View Full Version : a new weapon for infils
hex222
2005-03-24, 06:51 PM
as a new support cert, i was thinking of a pistol sized dart gun, the darts are loaded with nanites which can be made to do different things to a persons home nanites...
for instance, an infil can take over an enemy's body, shut down their implants, blow them up (perhaps) or listen in to their squad's conversations...
now that i'm describing this however, it doesn't sound as good as it used to, but something like this could make being an infil alot more fun...
also, a deployable panel which allows you to change weapons or get ammo on the feild, good if your sniping at a bridge or on top of a tower or something...
FatalLight
2005-03-24, 09:25 PM
take over there body: no, what of the person who's playing that body u just took over? not fun for him/her
shut down their implants: jammer nade can do that but ok
blow them up:... blow them up with a dart??? eh probably not
listen to squad conversations: that'd be cool
I would give other suggestions if i could think of them... :P
DeepStrikeck
2005-03-24, 11:03 PM
how about the dart drains stamina, kills implants and/or does damage over time or like 20 health.
also with the deployable eq, it would have to be limited to 1 every hour or something to keep people from theoretically camping the top of a tower forever or staying in the field sniping for hours and hours, never running out of ammo.
Warborn
2005-03-25, 01:24 AM
No, but I'm saying no mainly because I really don't want infiltrators to be the alternative form of 'grunt' in Planetside. Meaning, I want their job to be sabotage and infiltration, not assassination. So while the idea might have some merit to me if indeed I felt it was a good direction to take infils, I'm disagreeing on the basis that I'd rather additional infil work be directed toward giving them meaningful ways to impact the battlefield aside from killing people or blowing gens/spawns/terminals.
FatalLight
2005-03-25, 02:44 PM
Well killing implants is sabatoge
Warborn
2005-03-25, 06:13 PM
Well killing implants is sabatoge
You can do that with jammers. Hell, jammers even have an area of effect. I can't see any good reason why you'd want something that disables one guy's implants at a time when you could throw well-placed jammers and do four or five at once.
Lartnev
2005-03-25, 07:37 PM
The answer I've seen many infils give is that jammers aren't very quiet (although I guess if someone loses their implants, it's probably a dead giveaway that you're there anyway)
FatalLight
2005-03-25, 08:48 PM
What would be cool is if it maybe gave a false sense that your implants are on, like it still showed them as being on but when you try to activate you get an error or something.
Jaged
2005-03-25, 09:12 PM
How about a small, directional, quiet jammer pistol. It blows up mines, and disables implants just by aiming it at the target. It would have a fairly limited range. (No jammer sniping BFR's from a mile away.) And a cooldown of say... 30 sec.
Warborn
2005-03-25, 10:51 PM
How about a small, directional, quiet jammer pistol. It blows up mines, and disables implants just by aiming it at the target. It would have a fairly limited range. (No jammer sniping BFR's from a mile away.) And a cooldown of say... 30 sec.
What is wrong with jammer grenades anyway?
Jeffey
2005-03-26, 05:03 AM
a pistol would be safer and easier to aim.
FatalLight
2005-03-26, 10:24 AM
Everyone can see the blue splash when you throw it
Warborn
2005-03-26, 10:51 AM
Everyone can see the blue splash when you throw it
Usually when people detect a cloaker they v-w-c anyway. Plus, shooting makes you more visible temporarily. Shooting some guy when he's got friendlies around isn't a good idea no matter how you look at it. I can't see this pistol thing being exactly a revolutionary addition to an infiltrator's arsenal. It seems to me that most infiltrators suit up to kill people, not to disable implants.
drsomewhere
2005-03-26, 03:59 PM
How about blurring an enemy's vision for a few seconds (5) or so, enabling the cloaker to get a jump on him or possibly sneak past. Or maybe make it work as a tranquilizer, slowing down movement, decreasing accuracy, etc.
Warborn
2005-03-26, 05:37 PM
How about blurring an enemy's vision for a few seconds (5) or so, enabling the cloaker to get a jump on him or possibly sneak past. Or maybe make it work as a tranquilizer, slowing down movement, decreasing accuracy, etc.
There are so few areas for infiltrators to really attack (cc, gen, spawns) that avoidance is the best tool in their arsenal. If you do something that obviously marks you as a cloaker in the area, most people will '/b Cloaker in base around X area, watch out', and then you're pretty screwed.
Honestly, I do not believe new tools are what cloakers need. They need more ways to impact a base that are away from the very high profile targets we have now.
FatalLight
2005-03-27, 08:25 AM
You are somewhat right Warborn, what cloakers need are things that are used on themself to make them less noticable, not weapons that are used on the enemy.
Idea I just came up with: Smokescreen type grenade, throws up a small AMS like bubble that keeps you invisible for 5-10 seconds. (Whether a grunt can use it or not is debatable)
Lartnev
2005-03-27, 09:52 AM
Honestly, I do not believe new tools are what cloakers need. They need more ways to impact a base that are away from the very high profile targets we have now.
QFT :)
Invisibility is an infiltrators best asset, one should use this wisely.
hex222
2005-03-27, 04:50 PM
Honestly, I do not believe new tools are what cloakers need. They need more ways to impact a base that are away from the very high profile targets we have now.
i agree fully, once i wondered why i couldn't sneak round vents and stuff like in SC, perhaps a new implant which allows you to scale up walls, thief 3 style, would work
i think it would be possible to blow someone up, havent u seen that stuff about human combustion???
the benefit of a dart gun is you can wait for the guy to walk past, or walk away yourself, to kill him or jam his implants, also it makes being an infil more adventurous, optional and persuades them to make less kills, for a while perhaps, with the squad chat intercepting thing...
Scikar
2005-03-30, 07:26 AM
I had a thought just the other day that an implant allowing people to scale walls, or perhaps make it an ability of the infiltration armor, would help infils out a lot. The trouble they have is that while the front line is away from a base, it's often plugged up heavily with CE, so that they can't get inside without having to give themselves away by destroying mines. Once the front line reaches the base and the CE starts to get cleared up, people in the base tend to be much more alert. Scaling walls not only partially solves this problem, it's also really damn cool!
As far as targets go, there are plenty of areas that could be opened up. How about draining 10% out of an NTU silo? Booby trapping a silo so that the next ANT which delivers to it is destroyed? Booby trapping terminals, with results such as killing the next user, or making them visible on the infil's side's radar? Along the same lines, similar traps to be placed on doors. This could be done with an infil version of the ACE perhaps, which can be used directly on a terminal, NTU silo, or IFF panel to booby trap it, or used on the floor to create different types of mines. How about a series of mines which are only visible to people using the darklight implant? Not explosive ones, instead stealthy mines. Set them to EMP (jammer nade essentially, not too quiet), parasite (silent activation, see target on radar, slowly drain stamina if target is a grunt), gas (remember the hallucinations etc causes by gas grenades in TFC?), there are so many things like this that infils could do instead of being partially invisible grunts.
EDIT: The real key, after giving infils more options to do, is to reward them for doing this kind of stuff. Give them BEP when a parasite mine is triggered, for example, instead of only when they kill people.
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