Depot for either CP or SC via random implant packs •Stronger versions of some implants have a chance to drop or can be crafted Some implant features are still in progress: •Improving the drop messaging •Improving the random implant pack messaging •HUD indicator polish •Item creation polish ◦Greying out components as they're eliminated from possible construction plans instead of removing components from the list ◦Sorting implants by alphabetical order ◦Adding a shortcut to speed up the construction process animation ◦Adding a more robust user guide and help menu •Some effects are not quite complete – when they are not complete, they have Dev Notes in their descriptions that state the final intent of the implant effect •MAX implant rules Here is a list of known issues: •Getting a drop generates a claim message but does not actually deliver the item on PTS •Random implant pack items are not displayed in the purchase success screen •The default implant is not always automatically equipped on existing characters •There is no “No Energy” state on the HUD indicator •A drop earned on one character can be claimed on another character Last edited by CraazyCanuck; 2014-04-25 at 09:55 AM. |
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[Ignore Me] #6 | ||
Only implant I have an issue with atm. is the regen one. Too powerful at present.
__________________
![]() Any sufficiently advanced bug is indistinguishable from a feature *Disclaimer: When participating in a discussion I do not do so in the capacity of a semidivine moderator. Feel free to disagree with any of my opinions.
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[Ignore Me] #8 | ||
First Lieutenant
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I don't like the awareness one, where your killer gets spotted. Its a major nerf to light assault and infiltrator. EOD hud is ok. Regeneration is fine as long as there is a delay. I do predict that battle hardened and sensor shield are going to be the most used.
I just don't know how I feel about the energy system. You can now buy power directly and it will increase the gap between rich and good players vs. everyone else. I just saw Zoran's video on implants and I think its worth a watch. He makes a lot of good points. https://www.youtube.com/watch?v=DcBRmvKHMyQ Last edited by Dougnifico; 2014-04-25 at 08:19 PM. |
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[Ignore Me] #11 | ||
Heh, aye all we need now are Jackhammer heavies using surge
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__________________
![]() Any sufficiently advanced bug is indistinguishable from a feature *Disclaimer: When participating in a discussion I do not do so in the capacity of a semidivine moderator. Feel free to disagree with any of my opinions.
Last edited by ChipMHazard; 2014-04-26 at 05:35 AM. |
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[Ignore Me] #14 | ||
Aye, won't really be able to properly test the drop chance part of the system.
__________________
![]() Any sufficiently advanced bug is indistinguishable from a feature *Disclaimer: When participating in a discussion I do not do so in the capacity of a semidivine moderator. Feel free to disagree with any of my opinions.
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[Ignore Me] #15 | |||
First Sergeant
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This |
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