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


203 réponses à ce sujet

#76
termokanden

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I'm just wondering how it would work. If you become visible in the middle of everything, you might as well have used a shotgun instead. So does it keep you stealthed then?

My previous suggestion was to add some sort of damage reduction after Cloak is used so you can escape. Pretty much like Phasewalking in Borderlands. You strike from stealth and then get to safety while you have your damage reduction.

#77
motleykroot

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I was thinking it might be fun to have a visor/rifle combo capable of silhouetting and sniping enemies through limited types of cover. Maybe at reduced damage or something, and only at the end of an upgrade tree.

#78
Reaver102

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I basically only play the infiltrator in both mass effect 1 & 2 so here's what I would like to see.

Permanent cloak and mines would be nice.

Perhaps scan or something that when we lock on to a target increases our squads dps/accuracy perferably used while perma cloaking.

Removal of the slow motion zoom on the scope, it annoyed me far more than it helped me, or at least a way to turn it off.

Modifié par Reaver102, 14 mai 2011 - 05:55 .


#79
Kanato

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My canon shep is infiltrator and honestly what I think would be the coolest idea is to have 2 distinct playstyles that can be specialized in through abilities, one being the sniper route and one being a more asassin route.

for example: the cloak in mass effect 2, while useful all around honestly seemed like more of an assassin type of ability, i didnt use it much cuz i prefer to play as more fo a sniper, maybe you could find some cool ways to specialize in one of the styles?

On the topic of ME2 abilities, the sniper focus. It triggered a more powerful shot aand a slowdown when you start aiming, to be honest that seemed a little backwards to me.  As a sniper isnt it more likely to be the one waiting to pick off a perfect shot? it would be cool if you reversed the focus to do that, and have the damage bonus a ramp up instead of all at once, like increase damage of the next shot by 25% for every 5 seconds you stay in the aim.

#80
IMNWME

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Been playing an Infiltrator a lot, so here's my thoughts.

WANT VERY BADLY

1) Tactical Cloak should last longer (10s +) and recharge shields while you're cloaked.
2) Homing projectiles should not hit you while Cloaked, unless they were fired before activation.
3) No damage bonus from Cloak. Too much overlap with Adrenaline Rush.
4) Instant Flashbang Grenade (Damping, plz come back!) instead of Incinerate.  Incinerate makes no sense.
5) Cloaked melee attack should do HUGE DAMAGE (neck-snap, etc.).

COOL TO HAVE

1) Bubble shield. It'd be like self-Stasis. No enemy outside the bubble can attack you, but you can't fire at them from inside either. You can also place it on allies, to compensate their silly AI on Insanity.  You can only have one shield active at a time, and moving outside the range causes it to "pop."  In ME2, this would be totally broken because enemies cower behind cover, but I heard there will be more melee enemies in ME3, so it should be fine. I'd rather have this on the Engineer than the Infiltrator, however.

Honestly, though, I believe Bioware should focus on powers that promote good gameplay, instead of "coolness." Tactical Cloak was huge, it really started the differentiation trend for classes. I just hope it keeps going in that direction, instead of turning into a messy ability menu.

Modifié par IMNWME, 14 mai 2011 - 06:38 .


#81
DollarsAtStarNumber

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I always preferred Overload over Disruptor Ammo personally. So I could run with a more neutral ammo type (Warp or Armor Piercing Rounds or Cryo if CC was needed)

I'd love to see Infiltrator get Inferno Ammo (Or maybe even Inferno Grenade) over Incinerate and Overload over Disruptor Ammo. That would help with the Husk problem I always had on the IFF mission.

I greatly enjoyed Flashbang Grenade as it added a Solid Snake feel to the class but always hated the 3sec Detonation. I'd wouldn't mind to see.
- Being able to throw the grenade from behind cover.
- Possibly superior targetting (ala the Uncharted reticule)
- Instant Explosion

Abilities recharge while cloaked.
- This could lead to some more interesting flanking maneuvers by being able to move even further. Jump out from behind a unit, Overload them and then empty a clip into them. In ME2 you'd have to wait to do any Overload or Incinerate.

Shadow Strike - Much like Kasumi and be able to do a crap load of damage then possibly recloak.

Modifié par Gigasfist2000, 14 mai 2011 - 08:40 .


#82
DNRB

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This ability could be shared with the soldier. When behind an enemy, you can take him as a "hostage". Put a knife on his throat or something, and use him as a human shield. Enemies will stop shooting at you, but you can't fire either. Lasts for say six seconds and then enemies will start shooting anyway. This could be handy when coming out of cloak in cqc, and you need to get to cover. One evolution could be an execution move after the six seconds end, or when you manually release the hostage.

Maybe this isn't very appropiate in the mass effect universe, but something like a dart or ninja star. When organic enemies are down to health, you can shoot a dart or throw something like a ninja star at them, causing a stagger and slowing them permanently down, but otherwise not incapacitating them (so they can still take cover, shoot at you and use abilities). Should be on a very short cooldown, does minor damage, and can only be done at close/mid-range. Krogans could have some form of resistance, because of their seize and natural protection.

Holograms en class-specific visors sound cool to, and flashbang grenades should be an infiltrator skill. Also. incinerate isn't really infiltraty, but I liked hacking. One person mentioned three class evolutions: sniper, tech and stealth, which sounds nice too.

Modifié par BRND, 14 mai 2011 - 09:18 .


#83
Guest_Aotearas_*

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Right on top on the list is enemy awareness. In both ME1 and 2, once combat ensues every single enemy knows exactly where you are.

I would like (for every class of course!!!) you can break the line of sight and sneak around enemies without them knowing where you are. Any clever player and class could utilize this to their advantage, but if the Tactical Cloak makes its return in ME3, the Infiltrator would be the class to get the most out of it and truly live up to its name.

Additionally similar to Fallout 3, "sneak criticals" of some sort could enable you or the squad to kill an enemy that was up to date completely unaware of you.

#84
Jebel Krong

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IMNWME wrote...

Been playing an Infiltrator a lot, so here's my thoughts.

WANT VERY BADLY

3) No damage bonus from Cloak. Too much overlap with Adrenaline Rush.


absolutely not - the sniper assassination ability in cloak is the whole point of the infiltrator/sniper class. <_<

#85
DNRB

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Jebel Krong wrote...

IMNWME wrote...

Been playing an Infiltrator a lot, so here's my thoughts.

WANT VERY BADLY

3) No damage bonus from Cloak. Too much overlap with Adrenaline Rush.


absolutely not - the sniper assassination ability in cloak is the whole point of the infiltrator/sniper class. <_<


Very bad idea indeed, it's fine as it is. Not as strong as the soldier, which is THE weapon specialist after all, but strong anough to one-shot with the widow. Alltough, would be nice if cloak offered a stronger boost early game, so the mantis does a little bit more damage.

#86
Jebel Krong

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BRND wrote...

Jebel Krong wrote...

IMNWME wrote...

Been playing an Infiltrator a lot, so here's my thoughts.

WANT VERY BADLY

3) No damage bonus from Cloak. Too much overlap with Adrenaline Rush.


absolutely not - the sniper assassination ability in cloak is the whole point of the infiltrator/sniper class. <_<


Very bad idea indeed, it's fine as it is. Not as strong as the soldier, which is THE weapon specialist after all, but strong anough to one-shot with the widow. Alltough, would be nice if cloak offered a stronger boost early game, so the mantis does a little bit more damage.


BW just need to up the damage boost a bit - a specialist class should always outrank a general class in specific ability hence infiltrator > soldier when sniping. btw as far as i'm aware a maxed out infiltrator does get more one-shot damage bonuses than soldier with adrenaline rush - i played both and i certainly found infiltrator took everything down quicker, even on insanity.

#87
IMNWME

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Did you see everything else I had in mind for Cloak? It should not be a game-breaking ability, which is what most people here are suggesting.

Besides, Infiltrators will always be better snipers than Soldiers with free time dilation. If it's that important, devs can always upgrade the Widow to one-shot troopers w/ no dmg. bonus as long as it's a headshot. This will give Infiltrators the edge in sniping, since they can pull off OHKOs without a cool-down.

EDIT: If you're only using the Cloak for damage boost, then you should just play Soldier.  That's what Adrenaline Rush is for.  You could still Cloak and snipe with my suggested changes.  But Cloak shouldn't be a gimped Adrenaline Rush, it should allow for greater mobility and stealth.

Modifié par IMNWME, 14 mai 2011 - 11:36 .


#88
Siegdrifa

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Don't know if it has been stated, but here is my suggestion of power.

First, i hope tactical cloak is still in here, i loved to use it, run to a good spot and snip ennemy from flanking angle.

I think, "infiltrate" for snip is great, i would love to have an "infiltrate" ennemy's at close range for a purpuse too. If you were using a shotgun, it's works, but it is a certaine build.

My proposition, giving while cloacked a melee attack power to deal extra damage to ennemy's protection or health (up to you, electric palm (omni tool?) against shield? piercing blade hidding under armor arme against armor? ) that refresh your tactical cloak.
The purpuse would be, going near a dangerous ennemy, inflicting damage / reducing his protection, then move away without being spoted.

Of cause, the cd would be reasonable enough to not allow the player to be cloaked all the time.

Modifié par Siegdrifa, 14 mai 2011 - 03:32 .


#89
termokanden

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IMNWME wrote...

4) Instant Flashbang Grenade (Damping, plz come back!) instead of Incinerate.  Incinerate makes no sense.


I have to say I really don't agree with this.

Here we have one of the only skill-based powers. I consider it fun when a power has a learning curve. Plus it's the natural mechanic for grenades. You throw them.

It really needs to become much more reliable though. Currently it doesn't always work at all, and the damping effect doesn't ever seem to work on shotgun users. The cooldown is also pretty high.

Last but not least, it's a combat power. I think it makes sense for it to be a tech power so it doesn't just get a huge duration hit on insanity. But then I'm generally hoping that system is reconsidered - look at how pointless it makes a power like Fortification.

As for Incinerate, it just seems like a random power to have. That said, I am crazy about incinerate and have it on all my infiltrators.

Modifié par termokanden, 14 mai 2011 - 01:14 .


#90
xelander

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For me the Infiltrator should be a class built around the following ideas:
1. Unsurpassed maneuverability granting tactical supremacy on the battlefield
2. The ability to lockdown/neutralize a single target from either afar or up close and personal
3. Master of the sniper rifle.
4. Tech damage and/ordisable skills

To that end:
-keep Incinerate
-keep Cryo Ammo (love it on Insanity)
-keep time dilation passive
-keep the ability to OSOK basic mooks with a bolt-action rifle. Unsure whether adding damage boost to OSOK middle mooks won't break the class. The Soldier shouldn't outdo the Infiltrator in that respect though.
- add breaching maneuver power - like the Kasumi flashbang (should desorient in an area; based on visual and aural info overflow, not overheating weapons, i.e. should work on all types of enemies, through protection), only with shorter time between execution of the power and it taking effect (Kasumi's FB takes too long and slows down play enough to break immersion, at least for me.). The effect should be shorter as to not be too powerful a power. Should be skill available only to Infiltrators and Soldiers though, not to all.
-add a special melee attack (perhaps with a small special blade) as an evolution of the tac cloak. Should either do massive damage against protection or outright kill unprotected enemies, regardless of health pool.(Two diverging evolutions perhaps?)
-instead of the breaching maneuver, an Infiltrator could have a trap skill - rig an area explosion for example, retreat and watch the enemies follow into an ambush - kinda like nomad warfare. Or perhaps this can again be a diverging evolution of the flashbang.

Modifié par xelander, 14 mai 2011 - 01:49 .


#91
DNRB

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double post:whistle:

Modifié par BRND, 14 mai 2011 - 02:03 .


#92
DNRB

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BW just need to up the damage boost a bit - a specialist class should always outrank a general class in specific ability hence infiltrator > soldier when sniping. btw as far as i'm aware a maxed out infiltrator does get more one-shot damage bonuses than soldier with adrenaline rush - i played both and i certainly found infiltrator took everything down quicker, even on insanity.


I see your point, but I think of the soldier as the weapon specialist, and as such, should always be the best with any weapon in the game. I also think soldier should be the only class that has acces to heavy weapons, but that's another story. The infiltrator hás to be able to one-shot normal/stronger-than-avarage enemies, but imo the soldier should do the most damage.
This is even more important because in ME3, any class can use any weapon type. The soldier needs more than being able to carry every weapon type at the same moment.

#93
termokanden

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BRND wrote...

I see your point, but I think of the soldier as the weapon specialist, and as such, should always be the best with any weapon in the game. I also think soldier should be the only class that has acces to heavy weapons, but that's another story.

 
We're overpowering the soldier with this. Why should the soldier deal more damage with sniper rifles than the class that specializes in using them? It really doesn't make sense.

It's already a huge advantage for the soldiers to have the biggest weapon selection. Now they need to be best with every weapon? And the only ones with heavy weapons?

Oh and OF COURSE soldiers should also be the toughest class with the most health because... well, they're soldiers, trained for combat (which of course is not the case for all the other Shepards who have had no military training).

I would like to see a more balanced soldier class instead, and one that's more fun and challenging.

Modifié par termokanden, 14 mai 2011 - 02:23 .


#94
DNRB

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I agree that soldiers are a bit overpowerd, but that is mostly the fault of ARush, not the fact that they can carry every weapon. Maybe making the soldier the only class with heavy weapons is a bit to much, but for example, adepts can perform warpbombs ánd fire a heavy weapon. Soldiers should use a heavy weapon to make up for their lack of heavy-hitting powers.

And yes I think they should be the toughest class, with the vanguard being a close second. Not because other classes don't have military training, but because soldiers are the shocktroopers, able to handle any situation under heavy fire, unlike specialists.

Modifié par BRND, 14 mai 2011 - 02:42 .


#95
termokanden

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BRND wrote...

And yes I think they should be the toughest class, with the vanguard being a close second. Not because other classes don't have military training, but because soldiers are the shocktroopers, able to handle any situation under heavy fire, unlike specialists.


In that case you have to let the specilists be better at whatever their specialty is. Otherwise it doesn't make much sense to pick a specialist in the first place.

#96
dreman9999

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xelander wrote...

For me the Infiltrator should be a class built around the following ideas:
1. Unsurpassed maneuverability granting tactical supremacy on the battlefield
2. The ability to lockdown/neutralize a single target from either afar or up close and personal
3. Master of the sniper rifle.
4. Tech damage and/ordisable skills

To that end:
-keep Incinerate
-keep Cryo Ammo (love it on Insanity)
-keep time dilation passive
-keep the ability to OSOK basic mooks with a bolt-action rifle. Unsure whether adding damage boost to OSOK middle mooks won't break the class. The Soldier shouldn't outdo the Infiltrator in that respect though.
- add breaching maneuver power - like the Kasumi flashbang (should desorient in an area; based on visual and aural info overflow, not overheating weapons, i.e. should work on all types of enemies, through protection), only with shorter time between execution of the power and it taking effect (Kasumi's FB takes too long and slows down play enough to break immersion, at least for me.). The effect should be shorter as to not be too powerful a power. Should be skill available only to Infiltrators and Soldiers though, not to all.
-add a special melee attack (perhaps with a small special blade) as an evolution of the tac cloak. Should either do massive damage against protection or outright kill unprotected enemies, regardless of health pool.(Two diverging evolutions perhaps?)
-instead of the breaching maneuver, an Infiltrator could have a trap skill - rig an area explosion for example, retreat and watch the enemies follow into an ambush - kinda like nomad warfare. Or perhaps this can again be a diverging evolution of the flashbang.

Just add a double image holagram power to cloak and this statement is perfect.

#97
dreman9999

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BRND wrote...

Jebel Krong wrote...

IMNWME wrote...

Been playing an Infiltrator a lot, so here's my thoughts.

WANT VERY BADLY

3) No damage bonus from Cloak. Too much overlap with Adrenaline Rush.


absolutely not - the sniper assassination ability in cloak is the whole point of the infiltrator/sniper class. <_<


Very bad idea indeed, it's fine as it is. Not as strong as the soldier, which is THE weapon specialist after all, but strong anough to one-shot with the widow. Alltough, would be nice if cloak offered a stronger boost early game, so the mantis does a little bit more damage.

Then all they have to do is make the attack boost from cloak stonger than the Solders....No Reson to cut it.

#98
DNRB

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termokanden wrote...

BRND wrote...

And yes I think they should be the toughest class, with the vanguard being a close second. Not because other classes don't have military training, but because soldiers are the shocktroopers, able to handle any situation under heavy fire, unlike specialists.


In that case you have to let the specilists be better at whatever their specialty is. Otherwise it doesn't make much sense to pick a specialist in the first place.


I don't think of the infiltrator as a sniper, but as an actual infiltrator. I know bioware created the classes, and as such can do with them wathever the want, but the ME1 infiltrator was nót an infiltrator, or at least didn't live up to its name. It was a soldier/engineer hybrid. ME2 took it in the right direction with cloak. In ME3, the infiltrator will hopefully be what it's called.

I'm not saying the infiltrator should be bad with sniper rifles or anything. But with every class being able to use every weapon type, I just hope the soldier remains viable. Let's say the infiltrator does the same or even more damage as a soldier with a SR, and also chooses to carry a shotgun or AR allong with it, the soldier quikly looses it's appeal.

#99
Cstriker01

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Stealth kills with infiltrator only. The class name implies stealth takedowns but I can see this being hard in a game like this that has soooo many facets to it...it could end up being a huge overhaul to the stealth system.

Cloak evolution with sniper route or close quarters assassin route where lets say an evolution of the tactical cloak will benefit either build. Sniper cloak would allow the ME2 super shot, and assassin cloak would allow longer time stealthed to sneak in and kills guys with silenced weapons or a knife.

Explosives would be cool, planting remote bombs or mines would be sweet for this stealthy class. Evolutions could revolve around effects such as the Lockdown that has been discussed earlier, defense overloads maybe, or a damaging effect. Maybe a gravity mine with an effect shorter and weaker then Singularity. It seems like infiltrators should be able to use mines/booby traps.

Maybe if there are more mounted remote turrets in the game, a way to AI hack them to control them remotely?

Just brainstorming!

#100
Tony Gunslinger

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Hmm, I've always thought infiltrators have been proven to be very good at close quarters combat, especially by OniGanon and thisisme8. Shadow Strike is a very fancy Cloak + CQC for Kasumi, and Shep can already perform that maneuver. I've taken that playstyle aspect to heart and it really makes the class fun and more effective that way, no matter what the build or class. It may not be so obvious in ME2, but its game rules favors close encounters than fighting at long range; distance damage modifiers, enemies staggering from various powers and effects, waves stop spawning until you advance, and the default SMGs were clearly designed to make you move closer. I really recommend to take a look at the guides I've mentioned aboved, they've helped me improve my gameplay.

Oh, and I've made this as a tribute to the Invasive Maneuvers philosophy:

The Sniperless Infiltrator

:ph34r::ph34r::ph34r::ph34r::ph34r::ph34r: