Now, I'm already expecting a ton of "git guds" and a massive riot over this suggestion, but here's the issue: infiltrators in large numbers are ridiculous and bog down the game. Now, what do I mean by this? Infiltrators are, as many of you know, one of the hardest classes to counter, really the main counter to an infiltrator is another infiltrator - that's not good game design. Sure, you can cut them down with Light Infantry, but to do this you'll usually need to stealthily get across a fair amount of terrain and hope they're still there when you arrive, even if you kill them, they'll respawn and go back to doing the same - meaning you're spending time away from helping with objectives. So you're given the choice: do you want to take out someone who can one-shot your teammates and be a complete annoyance or do you want to take objectives? This isn't to say infiltrators aren't vital to the game, their whole purpose is to be an annoyance, take out threats at a long distance, mess with your facilities by hacking, make people paranoid by backstabbing them when they're distracted. The issue is they're so much better than other classes at doing all of these things that, when they're useful, it becomes a battle of infiltrators. Example, long distances: you can try all you want to have an interesting battle between two fronts of varied infantry, infiltrators are so ridiculously amazing at this that it bogs down to who has the best and the highest amount of infiltrators? But, what if you're taking a facility? Well, it wouldn't be the first time that I'm trying to help my team and there are seemingly infiltrators around every corner. The question, of course, comes down to what the exact issue with infiltrator is and how I think it can be fixed: The problem: every class in Planetside 2 requires time to master, the issue is that mastering any class in Planetside 2 tends to require a lot more teamwork than the Infiltrator and on top of this Infiltrators are just far more efficient at getting kills and when used in great number during large battles when you can't be constantly attentive they can easily get around you with cloaks and even if you do kill them, there's no risk, they shall respawn and do the same over-and-over. My solution: as the title suggest, make them cost nanites. It'll make them what they're supposed to be, highly trained, valuable assets that try to get around enemy lines and take out key targets at a distance, instead of suicidal knife&pistol wielding rambos and the key class in any long-distance battle. It'll make infiltrators consider their actions more carefully and cause people to question if the current moment is an opportune time to use the class. The cost: I can't really say, It'd need to be enough to hurt if you were to die early due to carelessness, so I'd say somewhere in the 100-200 nanite range, but again I can't say for sure.