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All good infiltrators report here! - Bioware asks for your ideas and feedback.


203 réponses à ce sujet

#26
Cloaking_Thane

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Hologram image (Similar to Sebastian Vale), possibly entering into cloak but cloak then has a lessened timeframe (upgrade of cloak option?)

Cloak weapon damage slightly more comparable to Soldier Sniper damage (Infiltrators are sniper specialist)

Not sure if this is entering the Engineer realm but Deployable cover (ala geth/collectors)

Will think on this much more later

Modifié par Cloaking_Thane, 13 mai 2011 - 08:38 .


#27
Tony Gunslinger

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- Tactical cloak stays the same, but the AI needs to be modified to react realistically. Having them utterly stop attacking was an exploit and it nearly broke the game (see Arrival). Since there will be blind firing, enemies should also blindfire so there is a chance that they deal some damage to you. Cloak is supposed to be used for mobility and not strictly as a sniper damage boost, so enemies should be smart enough to shoot/flank in the general direction of your last visible position.

- New power: EMP blast. Emits an electromagnetic field that temporarilly disables all tech, normal shields, and weapons in a small radius, including yourself. This would allow more melee combat and tactic variety. For example, cloaking behind enemy lines to take out a key personnel, and now you're surrounded. Use EMP blast to disable mercs and mechs, and you can either melee enemies + retreat, and/or use squadmates to take them out during that short time period. High risk/ high reward. Will have no effect against biotics.

- New power: Traps/trip bombs, could evolve into concussive/tech/elemental. Each trap would have a short cooldown, so you can use in conjunction with powers. The number of traps depends on skill level. If the AI is modified correctly to deal with Tactical Cloak, it makes sense that flanking enemies will generally go to your last general position, a perfect place to have a booby trap waiting for them.

Modifié par Tony Gunslinger, 13 mai 2011 - 08:39 .


#28
Spartanburger

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I almost wish the Tactical cloak could be made like the Cloak in Crysis 2, where you are invisible for a while, and pop out of ot just to shoot before popping back in and disappearing. I think that the Infiltrator would be good at mind games. Toying with the enemy to drive them mad and have them make mistakes.

#29
Guest_iOnlySignIn_*

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massive_effect wrote...

I would like the voices of squad mates to remain at regular speed when sniping.

That they are NOT in regular speed is a major reason I enjoy playing Infiltrator.

On topic, smokebombs/flashbangs should be a regular power for Infiltrator/Engineer.

In addition to AI hacking, we should be able to rig a synthetic enemy to explode on death, damaging all enemies nearby. This should be an active power instead of Heavy Disruptor Ammo, making it more controllable and better for close quarter combat. Its radius and damage should be comparable to Warp Bombs.

Modifié par iOnlySignIn, 13 mai 2011 - 08:55 .


#30
Varen Spectre

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Now that Shepard will be able to jump, I don't know, maybe some temporary boost for jumping ability or agility in general so that he can reach less accessible places and snipe / jump on enemies from there? 

But that would probably require different level design... :/ 

#31
Jebel Krong

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i'd also like for the bullets not to be ridiculously slow in sniper aim mode.

#32
Sailears

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Definitely a distraction ability, maybe toss some random item across the field. Could work with grenades.

Improved melee when in cloak - loads of suggestions for this. Maybe instant kill if you do it in a certain way (get behind someone). Essentially shadow strike without the teleport.

Cryo blast instead of incinerate? I think cryo suits the theme of infiltrator better. Minor thing, not really important.

YES to flashbang/smoke grenades (assuming grenades are standard for all classes now, like in ME1).

#33
Yate

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I'd like a change to the cloak. I loved it, but it felt way too limited in use, you could either hide and snipe freely at the enemy, or use it to escape and find cover. Once you evolve it to 4, it becomes more limited.

I'd prefer a more standard stealth system, something like Dragon Age where you can cloak infinitely, but take a movement speed reduction and exit when you attack.

I support lethal melee strikes in cloak mode. This gives you a choice, you can either start a fight by taking out an enemy in CQC and then trying to find cover, or simply find a good sniping spot and start shooting.

#34
Destroy Raiden_

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Infiltrators should live up to their names. the cloak device should last more then 3 seconds or one shot. I should be able to go all mokoto on them and keep my cloak up with perhaps some cost to speed and dodging until I say drop it. For instance I go into the power wheel and hit cloak now shep can't run or use biotics until I hit the shoulder button like L2 and that will drop the cloak.

The should be able to while not cloaked sneak low to the ground, kick people both standing or while on ground, and be able to rig traps such as trip wire explosives, mines, and rigged weapons, and order Normandy strikes

I also think the cloaking device should be extended to all classes sense all of them could use such a stealth feature.

Modifié par Destroy Raiden , 13 mai 2011 - 09:28 .


#35
termokanden

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I am on my third infiltrator on insanity at the moment. Here are my thoughts on this.

Balance Issues
I think infiltrators are powerful enough. But soldiers currently deal more damage when sniping with Adrenaline Rush than infiltrators do with Cloak, and Cloak has a longer cooldown. My first suggestion is to simply allow infiltrators to be the best snipers, or if not the best, simply as good as soldiers. They should be able to deal the same damage as often. Or more, since soldiers have more weapons to play with.

Tactical Cloak
I want this ability to stay, but I have a few suggestions for improvements:
- Make it pause the shield recharge timer instead of resetting it.
- Make the duration slightly longer.
- Enemies should not duck behind cover as soon as you use it.
- Either increase the bonus damage or give it some other cool effect. I want this ability to compete with the best of the other class powers. Perhaps a bit of damage reduction when you leave Cloak (much like Phasewalking in Borderlands in fact).

class Passive
I really want to keep the sniper slowdown. To me this is a signature ability of the infiltrator and one of the reasons it's fun to play. So this is a simple plea to keep it in the game.

class Focus
Right now I do not find the class passive evolutions distinct enough. Let us focus on being a sniper for example, or being a CQC infiltrator, or being more tech focused but still more combat oriented than the engineer. And again, if you can focus on being a sniper, let us be the best sniper this time.

Tech Powers
The Infiltrator's use of tech powers should somehow make sense for a very combat oriented class and not just be a random subset of the Engineer's abilities.. One idea is to have Flashbang Grenades in an upgraded version. Fits the infiltrator and tech theme I think.

Modifié par termokanden, 13 mai 2011 - 09:31 .


#36
Maderek

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-Tactical Cloak to have more focus on being, well, a cloak. In ME2, it felt too much like it just a damage boost. Maybe while in cloak, Shepard will be able to run faster and maneuver around objects easier. Possible power evolution to cause an EMP blast when cloak runs out?

-Smoke grenades! Of course, this depends if grenades in ME3 don't become inventory items, like in ME1, and and are powers like in ME2. But, if they are powers, I would love to see something along likes of smoke grenades, or chaff grenades(to blind synthetic enemies and whatnot? :D)

-Hologram, like previously suggested, maybe even a possible Tactical Cloak power evolution to deploy a hologram when entering cloak?

Modifié par Maderek, 13 mai 2011 - 09:30 .


#37
DieBySword

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Well I didnt play much infliltrator but ME3 info says we will use ladders and the batlefield will be big and leveled right. Why not give the infliltrator like a rope power so he can use non-standard (ladders) to access higher grounds.

#38
marksman100

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One change that would really help the Infiltrator is the ability to regen health/shields during cloak. 

Also, the class NEEDS overload, since it can be risky to go in close with an SMG or shotgun.

#39
Mohak

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How 'bout a skill that can make the next round to be able to penetrate most walls/objects on the battlefield. Could balance it with a longer cooldown or something. Come to think of it, you can't actually shoot through anything with projectile weapons in ME, can you? Would be preeetty awkward for me to find out here if it's in fact possible...

#40
Jebel Krong

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i like the idea of a melee assassination, but holograms/decoys/flashbangs etc are not what infiltrators are really about.

#41
LeVaughnX

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Coming from an Infiltrator junkie here (its the first and my favourte of the classes to play) I'd like a few class specific traits, powers, and general upgrades that would make this class stand-out and shine just like every other class.

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The traits in general for this class should include the following...

1.) A bonus to stealth, agility, and the ability to use sniper rifles and light arms far more efficently than any other class can. Their sniper rifles should do tons more damage and they should have the ability to continue learning how to use them even more..

2.) As you level - you should be able to increase in speed, stealth, and the ability for your weapons. Meaning as you level you naturally (passivly) increase these skills as if they were your health. If that makes sense.
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As for powers...

1.) The ability to "mark targets" would be nice. Since an Infiltrator is more or less the "sniper" (above and beyond a soldier) they should have the ability to use some form of marking that would help their team and themselves do more damage to a target; and make the target trackable even when in a "stealth" based camo.

2.) Another ability would still be the stealth camo that you can normally use - but when upgraded it can last up to a minute and be given to your entire squad. Doing this would open up a drastically new style of gameplay that I'm sure someone would appriciate..

3.) Heres a good one; various vision based goggles or an ability to generate some way to see in a thermal view or in a way that detects something - be it electicial power lines, or temperature, IR whatever. It would be useful for seeing through objects possibly (small objects / not thick material) or maybe seeing through smoke if possible.
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Finally I would say this could be a power; but I'm not sure. I would consider the ability to use "smoke grenades" so to speak; this would aid in your "stealth" power and even your "vision" power - making you able to have even more control over the battlefield.

Personally though; I would rather see every class have unique powers that didn't mix with one another. To have all the upgrades I stated for my Infiltrator would make me feel like a "true sniper" or a "leader" of sorts in ME3. In ME2 I felt like the Soldier always over-shadowed the Infiltrator in terms of power; and I felt like the powers you got as the Infil were a bit generic...So maybe what I wrote will help; or I'll just get trolled into oblivion.

Either way - thanks for reading!

#42
Snowship

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Stealth should be very very long and obviously you become visible once the 1st attack is made (to me the 10sec or so duration in ME2 is pants, there should be no timelimit and unless you knock something over, splash through puddles etc no-one should notice you until forced out via attacking someone/thing).
make the cooldown abit longer to compensate

my 2c

#43
Machazareel

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I'd like a skill that performs much like Kasumi's Shadowstrike, but has an aesthetic slightly more akin to Biotic Charge.
More specifically, it would cloak you, warp you to your target in that sweet Charge manner, allow you to perform a strong melee strike on your target, and then return you to your previous position, preferably with about 1 second left on the cloaking aspect so that you can seek cover before it wears so you don't get shot to pieces instantly on Insanity.

I would suggest is possibly share a cooldown with Tactical Cloak, making it an alternetive attack to a sniping shot (A slightly weaker one) so that the Infiltrator would be less gimped when out of Sniper Ammo. Also, it would look awesome. And I like awesome.

#44
Illusive

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Like others have said, increase the duration of tactical cloak. I think in its most upgraded form, it should last 15-20 seconds, enough time to perform any flanking maneuver imaginable. Also, maybe eliminate the damage boost associated with a cloaked shot. This will encourage more dynamic use of cloak, rather than just sitting in cover using it as a damage boost. They can always create another power specifically for powering up a single sniper shot, similar to assassinate in ME1.

#45
-Skorpious-

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Haven't read the entire thread, so sorry in advance for any repeat ideas.

1) For the love of god, no automatic time dilatation effect while zoomed. While useful, it really starts to wear on me in long sessions, and in reality feels more like an unnecessary handicap that an element that adds to the fun factor. I mean, how fun is it to shoot a stationary target compared to a moving one? Where's the challenge? Plus, it doesn't make much sense from a lore standpoint.

2) Cloaked melee finishing moves ala MGS style.

3) An ability similar to a chaff grenade (small aluminum strips that are specifically designed to confuse radar, and since ME takes place in the future possibly other electronics). Could be used to confuse both human targets weapons and the Husks detection sensors (since they are machines after all).

4) Bring back Overload. Overload was the perfect fit for an Infiltrator in ME. In fact, I was so disturbed that it was absent for ME2 Infiltrators that I always used Energy Drain as my bonus power.

5) Ammunition that allows the Infiltrator to bypass enemy resistances. Firstly, think assassination from ME - once activated, you only had one chance to hit your intended target; this ability would function in a similar way. This special "ammo" will allow the Infiltrators next bullet to bypass armor , shields and barriers to directly damage enemy health (think of Borderlands Trespass talent for Mordecai).

Modifié par -Skorpious-, 13 mai 2011 - 10:21 .


#46
atheelogos

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custom powers

#47
Maderek

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-Skorpious- wrote...
3) An ability similar to a chaff grenade


Chaff grenade brofist.

#48
Varen Spectre

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Machazareel wrote...

I'd like a skill that performs much like Kasumi's Shadowstrike, but has an aesthetic slightly more akin to Biotic Charge. 

 

I am also toying with similar ideas. Now that there will be a jump button... There should be some fancy jumping - charging move. B)

#49
Run4w4y

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I would say a pair of binoculars like the ones in Crysis that let you spot enemies and mark them, or some sort of barrier generator similar to the ones the geth have so you can have temporary cover to snipe from wherever you are.

#50
Dominus

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I agree with the infiltrator specific head-snapping melee move, it would be a major payoff for stealthy infiltrators.

The distraction is also a good idea, some form of tech-based flashbang perhaps. Say, a small holographic white orb which will create an enormous blaze of light, blinding enemies within that specific radius. The Lightbomb. 8-) Vaguely similar to Super Metroid's Power Bomb, but more for the blinding effect, and rapid light beam spreads rather than one enormous boom. Though feel free to try a big boom though :-) Something with a visual vaguely like this:

Posted Image

Hope that helps, Manveer.
 

Modifié par DominusVita, 14 mai 2011 - 12:01 .