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DARK HQ - View topic - Implants
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Implants 
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DARKie
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Joined: Fri Jul 30, 2004 5:09 am
Posts: 1978
Location: IA
Post Implants
Implants on PTS!

Interesting system, I tried it a bit. Reddit exploding with the usual P2W and junk.

Check it out:

https://forums.station.sony.com/ps2/ind ... ts.184178/

http://www.reddit.com/r/Planetside/comm ... y_on_test/



All my gunners are required to use Marker, lol.

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Thu Apr 24, 2014 6:58 am
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DARKie
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Post Re: Implants

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If you always put limit on everything you do, physical or anything else. It will spread into your work and into your life. There are no limits. There are only plateaus, and you must not stay there, you must go beyond them. -Bruce Lee


Thu Apr 24, 2014 4:27 pm
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DARKie

Joined: Thu Nov 24, 2005 3:47 pm
Posts: 969
Location: Sycamore, IL
Post Re: Implants
I'm worried about awareness. If it auto-spots for the player with the implant only... then it's fine. If it auto-spots (like a normal spot does... and I'm certain it'll be like this just from a lazy programmer standpoint) then it's going to be a problem for snipers and ranged users alike. Wouldn't be a big fan of that.

Enhanced targeting is going to be my go-to for vehicle play, and probably for normal play as well. I was a huge proponent of that implant in PS1. Always ran with it. Anything that enhances my situational awareness is huge for me. I really hated when they pulled that from us... knowing full well that they'll charge us for the old functionality later.

Sensor shield will be nice for when running stalker cloak... Hold breath for sniper build, safe landing for LA.

As for the pay-to-win griping that lots are doing... I'll leave those arguments for others. I used to care about discussing that, but i've given up on it. Don't care anymore... I'll pay when I see value in it and won't if I don't. The advantage of having a good job and kicking the ex-wife to the curb... money isn't an issue anymore. :shock:

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Thu Apr 24, 2014 5:37 pm
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DARKie

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Post Re: Implants

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Fri Apr 25, 2014 1:18 pm
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DARKie

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Location: Pensacola, Fl
Post Re: Implants
I haven't had a chance to load up the PTS; but I have to say all this talk of 'drops' and 'construction' worries me... As does the apparent emphasis on kill-based rewards, which tends to screw over support players

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Fri Apr 25, 2014 2:35 pm
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Post Re: Implants

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Fri Apr 25, 2014 2:39 pm
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Fri Apr 25, 2014 4:15 pm
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DARKie

Joined: Thu Nov 24, 2005 3:47 pm
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Post Re: Implants

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Fri Apr 25, 2014 4:41 pm
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Post Re: Implants

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Sat Apr 26, 2014 3:10 pm
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Post Re: Implants
"Drops were bugged on test for a few days, they work now. The entire system is available to evaluate on pts, minus some polish tasks still outstanding. This isn't going live tomorrow, it'll end on test for a while still so we can get real feedback. So far I've seen a few wild extrapolations based on one random drop, I'd encourage some more exploration of the system before you draw major conclusions. Fact is: the current drop tuning is designed to allow average players (by raw, non-boosted xp gain, across all characters) to be able to maintain even tier 3 implants with drops alone. Check it out for yourself. The loot system is more complex than just "kills per implant drop" or "xp per implant drop", it's weighted and favors large xp events (base captures, ribbons, alerts) for better drops. No one has scratched the surface of the drop system on pts yet."
-mh (source)

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Sun Apr 27, 2014 7:01 pm
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DARKie

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Post Re: Implants

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Sun Apr 27, 2014 11:37 pm
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