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TC over nerffed!


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#201
AmicusHumaniGeneris

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Basically, the selfish infiltrators with 0.1 seconds cloak time needed to get a bonus for weapon damage are the least hit, especially shotgunners. Those who would like to support in other ways than just running alone or camping while shooting stuff (including the few snipers/gunners who actually did heal, etc.) are the least hit. Go figure.

As for scores: With all the headshot practice, I highly doubt that current good infiltrator players will end somewhere below first place in the board as long as there's still a damage bonus. ;)

Modifié par AmicusHumaniGeneris, 27 juin 2012 - 05:07 .


#202
Hyunsai

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Well, I often hear that infiltrators in PUG won't do rez / objectives anymore by never speccing for duration.

If the mission fail because of this behaviour, what is exactly the point ? I don't really call this selfish, but bland stupidity.

My Inflitrator will be respecc for duration, because, heeh, I want the best chance of getting my money in the end.

Modifié par Hyunsai, 27 juin 2012 - 05:18 .


#203
AmicusHumaniGeneris

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Hyunsai wrote...

Well, I often hear that infiltrators in PUG won't do rez / objectives anymore by never speccing for duration.

If the mission fail because of this behaviour, what is exactly the point ? I don't really call this selfish, but bland stupidity.

My Inflitrator will be respecc for duration, because, heeh, I want the best chance of getting my money in the end.

Or people could stop dying in strange places.

#204
Mysterious Stranger 0.0

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I'm still seeing 1 infilly per random gold match.


Seems to me there pretty balanced now.

#205
CmnDwnWrkn

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It isn't over-nerfed. Infiltrators now simply have to make a choice between different power evolutions, just like every other class. Tac Cloak is now a focused power vs. a do-everything power, which is consistent with the powers of other classes. No single power should give a player so many distinct advantages, so I applaud the change.

#206
Sabina261187

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It IS over-nerfed...
I am in a team, and we always only play gold... Straight away yesterday I noticed since I couldn't do device's in my cloak fast enough, and it caused a lot of dying that I couldn't get to my team in time to help them, beeing their rez-pony... We decided to do a silver, having not only 1 but 2 infis.. We got the reapers on Hydra and got the first device down in the middle ground as the first.. We could not do it.. Everyone backed the person up who tried to do the target, and when it was finally done after everyone had used all of their consumables, we had less than 50 sec left to the rest of the targest... I couldnt care less about the damage reduction, I top the scoreboard anyway... But the tactical cloak being so short and having so slow cooldown doesn't make sense to improve teamplay from infis side.. I can't be the rez-pony anymore.. I can't do targets that noone else can't do...

If anything, this has only made the teamplay from infi's side worse.. Those that didnt care about their teammates before still don't.. They breakoff their cloak when shooting, because they only use it for the damage bonus, wich they now will need more.. And it doesn't encurrage them to be a teamplayer knowing that they can't do devices or get to their dying teammates where noone else can.... You could call them all ecuals now, but why should they be? Isnt the Infi supposed to have that advantage to help YOU when noone else can??

SO... Here's a big FU from me to all the winers that wanted it nerfed.. ;) Hope you're happy, I will now start bringing my lvl 1 human vanguard on gold pugs instead, he's a much better teamplayer... ;)

Modifié par Sabina261187, 27 juin 2012 - 06:10 .


#207
Gockey

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Sabina261187 wrote...

SO... Here's a big FU from me to all the winers that wanted it nerfed.. ;) Hope you're happy, I will now start bringing my lvl 1 human vanguard on gold pugs instead, he's a much better teamplayer... ;)


For a minute I thought you were actually trying to whine for real.  Then I read this and the troll was made evident.

Tac cloak needed the nerf.  All the whiners weren't gold caliber anyways.  

#208
Tankcommander

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CmnDwnWrkn wrote...

It isn't over-nerfed. Infiltrators now simply have to make a choice between different power evolutions, just like every other class. Tac Cloak is now a focused power vs. a do-everything power, which is consistent with the powers of other classes. No single power should give a player so many distinct advantages, so I applaud the change.


You kidding me? I either choose duration now, or give up doing anything but sniping. There is no choice here.

Actually, there is. I'll focus on sniping and won't bother rezzing the teammates I'm carrying anymore. I was fine with the damage nerfs, but duration, really? I would have been happy to choose it over damage if I could cloak, run to disarm, disarm, then get away before it broke (not to mention if it actually hid me, since most enemies disregard it anyway), but forcing me to choose it over damage? No thanks. Damage is more useful 80% of the time, and I can give up helping out teammates since I can carry their weight anyway.

All the duration nerf did was prevent Infils who already were doing 'teamwork' in addition to damage to focus on damage instead.

#209
khankar

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Tankcommander wrote...

CmnDwnWrkn wrote...

It isn't over-nerfed. Infiltrators now simply have to make a choice between different power evolutions, just like every other class. Tac Cloak is now a focused power vs. a do-everything power, which is consistent with the powers of other classes. No single power should give a player so many distinct advantages, so I applaud the change.


You kidding me? I either choose duration now, or give up doing anything but sniping. There is no choice here.

Actually, there is. I'll focus on sniping and won't bother rezzing the teammates I'm carrying anymore. I was fine with the damage nerfs, but duration, really? I would have been happy to choose it over damage if I could cloak, run to disarm, disarm, then get away before it broke (not to mention if it actually hid me, since most enemies disregard it anyway), but forcing me to choose it over damage? No thanks. Damage is more useful 80% of the time, and I can give up helping out teammates since I can carry their weight anyway.

All the duration nerf did was prevent Infils who already were doing 'teamwork' in addition to damage to focus on damage instead.


i agree. this was a bad nerf.

I just played a round with my SI and i didn't enjoy the game. Not because my weapons didn't do as much damage or that my TC didn't last as long. But because I didn't have the flexibility to switch between taking down bosses one second, and then running cloaked half way across the map to revive a Kroguard.

Basically, i now have to decided whether i want to be the objective/revive infiltrator or the damage dealer. Frankly i choose damage. I will of course revive my squad mates if i can get to them but i won't deliberately break cover if it's too risky.

I don't mind the duration nerf as much as the damage.

Epic fail Bioware.

#210
Mindlog

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I don't mind seeing changes, but after playing it feels like the only thing that changed is that it's a little easier to be selfish as an Infiltrator.

Tankcommander wrote...
All the duration nerf did was prevent Infils who already were doing 'teamwork' in addition to damage to focus on damage instead.

Crazy timing, but this is my feeling about the change as well.

#211
RamsenC

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What I've gathered from this thread:

Teamwork = Being Invisible. If you can't turn invisible you can't be a team player. Oh and being invisible for 4 seconds isn't enough. More research required to figure out how many seconds of invisibility is needed.

edit: Infiltrator is still the best class in the game. 

Modifié par RamsenC, 27 juin 2012 - 06:36 .


#212
CerinDeVane

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Almost makes you wonder if it wouldn't just be better off making TC an activated ability more like Tech Armor - instead of DR, reducing the aggro you draw, reducing incoming fire accuracy, and providing a respectable-but-not-crazy damage bonus at the expense of a longer cooldown on other powers. The on-demand boost to offense and defense seems break the game.

#213
Mindlog

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RamsenC wrote...

What I've gathered from this thread:

Teamwork = Being Invisible. If you can't turn invisible you can't be a team player. Oh and being invisible for 4 seconds isn't enough. More research required to figure out how many seconds of invisibility is needed.

Yes, that's the only conclusion to be drawn. TW = (I(d))/D + PSxRound.

#214
ajburges

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What damage breakpoints did the damage nerf remove (other than needing more shots per boss)?

Nerf forces a role choice: damage or damage mitigation. Evo 1 is a choice now.

BTW duration nerf means clock is recharged as you cap objective.

#215
obie191970

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Sabina261187 wrote...
We decided to do a silver, having not only 1 but 2 infis.. We got the reapers on Hydra and got the first device down in the middle ground as the first.. We could not do it.. Everyone backed the person up who tried to do the target, and when it was finally done after everyone had used all of their consumables, we had less than 50 sec left to the rest of the targest...


If you had issues with wave 3 on Silver, than I think the problem is the operator, not the class.

#216
Chealec

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I actually think this nerf is great so far; though I've only had a couple of games with it... My QFI/Valiant is largely unaffected for the way I play her, only differences are that I now actually have to consider using sniper rifle rail amp consumables plus sniper rifle or operative gear, that and keep a closer eye on what can get a bead on me as I start to do point capture objectives (Ravagers take a while to aim up so even if they start tracking you'll clear the objective before it kills you - though you'll probably die right after) - it's nicely toned down sniper-based characters without breaking them.

As for my shotgun build QMI - which I always took the duration evos with to use as a scout class, that's totally unaffected and it's still really, really good.

I've yet to try the other infiltrator I use, a shotgun build SI ... I think that'll be the one that's most affected as I used to rely on cloak to get up close and personal but he doesn't have the duration evos and I suspect that the tier 6 "fire one power and remain cloaked" evo is going to be largely useless without the duration bonus - still, I've got 3 respec cards.

This is a good balance - and shows that BioWare listen to people who make reasonable, well thought out proposals as I remember seeing pretty much these exact changes in the BALANCE all the things thread - so good job Godless Paladin and co. and BioWare for listening and testing it :)

Modifié par Chealec, 27 juin 2012 - 06:49 .


#217
khankar

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RamsenC wrote...

What I've gathered from this thread:

Teamwork = Being Invisible. If you can't turn invisible you can't be a team player. Oh and being invisible for 4 seconds isn't enough. More research required to figure out how many seconds of invisibility is needed.

edit: Infiltrator is still the best class in the game. 


Yes. For Infiltrators, teamwork = being invisible. That's why the class is called "Infiltrators". You can't out flank the enemy if your cloak breaks after 4 seconds.

#218
heybigmoney

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Are ppl really this bad at the game?

#219
Chealec

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khankar wrote...

RamsenC wrote...

What I've gathered from this thread:

Teamwork = Being Invisible. If you can't turn invisible you can't be a team player. Oh and being invisible for 4 seconds isn't enough. More research required to figure out how many seconds of invisibility is needed.

edit: Infiltrator is still the best class in the game. 


Yes. For Infiltrators, teamwork = being invisible. That's why the class is called "Infiltrators". You can't out flank the enemy if your cloak breaks after 4 seconds.


Then take the duration evo... and kit out with rail amps and gear to offset the damage reduction; and oh, there's level 4 consumables now as well.

#220
obie191970

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heybigmoney wrote...

Are ppl really this bad at the game?


Apparently yes.

#221
RamsenC

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khankar wrote...

RamsenC wrote...

What I've gathered from this thread:

Teamwork = Being Invisible. If you can't turn invisible you can't be a team player. Oh and being invisible for 4 seconds isn't enough. More research required to figure out how many seconds of invisibility is needed.

edit: Infiltrator is still the best class in the game. 


Yes. For Infiltrators, teamwork = being invisible. That's why the class is called "Infiltrators". You can't out flank the enemy if your cloak breaks after 4 seconds.




You don't need to be invisible to flank, rez, or capture devices. Also 4 seconds is plenty of time to rez and flank safely. Anyways the choice is now between being a soldier with more utlity or being a true infiltrator. Both options are still amazing on their own and infiltrator is still the best class in the game.

edit: It's actually more than 4 seconds.

Modifié par RamsenC, 27 juin 2012 - 06:55 .


#222
UKStory135

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Mindlog wrote...

I don't mind seeing changes, but after playing it feels like the only thing that changed is that it's a little easier to be selfish as an Infiltrator.

Tankcommander wrote...
All the duration nerf did was prevent Infils who already were doing 'teamwork' in addition to damage to focus on damage instead.

Crazy timing, but this is my feeling about the change as well.


An infi that does nothing but run around with a shotgun, (the ones that people were complaining about) will see no difference in the nerfs.  It's the ones who teamwork that got stung.  They have done the exact opposite of what they needed to do if they wanted to balance TC.

#223
Oz not Ozzy

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Tankcommander wrote...

All the duration nerf did was prevent Infils who already were doing 'teamwork' in addition to damage to focus on damage instead.

This is definitely the practical upshot in the public games I have played since the duration reduction came into force. I'm also willing to bet that the percentage of infiltrators playing in gold matches will now go up due to teams mobilising with two infiltrators instead of one... one for damage output and one for rezzing/capping/etc.

They should have left the duration alone and instead made the level 4 evolution a choice between extra damage and a more effective invisibility... and to force the full cooldown period on an interrupted cloak, so that the high damage spike from the heavier weapons would be just that... a spike... and not simply a matter of cloak, shoot, reload, rinse, repeat.

Modifié par Oz not Ozzy, 27 juin 2012 - 07:18 .


#224
Immortal Strife

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The changes are great IMO. If duration had not been nerfed and only damage then many more players would be furious. Now damage dealers can exist and utility players can do their thing; I know that I plan to make both and will use each accordingly.

The above poster is correct, infiltrator player use will not be less post nerf, which is ironic as that user percentage stat was one of the reasons for the nerf according to Bioware.

Modifié par Immortal Strife, 27 juin 2012 - 07:32 .


#225
robarcool

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I can't say anything definite about the nerf, but I will try to revive my teammates as often as possible and I will not take the duration evolution.

Modifié par robarcool, 27 juin 2012 - 07:30 .