[Suggestion] Infiltrator loadout overhaul

Discussion in 'Infiltrator' started by Tnsr, Mar 29, 2013.

  1. Tnsr

    I thought about the Infiltrator and the roles he takes on the Battlefield. I came up with some ideas and that the loadout should change depending on the main weapon the Infiltrator has equipped.
    The following roles are possible as I see it:

    Sniper
    Infiltrator
    [Designated Marksman]


    The Sniper
    The sniper should be able to get a different tool than the recon dart. If you are sniping from 400 or 500 meteres away from the targets it has no real use anyway. Snipers should get flying drones like in BF3 so they can spy from the sky for the team. The drone is not destroyable by A2A missles but can be destroyed with bullets. It would generate Certs without killing being the only XP source and we would be very useful for the team. The sniper has bolt action or semi automatic sniper rifles equipped.

    The Infiltrator
    The Infiltrator should get a recon detection ball. It should be able to show all enemies that are really close to the infiltrator, no matter how big the radius of the tool itself is. But instead of shooting it like the dart the Infiltrator can only throw that ball, like in Bad Company 2, it's a CQC and short range loadout, they don't need darts that can be shot over long distances. The side effect will be that the Infiltrator can take it up again and use it again if no enemy destroys the ball. The Infiltrator moreover has a big problem besides he is glowing and the deathtrap called cloak: less hp than any other class. To make up for that disadvantage the Infiltrator loadout should be able to move a little bit faster than the other classes or gain a temporary speed boost like the MAX units so he can try to dash into a safe zone. Speed boost is only usable with disabled cloak. The Infiltrator is equipped with SMGs or the automatic scout rifle.

    The Designated Marksman
    This one is a tricky one. The problem is that the semi automatic rifles currently in the game are terrible. Useless crap. Yes, you can kill people with it, but the automatic rifles in this game are so easy to use even on mid range that semi automatic firing is in a huge disadvantage. There is no real niche for them besides for freaks who seek a challenge. SOE must introduce useful DMRs. One should have bigger bullets with more power but more bullet drop (11.25) and one with smaller bullets but less bullet drop (7.5). The one with bigger bullets has more stopping power and should be able to slow down the movement of a hit enemy for a very short time, the one with smaller bullets just slows the target less. Both versions need to get high bullet velocity so the precision gun is really precise, 600 at least. As a tool the Designated Marksman should get the recon tool as it is now, only that it detects all enemies in its radius.


    As a replacement idea for the recon tools all the loadouts should be able to equip special bullets that can disable turrets (deployables and stationary) for a given time or until an engineer gets rid of the bullet on a turret. Every Infiltrator loadout gets two bullets of that special ammunition. Disabling turrets for a certain time can be crucial for the team.

    There are interesting DMR designs existing in the real world. The one fits the NC design idea, the second one could be a TR weapon and the third one a NS version for all empires. VS... well... their weapon look all the same anyway. Sry for you guys :/
    http://www.heckler-koch.com/uploads/tx_z7productshk/G28_905x397.jpg
    http://i839.photobucket.com/albums/zz314/airsoftobsessed/Designated Marksman Rifles/airsoft-USMC-M14-DMR.jpg
    http://www.jetsuppressors.com/images/dmr6.jpg