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there is a couple of them
most are just attribute highteners
such as str +1 etc ( a permanent way to get an extra point in your stats )
they aren't that gamechanging though
they are pricey to start with, your not buying them from the getgo :p ( it's like 2400 caps for one i recall )( and you also need a doctor to actually do the implantation for you at another 500 caps per )
Head Implants
* AR Scanner: Real-time target analysis
* Bionic Eyes: Enhanced vision modes
* Empathy Synthesizer: Charisma +1
* Logic Co-Processor: Intelligence +1
* Optics Enhancer: Perception +1
* Probability Calculator: Luck +1
* Voice Modulator: Speech +2(3,4,5), Barter +2(3,4,5)
* Wired Synapses: Bullet time slowndown increased by 20%
Torso Implants
* Adrenaline Booster: AP regeneration bonus for kills
* Hypertrophy Accelerator: Strength +1
* Monocyte Breeder: Health regeneration
* Nociception Regulator: Endurance +1
* Reflex Booster: Agility +1
* Stealth Nano-Bots: Controllable stealth field
* Sub-Dermal Armor: DT +4
* Synthetic Lungs: 25% lower Sprint AP drain, water breathing
Arm Implants
* Kinetic Accelerator: Attack and reload 50% (100%) faster during bullet time
* Nanobionic Weave: Limb regeneration
* Hand Stabilizer: Lockpick +2(3,4,5), Repair +2(3,4,5)
* Motor Memorizer: Guns +2(3,4,5), Energy Weapons +2(3,4,5)
* Neural Datatool: Science +4(6,8,10)
* Razor Nails: Unarmed critical chance and damage increased by 25% (40,55,70)
* EMP Generator: EM Burst, Capacity 5x (10x), Recharge 1x (2x) per hour
* Hyperfrequence Emitter: HF Burst, Capacity 5x (10x), Recharge 1x (2x) per hour
Leg Implants
* Kinetic Accelerator: Surroundings slowed down by 25% (50%) during sprint
* Nanobionic Weave: Limb regeneration
* Tread Damper: Sneak +4(6,8,10)
* Weight Absorber: Carry weight +10(20,30,40)
now take in mind this is SMALL segment of PN
PN itself is very intrusive
redesigning the damage model to make sense ( bullets kill, both for you AND FOR THEM )
( grenades..... you don't even stand a chance, RUN FOREST RUN )
dedicated grenade/mine key
sprint and bullettime ( slowdown at the cost of ap ( manual vats basically ))
and a massive list of tweaks to be done at your leissure
- for instance carry weight
200 lbs as a default is unrealistic, no human carries that much on just his skin alone ( game mechanics such as weapon dispay aside )
80lbs at 5 str is far more realistic
under PN you can set it to start out at 80 for 5 str ( 110 at 7 str )
( and then get a backpack mod to support it )
this in effect will make scavenging and what you carry on you at all times an active choice
80lb is enough for 2ish weapons
2ish pieces of decent armor
some food
some drink
some ammo ( under hardcore not even that much )
and then some empty space to pick some stuff up along the way
but frocing you to make an active choice on what seems more important :)
( ofcrouse this is done at will !!, but PN CAN be very intrusive )
( it's also recommended if you look form some immersion :) )
- for instance stealthboys
steatlhboys no longer give you a brief moment of invisiblity until it runs out
they now have a charge
you activate them by "x" and the charge starts running down untill it's gone, then you have to pop a new one
but you can stop the stealthboy by "x" as well, halting it running out
basically, you can pop one and then use it an sporadic moments to get a pickpocket in you couldn't get ohterwise or sneak up to someone ( without fully wasting the whole thing )
stealth inducing gear on the other hand ( like the chinese stealth suit ) no longer are an automated stealth source, this now requires you to burn e-cells to fuel it while using it :) ( which makes way more sense )
- for instance " vision "
one of the implant can do it naturally
other then that, power armor now has vision inbuild ( heat vision, night vision )
which can be toggled between
giving power armor a far better and more immersive touch
THE DAMN THING HAS TECH IN IT, NIGHTVISION MAKES TOTAL SENSE :p
Is there any picture/video demonstrating what they do in action?
but from what i understand and remember
it's a charged thing ( once every hour or so they reset ? ) and you use them like grenades
under the hotkey that comes with pn you can use "h" to swap inbetween implants, grenades, mines ( and their subcategories ) ( all under one key, pretty well done to be honest :p )
then pres "g" to sue whatever is equiped at the time
havent gotten aroudn to using them before
but i imagine it's jsut a shockwave type thing
---------------
from what i understand
much like throwign an emp grenade at a robot but instead the source is you
( try invisioning you throwing an emp grenade at your own feet and it going off )
they are short range blasts intended for robotics and turrets
intended to be used while you are shooting at a robot or such and then have that go off as support
( or sneak up to one and fire it off since emp's don't affect you )
pretty much a free ever-rechargable emp grenade at the cost of range :)
-----------------
the hf is the same but designed for human(oids) and sets them on fire
( try invisioning you throwing an incendiary at your feet while standing next to someone... but you don't catch on fire yourself :) )
i know it's not the exact same as a video or screenshot
but you get the idea i guess :p
It's treated like a regular throwable weapon, throwable weapon, althrough you can't put it on the granade hotkey fopr some reason. When when you "throw" it, it fires a projectile that dissapears after flying some distance. If it impact someting it creates an EMP explosion.
What confuses me is that the menu implies you can have two, but there is only one in the game. I'd glady give it both slots, just to have 10 "charges" of those things.
Just my opinion on the matter.