Seeking to increase the options and variety of implants available, we’ve gone ahead and added 7 new implants for the battlefield. Check them out below!
New Implants
- Take a Walk
- Your movement is not impeded when underwater. Weapon behavior is unchanged. MAX units can equip.
- Juggernaut
- Melee attacks knock enemies away a short distance. MAX only.
- Living on the Edge
- When your health drops below 20% your accuracy increases by 5/7/10/12/15% for 5/5/7/10/12 seconds.
- Rapid Response
- While wielding a beneficial construction module your sprint speed is increased by 7/10/13/15/15%. At max rank, the unequip times of beneficial construction modules is reduced by 50%.
- Air Drop
- Upon exiting a vehicle Jump Jet recharge rate is increased by 7/7/7/7/10% for 5/7/8.5/10/12 seconds. 20 second cooldown after triggering. Light Assault only.
- Karma
- Each time you revive an ally a charge is added to Karma. At 30/27/24/20/20 charges, your next death allows you to self-revive once at 50/50/50/50/100% health. Redeploying or using an equipment terminal will wipe your current progress. Combat Medic only.
- Overcharge
- While overshield is active your primary weapon’s bullets will now pierce through one infantry target before stopping at the cost of 30/25/20/15/15% of your overshield uptime. Heavy Assault only. At max rank, this will also affect the bullets of secondary weapons.
UI Changes
- Added ability to toggle off HUD Indicator Waypoints.
- Added ability to toggle off HUD Indicator Nameplates.
- Added terminal icons to deployment interface for construction bases.
Bug Fixes
- Mining and depositing cortium will again provide experience.
- Oshur meltdown alert should no longer be able to start while the continent is locked.
- NS-D Helios will correctly play its reload animation in first person when switching to alternate fire mode with under 50 ammo in the magazine.
- Fix for intermittent flicker on certain shield shaders.
You must log in or # to comment.