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2012-06-06, 11:34 PM | [Ignore Me] #1 | ||||
Corporal
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Now there is an Infiltrator thread that is 3 months old, but I'm not going to Necro that for the sake of everyone's sanity. Why no Necro? Because I know all of you are going to complain at me about it. Also because we've seen the game in action, it's time to start a fresh discussion about it.
So what are we talking about? In case you haven't read the title yet, these fine sexy gentlemen: From what we know about the Infiltrator it seems it's just your standard "Guy that turns invisible wot shoots stuff at long range" I.e, the bush Wookie in Battlefield Bad Company 2/ Battlefield 3. The Sniper on TF2's 2Fort. To echo the thoughts of Malorn from the thread I did not necro:
Medics can heal and revive, always useful. Light Assaults have jump packs for flanking. Heavy Assaults get LMGs and anti-vehicle/anti-air weapons. Engineers can repair MAXes and vehicles, put down mines, set up turrets for chokepoints. Again: Malorn
I think Bad Company 2 has the answer. While Recons in BC2 could just sit back and snipe people (aKa Bush Wookies) they could also be extremely useful on a team due to their tossable motion sensing balls (hur hur) and C4. Recons were the only class in BC2 other than a non-Assault Rifle using Assault (Assaults had to use PDWs or Shotguns to have access to C4) who could use C4. For example: Just watch the first 3 minutes to get the gist of it. In the BC2 video we can see our lovely Wookie blasting people at close range with a shotgun. Now I think shotguns are too much for a class that can turn invisible so don't get too worried. What I suggest is giving the Infiltrator access to SMGs. High DPS, low range, close quarters weapons (SMGs, machine pistols, etc.). This is what I would call an "Commando" Infiltrator. High duration, low quality cloaking SMG + Red dot, silencer, foregrip Pistol C4 Explosives Sensor Grenades This set up would allow the Infiltrator to perform a flanking role in highly organized squads. Similar to how the Light Assault can flank with jump packs but with more subtlety. Now that we've got the loadout for our ""Commando". I'll go over three primary changes that should be implemented. Basically my three "points" for making the Infiltrator more team-work oriented. 1. C4 Explosives 2. Sensor Grenades 3. Access to SMGs To prevent C4 from being spammable, C4 should cost resources. This prevents an Infiltrator from endlessly spamming C4 at infantry. Also there should be a hard cap on how much C4 you can hold (barring any Specializations that increase that amount). Hopefully this will make C4 a valuable piece of equipment rather than an easy way to spam kills. Sensor grenades are no doubt going to be a highly polarizing idea. To keep it from being overpowered, it should work on a "pulse" system similar to a radar. Basically every few seconds the grenade would "pulse" emitting a radius of effect. Any enemies within that pulse radius would be spotted temporarily for everyone in your squad or everyone on your side (this is a balancing issue). Basically think "radar" only for infantry. No 3D spotting, no real-time tracking. The pulse would only reveal enemies in their position at the time of the "pulse" The radius of the pulse and frequency as well as resource cost are all factors that can be adjusted as balance warrants. The sensor grenade cannot be destroyed but gives off an audible sound so any infantry in the grenade's area will know if they're spotted or not. SMG access is simple enough. I don't see it as a balancing issue. Why not give the Infiltrator more variety? I don't see a problem. TLDR: Infiltrator has cloaking. To make the Infiltrator in Planetside 2 a more useful/team based class needs to be able to use SMGs, C4, and sensor grenades ala BC2. Sensor grenades are an optional requirement free for discussion. Infiltrators could do just fine in the sabotage role with C4, SMG, and cloak. If there are any PS1 vets that would like to chime in go ahead. I have not played the first game and I will naturally defer to someone who has more experience than me. I would like to post this in "General Discussions" but this section is here. I think General Discussions has a wee bit too attention. Edit: It seems Infiltrator will have access to C4. So that point is moot. The other two still stand. Last edited by Antivide; 2012-06-07 at 01:11 AM. |
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2012-06-06, 11:58 PM | [Ignore Me] #2 | ||
Major
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Well, I can't say your thread is all that needed. The stuff you talked about, from what I understand from all my information diving, is already in or planned. Infiltrators work as recon, demolition, assassination, and sniper roles. There will be detection devices they can set up in bases for the assault team, C-4 or similar explosives, back stabbing murder, and sniper rifle as said.
But I gotta say was a nice post, and you included pictures, which always gets you more views, responses, and gets them to read more. In any case, the infiltrator will have a variety of roles, tools, skills, and weapons to be incredibly variable on the battlefield. |
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2012-06-07, 01:11 AM | [Ignore Me] #3 | |||
Corporal
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In any case I don't think the "sensor grenades" or the SMG idea has been thrown thrown around so I think my thread has some merit. I kind of want to play the sneaky Operator Infiltrator with an SMG rather than a sniper. |
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2012-06-07, 01:33 AM | [Ignore Me] #4 | |||
Major
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And you can even plant C-4 directly onto a MAX, or will be able to anyways. That's the fun of the infiltrator they have planned. |
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