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Implants and Pistol details 
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Joined: Fri Jul 30, 2004 5:09 am
Posts: 1978
Location: IA
Post Implants and Pistol details
Higby wrote:
Implants are a consumable item that can be used to enhance your soldier with gameplay perks for a limited period of time. Each implant is equipped per-loadout and has a limited duration which is consumed only while that loadout is active. The implants are designed to give unique benefits that allow players to further refine their role & personal play-style without imparting an over-the-top player-power benefit.

Here are the currently planned implants we're launching with GU13:

    Awareness: auto-spots enemies who damage you or that you damage
    Battle Hardened: reduces camera shake from explosions and flinch
    Clear Vision: Protects against concussion and flash grenade
    EMP Shielding: Protects against EMP Grenade effects
    Enhanced Targeting: increases the range that you can see enemy health bars and names
    EOD HUD: Allows you to detect enemy explosives in a short radius around you
    Regeneration: Slowly regenerates health over time when not in combat
    Safe Landing: Reduces fall damage
    Sensor Shield: Makes you undetected on enemy radar/motion sensors
    Thermal Reduction: Prevents the wearer from being highlighted by thermal vision

We will be starting with these implant types available with more being added over time.

In addition to the implants we're putting in some feedback about implant resistance, so when you, as an EMP grenade user hit someone using an EMP Shielding Implant you'll receive some feedback to let you know it wasn't effective.

Implants will have relatively short durations (Measured in hours, not days) and low costs. Like weapons, they'll be available to purchase for both Certification Points and Station Cash. We're still finalizing the durations and costs for these items, but we'd love to hear feedback on the system.

joshua wrote:
Looks like the stats are a little out of date. Same with the NS SMG, actual recoil and hip COF values are not on test yet.

Couple of notes on the big things:
    The NC pistol has a forced burst delay that isn't factored into the displayed ROF yet. Working on a fix for that.
    The VS pistol has no indirect damage. That was removed.
    These are not the faction pistols. Those are still incoming. These are intended to fill the current gaps in each faction's pistol spread.
    All the existing pistols have been improved in very small ways, excepting the Commissioner which is untouched, and the Repeater which had its damage at range brought in.

Find me on Discord: ObsidianOne#2697

Tue Jul 16, 2013 6:58 pm
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Joined: Fri Jul 30, 2004 5:09 am
Posts: 1978
Location: IA
Post Re: Implants and Pistol details
Implants are being re-evaluated and being pulled out of GU13 next week due to community feedback.
Higby wrote:
Hey all -

After reading through player feedback on the Implant system we've decided to take it back to the design phase. As a result GU13 will not include Implants, more details on the redesign of Implants will be forthcoming as we work out new details.

As always, thank you for all for your feedback!

Find me on Discord: ObsidianOne#2697

Fri Jul 19, 2013 12:08 am
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