Implants

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This article is in the Dystopia Manual series.
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Implants allow players of all classes to give themselves special abilities. This facilitates a vast array of play-styles and strategies. Keep in mind, each class has a fixed number of head and body implant slots. Every implant takes up some of these slots, limiting a loadout; so choose implants wisely before moving into the fray. They are selected through the implants tab of the respawn menu.

Energy

The life-blood of most implants is energy. Every player has an energy bar in the status pane (50 energy by default), which regenerates over time at a standard rate. Some implants, like thermals and SWT, drain energy over time (when activated). Other implants, like TAC scan, use up some energy instantaneously to perform their action.

A few implants, like wired reflexes and the coldsuit don't use any energy at all, and are said to be "passive". SCS is the only implant that affects energy in a positive way; extending the bar an extra 25 energy, to a total of 75.

If you run out of energy, implants that require it will cease to function. Implants and energy regeneration are also periodically disabled by the effects of the detonation of an EMP grenade (including passive implants!). You can recharge your energy by turning off all draining implants and waiting patiently, or by dying and respawning naturally (suiciding does not give extra energy).

Using Implants

There are two ways to use an implant while playing. The most common way is to activate it from the pre-set implant slots on the HUD. You may also use console commands to bind a specific implant to a unique key; to view a bind command, look at an implant's information on the implant pane of the spawn menu.

Available Implants

Head Implants








Body Implants








This article is in the Dystopia Manual series.
<-- Prior Article (An Array of Weapons)(That Stuff on the HUD) Next Article -->
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