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


203 réponses à ce sujet

#126
Varen Spectre

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Cossack72 wrote...

Personally I'm hoping to see a new trailer that isn't too spoilerific, and see the different classes in action. It'll be nice to see that so we can compare what the game looks like now, and what it looks like in a few months to see what's changed; see what we like and don't like.


Thank you for quick reply Cossack72 :), but could you please post your ideas directly to him?

I mean, this is IMO not a topic, that completely requires own thread - so we won't be able to point him to one (unless somebody makes it) like we were able with Infiltrator thread. And posting ideas here would make a this thread a little bit confusing (I know I will be the one to blame :pinched:).

So please everyone, please post your ideas directly to Casey. And please do so. Casey asking us for something is quite a rare occasion, so we should prove to him, that we are worth contacting more often. :wizard:  

#127
Guilebrush

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^ Summed up in two words: Combat Mechanics.

While companions, story, upgrades, new enemies and the like are all fun to learn about and speculate on they at least translate well onto text/print media, changes in how combat works not so much. You really need videos and hands-on sessions to really get the "feel" across and I personally hope E3 gives us a nice first sampling on this.

#128
Platform626

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 The tactical cloak for infiltrators in ME2 was a really nice touch. I'm not sure how else you could top it powers wise. While neck snapping would be cool, we all know that's not a power, and it's obvious that Shepard won't have any melee weapons. So any sort of knife is definitely ruled out.

How about a portable EMP? It could temporarily jam the enemies weapons and stun them?

#129
IMNWME

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I always thought Overload was a portable EMP. The weapon overheat function is nice, but it should either work through protection or have a longer duration. AND WORK ON SHOTGUNS.

#130
Nicro007

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Grenades please.  I so miss them from ME1.

Modifié par Nicro007, 16 mai 2011 - 05:09 .


#131
rubyreader

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100k wrote...

The ability to infiltrate, and either avoid, or minimize chaos of a battle field -- depending on what squad mates you have. Thane and Kasumi + Infiltrator Shepard (example) should be able to completely devastate your enemies without them knowing where they're being hit from.

On top of that, an Infiltrator should be able to find secret paths AROUND enemies, completely avoiding some fights, and surprising conversational enemies.

You should get the same level of experience by stealthily avoiding targets, as you do taking them head on. Perhaps instead of taking the loot off of dead targets (if loot is back in), you could scan live targets, and get weapon mods that way.


Exactly for being an Infiltrator and with especially these two as squadmates, AVOIDING combat should be entirely possible. Maybe not all combat or even most (Shep is going up against badasses and unknowably ancient enemies), but certainly if we ARE pushing exploration and RPG, then a class by the name of Infilitrator ought to be able to do more of these. I'd think an Engineer can do something similar by hacking their way around enemies just as a balance. Not sure about the rest....though Soldiers can obvious just kill everyone.

#132
samurai crusade

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I'd rather see a cloaked knife kill over a neck-snap melee.

An infiltrator should be able to line up a perfect-devastating sniper shot. So my vote.... the Omni-tool creates a tripod or bipod for Shepard to rest the rifle... allowing for a single, precise shot to be fired (also slowes time similar to soldier's adrenaline)

#133
UJN

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I'm mainly using cloak to sneak around enemies and then shooting them in the back. I only use the sniper occasionally, mostly using SMGs but also carrying an assault rifle to deal with heavy mechs, scions etc. Just wanted to clarify that since my list is based on that style.

- Passive granting extra damage when shooting enemies in the back/from the side (the infiltrator should know how to target weak spots in the back of armors etc to quickly take out unaware enemies)
- Overload, or something similar. I want something that overheats weapons or stuns enemies. Sneaking in close and shooting the enemies in the back works fine, but then you're stuck close to the surviving enemies. Instead of just cloaking again I want to be able to disable enemies, creating an opportunity for me and my squadmates to take them out.
- Melee finisher/back stab/neck snap. Just to make it even more fun to sneak up on enemies.

#134
Jebel Krong

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samurai crusade wrote...

I'd rather see a cloaked knife kill over a neck-snap melee.

An infiltrator should be able to line up a perfect-devastating sniper shot. So my vote.... the Omni-tool creates a tripod or bipod for Shepard to rest the rifle... allowing for a single, precise shot to be fired (also slowes time similar to soldier's adrenaline)


generally you fire from cover anyay - making that useless.

i'd like to see you be able to fire through cover for a one-shot kill, preferably with an x-ray vision mode/something akin to batman's tac-vision from AA, or Gears' tac-com (from gears 3).

#135
samurai crusade

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Jebel Krong wrote...

samurai crusade wrote...

I'd rather see a cloaked knife kill over a neck-snap melee.

An infiltrator should be able to line up a perfect-devastating sniper shot. So my vote.... the Omni-tool creates a tripod or bipod for Shepard to rest the rifle... allowing for a single, precise shot to be fired (also slowes time similar to soldier's adrenaline)


generally you fire from cover anyay - making that useless.

i'd like to see you be able to fire through cover for a one-shot kill, preferably with an x-ray vision mode/something akin to batman's tac-vision from AA, or Gears' tac-com (from gears 3).


Unless you blind fire... which hasn't been in ME2 or ME1   you still pop up to shoot... so it's not useless. It's akin to the holding breath/stability in ME1.     This feature could easily be implamented behind cover and through an obstacle with "vision mode".       The Idea is for a stable-one shot kill... no matter how it's done.  It just has to have a reason... like being on a bipod like a real sniper

#136
bald man in a boat

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Flashbang and shadow strike would compliment an infiltrator nicely. The ability to penetrate more than one enemy with a single shot would be awesome. The Widow was made for double head shots when your enemies are positioned perfectly.

Make it so.

#137
Bourne Endeavor

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What I would like to see is something better differs the sniping aspects of the Infiltrator to that of the Soldier; a noticeable advantage in essence. The Vanguard has Charge, which makes it the idealistic shotgun class despite the superior damage a Soldier will dish out. The Infiltrator lacks such a perk that clearly defines it as the sniper rifle class.

Something I have always been partial to would be having your bullets able to pierce multiple targets. A dual headshot with a single shot would be instantly thrilling.

#138
Ahglock

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rubyreader wrote...

100k wrote...

The ability to infiltrate, and either avoid, or minimize chaos of a battle field -- depending on what squad mates you have. Thane and Kasumi + Infiltrator Shepard (example) should be able to completely devastate your enemies without them knowing where they're being hit from.

On top of that, an Infiltrator should be able to find secret paths AROUND enemies, completely avoiding some fights, and surprising conversational enemies.

You should get the same level of experience by stealthily avoiding targets, as you do taking them head on. Perhaps instead of taking the loot off of dead targets (if loot is back in), you could scan live targets, and get weapon mods that way.


Exactly for being an Infiltrator and with especially these two as squadmates, AVOIDING combat should be entirely possible. Maybe not all combat or even most (Shep is going up against badasses and unknowably ancient enemies), but certainly if we ARE pushing exploration and RPG, then a class by the name of Infilitrator ought to be able to do more of these. I'd think an Engineer can do something similar by hacking their way around enemies just as a balance. Not sure about the rest....though Soldiers can obvious just kill everyone.


Given the change in XP do mission completion as opposed to killing, altenrate methods to complete missions like stealth not being included seems like a huge missed opportunity to me.  So I hope they put something like this in ME3.  

#139
Manveer Heir

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I just wanted to thank everyone for their ideas. We're discussing our favorites now and going to try some stuff that will hopefully make the Infiltrator rock even harder for ME3. I will occasionally ask questions like this on Twitter (the 140 char limit makes parsing responses easier plus I already use Twitter a lot), but I'll try to check the forums every once in a while.

Thanks again for all your support of Mass Effect and your thoughts on powers for the Infiltrator

#140
Varen Spectre

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Manveer Heir wrote...

I just wanted to thank everyone for their ideas. We're discussing our favorites now and going to try some stuff that will hopefully make the Infiltrator rock even harder for ME3. I will occasionally ask questions like this on Twitter (the 140 char limit makes parsing responses easier plus I already use Twitter a lot), but I'll try to check the forums every once in a while.

Thanks again for all your support of Mass Effect and your thoughts on powers for the Infiltrator


With pleasure Sir.  As Masterchief says: "Wake us, when you need us." ;)

#141
AK404

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Bulletstorm gave me some ideas, but hey cool.

#142
termokanden

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AK404 wrote...

Bulletstorm gave me some ideas, but hey cool.


Hopefully the dialogue in Bulletstorm will not be used as an inspiration in ME3 :)

#143
DGemu

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I would like the following to be implemented.

- Sneak attacks - turn invisible run over to enemy and use a melee one move takeout. Disadvantage would be that invisibility would dissipate, to stop it from being over powered. Useful for grabbing cover and blind side attacks, perhaps upgrading would allow multiple takedowns surprising a group containing two or more perhaps an EMP.

- Laying Mines – useful to lay cover and create traps. (May have overlap with singularity maybe mines can be only laid directly where you stand being the difference with singularity remaining remote).

-Longer cloak timings – more use for tactics, if speed and mobility is to be added (in order to not replicate Adrenaline rush the downside could be not being able to attack without coming out of cloak.)

- Hologram – useful for distractions (Maybe too close to Engineer's drones, perhaps giving drones greater survivability and attack or greater range with explosions or multiple explosions to maintain the difference).


Lastly perhaps have a few core talents with more bonus talents this would allow more expermentation.

Modifié par DGemu, 18 mai 2011 - 03:47 .


#144
Zeevico

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This is dependent on whether enemies react to noise, but a silencer, or silencer ability, might be a good idea.

#145
Guest_Saphra Deden_*

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Mainly I'd like to see the cloak expanded a bit. Perhaps one way to evolve it would be a version that allows you to still regain health and shields while it is active. It would also be nice to have a version that stays activated while you are attacking, always lasting its full duration.

#146
Autoclave

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Is this thread still being read by bioware?

If so, give infiltrator some context sensitive attacks: something like insta-kill if you are behind somebody and cloaked (a backstab). You can also make so that every backstab recharge your cloak time.

Also, Infiltrator sniper should be different that Soldier Sniper. I would like some penetration rounds. Being able to shot multiple enemies with one sniper bullet.

#147
Onpoint17

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Although the Infiltrator’s most powerful attack is the sniper rifle at long range, I’d like to upgrade the character for more CQC. I think stealth and deception should be the hallmark of the Infiltrator. Assuming we’re going up against even tougher enemies in ME3, here are some of my suggestions.

SHIELD-BARRIER DISRUPTOR GRENADES (which gradually bring down shields and barriers) can evolve to drop shields and barriers more rapidly. They can be thrown from a limited distance and attach to a target or placed directly on a target while cloaked. The grenades could start off only affecting shields then evolve to take down barriers.

AFTER-IMAGE. I really like the hologram idea. I see it as the extension
of the tactical cloak since the technology seems to suggest that the
cloak bends light. I use the term AFTER-IMAGE where the Infiltrator
can leave behind a image of himself firing at the enemy from cover while
he/she cloaks and moves to a different position. This would of course require
the cloak to evolve so that it lasts much longer. This ability would function
like the Engineer's combat drones but is stationary and only has the
ability to distract. The ammo fired from the decoy-Infiltrator would be entirely holographic and cause no damage.

PARALYTIC PROBES. We now have Collector technology (seeker swarms) from EDI data mining the Collect ship (or in some cases saving the Collector base). These re-purposed armor-piercing probes can either be fired from a gun or omni-tool that paralyze organic victims much like cryo freeze or stasis for a limited time. The probes should evolve to also effect synthetics. The probes would not be effective on enemies with shields or barriers.

SILENCER PISTOL. The Infiltrator really needs to have a signature weapon.
What good is sneaking around and cloaking only to alert everyone to your
location with the ear-splitting discharge of a gun being fired? This pistol
could also contain the paralytic probes and have a dual fire mode that
damages as well.

PROXIMITY MINES. While cloaked the Infiltrator should be able to plant
explosive mines. These mines should be able to adhere to walls as well. Again a longer cloak duration would be necessary.

USE TECH/BIOTIC POWERS WHILE CLOAKED. I'd like to see the cloak evolve so that Incinerate could be used at the same time. I'd also be in favor of switching out Incinerate for Cryo Blast or the ability to have both. Incinerating people just doesn't seem like the stealthy thing to do.

PHASIC CLOAK. Another evolution of the cloaking ability. Instead of giving
Infiltrator any sort of extra shielding give him/her the ability to cloak
in a way that some enemy fire would pass harmlessly through him/her.
The Infiltrator will be visible using this form of cloak and it can only
be used for defensive purposes. The Infiltrator will not be able to fire a
weapon or use a tech power for the duration of phasic cloaking since he/she
will be temporarily out of phase with our universe. This ability will not allow the Infiltrator to walk through walls, crates, energy barriers or doors. It is a very localized and limited effect as a defense against enemy fire. This ability would be vulnerable to warp and overload which would abruptly disengage the cloak as well as damage the Infiltrator's health. The ability could evolve into the METAPHASIC CLOAK which would allow the Infiltrator partially phase back into our reality and interact with objects. Specifically being able to grab an enemy from behind and initiate MOLECULAR DISRUPTION but putting a partially phased hand into an enemy. This ability would allow the Infiltrator to regen health and shields while causing damage to the enemy.

NECK SNAP/SHADOW STRIKE. I really like the idea of giving the Infiltrator signature melee animations. Sneaking up from being while cloaked and delivering specialized finishing melee attacks would be great.

#148
AK404

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termokanden wrote...

AK404 wrote...

Bulletstorm gave me some ideas, but hey cool.


Hopefully the dialogue in Bulletstorm will not be used as an inspiration in ME3 :)


I dunno.  I think femShep needs to kill some dicks.

#149
AK404

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class-specific weapon mods.

Infiltrator gets to mod their sniper rifles to hold a magazine for semi-automatic action. It won't hold as many shots as a Viper - maybe 3 to 5 in a mag.

Added effect to Operative: +50% critical damage during sniper time slowdown, +75% during sniper time slowdown while cloaked. Per level, maxing out at +200% at level four while uncloaked and +300% while cloaked.

Assassin bumps up the damage an extra +100%, while Agent applies half this damage bonus to all other weapons (for +100% or +150% critical damage).

#150
Golden Owl

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Manveer Heir wrote...

I just wanted to thank everyone for their ideas. We're discussing our favorites now and going to try some stuff that will hopefully make the Infiltrator rock even harder for ME3. I will occasionally ask questions like this on Twitter (the 140 char limit makes parsing responses easier plus I already use Twitter a lot), but I'll try to check the forums every once in a while.

Thanks again for all your support of Mass Effect and your thoughts on powers for the Infiltrator


Thank you Manveer Heir....I have been following this thread closely, haven't spoken up due to my lack of gaming experience...didn't feel I would have much to offer, as gaming mechanics still baffle me....was not a gamer really until ME, now addicted ^_^...ME specific though. I just wanted to thank you for asking the gamers for their thoughts and hearing them....much appreciated.