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im never using infiltrater again


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#26
BLY78NOR

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I can't have it my way so I'm taking my ball and going home

Bunch of babies

#27
Meatiershower

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BLY78NOR wrote...

I can't have it my way so I'm taking my ball and going home

Bunch of babies



#28
Grumpy Old Wizard

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jerrmy12 wrote...

results are but not limited to: tc damage decrease, HEAVY sniper rifle nerf. geth prime has a head, may as well take off hs multiplier on every unit.satisfied?


Try a human adept or Batarian sentinel and see if you still think infiltrators are getting a raw deal. Infiltrators are still extremely powerful.

Modifié par Grumpy Old Wizard, 28 juin 2012 - 01:49 .


#29
Igipopp

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jerrmy12 wrote...

results are but not limited to: tc damage decrease, HEAVY sniper rifle nerf. geth prime has a head, may as well take off hs multiplier on every unit.satisfied?


And while you at it, you also stoped to use upper case letters. 

#30
NuclearTech76

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UKStory135 wrote...

Poison_Berrie wrote...

UKStory135 wrote...

All they did was take away any reason to use a Sniper Rifle on an Infiltrator. Shotgun Infi's won't notice a difference until they try to cap objectives.

Uhm... Sniper rifles still get a huge boost on any Infiltrator (65 -125% extra damage). And duration was arguably more important on Shotgun Infiltrators (getting close to enemies, flanking). I know I spend more time cloaked while using a shotgun than a sniper rifle.


Even with the huge boost they got before, shield gateing made Shotguns more effective on Gold than Sniper Rifle.  Sniper Rifles weren't even overpowered, unlike the Shotguners who could two shot a Brute.  Why nerf something that wasn't OP, and leave the OP weapon option barely touched?  That is my problem with the nerf, that and the duration cut, while I understand the point, was way too much.

Ahem. One shot after my proxy mine and a head shot.

#31
alayyubi

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GI spec for max damage (40+25%) + HM (for max damage) + Krysae X + consumables still top up score easily on Gold against Geth & Cerberus. I even still help out with avg 5 revive / game

Reapers though is another story as you have to move often and the short cloaking duration makes it more challenging !

Overall, I don't like the nerf, but it is still playable

#32
Zso_Zso

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I don't see the "drop" of infis in the game at all. In fact, last night was the first time ever when I had a random gold game with 4 infiltrators.

The damage reduction is not significant, i can totally live with that. The cloak duration does affect me, mostly for activation objectives and revives, no difference for main use (cloak+shoot).

#33
We Tigers

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I'm kinda with the OP, as cryptic as some of his wording might be. I've tried duration and find my team really lacking in damage output. I've tried damage, and find my team struggling because they still expect me to get the objectives or pick them up. The only one that has felt okay is my shotgun QMI, and even that is awful touch and go with the shortened duration. I'm just not a fan of the way the gameplay mechanics have fundamentally changed.

In short, I'd now rather play the engineer versions of each infiltrator--except the Geth engineer, of course, the other fun class Bioware most recently spanked--or use a Vorcha for objectives and revives.

#34
ABjerre

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GallowsPole wrote...

To this day I don't understand why one needs to be cloaked to be a sniper anyways. Just me I guess.


Well, its not as much the cloak-thingy, as it is the damage portion of it, that people are argueing over.

Personally, i really dont see the change when doing actual sniping, as i reach the shield gate with one shot still, and killing the mob with the next (using Black Widow IV and Sniper Rifle Amp III). Its when it comes to the infiltrating, that it has been hurt badly.

You can use a sniper rifle on any class, and by doing so be a sniper... However, it just so happens, that the infiltrator class has great synergy with how most sniper rifles work, so people see them as the only viable snipers. You dont need to be cloaked, but it is a lot more effective when doing it before shooting.

Zso_Zso wrote...
The damage reduction is not significant, i can totally live with that. The cloak duration does affect me, mostly for  activation objectives and revives, no difference for main use (cloak+shoot).


Exactly. The (hated/loved) sniper still lives, but the infiltrator however... is somewhat gimped.

Modifié par ABjerre, 28 juin 2012 - 02:46 .


#35
ka243

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Yep. Im going back to playing se most of the time... Too bad infiltrator was my fav class :( :(

#36
ghey it up

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It was weird with how short my cloak was when I used it the other day. I'd be fine with it except that Bioware removed headshots/weakspots on the boss enemies...which I still think is way uncool

#37
LeandroBraz

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jerrmy12 wrote...

results are but not limited to: tc damage decrease, HEAVY sniper rifle nerf. geth prime has a head, may as well take off hs multiplier on every unit.satisfied?




It's exactly what they want, to make people try other classes. Plus, it's finally letting clear who are good as infiltrator, and who used the infiltrator because it was easy. Infiltrator is now for real infiltrators players, not for bad players looking for a easy solution.

 About the geth prime, the headshot wasn't a real feature. You got used to it, but it wasn't supposed to be there. I can't see the difference, I still killing primes efficiently with or without headshots.

#38
LeandroBraz

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ghey it up wrote...

It was weird with how short my cloak was when I used it the other day. I'd be fine with it except that Bioware removed headshots/weakspots on the boss enemies...which I still think is way uncool




It was only the prime. Banshee never had weak spot, Brutes still have, and Atlas too (not the glass though).

#39
sy7ar

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I actually like shorter duration since if you are overcarrying it shortens your cool down by not having a long cloaking duration.

#40
AmicusHumaniGeneris

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Play the hyper-aggressive shotgun-inf, they haven't been meaningfully nerfed. If you want to play team-support, just accept you're not killing anything. If you liked cloak time to get close to specific enemies undetected, then shoot? If you like pistols or something with low weight, so that you could use powers efficiently with the extra power evolution, but not be completely useless fire-power wise...? People don't want your kind apparently, hence nerf, so play something else.

#41
darkblade

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BLY78NOR wrote...

I can't have it my way so I'm taking my ball and going home

Bunch of babies


Funny how that sum up both sides of the equation.

Modifié par darkblade, 28 juin 2012 - 05:04 .


#42
Guest_Lathrim_*

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Good. Less bad Infiltrators who depend on OP'ness to play decently.

#43
ryanshowseason3

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jerrmy12 wrote...

results are but not limited to: tc damage decrease, HEAVY sniper rifle nerf. geth prime has a head, may as well take off hs multiplier on every unit.satisfied?


Who can translate?

#44
xtorma

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jerrmy12 wrote...

results are but not limited to: tc damage decrease, HEAVY sniper rifle nerf. geth prime has a head, may as well take off hs multiplier on every unit.satisfied?


Actually this is exactly what the nerf was supposed to produce. with 33% of the people using infil on gold, the major reason listed for introducing the nerf, was to bring this number down. I'd say in your case, it worked.

#45
Mal3fact0r

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darkblade wrote...

BLY78NOR wrote...

I can't have it my way so I'm taking my ball and going home

Bunch of babies


Funny how that sum up both sides of the equation.


Was thinking this as well. Pots calling kettles black all over this forum in the last few days :sick:

#46
Beerfish

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To op:

Good, that was the intent. To get rid of the people who relied on the class as a total crutch. The quality skilled Infils, although having their feathers ruffled as would anyone when their fav class gets adjusted seem to be managing and still doing very well with their fav. class.

#47
LeonLionHart

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As mentioned above, the only noticeable difference in the TC change was cloak duration. A smart Infiltrator will understand that to take the damage buff will mean the end to his leading certain objectives and relying more on team protection and unity to tackle certain rounds.

I am no fan of teamwork, but to survive one must adapt to change. The change was duration, so now the power buffed inf's will need someone at their back at all times. Bioware didn't nerf the infiltrator, they actively forced him to be a team player. Seeing as this IS a co-op game... it makes sense that this change would come.

#48
PsychoticBiotic

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Your loss.

#49
UEG Donkey

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Mendelevosa wrote...

Curunen wrote...

Probe Away wrote...

Relix28 wrote...

What's an infiltrater?


I don't know but I hear they are related to Adapts.

Hmm, I always thought they were more like canguards.


Mmmm no no. They are more similar to Dentinels.


I thought they were like solders what with their bonuses to weapon damage

#50
Mal3fact0r

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LeonLionHart wrote...

As mentioned above, the only noticeable difference in the TC change was cloak duration. A smart Infiltrator will understand that to take the damage buff will mean the end to his leading certain objectives and relying more on team protection and unity to tackle certain rounds.

I am no fan of teamwork, but to survive one must adapt to change. The change was duration, so now the power buffed inf's will need someone at their back at all times. Bioware didn't nerf the infiltrator, they actively forced him to be a team player. Seeing as this IS a co-op game... it makes sense that this change would come.


They also actively forced other people, who previously relied on Infils to do certain objectives, to use teamwork. ;)