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Old 2012-03-23, 06:00 PM   [Ignore Me] #76
FINALCUT
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Re: Infiltrator Week


Originally Posted by Kilmoran View Post
I would also disagree to making it so that a cloaker are the only ones that can hack bases. That means an entire base offensive can be literally stalled/defeated due to an increadibly small portion of a team (or a loner) being killed or preoccupied.
Just have to compensate for this by having guys get organized and squads always making sure they have the assets (Infiltrators) to do the job,you need good organization and tactics to win. If you don't have the leaders and skills to organize a proper offense then you don't deserve to win. Just a fact of war.

Think of it like this,for the final base push a platoon of four squads should have one squad of nothing but infiltrators and three squads of heavy or light assault or any combo of those two,but the squad of pro infiltrators should always be included in any platoon.

Ten to twelve infiltrators hacking five to seven terminals for a base cap sounds like a good ratio and when you get guys that play nothing but infiltrators all the time and get elite at playing that role,those guys will become legends.
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Old 2012-03-23, 07:15 PM   [Ignore Me] #77
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Re: Infiltrator Week


Can the infil use SMGs or Carbines? I've seen pictures of it but is that anything official?
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Old 2012-03-23, 07:22 PM   [Ignore Me] #78
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Re: Infiltrator Week


Originally Posted by BuzzCutPsycho View Post
Can the infil use SMGs or Carbines? I've seen pictures of it but is that anything official?
I'm fairly certain they can. Shotguns too.
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This is the last VIP post in this thread.   Old 2012-03-23, 07:32 PM   [Ignore Me] #79
Malorn
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Re: Infiltrator Week


Originally Posted by BuzzCutPsycho View Post
Can the infil use SMGs or Carbines? I've seen pictures of it but is that anything official?
In the weapons webcast they mentioned it was one of those things up in the air at the moment. It's something that might change substantially through beta.

Shotguns seems a bit much to me, same with SMGs/carbines. That's a lot of dps to give a stealth class.
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Old 2012-03-23, 07:34 PM   [Ignore Me] #80
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Re: Infiltrator Week


Originally Posted by Malorn View Post
Shotguns seems a bit much to me, same with SMGs/carbines. That's a lot of dps to give a stealth class.
That could definitely make infiltrators more appealing to your group.
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Old 2012-03-23, 07:40 PM   [Ignore Me] #81
Duddy
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Re: Infiltrator Week


Originally Posted by Malorn View Post
Shotguns seems a bit much to me, same with SMGs/carbines. That's a lot of dps to give a stealth class.
I'm unsure, if choosing such a weapon reduces your stealth to a largely reduced duration "harder-to-see" instead of "invisible" stealth then I think that is a fair trade off.

If not still somewhat annoying for those who fail to spot them.
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Old 2012-03-23, 07:58 PM   [Ignore Me] #82
Kilmoran
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Re: Infiltrator Week


Originally Posted by FINALCUT View Post
Just have to compensate for this by having guys get organized and squads always making sure they have the assets (Infiltrators) to do the job,you need good organization and tactics to win. If you don't have the leaders and skills to organize a proper offense then you don't deserve to win. Just a fact of war.

Think of it like this,for the final base push a platoon of four squads should have one squad of nothing but infiltrators and three squads of heavy or light assault or any combo of those two,but the squad of pro infiltrators should always be included in any platoon.

Ten to twelve infiltrators hacking five to seven terminals for a base cap sounds like a good ratio and when you get guys that play nothing but infiltrators all the time and get elite at playing that role,those guys will become legends.
It isn't about organization when you make the entire way of capturing something class locked. That is bad design. In no other situation is someone absolutely necessary. An engineer for instance, would help defenses and holding a front line immensely, but they aren't /required/. MAXes and HA aren't /required/ to assault a base on foot, but they are fantastic at it. Medics aren't /required/ to allow for a sustained push, but that make it absolutely easier. To make cloakers /required/ to hack the over all objectives (bases, towers, ect)... would be a mistake. You don't want to class lock something that is absolutely necessary for the game to function.

Last edited by Kilmoran; 2012-03-23 at 08:03 PM.
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Old 2012-03-23, 08:02 PM   [Ignore Me] #83
Kilmoran
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Re: Infiltrator Week


Originally Posted by Malorn View Post
In the weapons webcast they mentioned it was one of those things up in the air at the moment. It's something that might change substantially through beta.

Shotguns seems a bit much to me, same with SMGs/carbines. That's a lot of dps to give a stealth class.
That was how it was in PS 1. Knives (Wtih melee booster) were as effective as bolt drivers. AMP/Scat pistol were only really useful from .5 centermeters away. Shotguns should be alright, though it'd give positions away i na heart beat. SMG's... sure.. that was essentially what the AMP was. Carbines, that is where i'd personally draw the line. As cool as it would be... it sounds a bit too combat versatile considering they also have field and long range sniper rifles too.

Stealth classes are usually given the DPS advantage, as they lack survivability other wise.
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