mNo edit summary |
mNo edit summary |
||
Line 132: | Line 132: | ||
| class="row-odd" style="vertical-align:middle;text-align:center;" | Reduces non-MAX infantry fall damage. Fall damage starts at 50m with a lethal fall now being 150m. |
| class="row-odd" style="vertical-align:middle;text-align:center;" | Reduces non-MAX infantry fall damage. Fall damage starts at 50m with a lethal fall now being 150m. |
||
|- |
|- |
||
− | | class="row-even" style="vertical-align:middle;" | |
+ | | class="row-even" style="vertical-align:middle;" |Sensor Shield |
− | | class="row-even" style="vertical-align:middle;text-align:center;" |[[File:Icon_implant_ui_sensorShield_tier3_128.png|center]] |
+ | | class="row-even" style="vertical-align:middle;text-align:center;" |<span id="Sensor Shield"></span>[[File:Icon_implant_ui_sensorShield_tier3_128.png|center]] |
| class="row-even" style="vertical-align:middle;text-align:center;" |[[File:Icon_implants_hud_sensorShield_128.png|center]] |
| class="row-even" style="vertical-align:middle;text-align:center;" |[[File:Icon_implants_hud_sensorShield_128.png|center]] |
||
| class="row-even" style="vertical-align:middle;text-align:center;" | Make infantry undetectable to enemy radar equipment and motion sensors except when jumping or moving at sprint speed or faster. |
| class="row-even" style="vertical-align:middle;text-align:center;" | Make infantry undetectable to enemy radar equipment and motion sensors except when jumping or moving at sprint speed or faster. |
Revision as of 15:33, 19 December 2014
Page Contents Current As of Patch: | 20/05/2014 |
Implants are a permanent item that can be used to enhance your soldier with gameplay perks. Implants can be obtained from general gameplay by doing things such as capturing bases, killing enemies, and potentially support actions and alerts. They can also be obtained via the Depot for Certification Points or Station Cash, in packs of 3 or 5, or crafting 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 has a good chance of being in either of the Depot packs and can occasionally be gained from gameplay. Tier 3 can only be obtained via crafting.
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 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 the players Heads Up Display (HUD).
Implant List
Tier 1
Implant | Icon | HUD Icon | Benefit |
---|---|---|---|
Enhanced Targeting | Displays a HUD health bar when aiming at a spotted enemy up to 250m (Without the implant it's 10m). Does not show enemy shields. Also, increases range of reticle IFF to 60m.
Everyone starts with this implant. It cannot be used for crafting. | ||
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. |
Tier 2
Implant | Icon | HUD Icon | Benefit |
---|---|---|---|
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
Implant | Icon | HUD Icon | Benefit |
---|---|---|---|
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. |
Charger List
Charger | Icon | Energy | Acquired From | Tier |
---|---|---|---|---|
Standard Charger |
1800 | You receive this as a general gameplay reward. | 1 | |
Super Charger | 3600 | Created by combining a tier 1 and tier 2 implant. | 2 | |
Ultra Charger | 24000 | Created by combining a tier 2 and tier 3 implant. Can also be purchased from the depot with certs or station cash.
The Ultra Charger provides 33% more energy per implant than the Super Charger. |
3 |
Crafting and Recipes
A new page has been added to the ESC menu, to the left of the Depot, called the Nano-Cycler. From this page you can craft implants, chargers, and add to your energy pool. There are currently 3 different recipes that can be used on the Nano-Cycler page.
Recipe | Creates |
---|---|
Three Of The Same Tier Of Implants | A random implant of the same tier used in the crafting process. Will not return an implant of the type recycled if 3 of the same implant are used in this formula. |
Five Of The Same Tier Of Implants | A random implant of a tier higher than the tier used in the crafting process. Tier 3 implants can't be used this way. |
Two Implants Of Different Tiers | A tier 1 and tier 2 implant create a Super Charger. A tier 2 and tier 3 implant create an Ultra Charger. |
History
Recently a new roadmap thread detailed some changes to implants based on feedback, the article has been updated to reflect this. Nearing the release of Implants, Matthew Higby created a post detailing some of the upcoming items in Game Update 13. Some of which detailed the upcoming Implants, their abilities, and cost. These costs were in the form of certs and station cash and they decayed over time. The community at large disagreed with this and many believed they should be available permanently for large cert costs or via infantry resources. As a result of this feedback, SOE delayed Implants to change them up and take community feedback into play.
"After reading through your comments we have decided to go back to the drawing board on implants. They will not be coming with GU13." ~John Smedley (Tweet 1) (Tweet 2)
During development of Implants, there were three tiers of the implants with different icons similar to the design of Boosts. Some of these implants were removed, while others remained the same or merely changed names.