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Ideal Infiltrator Class of ME:A


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#1
BaaBaaBlacksheep

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http://youtu.be/YaqUDKiwm9I want an Infiltrator to be a versatile class that is adept to stealth, technology, and open combat. I love to snipe in slow motion and use cloak to ambush my enemies with my SMG and assault rifle, but I think it can be more than just that.
Here's my ideal for abilities for Infiltrator class.

-AI Hacking= To be able to hack security systems, defense systems, and mechs to turn the battlefield into a technological nightmare. Like hacking a automated missile turret to mark and destroy targets, or hack security systems to dismantle or use it to your advantage by controlling security cameras to scout ahead, and using their defense systems against enemies. (Have it based on Watch Dogs. Which it's Tzeentchian Apostrophe's idea. Thanks for bringing that idea to the thread. :) )

-Cloak=turn on/off anytime without cooldown and a squad bonus for cloak to use for stealth and ambush unsuspecting enemies.

-Drone= For recon and combat use.


-Chain Shot=An infiltrator trains to be quick and deadly on the battlefield by shooting multiple targets with precision and efficiency (inspired by Splinter Cell: Conviction and Blacklist)

Fitness= H2H Combat, Heightened reflexes, agility, and toughness.

-Ideal H2H Combat Style for Infiltrator- Kali Empty Handed & Silat (for striking, incapacitate, and kill the enemy), Krav Maga (weapon disarm to use their weapon against your opponent)

Equipment- Magnetic/Sonar Visors- Equipped with the latest sonar technology you can activate your magnetics to see through walls and other structural material very useful to detect enemies.

-EMP-To disable enemy shields, tech abilities, and mechs.

-Sticky Proximity Mines
-Flashbang Grenades
-Grapple Gun (for zip-line, rope climbing, and fast roping)

-Ideal Light Armor
wYkCx6.jpg



Tell me what you guys think!
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#2
CrutchCricket

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I'd settle for actual stealth mechanics first. Otherwise it doesn't matter what bells and whistles you put on it's still gonna be; enter new area, activate cloak out of sight of enemies and behind three foot thick wall > "He's here!" *mooks start shooting and flanking.*
<_<


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#3
Steelcan

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I'd settle for actual stealth mechanics first. Otherwise it doesn't matter what bells and whistles you put on it's still gonna be; enter new area, activate cloak out of sight of enemies and behind three foot thick wall > "He's here!" *mooks start shooting and flanking.*
<_<

stealth mechanics need their own game really to work with, it just can't work with the 3rd person shooter mechanics


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#4
CrutchCricket

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stealth mechanics need their own game really to work with, it just can't work with the 3rd person shooter mechanics

wat

 

MGS4 played more like a shooter, at least with the control scheme and Revengeance was pure hack'n'slash but it still managed rudimentary stealth mechanics.

 

Hell, even in FEAR, a pure FPS, you can sort of stealth, if you take out mooks before they see you. It's not that hard to pull off. Relatively speaking of course.


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#5
BaaBaaBlacksheep

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I'd settle for actual stealth mechanics first. Otherwise it doesn't matter what bells and whistles you put on it's still gonna be; enter new area, activate cloak out of sight of enemies and behind three foot thick wall > "He's here!" *mooks start shooting and flanking.*
<_<

Of course! They should add stealth elements that should make it work for all classes but set up basic stealth mechanics for non-stealth focused classes, however they can set up stealth optional in the game like Fallout or Skyrim without punishing you for being detected. But if you want a class that focuses on stealth to ambush enemies, set traps, or perform reconnaissance then the Infiltrator is your bread and butter. :)

#6
Eckswhyzed

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I'm anticipating at least some kind of stealth mechanic in ME:A. No expectations of anything substantial but something at least better than "you enter the room of waist high walls and all the enemies turn to you".

Citadel DLC had a small part where you get the silenced pistol and have a little mini stealth section. I know Bioware likes to experiment with gameplay in their DLCs (or at least they did for Mass Effect) so I'm remaining hopeful we'll get a little stealth.
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#7
katamuro

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Well it depends on how they handle teams. And team member AI. Otherwise stealth is going to be just another combat add on. 



#8
Quarian Master Race

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I'd settle for actual stealth mechanics first. Otherwise it doesn't matter what bells and whistles you put on it's still gonna be; enter new area, activate cloak out of sight of enemies and behind three foot thick wall > "He's here!" *mooks start shooting and flanking.*
<_<

"TARGET'S CLOAKED"- Assault Trooper on the other side of Firebase Giant

In fairness, that cloak activation is, like, super loud 

 

wat

 

MGS4 played more like a shooter, at least with the control scheme and Revengeance was pure hack'n'slash but it still managed rudimentary stealth mechanics.

 

Hell, even in FEAR, a pure FPS, you can sort of stealth, if you take out mooks before they see you. It's not that hard to pull off. Relatively speaking of course.

The older SOCOM games had pretty good stealth mechanics and you could go whole missions without being spotted. Killzone Shadowfall's are decent, and stealth is encouraged in a lot of missions (though not required).

^player's actually garbage though, you can get through that mission without being spotted at all pretty easy

Shooters other than ME have been able to at least incorporate stealth even without designing the whole game around it ala Splinter Cell/ Pre MGS4 Metal Gear (later games are more shooters IMO)

No, the Suppressor section in Citadel doesn't count. That was hilariously bad, and the gun didn't work that way at all at any other point in the game, anyway.


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#9
Geth Supremacy

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The older SOCOM games had pretty good stealth mechanics and you could go whole missions without being spotted.

 

 

:o  Did you ever play online?  What clan were you in?

 

SOCOM's MP had some nasty stealth in it too.  If you had the SAS suit unlocked you could lay down in the river or waterfall on Foxhunt with an SR25SD and kill the whole enemy team.  Sp was an experience all its own, but that game had no bullet trails either.  You got caught out in the open and you were done.  No heath regen, no respawn, no hand holding.  I miss it.

 

SOCOM 2 = Literally my favorite game of all time. Nothing else even comes close.

 

S3 was far from the top but.....

 



#10
BaaBaaBlacksheep

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"TARGET'S CLOAKED"- Assault Trooper on the other side of Firebase Giant
In fairness, that cloak activation is, like, super loud


The older SOCOM games had pretty good stealth mechanics and you could go whole missions without being spotted. Killzone Shadowfall's are decent, and stealth is encouraged in a lot of missions (though not required).
https://www.youtube....h?v=TQ-dS6kE_80
^player's actually garbage though, you can get through that mission without being spotted at all pretty easy
Shooters other than ME have been able to at least incorporate stealth even without designing the whole game around it ala Splinter Cell/ Pre MGS4 Metal Gear (later games are more shooters IMO)
No, the Suppressor section in Citadel doesn't count. That was hilariously bad, and the gun didn't work that way at all at any other point in the game, anyway.

Hey I'm a SOCOM veteran myself, I love how they set up stealth and tactics more realistic and fun to play. SOCOM 2 was the best out of all series if you give your men orders to shoot on sight, they'll kill them like roaches like each one for every 2 seconds and they'll always watch your back. I think BW can learn from SOCOM for small unit tactics, stealth, and enemy A.I.

#11
Eckswhyzed

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No, the Suppressor section in Citadel doesn't count. That was hilariously bad, and the gun didn't work that way at all at any other point in the game, anyway.


Hence the hope that they improve. But I agree with you - it really wasn't a proper stealth section.

On a bit of a tangent, this thread reminds me why I despise the complaints about the ME series taking ideas from shooters. Some shooters have some really good systems and mechanics worth copying - stealth systems are just one example of many.

#12
Onewomanarmy

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I love being an engineer, especially in ME3, so if that could be combined with some neat like close up combat kind of skills I'd love that. I don't have much patience to wait and strike in stealth, so I always charge full head in which I know isn't always the best solution but I can't help myself lol xD



#13
Jeremiah12LGeek

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I'd settle for actual stealth mechanics first. Otherwise it doesn't matter what bells and whistles you put on it's still gonna be; enter new area, activate cloak out of sight of enemies and behind three foot thick wall > "He's here!" *mooks start shooting and flanking.*
<_<

 

In the case of a three person squad, one person using stealth shouldn't allow all three to avoid any detection. If using Tactical Cloak froze all enemies and they completely ignored all teammates, that would probably be worse.

 

I don't mind if they want to institute a separate stealth mechanic, but if the new game is squad-based, it doesn't make any sense to.



#14
BaaBaaBlacksheep

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I love being an engineer, especially in ME3, so if that could be combined with some neat like close up combat kind of skills I'd love that. I don't have much patience to wait and strike in stealth, so I always charge full head in which I know isn't always the best solution but I can't help myself lol xD

They should make stealth optional to let the player decide to whether to go quiet and ambush enemies quickly and quiet or go guns blazing.
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#15
Quarian Master Race

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:o  Did you ever play online?  What clan were you in?

 

SOCOM's MP had some nasty stealth in it too.  If you had the SAS suit unlocked you could lay down in the river or waterfall on Foxhunt with an SR25SD and kill the whole enemy team.  Sp was an experience all its own, but that game had no bullet trails either.  You got caught out in the open and you were done.  No heath regen, no respawn, no hand holding.  I miss it.

I didn't have a clan and was never particularly gud at the MP, albiet I was like....13 when SOCOM 2 came out and wasn't really all that into online gaming yet.

 

In the case of a three person squad, one person using stealth shouldn't allow all three to avoid any detection. If using Tactical Cloak froze all enemies and they completely ignored all teammates, that would probably be worse.

 

I don't mind if they want to institute a separate stealth mechanic, but if the new game is squad-based, it doesn't make any sense to.

SOCOM had 4 person teams and managed fine. There were commands to not allow your squad to fire unless fired upon first, only engaging individual targets that you ordered them to otherwise (useful for simultaneous takedowns when multiple enemies had overlapping FOVs or patrol routes and you couldn't hide the bodies in time). Their AI was good enough to avoid detection provided you didn't deliberately order them to move somewhere where they would be spotted (they would low crawl through concealment like you would, etc).

The problem for ME games is that our squad have mostly been banter generators with the combat capability and intelligence of a potato, and only very rudimentary orders to command them to do things like "go here" or "use this weapon/ability". They haven't been designed for anything more complex. It could be implemented, but I doubt Bioware has much interest in such a feature that would only appeal to a few die hard tactical shooter types or stealth fans. Indeed, hardly any game devs include good squad AI that makes such a thing possible anymore (ArmA 3 is the only game that has had decent NPC/Squad combat AI in recent memory).


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#16
Onewomanarmy

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They should make stealth optional to let the player decide to whether to go quiet and ambush enemies quickly and quiet or go guns blazing.

 

I agree. Sometimes the stealth feels forced which is really annoying. 



#17
CrutchCricket

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In the case of a three person squad, one person using stealth shouldn't allow all three to avoid any detection. If using Tactical Cloak froze all enemies and they completely ignored all teammates, that would probably be worse.

 

I don't mind if they want to institute a separate stealth mechanic, but if the new game is squad-based, it doesn't make any sense to.

In addition to what QMR's already said, stealth rating could also be an important factor for the squad you choose. You want to stealth, you generally wouldn't take the krogan. Not to mention that some squadmates are just begging to be stealth oriented. Garrus was originally an infiltrator, by ME1 definitions. Then you have Kasumi, a ninja-thief and Thane, an assassin who flat out calls you out on running and gunning like a thug when you first meet him. Then lo, they join your squad and are right there in the middle of the derp with you.

 

I've argued for stealth ratings on squad members, and levels with diverging paths suited to different playthroughs. You have to take a fort. The solider and biotics might storm the front. The techs might sabotage and hack defenses on the side. The infiltrators sneak in the back. The latter is a huge undertaking, granted. But is it not better than yet another province of the Linear Chest-High Wall Land? Regardless, some basic level of stealth mechanics is not unreasonable request.


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#18
BaaBaaBlacksheep

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In the case of a three person squad, one person using stealth shouldn't allow all three to avoid any detection. If using Tactical Cloak froze all enemies and they completely ignored all teammates, that would probably be worse.

I don't mind if they want to institute a separate stealth mechanic, but if the new game is squad-based, it doesn't make any sense to.

How about this? Remember after you finished the game with a certain class and you start over with a bonus power? They can revamp that to give teammates cloaks as a bonus power if you are an infiltrator or one of your teammate's have one, you can give them cloaks to approach steathfully when you activate your cloak and using stealth tactics to ambush your enemies like Ghost Recon.

#19
Khrystyn

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Well it depends on how they handle teams. And team member AI. Otherwise stealth is going to be just another combat add on. 

 

Adding stealth does not necessarily mean applying it as a class' power add-on. It can be another method to role play our way across the terrain. If you are thinking of stealth as an individual class power, then yes, it's an add-on limited to 1 or 2 classes. What I've been thinking is to use stealthy actions as a method that any class can use as a tactic vs. simply shooting one's way through. Stealth in this mode isn't a power, but instead is an alternate way to reach an objective using cover, or traveling an alternate route to avoid detection for the whole team.


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#20
Laughing_Man

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I really don't see how a *squad based* TPS is going to implement stealth.

 

Even if your teammates are given stealth abilities as well, the stupid AI will probably just bump into enemies while in stealth.

 

That said, if they figure out how to do that (I wouldn't mind playing separately from my squad, let every squad member take a different route to the target or something they don't really help in combat anyway...), I'm all for having more robust infiltration-based gameplay.

 

Of course, if they give such a boost to stealth-based play, I would like to see similar attention on caster classes and pure soldier classes as well.

Essentially, something that will make playing the game a truly different experience with the three archetypes.

 

A soldier going in inside a power armor, capable of shrugging off staggering amount of fire and responding in kind,

"caster" classes with an upgraded and more powerful set of powers, actually being able to ignore guns for the most part,

the ability to control the battlefield via hacking (watch dogs) or the creation of many temporary constructs / nanites, etc.


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#21
BaaBaaBlacksheep

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I really don't see how a *squad based* TPS is going to implement stealth.

Even if your teammates are given stealth abilities as well, the stupid AI will probably just bump into enemies while in stealth.

That said, if they figure out how to do that (I wouldn't mind playing separately from my squad, let every squad member take a different route to the target or something they don't really help in combat anyway...), I'm all for having more robust infiltration-based gameplay.

Of course, if they give such a boost to stealth-based play, I would like to see similar attention on caster classes and pure soldier classes as well.
Essentially, something that will make playing the game a truly different experience with the three archetypes.

A soldier going in inside a power armor, capable of shrugging off staggering amount of fire and responding in kind,
"caster" classes with an upgraded and more powerful set of powers, actually being able to ignore guns for the most part,
the ability to control the battlefield via hacking (watch dogs) or the creation of many temporary constructs / nanites, etc.

Well they can learn from Ghost Recon: Wildlands about squad based stealth mechanics to make it work so they can allow players to play stealth for the first time in ME:A.

#22
Pearl (rip bioware)

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No, the Suppressor section in Citadel doesn't count. That was hilariously bad, and the gun didn't work that way at all at any other point in the game, anyway.


Can you imagine how funny the Suppressor would be if it worked like that all the time? It's already strong enough as is.

#23
BaaBaaBlacksheep

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Can you imagine how funny the Suppressor would be if it worked like that all the time? It's already strong enough as is.

I never played the Citadel DLC so is the Suppressor is that much of a good gun?

#24
Pearl (rip bioware)

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I never played the Citadel DLC so is the Suppressor is that much of a good gun?


To start with, it's headshot multiplier is 4x, meaning it's one of only six weapons in the game to have a multiplier higher than the standard 2.5x. Second, it has the highest fire rate of any pistol and it has above average base damage; this translates to it having by far the highest single-clip DPS out of all pistols even without getting any headshots. Third - and this is more relevant for SP players - it has extremely high accuracy and very low recoil when fired from cover. The only problem with it is it's ******-poor ammo capacity, 6 in the clip and 40 in reserve when maxed out.

But numbers are just numbers, and it still loses out to the far superior damage of a charged Arc Pistol and the almighty Talon. The Suppressor is very fun and effective little plinker (plus it sounds cool because fictional suppressor), but if you need something to die you're better off going with the insanely overpowered Arc Pistol or Talon.

edit: it amuses me that a slang word for urine gets censored but I can say the phrase "Ball-bitingly retarded" completely unhindered.

#25
BaaBaaBlacksheep

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To start with, it's headshot multiplier is 4x, meaning it's one of only six weapons in the game to have a multiplier higher than the standard 2.5x. Second, it has the highest fire rate of any pistol and it has above average base damage; this translates to it having by far the highest single-clip DPS out of all pistols even without getting any headshots. Third - and this is more relevant for SP players - it has extremely high accuracy and very low recoil when fired from cover. The only problem with it is it's ******-poor ammo capacity, 6 in the clip and 40 in reserve when maxed out.

But numbers are just numbers, and it still loses out to the far superior damage of a charged Arc Pistol and the almighty Talon. The Suppressor is very fun and effective little plinker (plus it sounds cool because fictional suppressor), but if you need something to die you're better off going with the insanely overpowered Arc Pistol or Talon.

edit: it amuses me that a slang word for urine gets censored but I can say the phrase "Ball-bitingly retarded" completely unhindered.

I looked it up. The gun looks ugly as hell and I kinda expected the gun to be like a futuristic 5.7 USG integrated silencer. And they should really work on stealth mechanics I would suggest invite people who do stealth/action games to help them with stealth gameplay.