April 28, 2024, 09:03:39 pm
Username:

Password:

Topic: New Implants details  (Read 9942 times)

pusitega

  • Posts: 62
    • View Profile
Re: New Implants details
« Reply #45 on: March 23, 2014, 10:24:01 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.

Better +10 on crit roll and -20 on crit chance

i am for sure +10 close combat dmg cuse i think colse combat is underpower

Chosen One

  • Posts: 1051
  • Ya. Really Me. Want More Than That, PAY ASSHOLE!
    • View Profile
    • Ten Thousand ManiacsĀ®
Re: New Implants details
« Reply #46 on: March 23, 2014, 10:34:56 pm »
+1 to a SPECIAL stat.
Mika TAN, Nika NOIRE, Traci LORDS, KMart, Sand Nigger
Former Redding Miners Union member.


"Most women watch soaps- I play Fallout."

BACK TO THE FRONT! The Front Lines Are Everywhere...

Corax

  • Supporter
  • Posts: 353
  • Ultimate Crafter
    • View Profile
Re: New Implants details
« Reply #47 on: April 06, 2014, 09:25:14 am »
Musk generator - wild animals don't attack you in the random encounters unless you attack first, +1 slot for brahmin/dog/molerat, -1 for human followers

Heavy-duty biocapacitor - noncrippled leg or hand
Maybe just decreased chance to be cripled

Mental bioradar - functional like sensor, but only 5 hex
5 hex is almost nothing so maybe 10?


Healing Rate:
Medical Nanobot Docking Station Module

"This module is in fact a small docking station for nanorobots circulating in your body system, monitoring your health state and applying adequate treatement."


Crit Chance:
Advanced Visual Targeting System

"This module is implanted into eyeballs of a person. Person who has this system sees a small HUD, that shows target's vital areas and weak spots ."

Cerebral motivator   +5 to sequense
High-frequency zionistor  + 75 party points (not bigger then 300)
75 is too big bonus, 40-50 maybe?

Gamma protector - add x to radiation resistance (30?)
Liver stimulator - add x to poison resistance (30?)

Gamma reductor - reduce radiation in time
Like many things invented by Russian Scientists that shouldn't even work. But it do and clear your body from radiation.


Weight Absorber - +x to carry weight(20%?)

Route Extrapolator (aka Google Maps) - faster traveling on World Map


Paramedic hand stabilizer - +20-30 healed HP , less chance of failure when using FA or Doc
Medic nerve reductor - decresed cooldown for FA and Doc

Subdermal adrenaline capacitor or Adrenaline Booster - +1AP
That small module collecting adrenaline when you are sleeping and release it when you are fighting. Propably side effects: heart attack, dead.

Minimalized comunicator module - radio in head(distress signal allowed)
You have very small radio in the head. Beware of strange noises.

Internal Tesla Generator - unnarmed attack are more effective against robots (EMP feature:))
Your body generate more elektricity and focus it in your limbs but it would be better if you don't touch computers any more or hide in bunker during the storms.

Leadership generator - +2 more followers on World Map
First not working version of Mind Control Module. It should make mind of people weaker but unfortunatelly it gives owner better ability to control crowds. Don't ask why. Noones know.