Forums | Chat | News | Contact Us | Register | PSU Social |
PSU: Info strong, all day long.
Forums | Chat | News | Contact Us | Register | PSU Social |
Home | Forum | Chat | Wiki | Social | AGN | PS2 Stats |
|
|
|
Thread Tools | Search this Thread | Display Modes |
2003-12-10, 03:24 PM | [Ignore Me] #1 | ||
First Lieutenant
|
I would really like to see a few things reworked with the infiltration suit.
1. I�d seriously consider letting them have 2 pistol slots. I don�t see this as being overly powerful and it would make it more convenient for the Infiltrator to switch from the pistol weapon to a REK tool or a grenade as needed. You still have VERY limited inventory space and still won�t have a rifle slot available. However, this will reduce the perpetual inventory to pistol holster swapping that must be done now. I don�t see this as a power increase. I see it as an alleviation of an annoyance in suit design. 2. I Lattice Link Benefit changes made with that last patch are a bit much IMHO. The LL Radar now allows for Spitfire turrets and Motion detectors to be able to detect you even if you are crouch walking and or using the silent run implant. An infiltrator can�t carry enough firepower to clear a few turrets or motion sensors. So these are now impassible barriers of death for any infiltrator. Couple this with any and all (including crouch walking and silent running) movement now showing on the enemies mini-map and base infiltration is nearly impossible. The strength of an Infiltrator is to trick the enemy to not knowing you are there. This is simply not possible now if they have a Lattice Link Base. 3. This is not really an infiltration change, but an idea for a new type of suit. I�d like to see a special �sniper� camouflage suit that would have 2 pistol slots and 1 specialized sniper rifle slot, and Agile armor inventory space. This suit would have a partial cloaking ability where you are completely visible when moving and have a �ghost� image (like that of a moving infiltrator) when completely stationary. Real world snipers are masters of camouflage and I think that would be a nice touch to the game. After all most snipers are stationary and unable to easily watch their back while focusing on a target. This would help make them blend in a little better and not be such Reaver bait that they are now are. Finally, this suit should be bundled with the Infiltration suit certification. BadAsh
__________________
|
||
|
2003-12-10, 03:31 PM | [Ignore Me] #2 | ||
Contributor General
|
third one sounds cool but its too restricting. that specialized rifle slot is only made for the sniper rifle if i understand you correctly. everything in the game can be used by everyone. what if i wanted to use the camo suit but have no cycler, or guass, or pulsar to back me up. i'm not a pistol user at all. i don't carry them, i have enough weaponry to knock out 30 troops. i would be running around gunless in enemy territory. if you just said to make a camo suit, and write out some good drawbacks, since everything needs drawbacks, and make it universal then i'd say you have a good idea going there.
|
||
|
2003-12-10, 03:43 PM | [Ignore Me] #4 | |||
First Lieutenant
|
BadAsh
__________________
|
|||
|
2003-12-10, 04:14 PM | [Ignore Me] #5 | ||
Corporal
|
#3 is a fantastic idea that i have disscused in the past, i want to see that happen.
__________________
PC in the Works; Pentium4 2.8ghz 800mhz FSB, Albatron PX865PE Pro2 motherboard (OC king), 1536mb(1-1/2ghz) Corsair TWINX XMS3200 DDR400mhz Dual Channel RAM, Radeon 9600pro 128mb 8xAGP graphics card, Duel 80ghz 7200rpm 8mb harddrives, Windows XP Professional, 19" Sony GS420 monitor with 1600x1200@85hz resolution, 5.1 surroundsound system, and more... |
||
|
2003-12-10, 04:24 PM | [Ignore Me] #7 | ||
Colonel
|
I was actually thinking along the same lines, today. Except, replace the sniper with a supressor slot, and make it so infiltrators are completely visible with the weapon drawn and moving. No change to armor.
I say this because you cant hear the supressor at medium distances. It's got a silencer on the thing, so, whats the point in having firepower thats stealthy if you're completely visible? The gun kills about as fast as an AMP, so I doubt it would be overpowered.
__________________
|
||
|
2003-12-10, 04:36 PM | [Ignore Me] #8 | |||
First Lieutenant
|
Infiltrators are now useless when the enemy has a series of bases with LL benefits. You are still an effective "wilderness stalker" picking off snipers, engineers patching up their rides, and strays... so long as you remember to AVOID the SOI. If you step into the SOI every moron and his retarded cousin will be headed directly to you with darklight on. The best way to "sneak" into their base now is to just walk in the front door with Rexo and HA. Since they know you are coming and can see you anyway, might as well see you killing them BadAsh
__________________
|
|||
|
2003-12-10, 04:43 PM | [Ignore Me] #9 | ||
Major
|
Actually, it's a bug and everything shows up on your radar. This has nothing to do with FLB, and as long as it returns to the way it is supposed to work (only Interlinks reveal crouching cloakers) it's all good as far as I'm concerned. Invisible snipers!? No thanks!!!
|
||
|
2003-12-10, 04:43 PM | [Ignore Me] #10 | |||
First Lieutenant
|
With a partially cloaking sniper suit you would not have this option. Your power is camouflage, whereas with a Rexo sniper his power is in heavier armor and the versitility of a powerful back up weapon. BadAsh
__________________
|
|||
|
2003-12-10, 04:51 PM | [Ignore Me] #11 | |||
Lieutenant Colonel
|
The worst part about the current bug is that you don't get the little radar warning in the bottom right of your screen letting you know that you're detected unless you get close enough to an enemy base to get near a motion sensor/spitfire. You're revealed but it's not letting you know you're revealed. That's just evil. I still think they should allow infil to walk past spitfires/motion sensors undetected even with the Interlink but that's looking like a losing battle. |
|||
|
2003-12-10, 05:03 PM | [Ignore Me] #13 | ||
Major
|
Here's how I would like to see radar work:
Crouch-walking and silent run hides everyone (not just cloakers) from Motion Sensors and Spitfires, as long as there is no Interlink. Interlink facility reveals all moving players, but stopping and crouching temporarily hides you, so you have at least a chance at getting out a jammer. As for buffing snipers... Come off it, the single most powerful weapon in the game and you can be invisible? Saying that you are completely visible while moving is not a large enough counter-balance, because you have to be completely still to have any accuracy so essentially any sniper who is doing his job would be invisible. How could this ever be construed as fair or balanced? They are already "invisible" to 99% of their targets, simply due to the extreme distances they are firing across. Last edited by Jagd; 2003-12-10 at 05:06 PM. |
||
|
2003-12-10, 05:12 PM | [Ignore Me] #14 | |||
First Lieutenant
|
My idea was "partially invisible" snipers and not invisible snipers. It's a huge differance. Troops on the ground (the snipers targets) would have no problem seeing and engaging the sniper. However, vehicles moving at faster speeds might overlook the partially hidden sniper and not swoop down for a free kill... The worst thing about sniping is that when you manage to hike over to a good mountain with a view, and scale the damn thing using surge to squeek past some of the steep paths... then have some boob fly by in a Reaver and come back for the easy kill... you can't run far enough fast enough and you can't fight back. Your ONLY hope is that he does not see you... PS has no "prone" position or anything else you can do to lower your profile or hide in any way whatsoever. True invisibility, I agree, would be too much. Partial cloaking would be appropriate I think and make hunting down a sniper more interesting. BadAsh
__________________
|
|||
|
|
Bookmarks |
|
|