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.