What are implants?
Implants are a part of infantry loadout, much like a suit slot or a weapon. They provide passive bonuses and abilities to improve player’s utility and convenience.
You can equip two different implants at the same time. Equipped implants are displayed at the bottom of the screen.
Some of the implants do not work for MAXes or when piloting vehicles. Some implants can only be equipped by certain classes. Check implants’ in-game descriptions for specifics.
Non-exceptional implants start at Rank 1, and can be upgraded up to Rank 5 with ISO-4. Implants of higher ranks provide stronger bonuses, and the final rank often has an additional exclusive effect. Players can upgrade implants on the Nano Cycler tab of the main menu.
Exceptional implants have only one rank and cannot be upgraded.
ISO-4 is a special currency, related to implants. Normally, it is spent on upgrading owned implants, but it can also by recycled to purchase more implants. There are two ways to obtain ISO-4:
- Participating in a Critical Mass Alert grants up to 300 ISO-4.
- Breaking down duplicate implants on the Nano-Cycler screen.
- Breaking down Rank 1 implant provides 25 ISO-4.
- Breaking down exceptional implant provides 1500 ISO-4.
|Rank 1 -> Rank 2||75|
|Rank 2 -> Rank 3||225|
|Rank 3 -> Rank 4||900|
|Rank 4 -> Rank 5||2475|
Fully upgrading even one implant is expensive, at a minimum taking 12 Alert wins (9 hours of play time), or more than 12 000 certs in Implant Packs’ value. You are not expected to unlock and fully upgrade every implant, or use only implants of maximum rank. You will have to be very picky about what you want to upgrade.
How to get implants?
Implant Packs are “chests” that contain several random implants. Each implant drop from a pack is completely random, you can get several identical implants from one pack, and you can get implants that you already own.
The only exceptions are Target Focus and Safeguard – those do not drop from Implant Packs, because every player already has them by default.
Unfortunately, this means you are a slave to random, and you can’t do anything to reliably get a specific implant you want.
There are several ways you can get Implant Packs:
Completing the first tier of Class Directives for the Infiltrator, Light Assault, Combat Medic, Engineer or Heavy Assault grants a Novice Implant Pack, which contains two random non-exceptional implants.
Additionally, completing the first tier of Objectives and second tier of Leadership directives grants a Basic Implant Pack, which contains 3 random implants.
Getting a few of these implant packs from directives is a good way for new characters to get started with the implant system.
A common way to get new implants is to buy Implant Packs from in-game store.
Purchasing Deluxe Implant Packs is more cert-efficient.
Implant Drop Rates
There are Common > Uncommon > Rare = Class-specific > Exceptional implants. Implant’s rarity affects its drop chance from Implant Packs and ISO-4 Recycler.
Here are Implant Drop Rates according to testing on PTS by RegulusMagnus:
Each implant in a Deluxe Implant Pack has a chance to be:
- Common: ~67.9%
- Uncommon: ~26.8%
- Class-specific: ~3.3%
- Rare: ~1.3%
- Exceptional : ~0.66%
Chances that a Deluxe Implant Pack contains at least one implant:
- Common: ~99.9%
- Uncommon: ~93.9%
- Class-specific: ~26.0%
- Rare: ~11.1%
- Exceptional : ~5.8%
“At least one” probability is easier to calculate as a negation of “none”. Source.
For example. Deluxe Implant Pack contains 9 implants.
Each has a 0.662% chance of being an Exceptional Implant.
In other wards, a 99.338% chance of not being an Exceptional Implant.
Probability that Deluxe Implant Pack will contain NO Exceptional Implants equals to:
0.99338 ^ 9 = 0.942
So the probability that at least one of the Implants will be Exceptional equals to:
1 – 0.942 = 0.058 = 5.8%.
- 225 ISO-4 if all 9 implants are Rank 1 duplicates.
- 313 ISO-4 on average, including duplicates of exceptional implants.
Purchasing one ISO-4 Recycler grants one random implant. Recycler has a higher chance of granting an uncommon or exceptional implant than normal packs.
The Recycler can be useful for players who don’t want to spend ISO-4 on upgrading any of the owned implants, and wish to trade it for a chance at getting an implant they don’t have yet. To be clear, you can still get a duplicate with the Recycler.
Recycler also provides a way to purchase one random implant with DBC.
Chances of getting an implant from one ISO-4 Recycler:
- Common: ~40.2%
- Uncommon: ~36.6%
- Class-specific: ~11.1%
- Rare: ~5.3%
- Exceptional : ~6.8%
- 25 ISO-4 if the implant is Rank 1 duplicate.
- 125 ISO-4 on average, including duplicates of exceptional implants.
Spending Daybreak Cash
Based on this reddit post by /u/DrSwov.
In terms of Daybreak Cash, one Deluxe Pack costs the same as five Recyclers.
|Chances of getting at least one implant from:|
|Deluxe Pack||5x Recyclers|
If your goal is to buy ISO-4:
- In worst case scenario, when you get only Rank 1 duplicates, Deluxe Packs offer better value. This will be a better choice if you don’t own a lot of exceptional implants yet, and you’re looking to spend a relatively small amount of DBC.
- On average, if we take duplicates of exceptional implants into account, Recyclers offer double the ISO-4 value. This will be a better choice if you already own most of the exceptional implants, or if you’re spending a ton of DBC.
If you’re hunting for a certain class-specific, rare or exceptional implant, then Recyclers give you better chances.
Premium Membership provides a 10% discount to all DBC purchases, including Recyclers and Implant Packs. It’s worth to get membership if you intend to spend more than 10 000 DBC. Keep in mind that membership itself provides a ton of other useful perks. Don’t forget that you can buy 10 000 DBC for $85.
Here are your chances of getting one specific implant with 10 000 DBC (assuming no membership discount).
|Method||Exceptional||RARE||Class specific||Uncommon||ISO-4 Value|
|20 x Deluxe Packs||18.0%||54.3%||69.6%||99.9%||6260|
|100 x Recycler||68.0%||83.3%||89.5%||99.9%||12 500|
Keep in mind that “one specific implant” is different from “at least one implant” probabilities I showed you before.
For example, when talking about chances of getting one specific implant from Deluxe Packs, 18.0% chance is your chance to get, say, Carapace, and not any other exceptional implant.
By choosing to purchase ISO-4 Recyclers with DBC, you get a significantly higher chance of getting the implant you want, especially an exceptional implant, and you also get more ISO-4 per DBC spent.
Implants in VR Training
You can equip and test all implants in VR Training. Implants in VR will have the highest rank possible. However, VR enemy dummies do not count as players, and most “on kill” mechanics will not trigger off them. E.g. Nightmare implant will not cloak you.
These implants are easy to get and provide versatile bonuses that will remain useful across many different playstyles.
This implant is available to all characters from the start. Can be used by MAXes and works in vehicles.
1) Increases hip fire crosshair Friend-Foe-Identification range from 10m to 60m.
This is great for new players, as it helps them to identify enemies and distinguish them from allies. It can also help find enemies in darkness or smoke.
2) Displays health bars of spotted enemies and vehicles within 500m.
Displayed bar refers to specifically player’s health. It does not take infantry shields or HA overshields into account.
This effect is especially useful when fighting vehicles, so you can prioritize weakened targets and monitor your damage output, and judge if it is worth to continue engaging.
First two components are from the old Enhanced Targeting implant, and you can watch Wrel’s video review of that part here.
3) Increases hold breath duration by 150% / 160% / 175% / 200% / 300%.
This is the only component of the implant that improves with upgrades, but the bonus to Hold Breath duration is huge even at Rank 1. It’s totally possible for high-level snipers to play without this implant, but it can be very helpful to casual snipers and beginners.
Higher ranks of the implant can be great when it is possible to chain several shots together while using Semi Auto sniper rifle, or a Bolt Action rifle with Straight Pull Bolt attachment.
This implant is available to all characters from the start. Can be used by MAXes.
Provides 20% damage resistance after accepting a revive for 1.5 / 1.75 / 2.5 / 3.5 seconds.
It’s possible that damage resistance is also provided after (re)spawning.
This is great for new players that tend to die in bad spots, and accept revives without regard for consequences. It also can be useful in organized squadplay in point hold scenarios, especially when coupled with Carapace, which allows you to be revived with 100% HP.
Tip: before accepting a revive, you can use Toggle HUD key (default “Ctrl + F10”) to see your corpse from above and judge if it is safe to accept the revive.
Rank 5 bonus: being revived instantly restores 200 shields for infantry and 500 health for MAX units.
Can be used by MAXes and works in vehicles.
Generates ammunition for all weapons, tools and vehicle weapons once every 120 / 110 / 90 / 75 / 60 seconds.
The amount of generated ammunition is equal to the amount you get from one tick of Engineer’s ammo pack or vehicle ammo tower. For most infantry weapons, this is equal to 1 magazine. Most vehicle weapons get more, equal to several magazines.
Ammo Printer generates ammo while cloaked.
When near or inside a vehicle that you own, Ammo Printer will generate ammunition for all vehicle’s weapons. However, printer will not generate ammunition for infantry equipment inside a vehicle, unless the player is in a rumble seat. In that case, printer will work for both the vehicle, and the player.
Countdown timer resets, when you:
- spawn a vehicle (but not when you enter a vehicle)
- exit a vehicle
- resupply or change loadouts at an infantry terminal
- accept a revive
Ammo Printer is great for lone wolf players and vehicle pilots. Tanks specifically tend to quickly run out of ammunition, and can take a while to get to an Ammo Tower.
Especially useful to Infiltrators, Light and Heavy Assaults to resupply ammunition for their tools.
Can’t be used by MAXes, works inside vehicles.
Restores 20 / 23 / 28 / 35 health per second. Regeneration starts 10 seconds after taking health damage. Rank 5 also instantly restores 50 health when you kill an enemy with a headshot.
- Taking shield damage or dealing damage does not interrupt regeneration process.
- Regeneration restores player’s health inside a vehicle, but it will do nothing for the vehicle itself (duh).
- Cloaked infiltrators cannot regenerate health.
- Regenerating full health takes 25 / 22 / 18 / 14 seconds.
A very popular convenience and longevity implant. It allows to forget about monitoring your health, and gives a way to restore health without relying on Med Kits or medics.
Especially great for lone wolf players, especially Light Assaults and Infiltrators that spend a lot of time away from their allies.
If you’re in a friendly territory that is lattice-connected to a captured Biolab, its health regeneration bonus will override Regeneration Implant of Rank 1 or 2, essentially making it useless.
Can be used by MAXes.
Increases the distance you can fall without taking damage to 20 / 30 / 40 / 50 / 75 meters. Increases lethal fall distance to 60 / 90 / 120 / 150 / 230 meters. Rank 5 also reduces collision damage from vehicles by 50%.
There are other ways to avoid fall damage, like jumping down on sloped surfaces, or using a Jump Pad or a Gravity Lift.
Safe Fall is normally equipped to boost player’s mobility, so he can jump down from heights without fear of injury. In that regard, even the first rank is usually powerful enough to completely forget about fall damage.
Safe Fall can be useful to novice Light Assaults who haven’t learned to properly manage Jet Pack energy yet. It can also make a Light Assault more stealthy, as he can jump down from a height without engaging his Jet Packs, which could give away his position.
At the moment, Safe Fall is nearly mandatory to use Light Assault’s Ambusher Jets effectively.
Safe Fall can also be used by ESF pilots as a substitute for Ejection Seat.
It’s hard to quantify how useful Rank 5 is. It’s supposed to make you harder to run over for vehicles, but without some in-game testing it’s hard to tell how effective it is in that role. However, even if that would 100% protect you from any run-over attempts, it would hardly justify spending ISO-4 on it, since statistically it happens so rarely that it doesn’t even matter.
Can be used by MAXes, works in vehicles.
1) Automatically spots mines and C4 within 16 / 18 / 21 / 25 / 35 meters.
This is great for flanking or breaching playstyles, as in both cases you will be more likely to encounter mines. Can help MAXes and vehicles avoid Tank Mines.
The implant is not a sure-fire way to never blow up on a mine, since the icon of a spotted explosive is small and easy to miss in the heat of combat.
At lower ranks, has limited usefulness to vehicles, as often your momentum will be too strong to stop or change direction in time, unless you consciously move slowly. Ranks 4-5 provide more than enough time, though.
2) Displays distance to objects under your crosshair within 500m.
This effect seems to be broken in ESFs.
Can be used to judge how high you need to aim with a long range Sniper Rifle or a tank cannon, if you create your own ballistic table. First column is distance, second column is the number of mildots you have to raise your aim by.
It is also nearly a necessity for Ballistic Crosshairs for dumbfire launchers.
Can also be used to judge if target is within your weapon’s lethal distance. For example, close range bolt action sniper rifle one-hit-kills on a headshot within 200m.
Can’t be used by MAXes.
Restores 175 / 200 / 250 / 325 health on a wielded melee kill. Rank 5 also restores 325 health on a sidearm kill.
- Your character model will have visible green effects when you receive healing.
- You have to actually kill the enemy with one of the specified items, just holding a knife your hands while enemy blows up on your mine will not trigger the healing.
- Vampire 5 will heal on a quick knife kill if you’re holding a sidearm (source).
- Doesn’t proc off teamkills.
- ASP interactions (source):
- Vampire 5 procs for sidearms equipped in primary weapon slot.
- Vampire 5 does not proc for primary weapons in secondary weapon slot.
This implant has an interesting synergy with Carapace implant, but without it, Vampire has questionable usefulness even for Stalker Infiltrators, kings of sidearm and melee kills. Most of the time, Regeneration implant will be better, as it doesn’t rely on kills to restore health, and doesn’t require you to go into combat without full health.
Crazy melee streaks with a wielded knife often end when you start taking damage anyway. You are simply unlikely to benefit from this implant.
Vampire only makes sense at maximum rank and in combination with other equipment (see: Gunslinger Loadout).
These implants are harder to get, and they offer situational bonuses that are meant to strengthen specific playstyles.
Can be used by MAXes.
Reduces screen shake from nearby explosions and flinch from being hit by bullets by 30% / 33% / 40% / 50%. Rank 5 completely removes flinch and screen shake for 10 seconds after a kill.
Flinch from bullet hits scales with damage they deal. More damaging bullets and headshots cause more flinch.
This implant is useful whenever you get under fire while shooting someone, or something explodes nearby, which happens a lot while playing infantry. It makes it easier to hold the crosshair on the target and offers a competitive edge.
Battle Hardened is popular to the point that it’s considered mandatory by many players, claiming the game is unplayable without it. Especially popular among Heavy Assault mains and other competitive and frontline infantry players, such as CQC BASR players.
Restores 120 / 140 / 165 / 200 shields on a headshot kill.
Your personal shields will briefly flash when you receive shield restoration.
This implant isn’t very useful without several upgrades, and it’s reserved for the elite infantry players that can consistently get headshot kills.
This implant is not as powerful as it seems. It does nothing for you at maximum shields. While the amount of restored shields is not huge, it can potentially get amplified by Nanoweave and HA’s Resist Shield, and makes a great combo with Adrenaline Shield.
Also, while getting headshots is obviously crucial for competitive infantry playstyle, trying to finish off every enemy with a headshot can be a bad habit. PlanetSide 2 weapons get more inaccurate the longer you shoot, so it’s a common technique to start with headshots, doing quick and strong burst of damage, and then drag the aim to center mass, finishing the enemy with body shots.
Trying to shoot at the head all the time may lead to actually dealing less damage. You will have to make a judgement call each time.
Rank 5 also restores 30% of your current (not maximum) ability energy.
Assimilate 5 used to be broken for the longest time, but supposedly this was fixed in this patch.
Currently it’s unclear how exactly this bonus works and what does “30% of current energy” mean.
Can’t be used by MAXes.
1) Reduces movement speed penalty for crouching by 40% / 45% / 55 %/ 75%.
Normally, crouching reduces movement speed by 50%. Catlike makes you move at 70% / 72.5% / 75% / 87.5% normal walking speed while crouching.
Increased crouching speed allows you to be more mobile during firefights, while having increased accuracy and presenting a smaller target. Especially great when paired with a 75% ADS weapon.
2) Rank 5 also increases jump height by 1m.
This implant is especially great for Infiltrators, as crouchwalking while cloaked makes them less noticeable.
It also allows any class to move faster while crouching to avoid being detected by Motion Detection tools.
Increased jumping height has its downsides, as it messes with a lot of accumulated muscle memory and movement habits, so it can be tough to transition to and from Catlike 5.
For example, when jumping into a low window, you have to take a running jump into the window from some distance, as opposed to moving the window and crouch jumping into it.
You can also jump up right in front of it and press forward and crouch while you fall down.
MAX units can equip.
Reduces strength and duration of Flash, EMP and Concussion grenades’ effects on you by 15% / 18% / 23% / 30%.
Rank 5 also provides complete immunity to these effects for 5 seconds after using a Med Kit or Restoration Kit (but does not clear effects that were already applied to you).
MAX units can’t equip.
Hides the player from motion detection tools further than 45m / 42m / 35m / 15m.
Rank 5 also hides the player from Thermal and IR/NV scopes.
Very useful implant for flanking and stealthy playstyles, especially for Light Assaults and Infiltrators.
These implants are even more rare than uncommon implants, and offer strong, but very specific and situational bonuses.
Killing an enemy with a wielded melee attack will special cloak you for 1 sec / 1.2 sec / 1.5 sec / 2 sec. Rank 5 also provides the special cloak when you kill an enemy within 5m of you with any weapon.
Special cloak does:
- Allow you to use your weapons and equipment. You can keep shooting while cloaked.
- Proc off ranged Amaterasu kills, even outside 5m.
- Trigger off quick melee attacks, but only at Rank 5.
Special cloak does not:
- Proc off mine kills, even within 5m.
- Remove “spotted” condition. Even while cloaked, you will have your name and a dorito above your head.
- Hide muzzle flash or jet pack flames.
- Hide Heavy Assault’s overshield effect.
- Nightmare’s cloak isn’t affected by NAC‘s damage resistance.
At early ranks this implant is incredibly powerful for anyone who can take advantage of wielded melee attacks, with the most obvious example being Stalker Infiltrators.
Maximum rank of this implant makes flanking attacks especially fearsome. Going on cloaked killing sprees is not very likely, but Nightmare can give you a second of breathing room to safely escape after an ambush.
When using this implant as an Infiltrator, and manually hitting cloak after a Nightmare proc will just recloak you, so everything works fine in that regard.
While this implant sounds incredibly powerful on paper, it’s worth noting that even maxed out it doesn’t do anything for you until you kill an enemy within 5m, which is hard to do consistently for most classes. Even someone like shotgun Light Assault cannot guarantee to kill most of his targets within 5m.
Getting roadkills while in the pilot’s seat of a Flash or Harasser will restore 25% / 28% / 33% / 40% turbo fuel. At Rank 5 implant’s effects are applied to Liberator and ESF.
No roadkill pls.
Killing an enemy while spotted has a 25% / 30% / 40% / 50% chance to remove “spotted” condition from yourself. A headshot kill is guaranteed to trigger this effect. This effect does not trigger while in a vehicle.
Rank 5 bonus: dealing damage to an enemy will automatically spot them.
- Any damage source will count, including mines and “non-lethal” grenades that still deal tiny amount of damage, such as Flash and EMP.
This implant is most useful for Light Assaults using a stealthy flanking playstyle.
It is a common situation where you get spotted by an enemy, and you react to his voice and kill him, but then get hunted down by other enemies. Assassin helps to remedy that specific situation, and in general helps to keep you off the map.
Combination with Sensor Shield 4+ and Suppressed weapon is highly recommended to further keep yourself from the minimap. Assassin 5 bonus helps to track enemies without giving away your position and faction with spotting voice.
Assassin is still probably less useful than Counter-Intelligence, as it gives you more control, unless you really value Assassin 5 bonus.
Assassin is practically useless for Infiltrators, as they already can remove “spotted” condition from themselves simply by cloaking.
These implants are hard to get and they can only be equipped by specific classes, and provide a bonus to strengthen that class’ main playstyle.
Killing an enemy will restore 12% / 15% / 20% / 30% of Jet Pack energy.
Rank 5 provides additional 20% for destroying a vehicle. Killing an enemy will immediately finish off Ambusher Jump Jets energy.
The amount of restored energy can increase depending on which Jet Pack variant you’re using.
Killing an enemy or reviving an ally restores 15% / 18% / 23% / 30% energy for your Nano Regen Device.
Rank 5 also increases your resistance to small arms damage by 25% for 3.5 seconds after reviving.
- Bullet resistance doesn’t stack with Nanoweave, highest resistance is used.
- Bullet resistance procs when reviving with a Revive Grenade.
- Ally has to specifically accept the revive in order for bullet resistance to proc.
Passively increases the effectiveness of cloak by 15% / 18% / 23% / 30%.
Deep Operative reduces warping of objects seen through a cloaked unit. Video demonstration.
Credit for this discovery goes to /u/AmicusFIN
Deep Operative has been thoroughly tested several times, and the results ranged from “it might have a slight effect” to “it definitely has no effect at all”. It can potentially make a cloaked player slightly harder to detect in certain situations, but don’t expect miracles.
It is assumed that Deep Operative has effect only on Infiltrator’s Cloaking Ability, and not on other cloaking types, such as Wraith Flash or Nightmare. However, only Minor Cloak was tested for sure.
Rank 5 special ability: when you are spotted, you scan the area within 20m for enemies.
When you are spotted, enemies in 20m radius momentarily appear on the minimap as dots, as if they fired an unsuppressed weapon once. Even if they were crouching still at the time.
It’s hard to recommended this implant, Catlike 5 is a much better investment of ISO-4 for Infiltrators, and can be used on other classes as well.
Reduces the delay before a fully depleted overshield begins recharging by 50% / 60% / 75% / 100%.
By default, this delay seems to be about ~3 seconds.
Rank 5 also reduces passive energy drain from active overshield by 30% while remaining stationary.
Ranks 1-4 merely cut away 1.5 – 3 seconds from the recharging delay that happens when your overshield loses ALL energy. Scoring a kill with Adrenaline Shield circumvents that delay entirely, and NMG has such a long recharge time on its own (20-30 seconds depending on rank), that extra second or two is not worth wasting an implant slot. Exhausting ALL energy with Resist Shield is not a common occurrence.
Rank 5 bonus is totally and utterly pointless. If it reduced how much energy you lose under fire while stationary, maaaaaybe it would amount to something. But no, it only reduces drain rate over time. For NMG, the time it takes to spend full energy is increased from 28 to 50 seconds.
Your non-mine deployables within 15m of you receive 10% / 13% / 18% / 25% damage resistance. Engineer using the turret also receives damage reduction.
- This damage reduction multiplicateively stacks with Nanoweave Armor.
- Damage reduction is applied to explosives.
- Full Nanoweave + Robotics Technician 4 or 5 = 60% of damage taken from bullets.
Rank 5 special ability: affected deployables will also automatically repair themselves for 25 health per second.
- Affected deployables and engineer manning a turret will have a bright visible effect over them.
- Doesn’t seem to affect Spawn Beacon.
These implants are extremely rare, and provide powerful, but situational abilities.
Can be used by MAXes, and partially works in vehicles.
1) Informs when you’ve been spotted. This effect does not work in a vehicle.
When you’re spotted, a tiny red icon will briefly appear near your crosshair. The implant icon on the bottom of the screen will turn red whenever you’re spotted, and will stay red until “spotted” condition fades.
This is the same effect as the old Counter-Intelligence implant. You can watch Wrel’s reivew here.
2) Automatically spots enemies that damage or kill you, unless they’re using a suppressed weapon. Spots enemies that damage vehicle you’re in.
This is the same effect as the old Awareness implant. You can watch Wrel’s review here.
Overall, Counter-Intelligence is a great implant for non-infiltrator players trying to be stealthy, especially effective on Light Assaults. It will enable you to outplay through movement enemies that engage you, and let you know when it is safe to engage.
It is also great for vehicle play, especially for tanks, where positioning and surprise effect mean a lot.
Can’t be used by MAXes.
Staying still for 8 seconds will cloak the user. The player cannot use any tools or weapons while cloaked, or restore health or shields. Any movement will decloak the user.
- Reloading, taking damage or switching to crouching or standing will not decloak the user.
- Being hit by an EMP grenade will decloak the user.
- Cloaking and decloaking takes 1.5 seconds, during which the player still cannot use tools or weapons.
- Minor Cloak isn’t affected by NAC‘s damage resistance or Chameleon‘s shimmer removal.
This is a controversial implant, technically it can give cloaking capabilities to something like a Heavy Assault with an auto shotgun, but it forces the user to sit still for who knows how long, and long decloaking animation makes it hard to effectively ambush enemies.
Long delay before cloaking makes Minor Cloak impossible to use to escape when being chased by enemies.
The automatic trigger if you stay stationary can be annoying as well.
Overall, it’s a highly desired, yet fairly worthless implant, mildly useful only for cheesy camping or in some very specific circumstances.
For example, if a Sniper notices on a Motion Spotter that enemies are looking for him, he can use his Hunter Cloaking to put himself in a good position, and then sit indefinitely in Minor Cloak until enemies give up the search and go away. Minor Cloak activation will force a recloak and produce decloaking and cloaking sounds, potentially giving away sniper’s position.
Replaces your shield bar with second health bar.
Having only health and no shields makes continuous healing much more useful:
- Restoration Kits
- Healing Grenades
- Nano-Regen Device (note: doesn’t stack with Restoration Kits)
- Being healed by a Combat Medic’s Med Tool and Triage
Same goes for “on-kill” healing:
Carapace also has amazing synergy with Combat Medics’ Nano-Regen Device and maxed out Combat Surgeon implant.
Stacking several healing sources provides for amazing survival capabilities, as demonstrated in these videos: one, two, three. Note: over the years, Carapace has been hit with some nerfs, so not all videos are up to date.
Needless to say, it’s a good idea to also use Nanoweave Armor to increase the worth of every healed health point.
Carapace has some hidden benefits:
- No shield flicker when getting shot, or when shields are depleted (excluding cloaked infiltrators, see below).
- EMP Grenades have no effect on your effective HP.
- For Infiltrators without Nano Armor Cloaking, Carapace replaces their 400 shields with 500 HP.
- No automatic recovery, unless you run Regeneration implant.
- If you do run Regeneration, and take a lot of damage, it’s gonna take you longer to get back to 100% than if you had used Regeneration without Carapace.
- Cloaked Infiltrators with Carapace will always produce shield shimmer when getting shot. Without Carapace, there shimmer would be produced only until shields are depleted.
- This can be circumvented by using Chameleon Module.
- Carapace user is revived with no more than 50% health (1 full bar).
- Resupplying at an infantry terminal does not restore any health.
Med Kits: Less downtime, but also lower longevity.
Restoration Kits: More downtime, but also more longevity.
Med Kits are preferable when you also run a Regeneration Implant, or have a medic nearby.
If you are not good at staying alive for a long time, then always use medkits to maximize the amount of damage you can do in that short amount of time.
MAXes can equip. Doesn’t work in vehicles.
Permanently changes your vision to infrared, automatically highlighting enemy units within ~130m. Cloaked units are not highlighted.
This implant has questionable usefulness. While highlighting enemy units regardless of camouflage is certainly useful, there are many downsides as well:
- it gets hard on the eyes, especially during the day
- makes friend-foe identification harder, as allies are highlighted in the same way as enemies
- makes harder to engage enemies at range
- cloaked enemies become nearly invisible
- being hit by an EMP grenade effectively blinds you
Setting your Graphics Quality to “Low” will make it easier to see with Infravision.
Receiving any amount of experience grants a charge. At 50 charges the implant is activated, and you will be able to automatically revive yourself after your next death. Chargers cannot be gained while dead or inside a vehicle. MAXes can self revive as well.
- Reviving happens at 50% health.
- It is affected by Safeguard (more proof).
- Self-revive interactions with Carapace are currently unclear.
- While the implant is active, green particle effects will surround your body, warning enemies that you can revive yourself.
While this implant may seem strong on the first glance, more often than not it just invites the enemy to kill you twice instead of once. So far, the only legitimate applications of this implant are:
- Medium or long range sniping, giving you an extra layer of protection from counter sniping. Recon Device is highly recommended over Motion Spotter to gain XP ticks faster.
- Self reviving as a MAX, especially when coupled with Safeguard.
While you are piloting a vehicle, your squad members will be able to spawn directly into your vehicle, as long as there are open seats.
A truly unique implant, obviously most powerful for small coordinated squads that enjoy organized vehicle play. However, most of the time, it will not do anything Spawn Beacon or Valkyrie squad spawn would not do.
One can imagine a ton of fun moments with this implant, such as spawning squad members while circling enemy positions in a Harasser or cloaked Wraith Flash, but it remains to be seen whether this implant has any actually useful combat applications.