Jack Crapper wrote...
You now have a choice between being a team-playing Infiltrator (duration) and a damage-dealing Infiltrator. With duration, you have the time to rez teammates and go for objectives more easily. I think that may be the only suitable reason to dump aggro on the rest of the team.
If you are only using TC for damage, then you'll have to learn to navigate the maps better, use cover a bit, and aim faster, like the rest of the classes. This way, you are forced to be cloaked less and consequently dump less aggro on teammates. When I used to play infi, that's how I played anyway, so it didn't affect me very much.
I'm not anti-infiltrator, but I do believe you shouldn't get the best of both worlds. Choose one and don't complain about not having the other. I tested a HMI the other day spec'd for duration, and he was still a massive damage dealer. I also tried a GI spec'd for damage, and I sitll was able to rez teammates and do objectives (admittedly, lucky with teammates). It's not a class-killing change by any means.
I agree basically with this except with the characterization that the infiltrator with a longer duration TC is a team-player. It is the opposite. The longer the cloak duration, the more aggro you dump on your team, so the less of a team player one is. Reviving them is just cleaning up the mess one played a part in creating and keeping the decoys working. It's using the team.
A true team player is taking aggro along with the rest of the team. Ideally, the objective capper would not get any aggro. But that is not how it works all the time. The rest of team has to run a screen for the objective capper. So, the objective capper gets aggro, mostly after the first objective, but not enough to totally fail if the team does a good job.
Getting beat up is a major part of the game for all classes except Infiltrator. But, the Infiltrator intensifies that for all the non-infiltrators while reducing it for himself. That might work in another game. But, in ME3, even the tanks can be easily squished.