View Full Version : Infiltration Status
Ghryphen
2004-02-17, 04:49 PM
Spork posted this.
We have spent some time looking at the various issues associated with the Infiltration Suit. Our Programmers and Designers have been working to resolve these issues for a future update. Here some information to help prepare you for what�s to come.
Bug Fixes
- Items in the pistol holster will no longer be more visible.
- Hotswapping items will no longer cause infiltrators to become more visible.
- The Infiltration Status Icon will function properly, giving a visual indicator of how �cloaked� a player is.
Tweaks
- The nature of the Empire-specific Infiltration Suit models caused some suits to be more visible than others. We have adjusted parameters for each Empire to compensate for this.
- The level of visibility for sustained actions has been increased. These actions include using a REK, BANK and Medical Applicator.
- Levels of visibility have been honed for each of the different actions that an Infiltrator can take � running, walking, crouch-walking, jumping, shooting, etc. Further, the level of visibility has been adjusted to account for multiple simultaneous actions, such as jumping and shooting.
- Players who are walking and crouch walking will no longer show up on the Mosquito's overflight radar. While this is not specific to Infiltrators, it is something that is intended to help them significantly.
Other
- Infiltrators will remain cloaked when they mount a vehicle, but will be partially visible as long as they occupy the seat. This adjustment does not apply to the wraith, which will remain fully invisible when sitting still, and become more visible at higher speeds.
- Most of what is listed above will be a part of the update after the current update on Public Test. The Mosquito Overflight ability is currently live. After these go live, there is one more adjustment we have to make afterward:
The Future
- The Silent Run Implant will cancel out the Infiltrator�s radar signature. This will not be a part of the upcoming update, but will enter development following it.
Through these updates, we are hoping to enhance the Infiltrator's power behind the scenes of the battle. If there's an item that is not covered, please let us know through this thread.
http://boards.station.sony.com/ubb/planetside/Forum16/HTML/001988.html
Veteran
2004-02-17, 04:52 PM
Looks like every day will be Halloween for PS' ghosts.
edit: this is a good thing... I think cloakers should pose a constant threat.
Queensidecastle
2004-02-17, 05:06 PM
It doeas appear they wanted to get this information out before the Dev chat. I am sure there were tons of questions submitted from infiltrators. I hope this doesnt mean they wont get asked (again) because they are very important issues
TheN00b
2004-02-17, 05:17 PM
Well, I'm not an infiltrator, but I think this should only be a start to more buffs. As it is, Infiltrators don't particularly frighten my grunt right now: If I see even the barest hint of movement, I just flick DL and unload. Infiltrators should be a full-time worry for every soldier.
Warborn
2004-02-17, 05:24 PM
Well, I'm not an infiltrator, but I think this should only be a start to more buffs. As it is, Infiltrators don't particularly frighten my grunt right now: If I see even the barest hint of movement, I just flick DL and unload. Infiltrators should be a full-time worry for every soldier.
Why should they particularily frighten a grunt, though? I've always been of the frame of mind that infiltrator suits are not meant for combat. I'm glad they're making them less visible/detectable, but if you want to kill lot's of people, the infiltrator suit shouldn't be how you would best go about it. If they'd add more ways for stealthers to sabotage/hack/undermine bases/towers/stuff they haven't added yet, then infiltrators will be able to do the job I think they were designed for.
As it is, short of removing Darklight altogether, there is no way to make a guy with no armor and only a pistol with limited inventory capacity pose a serious threat to infantry. Thus they need to give them a different job to do.
Madcow
2004-02-17, 05:38 PM
A lot of this falls under the wait and see category. Tweaking visibility could be just as much nerf as love, we won't know until we see the result. I'm not pleased about increasing visibility while using the REK, it's freaking hard as hell to jack a vehicle that's being guarded now. I don't even want to think about trying to jack one after becoming even more visible.
Love the mossy change, getting pinned down by a patient mossy pilot is not a fun way to spend the day. Plus, this allows infil to possibly be helpful during base defense from a siege as all it currently takes is one hovering mossy to neuter us completely.
I can't wait to see Silent Run, but if it's cancelling the radar signature I'm curious about the stamina drain. The SOI is rather large, and you'd pretty much have to activate it at the outer portion to have any chance of survival. That's a long run.
For the most part looks like good, positive minor love tho.
TheN00b
2004-02-17, 05:41 PM
I don't agree, to an extent. Infiltrators should be a threat to infantry, just not all of them. For example, Infiltrators should very often pose a threat to snipers, as illustrated last night when my little brother cleared an entire cliff face of snipers and spiked MAXes with his knife and Boomers :D . However, I agree that infiltrators should not pose much of a threat to twitch-addict Rambos, who are far more paranoid than most an generally good at close range fighting. So, in short, Infiltrators should be a threat to people who are more stationary, but should bugger off if they try to take down a Surgile-type guy.
Madcow
2004-02-17, 06:03 PM
It's all in how you play the game. Drop a spitfire near one of those surgemonkeys, and watch them turn into a statue as they try to keep from getting cut down by your deployable. Add a Magscatter to the temple. Choices? Run from the pistol, death by spitfire, or spin in place trying to take out the infiltrator and most likely get offed anyhow.
An open field, an infil suit and aces counteract surging nicely.
TheN00b
2004-02-17, 06:05 PM
Last night, my bro was more into the Melee Booster fun. He probably nabbed about 10 snipers in all during one run with his trusty Mag-Cutter. O' course, he was fighting TR, so the spiked MAXes on the hill got an unpleasant surprise from his Boomers :D .
Visor
2004-02-17, 06:16 PM
The only problem is the infiltrating if you want high KPH get a cloak suit and CE with surge
example: take a look at my Vanu sig
I am not holding my breath. This is just more crap to pile up under the TALK column. We need some fixes to go under the LIVE column.
What are you trying to say there bud? That you should only be an infiltrator if you want high kills-per-hack?
Visor
2004-02-17, 06:28 PM
I am saying that if they want to be on the leaderboard its possible but what infils are made for, they arent very good at.
Like mosquitos made for scouting, who does that.
Like the lasher being versatile, only withing 80 meters of a non-moving target
Like CC being a great ex-pack, so many people in the caverns
Well kills aren't everything, as I'm sure you will come to accept while trying to get your BR7 vanu onto the leaderboard. ;)
TheN00b
2004-02-17, 06:33 PM
Pwwwwwnnnnneeeeeddddd :D ;)
Visor
2004-02-17, 06:38 PM
I never said anything about kills i just said that kills arent an obstacle for cloakers and they can be whatever they want to be if they put their mind to it.
Ahh look, ma, a heart-warming ending!
Feh, for some reason I can see cloakers really easily, even when they're crouch walking. I don't know why...but I get a lot of kills on infils without Darklight. But one of the biggest problems with infils is that Spitfires can detect them when crouchwalking. Eh?
Warborn
2004-02-17, 10:20 PM
Feh, for some reason I can see cloakers really easily, even when they're crouch walking. I don't know why...but I get a lot of kills on infils without Darklight. But one of the biggest problems with infils is that Spitfires can detect them when crouchwalking. Eh?
That's a serious, serious problem. I think the devs should make an item that infiltrators can carry which can disable spitfires and destroy mines from a distance. Like, say, throwing distance. So it would be a grenade. And it would jam things. A jamming grenade of sorts.
Visor
2004-02-17, 10:22 PM
Spits see you crouch walking only when theres a motion alarm sensor around or mossy
Queensidecastle
2004-02-17, 11:08 PM
That's a serious, serious problem. I think the devs should make an item that infiltrators can carry which can disable spitfires and destroy mines from a distance. Like, say, throwing distance.
Its called a Spiker. Takes out CE in 1 shot
Visor
2004-02-17, 11:10 PM
Spiker is good against spits then but sucks against infatry becaust they alwasy move and when they dont they snipe you back.
Madcow
2004-02-17, 11:29 PM
That's a serious, serious problem. I think the devs should make an item that infiltrators can carry which can disable spitfires and destroy mines from a distance. Like, say, throwing distance. So it would be a grenade. And it would jam things. A jamming grenade of sorts.
And that is a valid response once the grenade inventory changes go in. Up until now it hasn't been a valid response. Tweaking that inventory space to allow even a single jammer was hell.
Ait'al
2004-02-18, 12:34 AM
I hope they become stealthy as hell! :D I think they should be able to hack things while extremely invisible too. They should have a decent chance to walk in crowds. That would be so damn fun. Why is everyone afraid of something being stealty anyway?
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And i think this is the problem with the whole being able to take out guys as an infil. You should be able to take them out one on one as mush as you stealth protects you. But you should have to worry about a few guys, from an infils perspective. But that its better if there more stealthy than not for the health of the game. That way they can atleast walk around with other characters and have the ability to be in stride with them. They put in things to reveal them so theres no need to be afraid of them as long as there not completely cloaked all the time.
This is just my opinion from reading all this and what ive gotten about the game mechanics from conversations, and from general game designs. So dont get your panties in a bunch.
WritheNC
2004-02-18, 12:01 PM
CE Infils are at their best when running into spawns and laying boomers by people in the eq terminal. You can't light them up with plasma, and you still have to be careful shooting.
As far as I see infils, they make good vultures. The only time they ever get me is when I'm wounded and trying to heal/repair. Of course, I've either always have DL or Audio on, so its even then a little difficult then.
They're only really good for taking out the complacent soldiers when it comes to killing, imo.
Wraithlord
2004-02-18, 12:44 PM
Hehe "theNOOB" I guess you never come across any good infils then, if you had you wouldnt see the movement, you would be dead :D
TheN00b
2004-02-18, 01:11 PM
Wraith, I'm certainly not saying that I'm never killed by Infils, because it has happened quite a few times. But what I am saying is that in non-livefire areas (such as inside a base, albeit with enemies fighting in the courtyard rather than inside), I rarely have to worry about Infils, because the slight movement attracts by incredibly paranoid eyes usually quite quickly.
Ait'al
2004-02-19, 03:47 AM
Did you guys ever consider that if you increase there stealthiness in normal situations and give them more breathing room, that infils in general would start finding better things to do and stop doing chaotic gen runs or whatever it is. They may suddenly all move more to the battlefields. Or atleaset to its outskirts more and act in more a more diverse way. If it was easy to move around i would personally spend alot more time being devious to vehicles and players where its more fun to see the shock on there faces when they didnt see you do something right next to them or as you jack there vehicles or basically picpocket them in wahtever way you can imagine. Id spend less time doing stuff like blowing up things continuously with explosives or trying to put out a godlike defense on my own. Those would all feel like things you would only want to do in a drastic situation.
In any game if you want a stealthy character to act more with the other players in some way in general you have to let them exist with them. And id imagine that if infiltrators were allowed ot be more like that that the game pace in general would slow down a bit and allow for some more interesting situations to exist normally.
Fenrys
2004-02-19, 11:44 AM
Did you guys ever consider that if you increase there stealthiness in normal situations and give them more breathing room, that infils in general would start finding better things to do and stop doing chaotic gen runs or whatever it is. They may suddenly all move more to the battlefields. Or atleaset to its outskirts more and act in more a more diverse way. If it was easy to move around i would personally spend alot more time being devious to vehicles and players where its more fun to see the shock on there faces when they didnt see you do something right next to them or as you jack there vehicles or basically picpocket them in wahtever way you can imagine. Id spend less time doing stuff like blowing up things continuously with explosives or trying to put out a godlike defense on my own. Those would all feel like things you would only want to do in a drastic situation.
In any game if you want a stealthy character to act more with the other players in some way in general you have to let them exist with them. And id imagine that if infiltrators were allowed ot be more like that that the game pace in general would slow down a bit and allow for some more interesting situations to exist normally.
The only problem with your idea is I have no clue wtf you just said . . . :p
TheN00b
2004-02-19, 12:08 PM
Ditto :lol: :rofl: :confused: :p
Dharkbayne
2004-02-19, 12:23 PM
[Bunch of retarded dribble]
:stoppost:
TheN00b
2004-02-19, 12:48 PM
Dharkbayne, you may be a troll, but you're not too bad :D .
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