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Old 03-30-2006, 05:24 PM   #1 (permalink)
 
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Post Dystopia Newbie Guide: Implants of Dystopia

This thread's purpose to give a Dystopia Newbie superior knowledge of the various implants available.

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*--Implants--*
One of the most interesting features in Dystopia is it's addition of an "Implant" system for the enhancement of your player class. Implants are basically devices that are inserted into either your body (hence the term "Bodyspace") or your head (hence the term "Headspace"). Depending on which class you have chosen, you may be able to insert over half a dozen implants or just simply two. Customizing your character with implants is the most critical stage in creating a powerful loadout in Dystopia and is one worth looking at in significant depth.

---Energy---
Energy is simply the lifeblood of your implants in Dystopia. Without this key resource, measured by the blue bar located in the lower left of your screen beneath health and armor, your implants will shut off and leave you with only your twitch reflexes and weapons to help you. All implants require energy and drain at an according rate for each second used. The utilization of multiple implants at the same time will drain Energy at the combined rate. Fortunately, Energy automatically replenishes, providing all of your implants are turned off, at a rate of roughly 2 units a second. Energy recharge can be temporarily disabled by a EMP grenade.

---Headspace---
---Cyberdeck---
Perhaps the most distinctive of Implants in Dystopia, the Cyberdeck is a portable computer interface control deck that allows the player to use computer terminals (Jack in Points/JIP's) to enter Cyberspace for the purpose of interacting with various computer systems. Offering no meatspace advantages and taking up a plethora of headspace, it is best often placed in the hands (or head rather) of a player who will not be directly engaging the enemy and instead will maneuver in meatspace for the sole purpose of eventually utilizing this implant.
Activation: Interface with Network Terminal
-Allows entrance to cyberspace-
Cost: 3 Headspace
Energy Drain: 1 unit every 3 seconds

---TAC Scanner---
One of the more tragically underused headspace implants, the TAC Scanner sends out an energy sweep that reveals the locations of all enemy players and trasmits their locations to the minimap and your teammates HUDs. The primary reason such an apparently useful implant would become underused is it's tremendous energy cost. The TAC Scanner is nevertheless a great implant that can tremendously aid you and your teammates in obtaining a general idea of where your enemy is.
Activation: TAC Scan
-Scans area for enemy presence and relays information to the team network-
Cost: 3 Headspace
Energy Drain: 20 units per scan

---Thermal Vision---
A very useful implant for not only locating cloaked individuals but also for long distance fighting. By utilizing heat signatures instead of network relayed information, this implant paints a very clear thermal mapping of any player on your HUD. While the advantage of improved sight and cloaker visibility is tremendous, the implant's overriding of your team networks IFF system prevents you from determining friend or foe. Make sure you know what you are shooting when you use this implant, as it can cause huge problems if the user is not careful.
Activation: Thermal Mapping
-Relays heat signatures of anything that enters it's sight-
Cost: 2 Headspace
Energy Drain: 1 unit per second

---Sound Wave Triangulator (SWT)---
Perhaps the most innovative and most multipurpose weapon to be found in Dystopia. The Sound Wave Triangulator is a device that creates a blue circle in your HUD that will pick up extreme sounds and point directly to where they originated. If looking in the direction of the enemy, the SWT can pick up the origin of gunfire, (indicated by yellow triangles) the impact of gunfire (indicated by grey triangles), and the footsteps of an enemy (indicated by red triangles). With this much information available, even through physical walls and doors, the SWT can be a tremendous aid and help anyone get the jump on the enemy. Of course, there is a good chance your enemy will have this implant too.
Activation: Sound Wave Triangulation
-Relays sound waves of all enemy activity-
Cost: 2 Headspace
Energy Drain: 1 unit every 2 seconds

---Cortex Bomb---
This weapon is dangerous, and if you are new I recommend you stay away from implanting it even though it seems like the perfect addition to your inventory. This baby is a small thermonuclear explosive in your head that detonates after a five second fuse if you stay at under 20 health for 5 seconds. It will give you a friendly series of warning beeps followed by a very nice "goodbye" female voice message...then your head will explode and kill everything within a ten foot radius of you. This is absolutely devastating in close quarters, and can take out countless enemies. On a Friendly Fire server, however, this bomb is EXTREMELY unpopular to use unless you know EXACTLY what you are doing with it. Though some may not agree, I personally think this is the implant that requires the most practice, but for the love of god don't practice on the TG server unless you want Fenix to admin slap you to the map ceiling every time your warning sound goes off.
Activation: Mini-Thermonuclear Explosion
-Your head explodes and deals insane damage to whatever poor thing is within range-
Cost: 1 Headspace
Energy Drain: Well you won't be needing energy after it goes off will you? Does require your energy to be online though (EMP will disable cortex temporarily)

---Bodyspace---
---Stealth---
I know this is the implant you are no doubt itching to try just after reading it's name and, I will not lie to you, it is a very fun implant to use when you first lay your hands on it. However, this amazing implant has a significant energy cost, doesn't make you completely invisible when you move, and is available ONLY (due to it's bodyspace requirements) to the light class. Don't think this is the uber-implant. It is easily detectable, with Thermal Vision and SWT easily capable of picking you up and alerting enemies to your presence, and the enemy will be looking for your movement shimmer constantly. Even as you become a more advanced player and learn to combine this implant with an array of others to become a perfect sneak, the tactical use of energy will still make you really have to think about how and when to use this implant. Users of stealth are never on the front line of combat, their primary goal is to ensure the capture, destruction, or protection of an objective by bypassing combat almost entirely. Stealth is a key part of a light's wardrobe and should never be underestimated, however it is more important that it is never overestimated.
Activation: Steatlh Cameoflauge
-Bends light around the Light (pun intended) so that the player is no longer visible to the naked eye-
Cost: 5 Bodyspace
Energy Drain: 2 units per second

---Sound Suppresor---
A grossly underestimated implant, the Sound Suppresor does exactly what it says it does, it suppresses sound. While at first many people will shrug this implant off as a waste of space, the sound suppressor can actually be a devastating force in the right hands. What few people realize in any game is their reliance on sound to locate an enemy or track his movements. By removing the sound from any of your actions, your prey becomes completely disoriented as to who on earth is attacking him. Another benefit is that the #1 enemy tracking implant (SWT) is completely nullified by using this implant properly. Very skilled players who have become reliant on the SWT or their ears (which is a surprising majority of people) are easily eradicated when this implant is carefully used. It is a totally underestimated implant that can turn the tide of battle.
Activation: Sound Suppression
-Generates inverted sound waves which cancel out the sound waves generated by both your person and your weapons-
Cost: 1 Bodyspace
Energy Drain: 1 unit per second

---Mediplant---
An implant that not usually seen on servers filled with fragmonkeys and immature gamers of all ages, the mediplant is unpopular due to it's anti-personal use design. This implant will only heal it's owner at half the rate it heals others, and it takes priority on healing others versus the owner. When used on a server that has the brilliant idea to use teamwork to achieve a goal, the mediplant finds itself quickly in the hands of any player who wants to play support. By using this implant, 2 or even more players can create a heal network that can help them survive enough bullets and explosions to defeat even the nefarious violentsquirrel and his MK-808 of doom. With all the carnage of battle going on however, energy is very quickly zapped by multidirectional and multipersonal healing. Medics need to be able to fall back and retain their energy, which again unsurprisingly means that they should not be the front line force that attacks the enemy. They are also a tremendously good secondary wave, as they can finish off weakened enemies while also maintaining their own health.
Activation: Medical Nanobot Distribution
-Uses a magnetic field to create an orbiting ring of nanobots that, when coming into contact with an allied player, search for wounds and heal them in microseconds-
Cost: 3 Bodyspace
Energy Drain: 3 units for every 4 health given to self, 6 units for every 8 health given to others

---Leg Boosters---
An implant that is the king of fun. Utilizing Leg Boosters allows a player to, at his own will, sprint and charge superhigh jumps. While obviously speed and height are limited by each class's respective size, the implant is still dead useful for all of them as it will shave off precious seconds as well as open alternate routes to a player. Leg Boosters are also capable of killing an enemy, but only by fully charging them on it's head and jumping from it. It is the "knife kill" of Dystopia, but thankfully a thousand times harder to pull off (so don't worry about seeing it except when a bizarre opportunity presents itself). In direct combat they are more often used to disorient an enemy, as having your target jump over your head or zoom by you at high speed is usually not expected. Does not take away energy when activated, only when it's functions are utilized.
Activation: Compressed Helium Weight Compensation (hold SHIFT), Helium Discharge (hold and release SPACEBAR)
-Generates compressed helium to compensate for weight in either running or in jumping-
Cost: 2 Bodyspace
Energy Drain: 2 units per second
---Superconductor Capacitor Storage (SCS)---
Perhaps the most commonly used bodyspace implant, this implant requires no activation and only serves to add an additional 25 units of energy to your normal energy bar. If you are going to perform a specialized role in the game (medic, decker, and stealther are three commonly seen pairings) you are going to want this implant. Having 1.5x the energy at your disposal can often mean the difference between achieving the objective and failing it. It also takes up very little room, which means it doesn't usually infringe on your overall implant loadout. If you can get it, take it. There is no reason not to.
Activation: 25 Additional Energy Units
-Increases the capacity of your energy storage-
Cost: 1 Bodyspace
Energy Drain: None

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-Zephyr
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Old 03-30-2006, 05:45 PM   #2 (permalink)

 
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Re: Dystopia Newbie Guide: Implants of Dystopia

Another exceptional write-up. I would like to add my first starting implant load-outs that beginning players might want to utilize:

Heavy:
Head
Thermal Vision

Body
Leg Booster

In fact, this is the only load-out I ever use with a heavy. Thermals are great for singling out stealthers and even better for sighting long-range targets. Just make sure the bind is close at hand for easy access to flip it on and off quickly as not having IFF can be worrisome. I have my 1 slot bound to mouse3.

Leg boosters get me into combat fast (leave it on at all times) and let me close distance with lights when I have to melee them. In fact, I never even use the jump boost feature as it's pretty much worthless.

Medium:
Head
TAC Scanner

Body
MediPlant
SCS

This is the ultimate support unit, which is what I feel a new player should be acting as while he learns the ropes. Scan whenever you are at full energy, or when one hasn't been done in a while. Stay back, pick your shots, and keep your teammates alive.

Light
To be honest: new players shouldn't be playing as lights IMO. It takes knowledge of the game and maps to use them effectively. I would stay away from the light class until you're knowledgable enough to know what you need to get your job done.

I hope this information helps you. If you don't know what your role should be: ask. If your team is lacking somewhere (which is usually in the support area ex TAC, Medi) they will tell you. Many pub Dystopia players think of themselves first and the team second, use this knowledge to back up their weaknesses while you inform them that you also need some help.
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Old 10-21-2006, 07:33 PM   #3 (permalink)
 
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Re: Dystopia Newbie Guide: Implants of Dystopia

My usual combination (since I'm still relatively new) consists of being:

Medium
Cyberdeck
Mediplant
SCS
Weapon: Either the assault rifle or plain rifle, I almost never use the grenade launcher.

I like this because I'm able to help out my team mates without putting myself in direct conflict.
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