darkpassenger2342 wrote...
i am not sure where you learned your math skills, homey,
but 33% when it is 1 class out of 6 is an OVERWHELMING MAJORITY
They probably learned in a math class, something I would recommend you look into because 33% of anything is never a majority, but just sometimes a plurality.
Also, the thing that is overlooked is that the 33% simply means that there is, on average, 1 infiltrator in every gold match with a second infiltrator in every twelfth match. Still not a majority. Even the killab guy who constantly harps on infiltrators proudly posted a results screen where not only were there two infiltrators on the team but he was one of them.
Assuming you are camping at FBW (which is the vast majority of games run in gold), what other class do you send out to do the disable 4 device objectives? What other class is best suited to run into the open to revive people? You may have to do the objective, but you certainly will need to have revives. So teams going into gold make sure they have someone to do the revives. That's just sense, and not neccessarily a consequence of being uber-l33t haxorz class.
That said, though, I have consistently maintained that the tactical cloak cooldown is wrong. It should vary by weight like cooldowns vary by weight for every other class out there. Make the cooldown that shows up in the powers screen the actual cooldown no matter how long someone stays in cloak. Then infiltrators have to choose to shoot a heavy, more damaging weapon from cloak less often; or shoot a lighter, less damaging weapon from cloak more often (but no more often than they can now). Either way, their total damage output will go down. Nerfed, but still able to run objectives and revive. And so there will still be one and a twelfth infiltrators in every gold match.