[Suggestion] development of the infiltrator class over time

Discussion in 'Infiltrator' started by tsubakki, Dec 25, 2012.

  1. tsubakki

    there are many things i would like to see done to the infiltrator class as it stands, over the development of the game, there are several suggestions i would like to make regarding the class, some of these can be translated to other classes but for now i am focusing on the infiltrator


    abilitiys: the infiltrator can cloak, currently, we have two types of cloak, both with pros and cons, personally i would like to see additions to this, these will be listed below

    full infiltration cloak: this form of cloak is similar to (from what ive been informed of) the cloak from planetside original it is a permanent cloak, though with some drawbacks mainly, the infiltrator cannot carry a sniper or scout rifle, only a pistol or possibly an smg, as well as utilities,

    this however may be too overpowered in combat, to hold an SMG in close quarters and a permanent cloak, so, to combat this, require a reload time of some time to recharge the cloak after uncloaking, or, invest in the idea of sub-category certs,

    these are small things that change how the ability works, for instance, with a full infiltration cloak, the cloak can be similar to the level of the hunter cloak in camouflage, but only allow for a pistol as the main weapon, or be a slightly less camouflaging cloak and allow for a more powerful weapon such as an smg to be carried, this provides a healthy balance of pros and cons for the setup, while allowing for quick changes to suit battlefield needs without needing to re-cert into a whole new cloak,


    terrain navigation: this ability is for snipers mainly, it removes the ability to cloak, however allows for both much faster running speed, and the ability to climb steeper surfaces that an infiltrator would not be able to otherwise climb, allowing them to reach important vantage points without the obvious air-craft drop-off

    this ability is obviously designed to make the infiltrator both a harder target to hit while moving, and allows the infiltrator to better find and get to high vantage points for sniping, of course, this provides the downside of being potentially spotted quicker,


    IRNV cloak: im led to believe IRNV scopes can see cloaked infiltrators, making them a counter to traditional cloaks, the IRNV cloak is passive and permanent, it does not cloak the infiltrator but instead completely masks their heat signature and makes them invisible on IRNV scopes, making this cloak more suitable for night combat sniping and medium range combat in low light areas, the downside to this cloak is simply that it is very situational, it is not a general use cloak, and works best at night from long range,



    empire specific sniper rifles: as ive been seeing within the selection of guns many of them are identical variations in skin only, each sniper rifle has an identical counterpart in the other two factions, now, this seems a little counterintuitive to the idea that each faction is supposed to have different strengths and weaknesses, thus, each faction should have at least one unique rifle with unique qualities for availability,

    for the TR, the MK9 BiOS this is a snipe rifle that uses a dual barreled setup, that fires one shot after the other in quick succession, firing with two shots to the head will cause a kill like any other sniper rifle, however both shots need to hit to kill, the upside to this rifle is you have a higher chance of hitting with at least one shot each time you fire, as it automatically fires both rounds in quick succession, of course the downside is that you can loose a kill if you miss both shots, to counteract this, the rifle used the highest velocity ammunition available,
    pros: fires two shots at a time, highest velocity, highest chance of hitting, cons: highest chance of missing kill, requires skill to use

    the NC, AM80 this is a huge Gauss rifle designed as a support for taking out light vehicles, thus its shots do the largest ammount of damage, and have a damage ratio to vehicles (however it is very small and only effects say flashes and light aircraft) the main con of this rifle is its single shot factor, requiring the loading of a new cartridge after each shot, giving it the longest time between shots, it also suffers the largest recoil, and a slower bullet,
    pros: highest damage of any sniper rifle, can damage light vehicles to a small degree, cons: single shot, highest recoil, slowest bullet

    and the VS, the ARgon 50, this weapon is a large sniper rifle that features a couple of special features, firstly, the shot when it impacts the target, while initially weak, deals a little more damage over time, say a second or two, the recoil of this weapon compared to others is low however, damage is also low, it is a semi-automatic rifle it only has 7 shots however, it lacks bullet drop, the weapon is mainly designated for supporting ground-troops by severely weakening enemies for your friendly's to engage at a closer range,
    pros: damage over time, low recoil, semi-automatic cons: low damage, cannot kill in one shot (though can take the enemy's health to a very low state) lower ammunition than other semi-autos


    additional add-ons to rifles:

    bi-pod: a bi-pod will allow for much steadier overall aim with a sniper rifle, but will have the disadvantage of requiring deployment, it will also reduce the infiltrators movement to a 180 cone in front of them, meaning they cannot aim behind them, the secondary advantage of the bi-pod however is allowing the infiltrator to go prone while in use, lowering profile, this could be a sub-cert

    gun addition sub-certification,

    i feel giving options to sub-certify attachments, mainly scopes will be somewhat useful and allow for greater customization and tactical advantages

    range assist targeting systems: this, simply put, is a small dot that moves up and down the scopes vertical clicks depending on the range, this small dot provides information about where the sniper is aiming, over the reticule in the middle, providing a good reference for bullet-drop on the rifle, the major downside to this is that it causes scoping in and out to become longer, making it slightly more difficult to switch from sighted to un-sighted quickly,

    advanced spotting software: this simply put allows the infiltrator to spot from further away using the scope, as from what ive seen, you cannot spot over a long distance even if you can clearly see the vehicle or personnel through it, this again, would restrict the times it takes to sight and unsight

    range-finder: this differs from the R.A.T.S as it simply gives the distance in the corner and no targeting nib, it does not shorten sighting, however it does not provide the benefit of the R.A.T system, it is the basic scope sub-cert

    tools:

    advanced hacking tool: this replaces the recon dart tool, it allows allows for several actions that can be sub-certed into the specialist with it, it can be used to "encrypt" vehicles, turrets and terminals, thus greatly increasing the time needed to access them by the enemy team, it can hijack vehicles as its main mechanic but little else, or it can be used to relativity quickly take over, sabotage and booby trap certain features such as terminals, SCU's and generators, these features all being certable into with the device, but not all usable at the same time,

    AV EMP mines: like EMP grenades, these mines will render shields and HUDS useless, however, they are designed to temporarily disable vehicles weapon systems and possibly movement for a short duration of time, they do not damage the vehicle however, they are ideal for close-range anti-vehicle operations in collaboration with other units

    IRNV blinds: when looked at normally, this simply looks like a small spike with a light on top, but if viewed through an IRNV scope, it causes a huge ammount of bloom that renders the scope useless if aiming in the general direction of the device, placing this in a room at night can allow an infiltrator to hide perfectly in this bloom and if it is not noticed, can provide temporary surprise disorientation to a soldier,

    the combat knife: this should be an equippable weapon for at least infiltrators with the secondary fire mode, allowing for an instant kill with the downside of a audible noise from the blades motor, knife skills should also be a certable factor within infiltrators, allowing for a larger range and arc with knife swings, making it a more realistic weapon in a combat situation,


    i think that's pretty much it, dont like it, please dont say you dont, tell me why, provide your own opinion, even suggest ways of how you would do it,



    thanks for reading - see you all again