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


203 réponses à ce sujet

#176
lazuli

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Nexpeed wrote...

I just want more ammunition for my snipe gun, instead of the 1 shot/1 reload stuff


Perhaps weapon mods will give you what you seek.  Until then, I recommend the Viper.  It takes some getting used to if you're more accustomed to the Mantis or Widow, but it can work quite well with the Infiltrator.

#177
termokanden

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Like in so many other cases in ME2, aggressive players are rewarded. Moving during a fight gives your more clips. Switching to CQC with other weapons or using your powers also helps with the ammo situation.

The ammo situation is perfectly fine if you don't just sit behind cover and snipe. I don't think your were intended to get away with that in the first place. I don't think this works well with the Viper either (though that is also an excellent sniper rifle).

I do think the thermal clip pickups should be 2-3 shots instead of 1-2 though. Just so there's less ammo collection between fights.

#178
lazuli

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termokanden wrote...

Like in so many other cases in ME2, aggressive players are rewarded. Moving during a fight gives your more clips. Switching to CQC with other weapons or using your powers also helps with the ammo situation.

The ammo situation is perfectly fine if you don't just sit behind cover and snipe. I don't think your were intended to get away with that in the first place. I don't think this works well with the Viper either (though that is also an excellent sniper rifle).

I do think the thermal clip pickups should be 2-3 shots instead of 1-2 though. Just so there's less ammo collection between fights.


I thought he was referring to clip size, not ammo counts.  You're correct, though, that if you just rely on the Viper you will encounter ammo troubles.  And I certainly agree with your theories about the reasoning behind limiting ammo.

#179
termokanden

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I actually like the one shot per clip thing. It feels a bit like a bolt action sniper rifle that way. I know I'm not the only one who enjoys using those.

The high damage per shot more than makes up for having to reload all the time. You also have very limited exposure while killing things. With the Viper you have to stick your head out a bit longer.

Modifié par termokanden, 31 mai 2011 - 03:45 .


#180
lazuli

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termokanden wrote...

I actually like the one shot per clip thing. It feels a bit like a bolt action sniper rifle that way. I know I'm not the only one who enjoys using those.

The high damage per shot more than makes up for having to reload all the time. You also have very limited exposure while killing things. With the Viper you have to stick your head out a bit longer.


I'm just glad we have a variety of sniper rifles available.  It is odd, though, that the sniper rifle is basically the only weapon category that features an advanced version of an earlier model that simply outclasses it in every way (Widow to Mantis).  I guess you could argue that some of the assault rifles are too similar, but I don't think it's quite the same.

#181
G30rg13

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AngelicMachinery wrote...

I personally would enjoy some sort of visual enhancement, maybe heat vision or night sight...


I agree whole heartedly, infiltrator is supposed to be combat AND tech, there was a little too much focus on the soldier part. Heat/night vision, I saw on the Military that US Navy EOD and other spec ops are using UV flashlights so the beams can only be seen when wearing NVGs.B)

Maybe another squaddie trained for sniper rifles (eg: Zaeed/Garrus/Thane/Legion) could act as a spotter in battle and prioritize targets for you when you have your Sniper Rifle out (ex: There's a sniper and a grunt, squaddie would yell 'Sniper' and/or the sniper would be highlighted when aiming.)
Maybe some Camo patters for armor? Or something like the OttoCamo from Metal Gear Solid 4, that is always active when Invisibility is not, because 'Infiltrators' unlike soldiers are not supposed to be seen at all times exept when he/she feels like activating invisibility, an infiltrator should have camo that works at ALL times and an invisibility system for times when super-stealth is needed:ph34r:.

SEPERATE THE classES MORE, I really felt thoughout all ME2 that the only thing seperating the clases were lack of weapons and one special attack for each class. What about missions? It would make my day if Infiltrators could go on sniper missions, or decide that instead of assaulting Zorya's refinery like an ignorant jackass, maybe we sneak in through the sewer and stealthily make our way to Vido and not have the whole place fall down around our ears. Maybe Vanguards can look at building schematics before an assault and look for close quarter areas such as narrow hallways. Save direct assaults for soldier class, the people who want continous senseless battle with no strategy.
Special dialouge? Maybe an infiltrator talks about how hard it is to hack a door while fighting ten guys, maybe a Sentinel talks about lack of weapon specialties? Make the classes unique, they really do feel like slight alterations of eachother.

Ability to cut power to a bulding or synthetics.

STEALTH STEALTH STEALTH! Ablity to sneak up behind an enemy and kill them without alerting other enemies (eg: the first SOCOM: US Navy SEALs game or Splinter Cell)

This next idea isn't really solely for the Infiltrators, but I think immersion(and fun) might increase if you could give squaddies orders though a headset.

#182
budzai

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Malanek999 wrote...



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.


This^^

#183
NobodyofConsequence

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Only an occasional Inflitrator, but I'd love to see more environmental powers. Imagine being able to Overload the lights in a room, then pick everyone off in the dark courtesy of your multi-spectrum visor. Other thing I'd like to see is smoke grenades - useful not only for defense but diversions.

#184
Fordtransit

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Mines with remote detonator?
Soething to beat off rushing enemy? Same mines with proximity sensor?

By far the easyest class for insanaty. Scions never died so quickly..

#185
Guest_lightsnow13_*

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Phaedon wrote...

Mesina2 wrote...

Fiery Phoenix wrote...

Tactical Cloak needs to be more effective and last longer.


Tactical Cloak is almost overpowered in ME2 while I do agree it should be longer.

Maybe some enemies could have heat vision, to counter the longer duration.


That would be awesome! If enemy snipers had heat vision -- you could snipe them FIRST then cloak and finish off the rest whether it be by the new CQC or by sniping them or w/e! This would allow more importance on the sniping aspect of the infiltrator

#186
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Destroy Raiden wrote...

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.


I think it's spelled motoko...but...Is that...a GITS reference?... :o:O

#187
sy7ar

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i wanna plant a bomb on someone without being noticed, ;P
and turn cloak on and off - inspired by crysis (tho unlikely if current cooldown system's used)

#188
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There should be no sound of Shepard's footsteps and other movements while (s)he's cloaked.

Modifié par AwesomeEffect2, 10 juin 2011 - 12:57 .


#189
Fordtransit

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Well i want to save the earth and universe and all living etc etc but i al latly too occupied-
- yes i am wery wery paragaon and will save all who i can but i nowerdays i am so daaam bysy looting, otherwise can get even gas for normandy
- yes the reapers, but i have to find some granades and ammo first, then ill deal with harbinger and other bad gys, you know, they are really on the way of looying, all the times, can i loot cloaked? And i really dont apriciate that i have to save so big galaqy and start up doing it with 11 rnds. Is my job so underrated??
- new omniblade, sweet, can i have 2 of them?. if the arnt toooo expecive, have to keep this "save the galaqy" thing on budjet, you know..

Dont get your quad all mixwd up i spent 40hrs on playthrough and i love the game. Some minor tweaks would be nice:)

#190
Fordtransit

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Omg srry typo last post, not my usual pc i am on so it gets really bad.

Can you teach other squad members shoot The Head (if it exist on target i mean)? like even on some skill level 4 or 6 nowerdays.

#191
Miss Yuna of Atlanta

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I think the Infiltrator class was handled very well in the second game, but one thing I would love to see in the third is the ability to lay traps of some kind. Proximity mines, for instance, would provide great synergy with Tactical Cloak.

#192
budzai

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I know it has been said earlyer but pls make us better sniper than the solider!
It doesen't matter if we do less damage but has an abillity which make us better with the sniper rifles.
For example the vanguard do less damage with the shotgun than the solder but can use it more effective thanks to the charge.

#193
termokanden

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I agree budzai, but as I have tried to argue many times before (not that anyone seems to agree), in a sense Infiltrators actually already ARE better snipers. In the case where you can oneshot something WITHOUT a special power, Infiltrators are better (with the Widow and an appropriate ammo, that is any mook on any difficulty).

They get the time dilation for free and can mix in any power. Cloak plus time dilation is also better than AR since they are not able to shoot back. And if you are a really dedicated sniper, Cloak also makes it easy to relocate.

Soldiers are better when it takes more than one shot to bring something down. But that is pretty much it. They might also be better with other rifles than the Widow of course, but I like to pretend the other sniper rifles do not exist :)

Now for something completely different. Mines and traps. I like the idea, but the AI must make a bit more sense for it to work. A lot of the time they will not even move in ME2. They just sit behind cover and pop out to shoot.

Modifié par termokanden, 11 juin 2011 - 01:06 .


#194
budzai

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it make sense what you are saying still I think the sniping with the infiltrator should be unqiue...
For the vanguard the charge + the shothgun isn't just a strong combot but fun and unique.
We can snipping with time dilation but the solder get the same and not just with the sniper but evry weapon.So I hope BW will add some good skill to the infiltrator which make sniping more fun...

#195
beakedporpoise

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im jealous that soldiers have that concussive shot, its pretty sick, and i would go with the same abilities garrus has, like overload and concussive shot, thats all i want

#196
Liliandra Nadiar

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For the most part, Infiltrators are apparently cut into two camps, CQC and Snipers. I'll admit, I'm in the Sniper camp. My idea is largely dependent on how ME3 handles Aggression checks but should address both parties.
Vital Targeting: A passive (either attached to class passive or seporate) that allows the Infiltrator to do bonus damage to targets not focused on them, and even more to targets not currently aggressive. The idea is that if you and your party are fighting say a YIMR and it's currently attacking one of the squadmates, the Infiltrator could line a shot with thier weapon of choice to where it would do the most damage. The second half would be a major bonus if the target is not attacking/trying to attack. C'mon, how many of us in ME1 positioned ourselves on a ridge outside of a 'base' and used Assassinate on one of the guys we could see just standing there? It would pretty well assure a kill, but it could only be the first shot since afterwards, the target (if it survived) and surrounding allies are now aware of youand actively shoting at/searching for you.

The way I see it, Soldiers should be the sustained high dps class while Infiltrators should be spike/alpha strike class. That first strike, regardless if it's from a sniper rifle or a shotgun/SMG point blank to the back, should drop our target. Our damage to the remaining targets in an area should not be equal to a Soldiers damage output.

#197
Nokterne

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Please either remove, or give us control over, the time dilation effect when zooming in with a sniper rifle.

Not being able to snipe in real time while playing the infiltrator really annoyed me in Mass Effect 2 even though the infiltrator was my favorite class.

As for powers, more stealth and deception options are a must. I want to snap necks, disorient/distract targets, and take out bad guys in ways that are both underhanded and efficient.

#198
Sarquindi

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I'm sure this has already been said, but I would love a melee stealth kill. Keep the Tactical Cloak, though! It was my favorite part about being an Infiltrator.

Modifié par Uinen03, 14 juin 2011 - 05:10 .


#199
SeaSquared

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some sort of power for detecting hostiles exact locations would be cool though unneed likely

I think it would be neat to have a power that lets you see through walls, maybe even attack through them. it would prefer you do it in away where its presented as hacking their radio/suit or something like that, you could even let up see what their going to do next with indicators

More stealth is allways appreicated, and some sort of explosive/ EMP would be a nice secret agent type power for sabotage. As in an explosive bullet of a placed charge. not just a second incinerate, which is also cool.

Id really like someway to control a drone either summoned or hacker (think RC-XD from COD or or something)

a way to lock down techs/biotics like the good 'ol days of damping would be neat. im pretty sure flashbang does that so I guess you could make that a natural power.

ill add more if I think of anything, but to me the Infiltrator is about disabling the enemy, and picking them of either with persice shots or tactical flanking. With the style of a high tech super spy/ spec ops commando/Marksman.

just keep that archtype in mind as you have before and Ill love it. Image IPB Image IPB

Modifié par SeaSquared, 16 juin 2011 - 09:11 .


#200
Preemptive Strike

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I agree with what most of you have said, so I'll try to keep my suggestions short.

Powers:
*Bring back Overload! I would prefer this power over disruptor ammo in almost every combat situation. Aside from decimating shields, it should continue to temporarily fry enemy weapons in the blast radius and perhaps be upgraded to disrupt enemy tech abilities for a short time (much like ME1's Damping ability)

*Also, remove Ammo Powers althogether (assuming ME3 weapon modification includes customizable ammo types).

*Tactical Cloak should last longer in general (from about 6-8 seconds in ME2 to roughly 10-15 seconds depending on how you evolve the power). I use Assassin Cloak mainly for the damage boost, but 6 seconds is still not much time to manuever into a new position and engage a target. Perhaps a high-level Tactical Cloak evolution would allow CQC Infiltrators to stealthily take down an enemy hand-to-hand and then re-cloak to track another target or slip back into cover (much like Kasumi's Shadow Strike but without her teleportation; the cloak would have a boosted duration to accomodate this).

*Incinerate... I'm okay with it for now, but I think there could be better replacement powers, such as more "true" infiltrator abilities and less Engineer-oriented ones.

*AI Hacking - I found this power too situational to commit many valuable XP points to. However, I think it could be modified so that you have the option to either hack a synthetic to attack it's allies or rig it to self-destruct in a crowd of enemies. Mobile assault turrets should also be fair game to hack. Reapers and husks are also cybernetic, perhaps AI Hacking could disrupt their manueverability or cause some other complications.

*Grenades - This has already been discussed in detail. EMP, chaff, whatever - as long as it disorients enemies long enough for me to close the distance for some CQC action I don't care what kind they are.

*Assassination - I wouldn't mind seeing this become separated from Tactical Cloak and instead become a unique power. Includes sniper-zoom time dilation and significant damage boost. I'll explain why in a moment...

*Passive class Skills - The standard damage increases and tech/power durations work well enough. I would like to see more uniquely-defined (aka style-specific) class evolutions though. My examples:
*Sniper
- Long-ranged combat, deals the highest weapon damage with scoped weaponry.
*Infiltrator - CQC-oriented. Most agile, obtains the longest cloak duration, increased SMG/Pistol/Melee damage.
*Saboteur - Tech-oriented, excels at eliminating enemy defenses and disrupting their combat efficiency.
...etc.

Combat Specific:
*I personally would like to see the automatic time-dilation in sniper zoom removed. It feels a little too dominant and reduces the challenge and fun of sniping for me. Maybe at least reduced to 10%-20% or so, that I could tolerate. If an Assassination power were to be added, then we could implement the 50%-60% time dilation with the proper damage increase. That way, parties of both camps on the issue would be satisfied somewhat.

*By default, Infiltrators should deal more damage than Soldiers while sniping, even if the difference is insignificant.

*ME2's inventory of sniper rifles and SMGs is decent. Doesn't mean that I wouldn't enjoy some new ones though... Magazine capacity and the max ammo limits seem balanced to me. Additional Shotgun training would make for some interesting scenarios.

*I think Infiltrators could use a slight agility/sprint boost, to set up better flanking manuevers and get into position more effectively.

*Stealth melee kills (cloaked or not) would be risky, but highly rewarding.

*I'd like to see sniper scope modifications to include thermal, night vision (if functional with the environment), and laser sights. I might be getting a little nit-picky, but I'd also like to see the aiming reticule in-scope to be improved upon to look more realistic (the crosshair itself looks awfully lame in ME2), maybe include a working distance gauge to add that effect.

*Lastly, I'd like Garrus to actually be able to hit targets consistently with a sniper rifle. :D