View Full Version : Undocumented Infil Changes?
Madcow
2004-03-17, 10:41 AM
Finally played the new patch last night, and came away with a few impressions that don't coincide with things we'd heard about the patch. First, whatever your holster item is no longer seems to stand out like it used to. Pretty much, this seems to be the change that was on the test server and it's definitely a positive thing, but I couldn't find where it has been released in this patch. Second, they tweaked visibility levels while hacking/healing/etc. even though they had already stated that they would not be doing so and that it was all a misunderstanding involving the visibility levels for using the laze. Healing myself in battle is a nightmare now. Before I knew that any person paying attention would see me healing myself and played accordingly. Now I have to play under the assumption you'd have to be blind not to see me healing. I don't even want to get into the difficulty in hacking/jacking because of this.
Vis Armata
2004-03-17, 10:43 AM
Those infiltrator changes were documented, to my knowledge.
Krinsath
2004-03-17, 10:48 AM
They were pushed back on a wide scale, but perhaps a few of them snuck in. The medical thing might be better when all of the infiltrators are standardized on the VS standard.
SilverLord
2004-03-17, 10:48 AM
I heard they were coming out on the next patch, 2.6 i beleive.
Madcow
2004-03-17, 10:53 AM
They were pushed back on a wide scale, but perhaps a few of them snuck in. The medical thing might be better when all of the infiltrators are standardized on the VS standard.
I can hope this is true, if it's not I may end up back to pilfering med kits from backpacks because the med applicator turns me into a beacon right now.
GAJ VESTITE
2004-03-17, 11:58 AM
http://www.planetsideimages.com/uploads/PSScreenShot00046.jpg
Lartnev
2004-03-17, 12:03 PM
Medical Applicators and ACEs have always been annoyingly visible for infils.
And afaik the 2.6 change means you won't be able to see the weapon at all on an infiltrator (unless they're using it of course).
Madcow
2004-03-17, 12:36 PM
Medical Applicators and ACEs have always been annoyingly visible for infils.
And afaik the 2.6 change means you won't be able to see the weapon at all on an infiltrator (unless they're using it of course).
They've always been visible, but not nearly to the degree I saw last night. At least before there was a chance of not being seen (the chance was even pretty good if enough fighting was going on around you). Now it's just bad.
The 2.6 weapon change is already in, is what I'm saying. Not sure why, but the ACE on the hip or in the hand isn't showing currently (well, it isn't showing like it used to). They seem to have slipped that one in under the radar.
GAJ VESTITE
2004-03-17, 12:59 PM
Does anyone else find the tr very under powered? I play vanu, but joined tr and its like Planetside set on mgs european extreme mode! Imposible! The mcg sucks now and the cycler doesnt do much! The maxes like the award winning pounder, is now very sh*t
Dharkbayne
2004-03-17, 12:59 PM
Yeah, BTW, it seems you're an ASSLOAD more visible when crouching if you use the REK than standing, so remember to NOT crouch when hacking that CC.
Madcow
2004-03-17, 01:08 PM
Yeah, BTW, it seems you're an ASSLOAD more visible when crouching if you use the REK than standing, so remember to NOT crouch when hacking that CC.
That's very good to know, and goes completely against all logic and intuition. I've always enjoyed hacking TR towers because if you crouch and hack at the right angle it's almost impossible to see the beam. Live and learn.
To those that complain that people in infiltrator suits should be doing more infiltrating and less killing, take note. The devs have gone out of their way to make us more dangerous on the battlefield while giving us more hurdles in support roles.
Lartnev
2004-03-17, 01:39 PM
They've always been visible, but not nearly to the degree I saw last night
:eek:
So is it possible they left some of the infil change code in but because the rest of it is missing it's temporarily nerfed infils? I mean I know how easy it is to accidently leave a variable unchanged etc.
Queensidecastle
2004-03-17, 02:04 PM
To those that complain that people in infiltrator suits should be doing more infiltrating and less killing, take note. The devs have gone out of their way to make us more dangerous on the battlefield while giving us more hurdles in support roles
Indeed. After the Interlink there wasnt anything else to do but start killing foes. Also there is the Spiker. It was good enough before but for those of you that dont already know, it recieved a massive buff last patch. Here are a couple of reasons and some info for you fellow infils to chew on:
1)The charge now holds instead of resets. If you hold it too long it will start to drain ammo, but its 100x easier to use than before. Basically everyshot will be at 100% after a very brief chargeup time.
2)4 shots to kill a fresh Rexo, 3 for agile/standard, 1 shot for enemy infils and CE.
3)Not 100% acurate to its recticle but good enough to be very effective with at 50m. Damage does not degrade over distance and it has quite a nice splash radius. This allows you to kill from FAR outside DL range. You can also take out a whole tower of CE from beyond return-fire range (hard to see mines tho)
4)Kills a fresh MAX in around 12-14 shots (yes, it is not that hard to take out a MAX especially if they are out in the open and are not an AI MAX)
4)The spiker used to hold 50 ammo. Now it only holds 25. This is unfortunate because you could carry 2 spikers and have 100 shots and stil have room for an ACE, Med app and a REK. Now you got to take a box of ammo and only have 55 ammo. However the upside to this is that now you can get ammo from any base or tower. Even if the base does not have an equipment mod, the ammo is still available and it is available at towers as well, so just fill your locker with Spikers and your good to go.
Yes, it requires the MA cert, but the Spiker is very much an MA weapon powerwise. Its far beyond any other pistol and from that standpoint is well worth the 2 points. I personally think its overpowered but since no one uses them, it hasnt become a problem
Dharkbayne
2004-03-17, 02:05 PM
Indeed, I used it once as an INF, I think it 3 shots Rexo, 2 shot agile.
Queensidecastle
2004-03-17, 02:18 PM
Its 4 shots for Rexo now. However all 4 dont have to be direct. 3 can be direct and 1 indirect. This has been my main weapon for quite a while now. I mostly went to it as a result of the Rexo buff because the Repeater was useless for killing after that. You use it just like you would use a Decimator. Lead the target by a lot and plant every shot right on thier feet
JakeLogan
2004-03-17, 02:39 PM
Does anyone else find the tr very under powered? I play vanu, but joined tr and its like Planetside set on mgs european extreme mode! Imposible! The mcg sucks now and the cycler doesnt do much! The maxes like the award winning pounder, is now very sh*t
No offense because I tend to agree with your standpoint on TR MAXs (MCG and Cycler are still good) but please stay on topic.
Back on Topic: I noticed that about infils I saw one healing himself with out having DL on from a decent range of at least 25-30 meters. then again the range might be off.
Lartnev
2004-03-17, 03:28 PM
I shall have to see if the Dual Cycler has been resurrected by its new CoF buff when I get home.
Doesn't the spiker show up your position really badly? I mean I haven't seen anyone use it, and haven't bought CC yet (planning on doing this next week) so this is just curiousity.
Queensidecastle
2004-03-17, 03:46 PM
It might, but you can shoot it from so far away that it must be really hard to track us. I know when I do this, If I dont kill them outright from getting the jump on them, they spend the rest of the time trying to find me, shooting wildly before dying
Optimal range for me seems to be 18-25m. You can shoot very acuratly at this distance and be extremely confusing to your enemy. What I do when the enemy has detected me is circlestrafe them in a wide circle being sure to keep that distance and fire another shot every 10m or so changing directions constantly. With each shot coming from a new location in an erratic pattern, it is quite difficult to get a bead on you. The other pistols have a constant stream of tracer fire giving away your position. The spiker only needs to be fired a few times for the kill so you can space out the shots on the move. Did I mention the Spiker is NOT for close quarters? rofl I still use it in rooms but thats after a lot of experience. If your not good with it, you will TK a lot trying to do that. Gen rooms and spawn rooms and CCs are a bit too small for effective use so go with Melee booster and the Knife for those
Cauldron Borne
2004-03-17, 07:54 PM
^^ totally agree. The spiker kicks the foshizzle now. YAY claoker killin' buffs. I am a Adv hacker so the support nerf sux, though. I'll miss hackin towers from behind three MAX's....
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