It's that simple. You can argue that the scout rifles are too hard or too unrewarding to use, or that our class's only automatic weapon is severely outclassed by every one of its competitors. Alternatively, you could argue that the faction imbalance has never been more significant than in its selection of sidearms - weapons which assume the role of a primary for this class in many situations. You could also argue that our class is the only one in the game with weaker shielding than all others, further cementing our already massive disadvantage against even a slightly competent enemy player. And you would be right. But you would be overlooking the greater issue. Let's start with a simple question: what is the Infiltrator supposed to do? SOE's answer is apparently "snipe people and nothing else", but any search for the definition of the world will yield two notable results: "To pass surreptitiously into enemy-held territory", and "To penetrate with hostile intent". Unspoken but clearly implied is the fact that an Infiltrator does this for a purpose, whether it is to gather information or sabotage important assets. If you sneak into an enemy base, you probably intend to hack their terminals and turrets, kill everyone you see, and generally just cause problems for everyone who isn't your choice of glorious blue, purple, or red (although purple is clearly the best choice here, just saying). So, with that established, let's go over what important things an enemy base may contain that you will be wishing you could ruin: - Terminals - Base Generators (specifically the shields they project which prevent you and your team from even entering the most important parts of the base) - Turrets - Enemy Infantry - Enemy Vehicles Four of those five things are technically in your power to sabotage. Of course, the Infiltrator has no unique interaction with generators or enemy infantry, and rarely gains any significant benefit from hacking terminals before the area they exist in is controlled by the rest of their faction. Hacking turrets is also a very high-profile and low-impact action that tends to get you killed well before you can really do anything with them. Vehicles are really the biggest issue here, because people can spawn out of them and you can do literally nothing to stop this unless you hack an infantry terminal just to switch to a better class. Like Medic. Because Combat Medics deserve C4 more than Infiltrators do, apparently. This begs the question: what tools do we have to break all of these important things that our enemy wants us nowhere near? Well, we have an excessive number of sniper rifles for killing infantry at ranges where nothing but other snipers will have any effect on what we're doing, our faction-specific sidearms which aren't even remotely balanced in comparison to each other, a few semi-automatic rifles that pale in comparison to any automatic, the worst automatic in the game, a 12 second invisibility device which prevents us from defending ourselves while active, that can be countered by IRNV scopes and by us being accidentally looked at while we're moving even slightly, some powerful infantry-only mines, a built-in hacking tool which only works on static base assets, and... a little dart gun with the same functionality as our Q button. This is, in my opinion, the heart of the problem. Far worse than any potential balancing issues with our current equipment is the devastating lack of equipment made available to us. A shotgun is only necessary because our best close combat weapon is an extremely unreliable and underwhelming knife; buffs to the full-auto scout rifles are only necessary because our useless stealth forces us into direct mid-range confrontations. Some roles like destroying or stealing vehicles are outright impossible, and many locations are completely inaccessible to us because we can't climb walls or walk through base shielding despite the most important and desirable objectives lying directly past them. Instead, we have to walk in the front door along with all the other infantry, where we're just going to get shot and blown up because we're paradoxically expected to sneak up on our objectives without any of the tools that would enable us to do so. My solution is simple, and if you people thought that the latest bolt-action rifles were a money-grab, that little incident would pale in comparison to the sheer number of people willingly throwing money at SOE for the kind of unlockable core items that I have in mind. How about a cloaking device that makes you 100% invisible even while sprinting, but only lasts an extremely short amount of time? How about one that lets you pass through base shields while active? How about giving us ******* C4 since it's already in the game on other classes that don't even need it? Slot 3 replacements for the Sensor Dart that let us disable vehicles and generators, maybe? The possibilities are numerous, and I hold no delusions about being the only one here with good ideas. Let's hear some of them instead of more ineffectual whining about how our weapons aren't potent enough to take down a heavy assault for once, hm?