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News: GU13 Update Coming Next Week

Discussion in 'General Open/Public Discussion' started by CDLBot, 16 Jul 2013.


  1. CDLBot

    CDLBot CDLBOT V2.1

    Matt Higby has posted an update on GU13 and what players can expect when it releases next week. Highlights include an Esamir Refresh (Currently viewable on Public Test), Implants, and Spawn Changes. Here's a quick snippet on Implants: ...

    More...
     
  2. Sentrosi

    Sentrosi Protocol Officer Officer

    Officer
    Implants = Bad

    My concerns on this issue are in the forums.
     
  3. Our new pistol is junk too, the others empires are at least useful. We get a 30 round 143 dmg semi auto (it doesnt kick much soooo), NC get a 2 round burst at 167 dmg, (less kick then repeatersame dmg output per burst), VS get a 250 dmg low recoil 8 round pistol.

    Ours seems a bit lackluster, but it can hipfire like a champ out to 40-50m. Guess we will have to wait till we get our UZI to be cool :)
     
    Last edited: 16 Jul 2013
  4. Implants:

    -They need to be self balanced with a benefit and a drawback.

    -They shouldn't straight up negate another piece of equipment.

    -As it stands there are like 2 that will be used by 90 percent of the playerbase all the time, a couple for situational use, and a whole lot of garbage.

    Esamir:

    -I love the rebuild with more interesting geography and defensible bases.

    Spawn changes:

    -We'll see how it goes.
     
  5. Pretty much what I think of them. Plus the whole "rental" aspect of them being consumable.

    Which ones do you think are garbage?
    (For me, spotting the now all-too-visible Mines at only FIVE meters away seems superfluous.)
     
  6. People will run 90% of the time: Battle Hardened and Regeneration. I personally don't think flinch is a huge deal since the nerf a few GUs back, but folks whine about it all the time. The regen as it stood on the test server was insanely fast and OP.

    Useful sometime: Sensor Shield and Awareness. Sensor Shield could be really powerful in the hands of the right infiltrator. Awareness with high level nanoweave could make snipers jobs very difficult.

    Basically Junk: Clear Vision and EMP Shielding. I can count on my fingers the number of times I've been hit by Concussion grenades, flash grenades and emp grenades in the hundreds of hours I've played. The best use for these would likely be in an offensive fashion by the user of said grenades.

    Enhanced targeting: It's just giving back what we lost a couple GUs ago. I've barely noticed a difference. It might be useful for some close in sniping, but.. meh.

    Safe Landing: There are many ways to mitigate damage from falls... HA shield, LA jets, hugging the wall... meh.

    EOD: Mines are big as it is and this implant doesn't function while driving a vehicle anyway. As for prox mines... most of the time I run into them it's because an infiltrator just dropped one in front of me... this wouldn't prevent that.

    Thermal reduction: Talk about situational..

    *This is all kind of moot now since Smeds tweet, but I wanted to respond to your question anyway. :)*
     
  7. Thanks Khorn. It's good to see it all here in one spot. For example, I hadn't considered that Clear Vision might be used aggressively instead of its suggested usage.

    I'd thought that maybe with the EOD implant, mines could be reverted to their stealthier, original models (and the Claymore get a new stealthy model, because I'll be damned if I ever call THAT thing stealthy.)
    I'd like safe landing, because I like dropping down onto things, and I was really pissed when fall damage was increased in beta.

    Curious how implants will be developed this time around.
     

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