[Suggestion] For Infiltrators

Discussion in 'Infiltrator' started by Wolfwood82, Apr 19, 2013.

  1. Wolfwood82

    This is an idea I had that could solve both LA and Infiltrator problems dramatically. It boils down to the difference between the two vanguard classes, the Light Assault and the Infiltrator.

    Both classes rely heavily on getting into bases, both rely on eluding defensive points. The difference between the two, however, is not so simple.

    Infiltrators bypass defensive positions in order to sabotage internal security structures (at least this is what they should do in theory), Light Assault disrupt defenses to allow other armed forces through uncontested.

    To help define the roles and separate LA from Infiltrator, a major overhaul is needed for Infiltrators.

    1. Remove the recon device and replace it with a REK. Certs in the REK enhance it's hacking time.
    2. Require the use of a REK to flip control of a control point (thereby starting or reversing a hack, any soldier standing nearby decreases the time for the hack to go through). Also require the REK to start the overload process on generators and SCUs.
    3. Increase their health/shield so they are at 500/500 like every other class. Change their default weapon from Sniper Rifles to SMGs, making SMGs an infiltrator only weapon (yes, I know, this is going to raise hell with a lot of people who like SMGs).
    4. Add SCUs and their shield generators to smaller outposts. SCUs should always be fairly close and easily accessible by the spawn rooms. Tunnel systems would be a great way to implement this feature.
    5. Make destruction of the SCU start a separate 30-90 second count down before the pain field and spawn room shields drop completely.
    6. Remove their ability to hack wall turrets, while keeping the ability to hack base terminals.
    This orients Infiltrators more towards bypassing external defenses in order to sabotage internal security structures. It also drastically increases their value as they become the only ones that can truly end a base fight by knocking out the SCU. This also increases their value in defensive situations as they become the only ones that can flip points from enemy hands.