Implants and YOU

Discussion in 'PS2 Main' started by Phaedo, May 24, 2014.

Implants and YOU

Discussion in 'PS2 Main' started by Phaedo, May 24, 2014.

  1. Phaedo

    Phaedo The Weeaboo Hunter

    Joined:
    Jan 27, 2013
    Messages:
    2,808
    Likes:
    1,662
    Alright, well after several long months of back and forth bewteen SOE and the Community, Implants have finally reached a point where they're not total garbage and blatent Pay to Win and so they have been implemented. the system isn't perfect, but it's most likely the best system we will get out of SOE.

    Now. Before I delve into the Specifics, I want to make one thing very clear. This is a constructive post. If you have nothing constructive to add, don't add it. If all you want to do is say how stupid you think it is or how fucking retarded SOE is, Then know that if you do your post will be deleted.



    And now, onto the good stuff.


    What are Implants?
    http://planetside.wikia.com/wiki/Implants

    Implants are a permanent item that can be used to enhance your soldier with gameplay perks. Implants can be obtained from general gameplay similar to how certs are. You get X amount of xp by doing things such as capturing bases, killing enemies, and potentially support actions and alerts, and you get an implant. They can also be obtained via the Depot for Certs or SC, in packs of 3 or 5, or crafted using the new Nano-Cycler page also gives random implants. Implants are equipped on the loadout screen next to your melee weapon. There are currently three different tiers of implants. Tier 1 can be obtained from gameplay and the Depot packs. Tier 2 also has a good chance of being in either of the Depot packs. Tier 3 can really only be obtained via crafting. You can get one out of a Depot pack, it's just VERY rare. (0.3% drop chance)

    Implants require energy to function and having one equipped constantly drains energy while you're alive. New consumables called the Super Charger and the Ultra Charger have been added which are required to use implants. Using a charger adds to your energy pool from which all implants draw their power and consumes the charger. Chargers can be obtained from general gameplay, just like implants, or combining two different tier implants. The Depot also has the Ultra Charger for sale for Certification Points or Station Cash. The tier of the implant decides how much energy is drained with tier 1 at 0.5, tier 2 at 0.75, and tier 3 at 1 per second.

    An icon of the currently active Implant will also appear on your Heads Up Display (HUD).





    What Implants Are there?


    There are 21 implants at the time of this post. They are:

    Tier 1

    Battle Hardened...........................Reduces infantry camera shake from explosions and also reduces flinching when being shot.
    EOD Hud I...............................................................................................................Displays enemy explosives within 10m on your HUD.
    Hold Breath I...................................................................................................................................Increases hold breath duration by 25%.
    Regeneration I........................................................Regenerates 4% non-MAX infantry health per second when not taking damage.
    Safe Landing I....................Reduces non-MAX infantry fall damage. Fall damage starts at 20m with a lethal fall now being 60m.
    Enhanced Targeting...............................................Displays a HUD health bar when aiming at a spotted enemy up to 250m. Does
    not show enemy shields. Also, increases range of reticle IFF to 60m.​

    Tier 2
    EOD Hud II..............................................................................................................Displays enemy explosives within 15m on your HUD.
    Hold Breath II..................................................................................................................................Increases hold breath duration by 50%.
    Marker...............................................................................................................................................Auto spot enemies whom you damage.
    Regeneration II.......................................................Regenerates 5% non-MAX infantry health per second when not taking damage.
    Safe Landing II...................Reduces non-MAX infantry fall damage. Fall damage starts at 30m with a lethal fall now being 90m.
    Tier 3
    Awareness.....................................................Auto spot enemies who damage or kill you, unless they're using a silenced weapon.
    Clear Vision..............................................................................Protects non-MAX infantry from concussion and flash grenade effects.
    Counter-Intelligence.......................................................................................................................Informs you when you've been spotted.
    EMP Shield.................................................................................................Protects non-MAX infantry from the effects of EMP grenades.
    EOD Hud III.............................................................................................................Displays enemy explosives within 20m on your HUD.
    Hold Breath III.................................................................................................................................Increases hold breath duration by 75%.
    Rangefinder..................................................................................................Displays the range of any target within 500m on your HUD.
    Regeneration III.................................................Regenerates 6.67% non-MAX infantry health per second when not taking damage.
    Safe Landing III................Reduces non-MAX infantry fall damage. Fall damage starts at 50m with a lethal fall now being 150m.
    Sensor Shield....................................................Make infantry undetectable to enemy radar equipment and motion sensors except
    when jumping or moving at sprint speed or faster.



    You mentioned Chargers but how do they work?

    Chargers are required to power your implant. Each Tier implant drains a different amount of energy. 0.5/0.75/1 second per tier respectively. You can have as many chargers as you want, and you can either manually charge your implants, or check auto charge which will automatically use a charger upon reaching ~150-200 energy. Obtaining Chargers is quite simple. Just as there are 3 tiers of implants there are 3 tiers of chargers:

    Charger............................................................................................................................................Obtained via gameplay; restores 600 energy.
    Super Charger...............................................................................Obtained via Crafting 1 Tier 1 & 1 Tier 2 implant; Restores 1,000 energy.
    Ultra Charger........................Obtained via Crafting 1 Tier 2 & 1 Tier 3 implant; Purchased from the Depot; Restores 10,000 energy.





    Loadout Synergy


    Because each implant has a different role or ability, it's best to maximize your role using which ever implant will either benefit you or your team more. For example

    Lasher Heavy: Grab Marker. The AoE splash of your lasher will spot everyone you damage. Suppress a door and mark away.

    Sniper: Grab Hold Breath or Battle Hardened. The added steady scope time is great, but not missing from screen shake could be better. Or maybe Rangefinder could help you zero in on longer range headshots quicker.

    Infiltrator: Snag Sensor Shield or Counter Intelligence. You actually becoming invisible is a buff for sure, but knowing when your spotted could be a life saver.

    Light Assault: Safe Landing is made for you. Tower farm with ease! Jump off the top floor and take no damage!

    Engineer & Medic: Support classes can utilize multiple implants, it's best to use what you think is best for the current situation.

    MAX Suit. If you have a pocket engineer, grab Awareness. It will help you isolate threats. If you don't have a pocket engineer, EOD hud could save your life from sneaky C4 traps or mines.

    Tank Driver: EOD Hud it up! The ability to see tank mines while driving is a HUGE buff. Same goes for you AMS drivers!!

    Tank Gunner: Awareness could help you find what's shooting you.

    Liberator Gunner: Awareness could save your life.

    Daddy 2.0: Do you like to lolpod farm shitties? then grab safe landing and and engineer and you can successfully bail AND repair!

    Shotgun heavy: Chances are you're going in first, and with special grenades. Clear Vision could allow you to point blank concussion grenade yourself, blinding everyone in the room whilst you're unaffected so you're able to start dunking.

    There are dozens more synergetic combinations. I'm leaving some up to you to find/figure out.


    But Remember, No matter how much you may hate the system, it's looking like it's here to stay. You might as well take advantage of it. Everyone else will.
     
    Jaamaw likes this.
  2. ThaneKrios

    ThaneKrios idk

    Joined:
    Nov 2, 2013
    Messages:
    406
    Likes:
    348
    The medic can use the regen III implant and bubble shield to keep the self healing and be able to use the bubble.
     
    Phaedo likes this.
  3. TheCrisisBusiness

    TheCrisisBusiness Yeah, I'm still here

    Joined:
    Jul 10, 2013
    Messages:
    512
    Likes:
    230
    I use safe landing mostly, but when we push in buildings i throw on clear vision. I think for competion clear vision will be default, if they allow it (obviously)
     
  4. ThaneKrios

    ThaneKrios idk

    Joined:
    Nov 2, 2013
    Messages:
    406
    Likes:
    348
    That's true, Clear vision pretty much negates all effects of concs. in one of our scrims people were being quad conced with no effect.
     
  5. Captain Murasa

    Captain Murasa brb buying a rubber duck

    Joined:
    Mar 4, 2014
    Messages:
    630
    Likes:
    251
    That's interesting so far. I have a bad tendency to pick Regen 3 all the time though. ;x

    But yeah, I feel that clear vision would break concs.
     
  6. Sithian

    Sithian That one guy.

    Joined:
    Feb 3, 2014
    Messages:
    182
    Likes:
    190
    Personally due to my play style I find Battle Hardened to be the implant that benefits me the most, but I will probably have to start making a specific tank driver or pilot class for Awareness and EOD. I find that a good setup for Shotgun LA's in towers is running Regen III and trading out medical kits for C4 to have some MAX killing potential.
     
  7. ThaneKrios

    ThaneKrios idk

    Joined:
    Nov 2, 2013
    Messages:
    406
    Likes:
    348
    Regen 3 will most likely be the defualt implant for most, senor shield or counter intel for infils. i don't think you'll need clear vision very mush in live, not enough people use concs or flashes. Safe landing will mostly be used by engis to function as a bail assault.

    the default implant, enhanced targeting is good for shredder gunners

    Battle hardened is good for snipers ( but if you are getting screen-shake you're ina bad postion HUHEUHUEHUEHUE)

    Emp shield is worthless, no one really uses EMPs and they don't do a whole lot to you.

    Rangefinder is good for lancer sniping and tank AP sniping.
     
  8. Patrick

    Patrick Ireland - Sunshine is a Rumour.

    Joined:
    Nov 22, 2012
    Messages:
    595
    Likes:
    254
    I've been having great craic with sensor shield on my infiltrator, just walking through enemy motion sensors gunning plebs down.
     
    Shuzaah likes this.
  9. Shuzaah

    Shuzaah .

    Joined:
    May 13, 2014
    Messages:
    240
    Likes:
    230
    Ive founs running battlehardened for infantry and enhanced targettting for armor is all I need. And theyre both so cheap energy wise.