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Capt Tryton
Caldari
Deep Core Mining Inc.
Posted - 2005.05.25 04:46:00 - [1]
 

Is it true that only 2 implants will work at a time no matter how many you have in your head?

Thx
Tryton

Deileon
Minmatar
Sebiestor Tribe
Posted - 2005.05.25 05:02:00 - [2]
 

No.

Whoever told you that, I would ignore all future advice from that person.

Herko Kerghans
Taleweaver
Posted - 2005.05.25 07:39:00 - [3]
 

Originally by: Capt Tryton
Is it true that only 2 implants will work at a time no matter how many you have in your head?



Absolutely bull.

The only rule for implants is: every implant belongs to a certain "slot" in your head (there are 5 for "attribute" and 5 for "skill", check here), and you can only have one implant per slot.

Example:

In slot 7 you have a <<'gunslinger' ax-1>>. Bad choice, since turrets are for girls, real men shoot missiles. You decide to plug in a missile enhacing implant... heck, there is none in the market (Deeevs...). You sigh... decide to go for a <<'rogue' cy-1>>, a very nice hardwire that every pilot should have. The rogue cy-1 is also slot 7, so you gotta unplug the gunslinger ax-1 (and lose it... np, is for girls...) before you can plug the rogue cy-1.

It does not matter AT ALL what you have on the other 9 slots, whether they are full, empty or 50-50.

(NOTE: last dev blogs hints that there will be new implants that have a shared bonus if you have them all, as in if you were to have all slots 6 to 10 with "rogue" implants, then you would have an extra bonus for the whole set. Not introduced yet).

Espen
NorCorp Security
Ministry Of Amarrian Secret Service
Posted - 2005.05.25 09:29:00 - [4]
 

Edited by: Espen on 25/05/2005 09:30:20
Edited by: Espen on 25/05/2005 09:29:56
Originally by: Herko Kerghans
Originally by: Capt Tryton
Is it true that only 2 implants will work at a time no matter how many you have in your head?



Absolutely bull.

The only rule for implants is: every implant belongs to a certain "slot" in your head (there are 5 for "attribute" and 5 for "skill", check here), and you can only have one implant per slot.

Example:

In slot 7 you have a <<'gunslinger' ax-1>>. Bad choice, since turrets are for girls, real men shoot missiles. You decide to plug in a missile enhacing implant... heck, there is none in the market (Deeevs...). You sigh... decide to go for a <<'rogue' cy-1>>, a very nice hardwire that every pilot should have. The rogue cy-1 is also slot 7, so you gotta unplug the gunslinger ax-1 (and lose it... np, is for girls...) before you can plug the rogue cy-1.

It does not matter AT ALL what you have on the other 9 slots, whether they are full, empty or 50-50.

(NOTE: last dev blogs hints that there will be new implants that have a shared bonus if you have them all, as in if you were to have all slots 6 to 10 with "rogue" implants, then you would have an extra bonus for the whole set. Not introduced yet).



Shocked wrong!

Sveldt
Posted - 2005.05.25 23:57:00 - [5]
 

Originally by: Espen
Edited by: Espen on 25/05/2005 09:30:20
Edited by: Espen on 25/05/2005 09:29:56
Originally by: Herko Kerghans
Originally by: Capt Tryton
Is it true that only 2 implants will work at a time no matter how many you have in your head?



Absolutely bull.

The only rule for implants is: every implant belongs to a certain "slot" in your head (there are 5 for "attribute" and 5 for "skill", check here), and you can only have one implant per slot.

Example:

In slot 7 you have a <<'gunslinger' ax-1>>. Bad choice, since turrets are for girls, real men shoot missiles. You decide to plug in a missile enhacing implant... heck, there is none in the market (Deeevs...). You sigh... decide to go for a <<'rogue' cy-1>>, a very nice hardwire that every pilot should have. The rogue cy-1 is also slot 7, so you gotta unplug the gunslinger ax-1 (and lose it... np, is for girls...) before you can plug the rogue cy-1.

It does not matter AT ALL what you have on the other 9 slots, whether they are full, empty or 50-50.

(NOTE: last dev blogs hints that there will be new implants that have a shared bonus if you have them all, as in if you were to have all slots 6 to 10 with "rogue" implants, then you would have an extra bonus for the whole set. Not introduced yet).



Shocked wrong!


Shocked theoretical situation!

Herko Kerghans
Taleweaver
Posted - 2005.05.26 00:53:00 - [6]
 

Originally by: Espen


Originally by: Herko Kerghans


Example:

In slot 7 you have a <<'gunslinger' ax-1>>. Bad choice, since turrets are for girls, real men shoot missiles.



Shocked wrong!


Ok, ok, my bad, wrong generalization... let me rephrase it:

"Turrets are for gallente weaklings and long-haired intaki girlie men, who like their guns shooting with a "piff" and get easily shocked by anything louder.

True Caldari moffos (like the original poster wants to be, pardon me if the assumption is wrong) love things that go Boom with a Big Bang, ride Ravens, and spam missiles, the bigger the better. The fact that some faulty Caldari ship designs (nobody's perfect, even if he's Caldari) have turret slots is something our engineers are working hard to correct."


Ok now?


((Wink))



Kalast Raven
Caldari
Caldari Provisions
Posted - 2005.05.26 03:03:00 - [7]
 

Only 2 attribute implants are working at any given time. That's probably what they meant.

Herko Kerghans
Taleweaver
Posted - 2005.05.26 03:16:00 - [8]
 

Originally by: Kalast Raven
Only 2 attribute implants are working at any given time. That's probably what they meant.


Hum... could be... as in "affecting" your gameplay somewhat.

If that's the case, @ original poster: Every skill in training has a main attribute and a secondary attribute, so if you are training a skill that has Perception as its main attribute and Willpower as its secondary attribute, then only your Perception and Willpower implants are affecting your training time for that particular skill (since Intelligence does not affect the training time of that skill, neither will do an Int implant).

That's only for attributes... the hardwires all "keep working", and of course any attribute implant will "work" as soon as you switch skill training.

Dargon Starjammer
Gallente
Posted - 2005.05.26 16:44:00 - [9]
 

wrong on the implant bonus part. it said pirate implants will give you a bonus if you have a full set plugged in. meaning a.... um how about theres like a true sansha set and a over lord set, ect. thats what that means. there are currently only named pirate implants so unless zore and otehrs start droping named implants with differn't slots required and effects then they will just be single implants.

Deileon
Minmatar
Sebiestor Tribe
Posted - 2005.05.26 22:43:00 - [10]
 

Originally by: Herko Kerghans
(NOTE: last dev blogs hints that there will be new implants that have a shared bonus if you have them all, as in if you were to have all slots 6 to 10 with "rogue" implants, then you would have an extra bonus for the whole set. Not introduced yet).



Oh boy oh boy oh boy. Mad I want me a full set of Tal Rasha's implants so I can have a swirlyswirl around all my ships....

Herko Kerghans
Taleweaver
Posted - 2005.05.27 01:29:00 - [11]
 

Originally by: Dargon Starjammer
wrong on the implant bonus part. it said pirate implants will give you a bonus if you have a full set plugged in.


Yup, they do say it would only apply to pirate implant sets (as in, having the whole set of "rogue" or "gunslinger" or "gnome" would not give any bonus). We'll have to wait and see...

But for clarity's sake: as of today, no plugged implant has any effect on any other plugged implant.


 

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