All good infiltrators report here! - Bioware asks for your ideas and feedback.
#151
Posté 19 mai 2011 - 05:14
So my ide is that the Window should modify. The other collector ship's weapon are not just simple a stronger model of the other weapons but unique.
I think a weapon which has 2 shot per thermal clips and each shot has the 0,6-0,7 of the Mantis damage would be good. With this weapon you would be able kill two weaker enemy very fast and the Mantis would be better against stronger enemys...
#152
Posté 19 mai 2011 - 05:22
Also it would be nice to add features to Tactical Cloak - not as a default but rather a way to evolve the feature. Regenerating could be one of these features. Also I like the idea of moving much faster while cloaked (similar to the Siren's Phasewalking Skill in Borderlands). Borderlands has a few nice skills by the way, so you should check those out (Siren and Hunter class) - not to copy the stuff, but maybe get some inspiration.
#153
Posté 19 mai 2011 - 08:19
Ieldra2 wrote...
I'd like some meaningful stealth gameplay. Such as, if you're careful and aware of your surroundings, you can avoid many fights altogether. Let the cloaking ability not just be for combat support, but for bypassing enemies. To that purpose, give me a power evolution for the cloaking ability that lets it cover my whole squad. Give me the ability to scout forward without my squadmates following me, and to sneak up on enemies and knock them out. The ability to lock enemies into their rooms so that I don't have to fight them. Give me scout drones through the eyes of which I can see what's happening around the next corner.
Much agreed. Cloaking should not cause enemies to auto-detect you. (Arrival...)
This is hard, requires better enemy AI. Enemies should remember your last known position. Cloak should be a tool, not a 'get out of jail free' pass.
Aural triggers are key. You make more noise when storming, punching, or firing weapons, but you don't prematurely lose cloak. Silenced weapons could muffle your aural signature.
In this case, extending cloak time would overpower it, I think, as you can already cloak-storm past some of the battles.
I really wanted to cloak/hack or cloak/flashbang in ME2, but global cool-down prevented that.
Infiltrators should be the best snipers, period. I didn't know that about soldiers.
To make it more complicated, consider floor types (like Thief). Oh, and Rope Arrows! heh heh
#154
Posté 19 mai 2011 - 09:18
SpaceXDebris wrote...
Enemies should remember your last known position.
The "Last Known Position" feature in Splinter Cell Conviction is a nice gameplay mechanic which screams "mess with the enemies" all the time and I really like to utilize it whenever I play the Hunter-Mode in Deniable Ops section of the game.
#155
Posté 20 mai 2011 - 03:56
My views on the Infiltrator:
For me infiltrators are operatives that go deep into enemy lines to acomplish their objectives. In order to acomplish his objectives the infiltrator relies in his tech mastery, as well as in his combat skills. Having said that, I think that even if sniping is the main role of the infiltrator other ways of playing the class should noted, like the CQC Infiltrator which is also fun to play. That brings me to my first suggestion, "make the class specializations feel different from one another". For me playing as an Agent should feel more like controlling the battlefield and using your powers to disrupt the heavier foes, while still being deadly with weapons. And the gameplay for the Assassin should feel sneakier; an assassin should be able to kill his target with tactical cloak and then move to another target and silently eliminate it.
The two abilities that jump into my mind when thinking about the infiltrator are
- Hologram/ After-Image
- Shadow Strike
- Mines/Traps
Hologram/ After-Image:
My idea is to have one of the evolutions of Tactical cloak to give the infiltrator the ability to leave a hologram/after-image after turning invisible. The hologram would serve as a distraction and would allow Sheppard to move more freely, as well as keep the enemies distracted in order to line headshots easier. I think casting a hologram anywhere on the field wouldn’t work because it would overlap with combat drone and so it wouldn’t feel unique.
Shadow Strike:
As many people have said, it would be nice to be able to One hit kill the enemies when invisible. I think this could be another evolution for the Tactical Cloak. If implemented this move should have its own animation, much like the way Sheppard electrocuted Cathka.
Mines/Traps:
The ability to place mines/traps would be a nice feature, and it would allow the infiltrator to exert further control over the battlefield, as well as help create more complex and creative encounters. Having in mind what you’ve said about combining powers I think that mines/traps would benefits from it, much like the concussive shot would adopt the ammo power being use, the mines should be able to adopt the infiltrators ammo power to have different effects, for example, if the disruptor ammo is being used the mine should have an overload like effect disabling weapons and killing synthetics, or if cryo ammo was used then the mine should freeze any organic that steps over it.
Existing Powers:
Tactical Cloak
I think the way tactical cloak works is fine. Aside from the suggestion I have given I think that tactical cloak would benefit from a slight duration increase, as well as having the shield recharge timer paused instead of reset, or perhaps even allowing the shield to recharge albeit slower.
Incinerate:
I think incinerate works fine for the infiltrator. Many people want overload back for the infiltrator but I think overload would be redundant as the infiltrator already has disruptor ammo. Perhaps instead of incinerate the infiltrator could have Armor piercing ammo as a natural power instead of being a bonus.
Well that’s pretty much everything I had in mind if I come up with anything else I will repost J. I want to thank Bioware for letting us express our ideas on the classes, and for listening to us. :3
#156
Posté 20 mai 2011 - 06:34
#157
Posté 20 mai 2011 - 09:03
2. Cryo freezing animations should not interfere with or prevent application of biotic effects.
3. Widow rounds should penetrate multiple lined up enemies.
4. Allow us to turn off Aim Assist on 360.
#158
Posté 20 mai 2011 - 09:13
#159
Posté 20 mai 2011 - 10:19
#160
Guest_iOnlySignIn_*
Posté 20 mai 2011 - 11:01
Guest_iOnlySignIn_*
And that SHOULDN'T break Cloak, since you're not firing a weapon but using a melee weapon (knife), which does not give off any thermal signature.nelly21 wrote...
Since there's more melee in ME 3, I would love a neck snapping animation or back stab when I sneak up on somebody in camo.
#161
Posté 21 mai 2011 - 01:34
Bozorgmehr wrote...
5. The "aim button" should trigger scope, using powers behind cover should not.
agreed.
#162
Posté 21 mai 2011 - 10:29
They can't see you and weren't even aware of your presence, but as soon as you pop cloak they yell 'Lost visuals!' and bam, no achievement.
#163
Posté 21 mai 2011 - 01:48
But there are certainly some clear issues that have already been mentioned. Powers forcing zoom, too much aim assist with time dilation, and one that I personally hate: aim sensitivity seems to increase when you use Cloak just after zooming, and this ruins my aim.
#164
Posté 21 mai 2011 - 02:39
numotsbane wrote...
The only issue I've really picked up is that activating tactical cloak alerts nearby enemies to the fact that they are now in a combat situation. This made getting the 'alert no guards' achievement from the Arrival DLC - counter-intuitively - more difficult for an infiltrator.
They can't see you and weren't even aware of your presence, but as soon as you pop cloak they yell 'Lost visuals!' and bam, no achievement.
I cloaked and got the achievement, though I followed the same path that a class without cloak would have to take to avoid detection.
#165
Posté 21 mai 2011 - 02:49
#166
Posté 22 mai 2011 - 07:07
lolwut666 wrote...
How do I know if I'm a "good" Infiltrator?
There's no one alive to say otherwise.
#167
Posté 24 mai 2011 - 03:04
Great post. I agree with all of this. Bioware add these things and you'll have the ultimate Infiltrator.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.
PS- if you plan on bringing back polonium rounds as an ammo power give it to the Infiltrator.
Modifié par PD ORTA, 24 mai 2011 - 03:07 .
#168
Posté 24 mai 2011 - 07:06
Alternatively I would suggest a power that lets the player fire a single shot that can penetrate walls/crates/<any kind of cover> and strike the enemy hiding behind it. Kind of like a Depleted Uranium round.
Modifié par GenericPlayer2, 24 mai 2011 - 07:15 .
#169
Posté 25 mai 2011 - 06:15
This, a thousand times this.Kings19 wrote...
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.
#170
Posté 25 mai 2011 - 10:28
Jebel Krong wrote...
i like the idea of a melee assassination, but holograms/decoys/flashbangs etc are not what infiltrators are really about.
Agreed, hologram/decoys is the thing i want least for an infiltrator and grenades is worthless beacause of the range in ME2, was only worth having on squadmates and barely then.
But i do like the mele assasinations and as someone else said keep the slowdown and make the infiltrator do more damage than the soldier with a sniper rifle wich to me is logical but not a reality in ME2.
My vision of a infiltrator is hanging back sniping or getting in close with a knife/mele/pistol attack, an idea i have is it would be cool if it was faster to switch to a sidearm(pistol) than reloading the sniper so it beomes another tactical decision
#171
Posté 25 mai 2011 - 11:55
Kings19 wrote...
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.
I wouldn't like this. 10 or 12 sec is a maximum for the cloak. And definitely not eliminating the damage bonus, that would only reduce the possibilities... If you want to encourage an active use of the cloak, not just as a damage boost, just make though you can't stay long behind a cover against range ennemies. Then the damage bonus and the movement advantages will both be as useful (and not mutually exclusive). And by making the cloak not too long, you'll prevent the player from using both (movement followed by cloacked headshot) systematically. If the player wants to make big manoeuvre, he'll have to cover a few second in the middle of his move (which will make it more interesting since you can't stop in every cover halfway to your target without risking to be flanked)
The things I would want in ME3 now (not very original I suppose)
A new approach of the infiltrator including melee movement (not a cheat move like kasumi's though) in combinaison with the cloak (that would be another way to encourage active use of the cloak.
Something which will definitely make of the infiltrator THE sniper (I'm not talking about damages, Soldiers can make more snipe damage than us, I don't see it as a problem). Maybe a skill only usable with the snipe -some sort of specialisation skill in the "assassin" tree-, giving an advantage on the next snipe shoot (yes like the cloak except it wouldn't be damage and it wouldn't be cumulable anyway)
And mainly, I would like some new ways to control the battlefield. Cloak already does a great job at this, but more would be great. Someone talked about trap. Combined with a more dynamic battlefield that would be awesome.
#172
Posté 26 mai 2011 - 05:03
#173
Posté 29 mai 2011 - 10:58
Assuming the global cooldown system is still being used, I think a bigger emphasis needs to be placed on passives for all classes. All sorts of things could be done around cloak. You could have an effect that drains shields of nearby enemies while cloak is active, cloak could have some sort of flash blinding/stunning enemies if shooting at you when you activate it, terminating it early could unleash the remaining energy against close enemies with damage relative to the amount of time left over.
Also I gather the game will place greater emphasis on enemies weakpoints. I think the infiltrator could have some sort of armour bypass when hitting a weak point. I'm not sure whether this should just a damage bonus or whether the infiltrator should actually bypass a certain amount of armour on weakpoints altogether. For example in ME2, this would be the equivalent of being able to shoot throught the knees of a Mech or husk while still armoured and would naturally be more effective on headshots.
Modifié par Malanek999, 29 mai 2011 - 11:08 .
#174
Posté 31 mai 2011 - 02:48
#175
Posté 31 mai 2011 - 03:03
Distracting noise grenade: Small tech grenade not designed to explode but to be used to help distract targets.
Tech web: Shut down an opponents electronic systems so that he is blinded/stunned.
Knockout melee move: as an inf do we have to kill everything? surely a good knockout move to help with stealth.
Gas grenades/smoke grenades: something that doesn't go bang but can sow confusion and give an inf some cover/time.
Darts: how about allowing an inf to use darts with various abilities as an alternative ammo type, fired from sniper rifle or specific Inf only weapon.





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