[Guide] Seijyou's General Infiltrator Guide

Discussion in 'Infiltrator' started by Seijyou, Jan 6, 2018.

  1. Seijyou

    "To capture a predator,
    You can’t remain the prey;
    You have to become,
    An equal,
    In every way."
    - Karliene Reynolds, Become the Beast

    Introduction:
    I've been playing for a while now, and have found myself occasionally killing the same snipers multiple times...
    I've always felt bad for them after about the third time I've killed them the exact same way, in the exact same spot...
    So, I would like to offer up this guide.

    Anyway, this will offer some advice on the general topic of playing infiltrator; mostly as a sniper.
    Everything from the use of cloaking, weapons and their attachments, to equipment/implants and their effects.

    This is also the first time I've posted a topic, let alone a guide on a forum ever, so...
    I hope I did at least 'alright'.

    Note: This is long.
    So... Hopefully it's not too bad for me to triple post to get this whole thing out...?

    General:
    "To the artist, perfect is impossible.
    To the engineer, perfect is good enough."

    Snipers:
    After shooting; cloak and move or you'll be shot.

    When you get ready to shoot again, don't go back to the exact same spot.
    Snipers may have that spot sighted for your head when you come out of cloak.
    A sniper's bullet will travel 165m in 0.3s.
    The average human's reaction time is 0.3s not including their internet latancy.
    Meaning at 200m, unless you have less than 64ms latancy you can't even start reacting to the bullet until you're dead...
    The odds of survival are not in your favour.

    When you move after shooting:
    Move more than just one step; it may not be enough, or a skilled sniper could correct their aim in time.
    You shouldn't just strafe; You should turn and sprint.
    Don't bother strafing if crouched; Stand and sprint, you won't move fast enough otherwise.

    If you get shot at:
    Cloak and take cover.
    If you can't cloak:
    Move to cover.
    If there's no cover:
    Cloak and move while looking for the shooter.
    (Or run away.)
    If there's no cover and you can't cloak:
    Run around randomly like an idiot.
    Get the flak out of there, you gonna die.
    In any case:
    Look for the shooter and kill them, or move to a place they can't hit you while your sniping.
    But keep in mind they'll likely be back.

    Practice this for a while in VR:
    Cloak.
    Move into position.
    Find and aim at a target.
    Uncloak.
    Shoot to kill.
    Cloak.
    Sprint behind cover.
    Uncloak.
    Recharge and Reload.
    Repeat.

    If using a Semi-Automatic Rifle, cloak and move after at most the fourth shot.
    The risk of being shot increases substantially the longer you're uncloaked.
    A skilled Bolt-Action Sniper may still get you.
    If using a Bolt-Action Rifle, cloak and move after the first shot; while your gun cycles.
    (The cycle time is huge - 1.2s at least.)

    A note if using a Semi-Automatic Rifle:
    You'll have to pause between shots, you can't just blast away and expect them to hit.
    Let your sights settle back on the target before firing again.
    Practice this in VR for a while before going out in the field.
    (So you know, the scope's recoil is slightly inaccurate; there's a short time after the scope settles where the accuracy is still messed up.
    Your timing doesn't have to be perfect, just good enough that it doesn't wreck your aim.)

    You may want to consider starting behind the barricade/tower shields in large player-made bases.
    Standing in one place - uncloaked - behind one of these shields may help give you an idea about how often you'll get shot/flanked if you don't move/cloak.
    (Despite the fact you're behind a shield, they'll still shoot sometimes.)


    CQI:
    Avoid attacking head on, use your cloak to sneak around their side.
    If you're worried about your teams Sunderer, keep one eye on the map, and the other on the sky.
    Light Assaults love to try and C4 Sunderers while jet packing over it.
    Counter that plan by unexpectedly shooting them out of the sky.

    If you have EMPs, consider using them before entering a room you know has a lot of enemy combatents.
    The EMP should take all their shields, making them _much_ easier to kill.
    Though take note that this announces the fact you're in the area.

    When running away, look straight down; This will make your character duck their head down, preventing headshots.


    Snipers/Stalkers:
    You are support, your job is not to charge into rooms blasting away, but to carefully assist your team by taking out Small Devices (Spawn Beacons), other Snipers, Medics, etc.

    Generally, don't use the 'spotting' feature unless you're next to a lot of visible allies;
    The call-outs can be heard by hostiles at long range, and they'll hear you unless the fight's huge.

    It should be used if an enemy in your position is actively shooting at you.
    If you both survive, you'll know where they are.
    If you die, it can warn allies that there's someone out there.


    Stalkers:
    Call-Outs can be used to distract an enemy from seeing an ally running in, giving the ally the chance to take them out.
    Resulting in one dead enemy instead of a potentially dead ally.
    Just keep in mind they'll probably be looking for you if they manage to survive despite the disadvantage.
    If they did survive, you may want to consider shooting them while their weakened.
    (Which would get you a kill and the ally REVENGE assist XP.)


    Try to avoid the temptation of hiding in "the best place", (like atop a capture point, or in the corner of two crates) because everybody knows it's "the best place" to hide.

    One decent place to hide, is actually in the middle of a room, away from corners and boxes;
    When someone with a darklight walks in, they'll be looking in the corners and on the boxes, not the middle of the room.
    Because, who would hide in the middle of a room... Right?

    All:
    Pay attention to the mini-map. It's a _very_ useful tool.
    Any hostiles that have been spotted will show on the map, even if you can't see them directly.

    Anyone shooting a gun that's not suppressed will show on the map if they're close enough.
    (That includes you. Sniper rifles also show at a farther distance than most guns. Be careful.)

    Get familiar with the sounds of each faction; gunfire, cloaking, voices...
    Otherwise you might panic and attack an ally beside you...
    ...Or not react to an enemy behind you.

    If you unexpectedly hear gunfire close to you:
    Quickly look around, while taking a peak at the mini-map to check for hostiles.

    If you see something and are _not_ cloaked:
    Don't cloak or you'll be heard; Sneak away or fight them.
    If they're looking for you, you'll probably have to fight.
    If it's a vehicle (Flashes don't count), all you can do is run or hide and hope for the best.
    Decoy Grenades can be useful here; throw them in a direction away from you, then take advantage of the (short) distraction.
    EMPs work too, it'll make it harder for them to see and you'll have an easier time killing infantry.

    If it's not a vehicle:
    Consider leaving a landmine somewhere.
    Like in a bush near your old sniping spot...

    If fighting them:
    Try to lure them into the mine.
    Maybe throw an EMP and try to bring them down with your sidearm (if you're a sniper).

    If fleeing:
    Hunter Cloaking lasts long enough that you can redeploy from cloak if needed.
    The last level of Nano-Armor Cloaking gives just enough time.

    If you see something and _are_ cloaked:
    Fight the hostile or try to run, but do so quickly or they'll hear your cloak die.
    If it's a vehicle, all you can do is run and hope.

    Decoys are useless here (due to the uncloak sound).
    EMPs are better.

    If you run, and it's not a vehicle:
    Consider dropping a landmine at your feet just after a corner.

    If you fight:
    Consider trying to use your uncloak to lure them into a landmine in a bush or something.
    Maybe throw an EMP and try to bring them down with your sidearm (if you're a sniper).

    If you see an ally shooting:
    Look where and how they're shooting.

    If they're focused on a spot, they're probably shooting a soldier.
    If they seem to be spraying bullets everywhere, there may be an Infiltrator.
    If they're firing a rocket launcher, there's probably a vehicle.
    If they suddenly start running away, there's probably a vehicle(s), and/or a lot of infantry.


    If you hear a hostile uncloak directly behind you:
    Jump-Sprint in what ever direction you're facing, and pull out your sidearm.
    You'll have taken a hit, but if you're lucky they'll miss the second stab.
    (and you don't die from the fall).

    If you survive (by getting away or killing them):
    Don't go back to that spot for at least ten minutes.
    Even then, I recommend not going back, since that's the first place they'll go looking for you.
    If you do go back, be through searching the spot, as they may still be there.


    Stealth:
    NC Veteran: "First rule of battle little one: Don't ever let them know where you are."
    Other NC Veteran: "WHOOO-HOOO!" *BLAM**BLAM**BLAM* "I'm right here!" *BLAM**BLAM**BLAM* "You want some a this?!"
    NC Veteran: "'Course there are other schools of thought..."


    Cloaking:
    Cloaks don't (de)activate instantly; it takes about a quarter second (0.25s or 250ms) to (un)cloak fully.
    Keep in mind you can't use your weapons during this time, or while in cloak.

    Your cloak has several 'levels' of visual effectiveness based on stance and how much your moving:
    The worst is when you're sprinting, the best is when your crouched and not moving.
    So to best avoid being seen, crouch and don't move or only move slowly.

    If an enemy's looking right at you, don't move.
    Not moving while crouched will keep average players from seeing you even if they're standing right in front of you.
    If you absolutely have to, do it by tapping the movement key rather than holding it.


    Your cloak makes noise when activated or deactivated:
    Note that your cloaking and uncloaking can be heard from up to 300m away, depending on ambient sound conditions.

    Different cloaks make different sounds when activated/deactivated.
    VS cloaks have more base, and blend better in explosions. Especially uncloaking.
    NC cloaks are more of a warble noise, and tend to blend better in rapid gunfire.
    TR cloaks are a clean, high-pitched and short sound that tends to blend into general background fighting.


    Cloaking does not make you silent, or hide you from motion sensors.
    You'll still make noise doing things like: Drawing your knife or weapons, walking, or running.
    It will however, remove the rainbow triangle above your head if your spotted.

    Unless it's dead quite, nobody will hear you crouch walking (which does make noise, but not much);
    But just about anybody will hear you cloaking.
    And depending on ambient noise and what you're standing on, you'll be heard running.
    (Dirt or grass won't be as noticeable as steel or rock.)

    You shouldn't draw your knife too close to a potential target:
    The equipping the knife is really loud.
    If you're the type to play a backstabby Stalker you should just draw the knife in a safe place and keep it drawn.


    I recommend binding the ability key (default: F) to something like a thumb button on the mouse.
    Keep the one for 'F' though. (You can have more than one key bound to it.)
    This will let you (un)cloak while moving easier, but still allow you to uncloak without potentially messing up your aim if you need to.

    There's also a setting you can change that allows uncloaking by trying to fire.
    But it's not accessible from in-game...
    For a Steam install, open:
    C:\Program Files (x86)\Steam\steamapps\common\PlanetSide 2\UserOptions.ini

    For a non-steam install: (I think. I use steam.)
    C:\Program Files (x86)\Daybreak Games\PlanetSide 2\UserOptions.ini

    In the file, search for the line:
    DecloakOnFire=0

    And change it to:
    DecloakOnFire=1


    The dreaded 'Darklight':
    If you see WHITE HOT circles of DEATH light waving around:
    It means someone is looking for an Infiltrator.

    If one of these circles touch you, you'll light up like a Christmas tree without the tree.
    If an enemy is looking your way, and your hands are all shiny:
    You've been found.

    If you're found like that, you're probably dead.
    (Really, being found while cloaked is a pretty much a death sentance.)

    If they haven't started shooting, but you're sure they've seen you: It's time to run or attack.
    Suddenly going all Mr. Stabby with your pretty little knife may startle them, which may make them miss their first few shots, giving you the chance to TEAR THEIR EYES OUT poke them where it hurts.

    Though in most cases you're much better off just running.

    In general, if you see a darklight waving around it's time to get moving;
    Run if they're distant and not looking at you, otherwise start crawling.
    Maybe try to get behind them and gun them down with a silenced weapon?

    Too often I see Stalkers just freeze and die with a darklight on them...

    Somethings of note:
    Friendly Darklights will light you up, but they won't realize it because you'll look the same to them.
    Enemies _will_ see you if you're lit by an ally's light.

    Sometimes, if the darklight user isn't paying enough attention or is searching too fast, they won't see you.
    But don't gamble on chance; move as soon as they're not looking at you.


    Different factions have different default armor for Infiltrators:
    VS: Black with dark purple.
    Big cyan coloured 'X' on the face

    TR: Black and grey with dark red.
    No lights on the head.

    NC: Black, blue and yellow with silver details.
    Lights on back of the helmet.

  2. Seijyou

    Weaponry:
    TR Sargent: "Don't really have to get to know him, just - you know - shoot him."
    TR Soldier: "Shoot him? Sir?"
    TR Sargent: "Politely."

    Start with a Semi-Auto sniper rifle, and practice using it in VR:
    Learn at what distances you have to aim higher with your scope.
    (The implant "Sweeper HUD" can help, but lose it at some point and practice without.
    You'll need to build the muscle memory.)
    How many times do you have to hit the body, head or legs to kill?

    I would advise going for body shots at first until you get a good feel for your gun in the field.
    (Shooting players is much different from shooting Mr. and Ms. Training Dummy.)

    Once you can reliably hit your target; start aiming for about the chin/neck, and shoot like you're hitting the body until you're confident you can hit that spot.
    Aiming for the chin/neck should make it less likely for you to straight up miss.

    Don't even try shooting a heavy with their overshield up, you'll just give yourself away.
    They'll survive headshots, even a Bolt-Action headshot.
    But if there's no other option (i.e. they're on top of you), you'd better start shooting.

    Practice shooting moving targets sometime, a lot of snipers make the mistake of only ever taking shots at still targets.
    Being able to hit a moving target as a Sniper can save your life, and the lives of your teammates.
    For example:
    I once killed a Light Assault drifting from a nearby Bio-Lab to drop C4 on our Sunderer, before he got to our Sunderer.
    Using my semi-auto sniper rifle (Ballistic Computer, 10x Scope).


    When shooting while being shot at the goal is to remain calm and aim - not spray bullets - while also moving in a way that avoids being hit.
    To put some more complex mechanics simply; the faster and longer you fire your gun without pausing, the harder it will be control where those bullets go.

    An example:
    I was playing a Medic, and a hostile Light Assault jumps onto a cliff about 35-40m away to shoot at me.
    We both strafe side to side, trying to dodge each other's shots.
    The enemy kept their gun on full-auto and blasted away, while I fired mine in bursts.
    As a result their bullets went flying all over, but most of mine hit, and in the end I took only minor shield damage, but they died.

    It's also good to learn when to break contact and run/heal.
    Generally speaking if they've surprised you, it's time to get away.
    Also if you've missed your first shots.


    Different factions have different starting rifles:
    VS: Semi-Auto.
    Two headshots.
    Three-Four bodyshots.
    No bullet drop.
    "Pew Pew!"

    TR: Semi-Auto.
    Two headshots.
    Three-Four bodyshots.
    Bullet drop.
    "Pha! Pha!"

    NC: Bolt-Action.
    One headshot.
    Two bodyshots.
    Bullet drop.
    "Blam! Chuck-Chuck."


    Want to be a half decent Sniper quickly? Play VS.
    All point and click, no dealing with bullet drop.
    (Unless using a Bolt-Action.)

    Weapons:
    These are special weapons only specific factions can obtain.

    VS "Phaseshift VX-S":
    Semi-Auto (even in 'Heavy' mode).
    One head-shot kill to 240m in 'Heavy' mode.
    Two head-shot kill at any range in either mode.
    Can't run out of ammo; overheats.
    (2 Shots in 'Heavy' mode, 5 shots in 'Light' mode.)
    No bullet drop in 'Light' OR 'Heavy' mode.

    I personally consider this a Sniper's dream weapon.
    Every other rifle that hits this hard has bullet drop.

    TR "TRAP-M1":
    Two or Three burst only.
    Lower damage than Semi-Auto rifles.
    Recoil is BAD at range.
    Probably better for a midrange CQI.

    NC "Railshot":
    Bolt-Action.
    One headshot kill to massive range.
    Best velocity of any rifle.
    0.25s delay between click and firing.

    Takes some practice getting used to the delay.
    Requires leading targets more than some, despite the velocity.
    Bullet tracer is WAY more noticable.
    (It's like drawing a big yellow line from you to where you hit.)


    These are special 'Nanite Systems' weapons that any faction can get.

    NS "Daimyo":
    Sniper Rifle.
    Semi-Auto.
    One head-shot kill to 180m.
    Three rounds per magazine.
    Don't even try to kill with body-shots.

    NS "Tomoe":
    Scout Rifle.
    Full-Auto.
    4 Head-shot kill at any range.
    Very accurate for a Full-Auto weapon.

    NS "NS-7 PDW":
    SMG.
    (I hear it feels a bit like a carbine.)
    Full-Auto.
    Best effective range of any SMG.

    NS "MKV"
    SMG.
    Full-Auto.
    Suppressed only.
    (No barrel mods.)
    I'd take the PDW over this.
    (Damage will scale better on the PDW, even when suppressed.
    You may not always want/need a suppressor, and having the option can be useful.)

    NS "Tengu":
    SMG.
    (Really a weird SMG-Shotgun hybrid.)
    Full-Auto.
    Personally found it hard to work with;
    Some players seem to do alright with it.
    Harder to hear than most guns when suppressed.


    Weapon Attachments:
    Various Sights: Situational/Preferance.
    On a Sniper Rifle:
    I use the default scope generally.
    12x under specific conditions while counter-sniping.
    (Though it reduces close-range awareness;
    12x can make it easier to spot the distortion of a cloaked sniper moving around.)
    On a Battle Rifle:
    Situational; I use a 6x sight (sniping) or 2x sight.
    On a Full-Auto Scout Rifle:
    2x Sight.
    On an SMG:
    1x Red Dot.
    On a Handgun:
    1x Red Dot.
    On anything else, I usually use 1-2x.


    "Suppressor": Situational/Select Weapons.
    Pros:
    Hides you from the map when firing.
    Also hides your direction from your targets death screen.
    Removes death symbol from their allies minimap.
    Removes your gun's flash.
    In general, VS guns are easier to handle with suppressors.

    Cons:
    Doesn't do anything for your tracer or much for sound.
    Reduces damage at range.
    Bullet travel time will go down the toilet.
    (You'll be leading targets more, and they may dodge shots if they can see them.)
    Bullets will fall _much_ faster.

    For a 'Long-Range' Sniper Rifle:
    Only decent to ranges of about 150m; even then there's a lot of drop compensation.
    For a 'Short-Range' Sniper Rifle: (Note: No personal experience.)
    Recommend using with a 2x sight until you learn it's bullet drop.
    For a Battle Rifle:
    Recommend against using with a high-power scope.
    Recommend using if you can get used to the drop.
    Suppressor will have very little effect on damage.
    The suppressed firing sound is scary quiet for VS.
    On a Full-Auto Scout Rifle:
    Especially on the VS one.
    For VS you'll have a near silent machinegun...
    For an SMG:
    Makes it near useless outside it's max damage range.
    Might as well be shooting an airsoft gun against battle hardened soldiers with shields...
    For a Handgun:
    Good idea for a Stalker, but a sniper may not want/need this.


    "Ballistics Computer": USE.
    If you can get it, DO.
    Aiming is a joke once you've got your bullet drop figured out.
    Just stupid silly on VS since they don't even have bullet drop on guns that get this.


    "Straight-Pull Bolt": Useful.
    More useful than the other attachments for this slot on Bolt-Action rifles.
    Careful not to get 'stuck' in your scope, take a look around once in a while.


    "Forward Grip": Select weapons.
    Pros:
    Reduces the side-ways recoil when firing.
    Also reduces recoil 'tilt' (the direction the weapon tends to 'pull' when firing).
    Reduces vertical recoil on sniper rifles.

    Cons:
    Slightly increases the time it takes to equip the weapon.

    On a Sniper Rifle:
    No, unless using VS 'Phaseshift' (crazy recoil) or TR 'Trap'.
    On a Scout Rifle:
    No experience.
    On a Full-Auto Scout Rifle:
    Recommended for Medium-Long range.
    On a Battle Rifle:
    Maybe useful, but I don't use it as I don't feel it needs it.
    On an SMG:
    Recommend against, but maybe useful on the NS 'NS-7 PDW'?


    "Laser Sight": Sidearm and select weapons.
    Pros:
    Reduces hip cone of fire by 25%

    On a Scout Rifle:
    No experience.
    On a Battle Rifle:
    Personally, I keep this on my Battle Rifle for close-range panic situations.
    That little bit more accurate hip-fire can mean the difference between living and... Yeah.
    On a Full-Auto Scout Rifle:
    Recommended only for Short-Medium range.
    On an SMG:
    Useful.
    On a Sidearm:
    Recommended.


    "Darklight": Sidearm only.
    Shine a ghastly white light that reveals cloaked Infiltrators.
    Range of about 15m.

    Keep in mind everybody can see your light.

    On a Sidearm: If you don't want a laser sight.
    On a Shotgun: Maybe for special occasions.
    On anything else: Nope.


    Equipment:
    Tool:
    Detection Dart Gun: Maybe
    Doesn't last long. (About 15s.)
    Slow scan time. (Updates once every 3s.)
    Pretty obvious an Infiltrator's around if you light one of these off.
    They may be useful to scan a hostile building from long-range while allies charge in.
    Hostiles looking for an Infiltrator may look around where the darts land.

    Movement Sensor: Maybe
    Last much longer than the darts. (Two minutes.)
    Faster scan time. (Updates every 1.5s past 20m, live within 20m.)
    These can also be used as traps for searching players.
    But it has a larger scan range and doesn't appear on maps until they're already within range.
    The map icon can be hidden behind the map icon of a teleportation pad pretty well.

    Note: Neither of these devices will detect players that are moving while crouched.
    And will give almost no warning against players with rank 4 'Sensor Shield' implant.


    Suit Ability: (Max Ranked)
    "Hunter Cloaking": Sniper: Useful. CQI: Play-Style Dependent.
    12s duration, 7s recharge.
    -100 Shield Health.
    Good aiming time, and short down time.
    Long enough to redeploy from cloak if needed.
    Generally better for Snipers than Nano-Armor.


    "Nano-Armor Cloaking": Sniper: Maybe. CQI: Play-Style Dependent.
    8.5s duration, 11s recharge.
    35% Small-Arms resistance while active.
    (Works on head-shots! I've done it!)

    Not as much time to aim, but you can survive a Bolt-Action headshot if you cloak in time.
    (Though you really shouldn't be eating headshots. They're very bad for your health.)
    Better if you're getting shot, but limited use otherwise.
    If you're playing 'Counter-Snipe', it may save you from a bolt-action sniper.
    Doesn't reduce shield health, bringing you back to the durability of a normal soldier.


    "Stalker Cloaking": Sniper: Build Dependent. Stalker: Needed to actually be a 'Stalker'.
    16s duration, if moving.
    -100 Shield Health.
    Disables primary weapon.

    Not moving regenerates the cloak if it's active, so you can be cloaked forever.
    But you can't use a primary weapon.
    You can however, use any sidearm.
    With certain sidearms you can be a sort of 'Stalker-Sniper'.

  3. Seijyou

    Suit Modification:
    "Adrenaline Pump": Sniper: Nope. CQI: Maybe. Stalker: Maybe.
    NC Engineer: "Not gonna kill me!"
    *NC Engineer is running away*
    TR Commander: "Snipers!"
    *BANG*NC Engineer took a bullet to the back and died.*
    TR Commander: "Anyone else feel like running?"

    Pro:
    Increases sprint speed 10%

    Con:
    Take the place of armour/grenades.
    Shield 'shimmers' when hit.

    Maybe useful for a Stalker, but others can be more useful depending on the situation.
    CQI may be able to get out of a fight faster, but won't be able to last as long head to head.
    Snipers could use it to get into position faster, but then it will do nothing for you.


    "Advanced Shield Capacitor": Sniper: Nope. CQI: Maybe. Stalker: Maybe.
    Pros:
    Reduces shield charge time.
    Cons:
    Takes place of armour/grenades.
    Shield 'shimmers' when hit.
    A Stalker may get to spend less time out of cloak for shield regen.
    A CQI shouldn't usually take hits, and this would quicken recharge for if you do get hit a little.
    Not much use for a Sniper, as you usually have cover.


    "Ammunition Belt": No.
    Shouldn't be used.
    Not hard to find a terminal you can reload from, or an engineer that dropped ammo.
    But really, you can loot enemy ammo boxes even while cloaked.
    Or just use that "Ammo Printer" implant if it's really a problem.


    "Chameleon Module": Short-Range Sniper: Maybe. CQI: Maybe. Stalker: Maybe.
    Pros:
    Shield no longer 'shimmers' when hit, making it harder to chain hits.
    When shields shatter, cloak is recharged.
    Cons:
    Takes place of armour/grenades.

    Won't help as much at long range, but may be useful for someone tends to eat bullets while running away...

    The effect is better if you take Carapace. (No shields to shatter.)

    Note: When taking a hit, the enemy still gets a hit marker.


    "Flak Armor": Useful.
    Allies: "Enemy Lightning spotted!"
    Medic: "I laugh in the face of danger! HAHAHAHAHAHA!"
    *BOOM**BOOM**BOOM**BOOM**BOOM*
    Medic: *REZ**REZ**REZ*

    Pros:
    Survive grenades, landmines, exploding vehicles, etc...
    Cons:
    Does nothing for bullets.
    Shield 'shimmers' when hit.

    Possibly the most useful suit option for a sniper;
    To survive airstrikes and cannon shells, but mostly airstrikes.


    "Grenade Bandolier": Sniper: Maybe. CQI: Build Dependent. Stalker: Play-Style Dependent.
    NC Heavy: "Should I bring the grenade bandoleer?"
    NC Captain: "No, there isn't even anyone there."
    *Gets attacked by a zerg*
    NC Heavy: "Boy, it sure would be nice if we had some _grenades_, don't you think?"

    Pros:
    More grenades!
    Cons:
    No armour.
    Shield 'shimmers' when hit.

    Advise staying away from this until you learn some survival skills first.
    Useful if you're a CQI who uses a lot of EMP grenades to debuff the enemy before charging in.
    Or a Stalker in a stealthy 'assist' role, tossing EMPs behind enemy lines while the rest of your allies charge in guns-blazing.
    (You will get assist XP for the EMP'd hostiles.)


    "Nanoweave Armor": Useful.
    Soldier: "Uhh, Boss?! We'z get'in shot at!"

    Pros:
    Survive 1-3 extra bullets.
    Cons:
    Die on explosives.

    Use if there aren't a lot of explosions around you.
    (Like around the enemy flank; somewhere not getting bombarded.)
    Keep in mind it doesn't protect the head though.
    Stacks with Nano-Armor Cloaking.

  4. Seijyou

    Implants:
    "Catlike": Useful
    VS Stalker: "Watashi wa ninjadesu!"

    Move faster while crouched.
    Last rank doubles jump height.

    Increased crouch speed is useful for Stalkers and CQI that want to stay off motion sensors.
    The extra jump height can get you into some sneaky places...
    May save you from being run over if you jump in time.


    "Target Focus": Maybe
    TR Tanker: "I need a gunner! Not an idiot that doesn't shoot!"
    TR Soldier: *Gets out of tank*C4*C4*
    *KABOOM*
    TR Soldier: "Liberty or Death!"
    NC Sniper: *Bang*
    *TR Soldier's application has been rejected!*

    See target's health, and hold breath longer.

    Use with Bolt-Action/Phaseshift if you have an issue with the short breath time for scope sway.


    "Sweeper HUD": Usefu. VS-Sniper/Stalker: Maybe Not.
    Heavy: "CHARGE!"
    Engineer: "IT'S A TRAP!"
    *KABOOM*
    *Heavy has made a terrible mistake.*
    Engineer: "I told you!"

    Passively spots explosives.

    Use the rangefinder to learn the ranges for each point on your scope if you're not VS, or are using bolt-action.
    Should drop it eventually and learn to 'eyeball' the ranges though.
    Also useful for avoiding landmines and C4 in crowded/hectic places or hidden underwater.


    "Regeneration": Maybe
    Regenerate health out of combat.
    Last rank restores 50hp on headshot kills.

    Maybe useful behind enemy lines as Stalker.
    Also means you may use less Med-Kits if you run them.
    Goes well with Carapace.
    Generally other implants will be better.


    "Ammo Printer": Probably Not.
    TR Soldier: *ChaingunSounds*
    TR Soldier: "I need ammo! Can't shoot without it!"
    *Ammunition appears in TR Soldier's pocket*
    TR Soldier: "Huh."

    Regenerate ammo slowly over time.
    Probably shouldn't be used.
    Not hard to find a terminal you can reload from, or an engineer that dropped ammo.
    (You can even loot hostile ammo boxes...)
    If it is hard to find those, you're probably too far out or should move by now anyway.
    It can however, be useful for a HIVE killing Stalker.


    "Sensor Shield": Maybe
    Radar Technician: "Sir! We've been jammed!"
    *Jam runs down the radar dish*

    Reduces scan range of hostile detection tools against you.

    Little use at low ranks, and until we get some kind of map indicator as to how far it works... Not so great.
    The immunity to IR/NV can make a difference if your the kind of Sniper to not cloak.
    Assuming the enemy actually uses IR/NV.

    "Assassin": Unlikely
    50% chance on kill to remove spotted condition.
    100% chance on headshot kill.
    Last rank: Spot targets you damage.

    Mostly useless for infiltrator.
    Your cloak will clear the spotted condition whenever you use it.
    The most useful thing here is the last rank's spotting on damage.
    Mostly because it can be silent.


    "Deep Operative": Useful
    VS Infiltrators: "They will never see us..."

    Reduces visibility of your cloak.
    Last rank scans the area around you when you're spotted.

    Useful as Stalker/CQI, since you'll be harder to see while moving.
    May not be as useful for a Sniper, but could save you from skilled snipers with high-power scopes.


    "Infravision": Situational
    NC Recruit: "I was born blind, and have to use these cheap IR-only implants."
    NC Recruiter: "If there's a blue Dorito over an ally, can you miss them when shooting?"
    NC Recruit: "No promises, but sure."
    NC Recruiter: "Great! You're hired!"

    Thermal Nightvision without having to look through a scope.

    EMPs become 'dark-bangs' (makes the screen black) against you.
    Allies and enemies look the same except for their overhead marker.
    Cloaked players are even less likely to be seen...
    Useful in certain situations and squad builds, but shouldn't be run all the time.
    While a Sniper _can_ use it, it will reduce your maximum range significantly.
    (Though you will be able to see through smoke and sunderer cloaks, otherwise your relying on Rainbow Doritos and 'Q' spotters.)


    "Nightmare": Sniper: Nope. CQI: Play-Style Dependent. Stalkers: Psychopathic Melee Build.
    Commander: "Now get out there, and put Jack to shame!"
    Stalkers: "Yes sir!"

    Melee kills cloak you in a way that does not disable weapons.
    Last rank allows using other weapons within 5m.

    Rank 5 allows CQI use, in certain play-styles.
    (I.E. Charging into a room full of EMP'd hostiles, and going crazy with a high-capacity SMG.)
    Note: You're still spotable when cloaked this way, but it may not matter as much in the confusion caused by your attack...
    Unaffected by "Deep Operative" or "Nano-Armor Cloaking".


    "Safeguard": Nope
    *Soldier knocked down*
    Soldier: "HELP, I'VE FALLEN AND CAN'T GET UP!"
    Medic: "Oh quit your whining, you'll be fine." *REZ*
    *Soldier gets shot on the way up.*
    Soldier: "Thanks Doc!"
    Medic: "..."

    Gain some resistance for a short time after being rez'd.
    Last rank restores 200 shield when you're rez'd.

    A group might find some harmony with "Carapace" and a Medic's Rez Grenade...
    (But that's with pretty much any class.)

    This implant is _completely_ useless until you die;
    Something that should not happen often, and it requires you actually have a medic around...


    "Safe Fall": Situational
    NC Stalker: "I believe I can fly!"
    *Thump*
    NC Stalker: "Uhh, on second thought, maybe not..."

    Take less fall damage.
    Last rank increases resistance to vehicle collisions by 50%.

    Useful if you want to jump off towers or cliffs and not die.
    Might want to take that if they start sending those stupid roadkill cloaked Flashes...


    "Vampire": Unlikely
    VS Stalker: *Pulls knife while behind NC Soldier*
    *KACHING!*
    *BLAM**Chuck-chuck*
    NC Soldier: "Take that you little blood sucker."

    Restores a small amount of health.
    Last rank allows healing with sidearm kills.

    Doesn't seem very useful to me.
    Probably work best with Carapace, Nano-Weave Armor, and a power knife if you're going to use it.
    Maybe good for healing stray damage from "Nightmare" knife charges.


    "Battle Hardened": Unlikely
    *TR/NC Soldiers fighting*
    *NC Soldier misses too much due to pain and recoil - promptly dies.*
    TR Soldier: "That was painful to watch!"

    Reduces the flinching from incoming fire.

    Useful for other classes, but not so much Infiltrator.
    Unless maybe you're some kind of crazy CQI using a sniper-rifle...
    But in general, this class's thing is to not get shot/seen.


    "Assimilate": Unlikely
    VS Cyborg: "You will be assimilated. Resistance is futile."

    Restores shield health after getting a headshot kill.
    Last rank restores 30% of current ability energy on headshot kill.

    I don't see much actual benefit to a Sniper or Stalker.
    But I guess a CQI could find some use...?
    The last rank may allow sustained use of Nano-Armor Cloaking on snipers.


    "Ocular Shield": Maybe.
    Reduces the effects of special grenades. (Flash, EMP, Concussion.)

    The resistance can make a difference, but only if those grenades are actually used.
    May save a Stalker from an EMP.
    (EMPs may not take suit energy anymore, but they still shatter shields).


    "Counter-Intelligence": Situational.
    Soldier: "H.Q!"
    HQ: "This is H.Q."
    Soldier: "We're under a-!"
    *Sik**Sik*
    HQ: "Soldier? What's going on out there?!"

    Gives you a warning if someone's spotted you.
    And spots them if you get shot.
    (Not if they use a suppressed weapon though.)

    A lot of players - even snipers - will spot you before shooting;
    This could warn you before you get shot.
    Be extra careful about your surroundings after being spotted.
    And if it's a sniper that spotted you, you'll want to find and promptly execute them.


    "Minor Cloak": Nope
    Cloak for an unlimited time if you stay still for 8s.
    It cloaks and uncloaks _really_ slow (1.5s), and still noise.
    The only way to uncloak is to move (button won't work), which makes sniping from it hard.
    You also can't shoot while cloaking, cloaked, or uncloaking.

    I suppose you could use it for redeploying from cloak with the "Nano-Armor Cloak" equipped.
    Also useful if you want to stay cloaked forever.
    (Which is good if you're searching for other sniper's bullet trails.)

    The damage resistance from "Nano-Armor Cloak" will not apply to the Minor Cloak.
    "Deep Operative" will not affect Minor Cloak.


    "Carapace": Maybe
    *Flash turbos through landmines, detonating them but taking no damage.*
    Engineer: "Something seems buggy..."

    Replaces shield with 500 health.

    Prevents shield shatters, but you'll still flicker when cloaked.
    You'll have to use "Chameleon Module" if you want to stop both shield flickers and shatters in cloak.
    Useful with Hunter/Stalker Cloaking, since you'll get back your 100hp.
    (Bringing you back up to the 1000hp everyone else has.)


    Utility:
    "Shield Capacitor":
    +50 Shield Health.

    Allows you to survive an extra non-power-knife stab (With Nano-Armor Cloaking).
    Depending on the gun/range, an extra bullet without Nanoweave.
    But you shouldn't use it with the "Carapace" implant, since your shield is removed the bonus gets wasted.


    "AP Mines":
    Back cover for Snipers, traps for Stalkers/SMG users...
    TR's version of the mine is directional, but detonates faster and deals more damage.
    Good on Hossin/Bio-Labs, as you can hide them in the cloudy water...


    "Med-Kits":
    TR Heavy: *ChaingunSounds*
    NC Heavy: *Shoots three times then bounces around Med-Kit spamming*
    *NC Heavy became swiss cheese.*
    TR Heavy: "You call yourself a soldier?!"
    TR Heavy: "I need a medic here!"

    Restores 500 health all at once.
    Cannot be used while sprinting.


    "Restoration Kits":
    NC Heavy: "I need a medic here!"
    NC Engineer: "I'm an engineer, I'll repair you!"
    NC Heavy: "What am I some Vanu cyborg?!"
    VS Stalker: "Got any spare batteries?"
    NC Engineer: "Take some ammunition!"
    NC Heavy: "..."

    Regenerates ~1000 health over time.
    Cloaking right after use will stop regeneration but not the timer, effectively wasting health.
    Resupplying from a terminal will remove it's effects.
    Cannot be used while sprinting.
    Applies a green glow and particle effects, making you easier to see.


    Grenades:
    "Frag Grenade":
    Pretty much luck based without bandoleer.
    It's unlikely you'll kill someone with only one, but you can if you're lucky.
    With a bandoleer you can kill rooms clumped full of people.
    Even better if you've got a buddy with EMPs.

    "EMP Grenade":
    Disables shields (affects allies too, and that includes you).
    Destroys or disables enemy equipment like Sentry-Turrets, Spawn Beacons...
    Also messes with sight, making it harder for infantry to see.
    Even more fun if you've got a buddy with explosives...

    "Decoy Grenade":
    EMPs are useful in more situations.
    If your the kind of CQI that doesn't cloak (?!), it may be a good distraction if you don't have allies around.



    Moving Forward:
    "If you can't run, walk. If you can't walk, crawl. If you can't crawl, then get someone to carry you."
    Don't be afraid to ask for help from another experienced sniper.


    Some advice on learning:
    Use Scientific Method:
    1. Observe snipers/yourself getting killed (including ones you kill).
    2. Formulate a hypotheses as to why they got killed like that.
    3. Develop a plan as to what you'll do to keep yourself from getting killed like that.
    4. Try out your plan, and gather data about how it went.
    If it failed:
    Refine, alter, expand, or reject your previous hypotheses with your new-found knowledge.
    And repeat from 3.
    If it worked:
    Develop a general theory as to how it worked;
    (And a general rule to not make those mistakes again.)
    Based on what you've learned.
    And go back to observation.

    Too often I see people make a mistake;
    And try to fix it without thinking about how or why it happened.
    Or simply continue making the same mistake over and over again, refusing the fact they're wrong.

    Think of it like the difference between firing your rifle from the hip;
    And aiming down the sights to take careful aim.

    Firing from the hip will miss a lot, and added on top of that, you may have to hit them more to bring them down.
    But by simply aiming down that sight, the rifle becomes a tool of immense precision.
    Capable of so much in the hands of a soldier that knows their tools.

    So learn the basic fundamental workings of your tools;
    Your mind, your suit, your rifle...
    And with practice and patience, you'll hit your target - and live to talk about it.


    Notes:
    Recommendations are part personal opinion and part logical thinking.

    By all means, feel free to play as you like using as little or as much of this as you want.
    After all, you're the one playing _your_ character. Not me.
    Got a better idea? Try it. I'm not stopping you.
    If you find what you learn is better, do what's better.

    Special thanks to Iridar and their great informational site for Planetside 2.
    ( iridar.net )

    I recommend making a visit there if you're not tired of reading yet.
    • Up x 1
  5. Mafiakocia

    I dont want t osound like a dick but your idea for a sniper is a guy who cloaks, decloaks and cloaks again in the line of sight of the enemy? No word on camos, not a word of behaviour. Hiding behind obstacles as in the first place people will check for infiltrators. Also I more often succesfully hide from guys with flashlights than not. Especially when not using cloak. If i see the darklight i stand ******* still because the guy with flashlight is looking for two things: Movement and big blob of colour. Sitting in place in neutral colours, out of cloak, will make people overlook you easily.

    Otherwise large repositorium of knowledge and nice one.
  6. Campagne

    Wow, great guide!
  7. Seijyou

    The sniping pattern was:
    "Practice this for a while in VR:


    Cloak.
    Move into position.
    Find and aim at a target.
    Uncloak.
    Shoot to kill.
    Cloak.
    Sprint behind cover.
    Uncloak.
    Recharge and Reload.
    Repeat."
    So yes, I suppose "cloak, decloak, and cloak again in the line of sight" is a semi-accurate description of part what I do; at least, that's what it'd look like to the enemy.
    I personally tend to snipe amongst infantry, usually back a couple lines and up a bit so there are allies in front and usually around me. I don't go flying a Valkyrie to airdrop atop a mountain, or tree or something by myself.
    My thing has always been not getting shot and killed - surviving - not never being seen.
    You're basically 'seen' as soon as you kill someone, as in, your general direction is given out freely thanks to bullet tracers.
    And all a counter-sniper has to do is look in that general direction until you fire again, and it all narrows from there.

    Also the sniper "if shot at" section was written primarily for avoiding counter-snipers. I suppose I should have clarified that...
    My main thing for snipers in the guide was not getting counter-sniped; I used to die more to that than soldiers searching for me up close with or without Darklights.


    I thought I said something in the stalker section about avoiding obviously 'best' places like behind crates?
    And again, for snipers the "if shot at" section was written primarily for avoiding counter-snipers.

    Might I ask what you would suggest for countering search and destroyers that are in your position?
    Was it the "sitting still in neutral colours" thing? As I have effectively zero experience with camouflage, I'm unsure as to how well that would work.
    I imagine it's effectiveness would be determined by the distance between you and them, their skill of spotting small differences, and the continent's biome; like Indar is likely a bit harder than say Amerish or Hossin to hide in due to being flatter, and not having bushes or much of anything to hide in.
    Biome effects cloak much less, and cloak also doesn't care about positioning or movement near as much as camouflage, especially if you've got that 'Deep Operative' implant.
    And while the cloak only lasts 12s, it only takes 8s to redeploy.


    No word on camouflage because I don't have any camouflage myself, and therefore feel unqualified to give advice on that topic; and the general population doesn't either, as you have to pay for it.
    ...It's mostly because I hadn't thought about it while writing... >_<


    I suppose I could post some mistakes I've seen though:
    Wearing a helmet that exposes part of the face.
    For example; there once was a sniper in a tree in a biolab, sniping from it's top, but they were not hard to spot after getting their general position when they fired, because while their armour and helmet were the same green as the leaves, their helmet exposed their face... Which was not camouflaged.

    Don't bother camouflaging while on top of a mountain with sky behind you, just your silhouette will give you away.
    Don't expect to not get seen if your wearing solid, bright pink as camouflage...

    And I remember catching a camouflager once while playing medic because they were close, positioned badly relative to me, and I wasn't really in any hurry...
    I remember thinking that was pretty clever though, and that the average player in a hurry to get somewhere probably wouldn't have noticed. Despite the slightly falted positioning.


    And despite having made a guide, I cannot and will not say that I'm 'very experienced' or that I'm not still learning some things myself.
    I am going to take an interest in camouflage though, and had already planned on experimenting with it at some point.
    I suspect I'll feel somewhat naked though, being so used to cloaking all the time...

    Thank you, it took quite some time to write up...
    Also thank you for reminding me camouflage exists. >_>
  8. infilallday

    Nice one, thank you.
    There is a lot more to playing Infiltrator than this, but its a good start. You could probably write an essay on it all lol

    Camo plays a massive role in Infiltrator. There are times when it is better to not be cloaked and your camo and positioning are going to play very important parts in that.

    Never make yourself a silhouette, no matter how far away you think you are. You stand out like dog balls. Be aware of what type of camo you have on and find similar coloured surroundings.

    ALWAYS be on the move. Last night i held down an enemy sunderer on my own until they got the ***** and drove off.
    Lasted for like 10 minutes alternating between 3 different spots with different angles. Each spot about 100m away from each other, in a triangle pattern around the spawn point. It was so funny watching them try to find me. Came out of that with 23 kills before they moved on.
    Never engage more than 1-2 enemies before cloaking and moving location. I usually move after either every kill, or every 6 bullets fired.

    The best fit for my playstyle is mid range attack and sabotage. Using the NS 30 Vandal with 2x scope i can be very effective at alot of different ranges. Hunter cloak gives me ample time to cloak and get to another spot, recon, then act.

    Tried Heavy and LA but always come back to Infiltrator. I can engage when i want and move around the battlefield like a ghost.
    Perfect for my style of play.

    Thanks again for your efforts!