This is third (and possibly final) installment of a series I've been doing a while on the State of the Union for Infiltrators. The first two parts are here: 20 ranks of Infiltrator, a review 50 ranks of Infiltrator, a review I've got over 80% playtime in the Infiltrator class, and I primarily play CQC infiltrator. If people find it useful, here is my player stats page. I would normally post this in the Infiltrator forum, but I really wanted to make an impassioned plea to the Devs, and I felt that this would be the best place (not counting Reddit). My Playstyle So, this is probably the most contentious aspect of the class. What are you even supposed to do? This post will make little to no sense unless you understand why I play and what I enjoy. I've never been at all concerned with K/D. In a world were there is no such thing as permanent death, why even track such a thing? For me, the purpose of the game is to flip hexes in a sort of a three-way shoot-em-up othello. So, I generally spend my time doing one of two things. One, look for a chokepoint that has become a grind and resolve the grind. Two, objective acquisition/denial A Long Pause. Given that I've been playing since 2012, you might wonder why I'm not BR 100 yet. To be honest, I took an entire year away from the game. It was bad for infiltrators when I left. Veteran players may recall the period when Infiltrators were more like walking smoke than walking glass or when hacking a terminal triggered the base claiming light show. Hackables were being taken out left and right. All in all, there was no reason to play Infiltrator and there was no viable alternative. What Works I came back for one reason: stalker cloak + activation knife. Oh my Gygax, that is so addictive. I got about half of the way to an Auraxium on the Lumine Edge before I even realized there was other new stuff to try. For a while, everything was great! I even started following Directives to expand my skillset. I'm no Mustarde, but the Directives encouraged me to get pretty decent with the iron sights BASR (Ghost for VS). The addition of the Commissioner also made me feel like I could really pull my weight. My main style now is actually to use the Commissioner as my primary (it's almost Auraxiumed!) and only pull out the Ghost for tactical shots. It was the first time I felt like Infiltrator was a sufficiently versatile class to survive between the extreme long distance of sniping and the extreme close-ups of the SMG. The Blackhand with stalker feels great too! The radar deployable is 100% an upgrade over the recon darts, especially now that I've levelled it up. What Could Work Better The crossbow was another welcome improvement, although I was disappointed with the explosive bolts. I've never really felt like those were useful in the slightest. In general, this is a functional tool but has too narrow a use case, especially with the existence of the Blackhand. Proximity mines usually work, but sometimes you wonder how people sneak by without setting them off. I suspect lag issues. A slightly larger detection radius or shorter fuse time without changing the explosion radius might solve that. Bouncing betties seem to have a similar issue, but I've never escaped claymores. I'd recommend making the claymore an NS item, and giving TR something that matches the other two factions. What Doesn't Work Wow. The list is long. Cloaking is almost totally useless right now. Between glitches with darklight (not able to tell when you are hit with one) and deep cloak (sometimes your helmet goes to running-level cloak for no good reason), you might as well not even bother. In this thread, CuteBeaver and I go back and forth about the functional usefulness of the cloak right now. I'll save you the time of reading that thread, as it can be summarized as follows: Hacking is almost totally useless now. Many of the terminals are gone, or relocated inside of pain fields so that you can't actually get at them. It is particularly bad on Hossin. There is also a bug that has been around for years where hacking someone out of a base turret lets them kill you before they render to you. Supposedly, you can hack Spitfires, and that'd be nice, but they tend to kill me before I'm even half-way through the hack. Maybe hacking could pause spitfire firing? I could probably chuck an EMP grenade at it to stun during the hack, but that seems like a waste of nanites. In general, the only time its ever worth hacking anything is when you need a sunderer, but it's often less risky to just go back a hex for one. Even sniping is iffy, at best. Once upon a time, there was a lot of math done showing how nanoweave 3 is often enough to hard counter even top tier BASRs (VS - parallax) at their intended ranges. Cert bloat has only made that more true. Add in render distance limitations and so forth, there's just no reason to snipe at a distance of greater than 300m, and that is of negligable tactical value unless you are camping a vehicle terminal. I've given up the Parallax almost entirely for the Ghost (Iron Sights). I get my kills reliably, but the recent addition of the Archer... well... that brings me to... Just Play an Engineer With the exception of 30-kill streaks from cliff-sniping and deploying a radar beacon, the Engineer is a flat upgrade on all fronts now. While the Archer cannot OHK infantry, it more than makes up for that in its versatility - maxes, base turrets and even smoking sunderers are all fair game with the archer. It's not like I've not had to use two shots with the Ghost due to a body shot, or gotten used to two-headshot kills ith the commissioner and the blackhand. And it's not like a potshot from the archer won't scare off that cliff sniper anyway. And let's not forget that the AV mana turret is fair at long-distance sniping too. Battle rifles (VS - Eidolon) are a HUGE improvement over the infiltator's scout rifle. Love it. I still get access to the SMG if I want it, but now I have access to pump action shotguns! I get MORE proximity mines thanks to the utility pouch, but who even needs those now that Tank Mines are triggered by MAXes. Hoo! Those bio lab platforms are great for playing Tank Mine frisbee. I'll take the sticky grenade over the EMP grenade any day. What's that? More health? Yes please! What's that, people don't kick me out of their vehicles for being a "useless" class? Heck yeah! Repair XP comes in faster and more steadily than motion detect XP and all of the Engineer deployables have very strong use cases. TL;DR Anything Infiltrator can do, the Engineer does better. The few niches the Infiltrator does have are bug-ridden or increasingly obsolete. My score per minute as an engineer is almost 100 higher in just a couple weeks than my infiltrator has EVER been after years, and I've yet to run into any bugs specific to the class.