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PSU: What's a Hammaboo? Is it poisionous?
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2013-02-12, 02:02 PM | [Ignore Me] #1 | ||
This is my list of changes to shape and specialize the Infiltrator.
1. Remove Sniper Rifles and SMGs. Develop more handguns if needed. 2. Change Generators so that only infiltrators can interact with them. This should be done on a console, not the gen it's self. Also, everything shouldn't be tied to Gens. Put in hackable switches for certain shields within bases. Add more "hacking" for them. 3. Open up an array of traps. Give them access to anti-personel mines, AT mines, and C4. They should also get access to specialty grenades as well. 4. Specialized equipment. The game already has jumpjets for LA, no reason to not give Infiltrators the ability to use something like a Grapple Gun. It would have 2 charges and would leave the line in place until destroyed or another is fired. 5. Binoculars. Binocs would be useful for observing areas and can be upgraded to Nightvision. Would be very useful for approaching a target. The Infiltrator should be about infiltrating an area or base and then causing havok. Either by hacking things, destroying things or making it unsafe for the enemy. Infiltrators - Low firepower, high utility.
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Last edited by EVILPIG; 2013-02-12 at 02:04 PM. |
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2013-02-12, 02:08 PM | [Ignore Me] #3 | ||
First Lieutenant
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No need to limit people to a single niche when you can add enough options to cover everyone's playstyle, nothing is lost by allowing people to choose what they want to do within a class (as long as it doesn't break the game, of course). Chosen specialisation > forced specialisation.
Just give them the option to cert into the stalker cloak and have that determine what they can and can't carry. Last edited by ShadetheDruid; 2013-02-12 at 02:10 PM. |
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2013-02-12, 02:08 PM | [Ignore Me] #4 | ||
Colonel
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I would like to keep the rifles and SMGs. By allowing a variety of pistols for the infiltrator it would allow for a greater variety of gameplay. Love your idea on explosive loadouts. More bombs for infiltrators, more traps, anything to enhance their sneaky gameplay.
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2013-02-12, 02:10 PM | [Ignore Me] #5 | |||
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2013-02-12, 02:12 PM | [Ignore Me] #6 | ||
Master Sergeant
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Nah, don't just remove Sniper rifles and SMG's. Besides... that'll never happen. Have to work within the game mechanics.
Instead, add tools that REPLACE Sniper Rifles and SMG's. Then, as you lay out, make taking a base require hacking. What I would do: A tool that goes into the infiltrator weapon slot in introduced. This allows Infiltrators to hack "things". I would still allow Engineers to overload generators. However, I would make it require alot more time to do so. Beside generators, should be terminals (I can't help but thinking of R2D2...) where an Infiltrator can hack the generator FASTER than an Engineer can overload it. However, the main objective should ONLY be hackable by an Infiltrator. Very slow if carrying weapons instead of the hacking tool, and reasonably quick if carrying the hacking tool. I would also allow Infiltrators to hack things like Spawn Beacons (for the infiltrators squad), jump pads, turrets, Sunderers (just to disable the AMS capability), tanks (lock the owner out of it, until a friendly infiltrator hacks it back), etc... |
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2013-02-12, 02:13 PM | [Ignore Me] #7 | ||
Second Lieutenant
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Bombs, traps, and anything else that can easily kill somebody in 1 hit should be a no-no as it's the most frustrating mechanics out there.
In PS1 at least you weren't instantly killed by mines. They did their job without frustrating the living hell out of people. I like some of these other ideas, like being able to shut down an AMS, hack jump pads, stuff like that. I would like more recon stuff. Imagine the ability to place down a recon camera so you could observe a remote location on the continent. That could be awesome. Make the infiltrator more full of gadgets that help support, not stuff that can pad a K/D ratio. Recon, hacking, stuff like that is good support. Blowing single players up through traps isn't. Last edited by wasdie; 2013-02-12 at 02:16 PM. |
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2013-02-12, 02:16 PM | [Ignore Me] #8 | |||
Also, don't be too sure about things that would never happen. The Sniper may be it's own class someday.
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2013-02-12, 02:21 PM | [Ignore Me] #9 | |||
Master Sergeant
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I mean to introduce an alternative. You can choose to equip a weapon or a tool. People still get the choice. |
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2013-02-12, 02:30 PM | [Ignore Me] #11 | ||
I like the general direction of this thread, but have to agree that Infils don't need to be yet another killwhore facilitation class. Let them have what they already have minus any firearm that isn't a pistol. Plus the option to cert into a more appropriate cloak. They should have to uncloak to use any ability or item.
I like the gadget ideas, more hacking, remote cameras, the 'grappling hook', maybe even a way to mark targets for other forces. |
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2013-02-12, 02:33 PM | [Ignore Me] #14 | ||
That is certainly a concern, but how much is it already happening? You can Instant Action, use a Beacon or fly your own Gal to get on top of things. You would not be able to cloak and would have limited ammo. It's certainly all open for discussion. Perhaps Sniper should be it's own class. ATM, I am focused on making Infiltrators more of what they should be.
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2013-02-12, 02:40 PM | [Ignore Me] #15 | ||
First Lieutenant
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Thing is, sniper rifles fit the concept of infiltrators and the skill set they (currently) possess. Lightly armoured, not meant for front line combat, with fallible camouflage (albeit we're talking cloaking devices rather than ghillie suits), using stealth to get into position etc.
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