Originally posted by Warborn
Not really. One guy with Darklight vision would be able to blow them all away. That aside though you'd probably find it more frustrating working with other infiltrators, as you can't see each other unless you use Darklight.
In regard to the knife, the seconday is very noisy. When that turns on, do you really think enemies are just going to sit around? No, they'll know someone is close, is using a knife, and is probably an infiltrator. You might as well put up a big neon sign telling them that there is an enemy infiltrator close to them. Oh, and I don't think the knife will one hit a single thing with melee booster + secondary except for another infiltrator. The idea of the infiltrator is that they sacrifice offense and defense for invisiblity, remember. No rifle, y'know? So don't expect them to give you a method of 1-shot killing guys like crazy. The armor is not meant to have good offensive output, so you're going to have to work for your kills (and that means you're going to die trying to knife people a lot of times).
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Thats why you only knife one guy at a time (when they are alone) and then MOVE
And they give up mobility and offense for stealth, but they still have a means of hurting people. Im prety sure knife Md 2+melee booster will one hit inf/lt/standard armor.
And friendlies CAN see your name when stealthed. In big green letters (like any other friendly in your LoS)...
My basic big base attack plan (BBAP) is 2 mosquitoes for scout and light AI, 4 reavers for AV/AI, and 3 galaxies. all three squads (one from each galaxy) take out the defense. And suppress the respawners. 2 stay outside on parimeter D, other keeps it 2 MAX and infantry in control room and hallway. 4 CEs for mines, turrets, etc on hallway. 4 Medics and armor healers. and 2 guys to stay stealthed and guarding outside the room (patrol with DL). The 4 stealths that dropped in (outside main force) hack and make sure it stays hacked until base transfers...
Hard to beat (hard to implement too)