Tactical Cloak needs to be changed (now with pole)
#76
Posté 11 janvier 2013 - 08:10
#77
Posté 11 janvier 2013 - 08:12
#78
Posté 11 janvier 2013 - 08:14
Reinstating the 40% sniper bonus would help too. Too many reasons to go SG over SR.
Modifié par Me1mN0t, 11 janvier 2013 - 08:18 .
#79
Posté 11 janvier 2013 - 08:21
OperatingWookie wrote...
"Remove the scaling cooldown based on time spent in cloak. Tactical Cloak should have a static cooldown, changing based on how you spec it and your weapon weight, like every other power. Infiltrators currently can ignore the only downside of using powerful weapons."
It's not a bad idea, but honestly I feel that Infiltrators are fine as they are. I don't play them often, Sentinel<3
Modifié par AjaxDuo, 11 janvier 2013 - 08:23 .
#80
Posté 11 janvier 2013 - 08:22
NuclearTech76 wrote...
OP your argument is a little skewed at best or ignorant at worst. Even infiltrators can't totally ignore weight, especially if they are specced for raw damage.
That's exactly what they CAN do.
#81
Posté 11 janvier 2013 - 08:24
#82
Posté 11 janvier 2013 - 08:30
+1LegionofRannoch wrote...
NERFERS R RUINING THE GAME
STAWP NOE ITS NAWT
#83
Posté 11 janvier 2013 - 08:31
RoundedPlanet88 wrote...
Oh wait, thats affected by weapon weightUKStory135 wrote...
I'm just glad there is not another power that has a super quick cooldown, gives you a 70% boost of weapon damage for several seconds, restores your shields, and lets you cast another power. That would be much more OP than TC.
Refuted.
Next please.
Since AR has a shorter base cooldown than TC. So with a Claymore X, the cooldown for AR is only 3.53. seconds. For a Claymore Infi to get a cooldwon that quick, he'd have to fire within the first second.
#84
Posté 11 janvier 2013 - 08:31
OblivionDawn wrote...
Not sure how this has so many posts. TC has already been fixed and this topic is no longer relevant in ME3MP's current state.
Wat
That's not the case at all.
#85
Posté 11 janvier 2013 - 08:32
UKStory135 wrote...
RoundedPlanet88 wrote...
Oh wait, thats affected by weapon weightUKStory135 wrote...
I'm just glad there is not another power that has a super quick cooldown, gives you a 70% boost of weapon damage for several seconds, restores your shields, and lets you cast another power. That would be much more OP than TC.
Refuted.
Next please.
Since AR has a shorter base cooldown than TC. So with a Claymore X, the cooldown for AR is only 3.53. seconds. For a Claymore Infi to get a cooldwon that quick, he'd have to fire within the first second.
Uh.... yeah.... that's exactly what most of them do.
Except that AR also has a duration that can't be canceled.
#86
Posté 11 janvier 2013 - 08:35
Seems like a legit idea. Makes about as much sense as a chocolate tea pot, but, a legit idea.
It's fine as it is. Get over yourself. And this is coming from someone whom doesn't even play Infiltrators that often.
#87
Posté 11 janvier 2013 - 08:37
Edit: And it's capabilites are perfectly balanced on platinum. But yeah, why not give the magnetic-grab cheating banshees and the ridicilous preatorian butt-laser glitchers (no to mention the geth staggerlock-of-death) an other advantage?
Modifié par kicsimalac, 11 janvier 2013 - 08:45 .
#88
Posté 11 janvier 2013 - 08:41
OneTrueShot wrote...
Yes, because every infiltrator MUST be a sniper to make the most of their bonusses.
Seems like a legit idea. Makes about as much sense as a chocolate tea pot, but, a legit idea.
It's fine as it is. Get over yourself. And this is coming from someone whom doesn't even play Infiltrators that often.
Yeah, I use cloak more for defense and reviving teammates than I do for sniping, so if they nerf damage a little, I'm okay with it, but if the nerf the tactical aspect, that'll ****** me off.
#89
Posté 11 janvier 2013 - 08:45
Draining Dragon wrote...
UKStory135 wrote...
RoundedPlanet88 wrote...
Oh wait, thats affected by weapon weightUKStory135 wrote...
I'm just glad there is not another power that has a super quick cooldown, gives you a 70% boost of weapon damage for several seconds, restores your shields, and lets you cast another power. That would be much more OP than TC.
Refuted.
Next please.
Since AR has a shorter base cooldown than TC. So with a Claymore X, the cooldown for AR is only 3.53. seconds. For a Claymore Infi to get a cooldwon that quick, he'd have to fire within the first second.
Uh.... yeah.... that's exactly what most of them do.
Except that AR also has a duration that can't be canceled.
TC can't suffer a cooldown longer than AR's CD + Duration otherwise why ever bring my weaker Infiltrators?
Adrenaline Rush spikes higher in damage than Tactical Cloak does. Tactical Cloak makes up for it by spiking more frequently.
The only way my Quarian Female Infiltrator can hope to spike as high as my Human Soldier can is by using Sticky Grenades on an armoured target, and that'll only last me so long.
Yes the TGI, GI, and probably QMI will all still be top tier characters because their abilities all synergize so amazingly well, but the other Infiltrators are going to suffer for it. The N7 Shadow already needs a buff and this hits her harder than it would hit any of the "OP" Infiltrators.
#90
Posté 11 janvier 2013 - 08:45
Draining Dragon wrote...
It's overpowered. Don't go off on your immature little rants of "NERFERS R RUINING THE GAME" or "STAWP NOE ITS NAWT".
Let's look at what it gives:
1. A damage boost ranging from 40%-105% (80% if not using a sniper rifle)
2. Partial invisibility for a duration ranging from 4-11.2 seconds.
3. The ability to cancel any other power cooldowns and disregard weight.
That's the ultimate power. And it's ONE power.
Here are my proposed changes:
Remove the scaling cooldown based on time spent in cloak. Tactical Cloak should have a static cooldown, changing based on how you spec it and your weapon weight, like every other power. Infiltrators currently can ignore the only downside of using powerful weapons.
Reduce the damage bonus increase evolution on Rank 4 to 30%, and increase the sniper rifle damage bonus evolution to 40%. That way, using a sniper rifle is actually worth the extra damage, and infiltrators can become snipers again.
Now go ahead. Unleash your butthurt.
Tactical Cloak is just fine. Evan after the previous nerf.......I swear people like you wont be satisfied until BW replaces all weapons & abilities with Bow & Arrows and Wire Fu fighting.
I know the OP is trolling but Im tired of all this Nerf everything junk.
#91
Posté 11 janvier 2013 - 08:46
Draining Dragon wrote...
It's overpowered. Don't go off on your immature little rants of "NERFERS R RUINING THE GAME" or "STAWP NOE ITS NAWT".
Let's look at what it gives:
1. A damage boost ranging from 40%-105% (80% if not using a sniper rifle)
2. Partial invisibility for a duration ranging from 4-11.2 seconds.
3. The ability to cancel any other power cooldowns and disregard weight.
That's the ultimate power. And it's ONE power.
Here are my proposed changes:
Remove the scaling cooldown based on time spent in cloak. Tactical Cloak should have a static cooldown, changing based on how you spec it and your weapon weight, like every other power. Infiltrators currently can ignore the only downside of using powerful weapons.
Reduce the damage bonus increase evolution on Rank 4 to 30%, and increase the sniper rifle damage bonus evolution to 40%. That way, using a sniper rifle is actually worth the extra damage, and infiltrators can become snipers again.
Now go ahead. Unleash your butthurt.
I'm just curious do you have an emperical reason why it needs to be changed or are you just going by the power descriptions?
The Male Quarian Engineer is overpowered, but no one ever complains about him
TC is badass, no doubt
but in my experince i don't see an inordinate amount of infiltrators and they perform accross the spectrum.
As much as people complain about nerfs and to a lesser extent buffs I think Bioware basically has the right idea
when they address strategies, weapons, kits and builds that threaten to overrun the game because of their effectiveness
And I don't think TC or infiltrators are doing that.
#92
Posté 11 janvier 2013 - 08:48
Draining Dragon wrote...
UKStory135 wrote...
RoundedPlanet88 wrote...
Oh wait, thats affected by weapon weightUKStory135 wrote...
I'm just glad there is not another power that has a super quick cooldown, gives you a 70% boost of weapon damage for several seconds, restores your shields, and lets you cast another power. That would be much more OP than TC.
Refuted.
Next please.
Since AR has a shorter base cooldown than TC. So with a Claymore X, the cooldown for AR is only 3.53. seconds. For a Claymore Infi to get a cooldwon that quick, he'd have to fire within the first second.
Uh.... yeah.... that's exactly what most of them do.
Except that AR also has a duration that can't be canceled.
Why would you cancel AR? It gives you a sheild boost and a damage boost and has the same cooldown no matter what. 4 Claymore shots with a 70% boost is much more damage than 1 Claymore shot with an 80% boost.
Each class has its role in the game.
Soldiers have the best sustained DPS in the Game
Adepts are there for biotic combos
Sentinels are great at Tanking and Debuffing
Engineers are great for Tech Combos
Infiltrators are there for burst DPS
Vanguards are for detonating combos and tanking.
#93
Posté 11 janvier 2013 - 08:52
Another buttrageMAD baddie player who cant infiltrator
Thing is; everyone that's played this game for even a short period of time knows how to do the infiltrators. It is, with the exception of the FQI, the easiest class to wield in all categories. Not saying that the OP is right but that is pretty much how it is.
#94
Posté 11 janvier 2013 - 09:01
UKStory135 wrote...
Why would you cancel AR? It gives you a sheild boost and a damage boost and has the same cooldown no matter what. 4 Claymore shots with a 70% boost is much more damage than 1 Claymore shot with an 80% boost.
Each class has its role in the game.
Soldiers have the best sustained DPS in the Game
Adepts are there for biotic combos
Sentinels are great at Tanking and Debuffing
Engineers are great for Tech Combos
Infiltrators are there for burst DPS
Vanguards are for detonating combos and tanking.
I'd cancel AR all the time if the game let me and it started the cooldown early.
Free reload + Claymore(with one shot being boosted in damage) would be far more valuable than a sustained 70% damage increase. It would make Infiltrators look underpowered.
Also every Soldier but the Quarian Marksman can out-tank the Human Sentinel. I'd hardly call the majority of that class tanks anymore. The Vanguards have replaced them.
#95
Posté 11 janvier 2013 - 09:02
Nay, in my experience in playing the game for the last 11 months, TC does not need a further nerf. Yes, it is an easy class to play well, but when played well, many other classes can match an infiltrator for score and general destruction.
#96
Posté 11 janvier 2013 - 09:10
Okay...
#97
Posté 11 janvier 2013 - 09:10
#98
Posté 11 janvier 2013 - 09:18
Half the characters in the game are at the same level of durability as Infiltrators, and they all don't have something that drops aggro(in theory, anyway).
#99
Posté 11 janvier 2013 - 09:20
Modifié par megawug, 11 janvier 2013 - 09:20 .
#100
Posté 11 janvier 2013 - 09:20
On the other side you have the, e.g., melee-specced shadows that seem to drop dead on a sneeze.




Ce sujet est fermé
Retour en haut






