April 28, 2024, 08:28:14 pm
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Topic: New Implants details  (Read 9941 times)

jacky

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Re: New Implants details
« Reply #30 on: November 24, 2013, 09:18:33 am »
Tactical movement:
+1 move point in tb

KestreL

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Re: New Implants details
« Reply #31 on: November 24, 2013, 09:49:13 am »
Predator Optics - All charecters/Critters are Outlined red even when not pressing "A"

sogabe

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Re: New Implants details
« Reply #32 on: November 24, 2013, 10:21:21 am »
How about a 3rd tier implants, requiring LV50, and 1per character limit?

The implants will basically be another "perk", where each implant is simply named after the perk itself.

For example:

Stonewall Implants, Lifegiver Implants, etc

In order for the bonus to take place, you must meet all the prerequisite (such as LV requirements, skill requirements), or perk is disabled until you reach the skills or the LV.

If these implants were to become not super-hard to obtain, it might create a diverse and interesting trading environment for the community, since there will be so many different kind of implants now (same as # of perks).

Strike

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Re: New Implants details
« Reply #33 on: November 24, 2013, 10:22:55 am »
How about a 3rd tier implants, requiring LV50, and 1per character limit?

The implants will basically be another "perk", where each implant is simply named after the perk itself.
Maybe be added ingame http://forum.fonline-reloaded.net/index.php?topic=2637.0

3.14

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Re: New Implants details
« Reply #34 on: November 24, 2013, 01:43:16 pm »
Epidermal Thermoptic Camouflage - gives +60 sneak when not wearing armor.
I may be broke, but I ain't broken (just twisted).

jacky

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Re: New Implants details
« Reply #35 on: November 24, 2013, 01:48:59 pm »
Epidermal Thermoptic Camouflage - gives +60 sneak when not wearing armor.

or
+60sneak

KestreL

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Re: New Implants details
« Reply #36 on: November 24, 2013, 01:53:31 pm »
How about a 3rd tier implants, requiring LV50, and 1per character limit?

The implants will basically be another "perk", where each implant is simply named after the perk itself.

For example:

Stonewall Implants, Lifegiver Implants, etc

In order for the bonus to take place, you must meet all the prerequisite (such as LV requirements, skill requirements), or perk is disabled until you reach the skills or the LV.

If these implants were to become not super-hard to obtain, it might create a diverse and interesting trading environment for the community, since there will be so many different kind of implants now (same as # of perks).

This is not some sort of magical Mage & wizzard stuff man. Keep it realistic. I mean really, Stonewall Implant? did you notice how all current implants are body related? and that all evolves around a suit of armor that shields you can gives you atributes. But not a wall of Old perks brought back.

Implants should be small but give curtain charecters a speical feel. like Flat damage, 1+ ap, crit bursts always do KD, things like this are small but still give curtain charecters a sense of being Unique and differnt. Lets not make this a grinding fest where everyone should grind to have what makes one person a god becuase he has stonewall implant + Life giver implants.

sogabe

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Re: New Implants details
« Reply #37 on: November 24, 2013, 05:33:36 pm »
I mentioned a limit of 1 implant per character.
I dont think by any mean 1 perk makes any character outstandingly "godly".

KestreL

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Re: New Implants details
« Reply #38 on: November 24, 2013, 05:56:20 pm »
285hp + life giver implant + 2x nemean Ooooh 375hp + stonewall... Ooooooh Sounds not godly + other implants?
 

Perteks

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Re: New Implants details
« Reply #39 on: November 24, 2013, 06:35:20 pm »
Erm for sure you can't take perk what you have already ;p

Elmehdi

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Re: New Implants details
« Reply #40 on: January 05, 2014, 07:00:58 pm »
So, is there any chance that we will see some new implants in game?

Kilgore

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Re: New Implants details
« Reply #41 on: January 05, 2014, 07:05:57 pm »
Sure but first the existing ones must be accessible.

Strike

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Re: New Implants details
« Reply #42 on: March 09, 2014, 12:11:36 pm »
Quote
Sure but first the existing ones must be accessible.
I think we can access to those implants already pretty easily, maybe we could soon see some new ones?

Barneys

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Re: New Implants details
« Reply #43 on: March 09, 2014, 03:18:59 pm »
Pretty easily is a matter of perception. I had to work hard to get my 4 implants.

Troll

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Re: New Implants details
« Reply #44 on: March 19, 2014, 02:31:19 pm »
Quote
+5% Critical Chance

Completely overpowered for critbursters, u can reach 35 crit chance (wich mean 26-34 crit chance on armored target) without finesse malus and a good crafted weapon. With a crit minigun build like mine, i think i can score 200 damage on a pvp char. Bad idee.

Even +3% is too much, makes luck implant shity.

A -10 or 20% crit power/chance mod on armors would be more balanced and usefull for aimed attacks, while not fucked up on unarmored npc target.