What you think on Infiltrator in Tribes: Ascend
Hello all the time when I am playing infiltrator I feel like they given nothing to playing time and the infiltrator never useful infiltrator. I have not played the long hours although I would say one infiltrator will useful compare to the other class. While in OP the infiltrator will be very useful and most of the time I am playing as offense and I can also play defensively, but I don’t like playing as defensively. The basic thing of Infiltrator is to destruction base and . Attacking the gen takes enemies from flag or close defense.
#2
13-04-2012
Nimos
Member
Join Date: Aug 2011
Posts: 1,411
Re: What you think on Infiltrator in Tribes: Ascend
I really like the Jackal Infiltrator and here my feedback on this: I decided to grab the Throwing Knives instead of the Jackal with my bulk of XP but I will give my experience against it. I agree that the Infiltrator was struggling somewhat to be a good saboteur and attacking enemy bases seemed suicidal to them but now I think they went overboard with the Jackal. One of the biggest gripe I have here is that it is by far more superior to the ARX Buster in every form. The thing is that they can detonate the projectiles in mid air which the ARX Buster cannot do. Through this the Infiltrator can two shot any medium armored class indoors; even outdoors and escape in the blink of an eye. Therefore this makes the Raider as a whole almost useless as they have a significantly lower survival chance than the Infiltrator in generator raiding and at the ability to wreck buildings. The preview and intended purpose of the Jackal was a trap maker and a building destroyer and I think the ability to detonate Jackal projectiles in mid air backfired on this. Therefore I think Give Infiltrators a passive back-stab bonus (the perk should be removed) that allows them to one-slash any class in the back to encourage the use melee as an assassin-like class. Air-burst must be removed from the Jackal to balance it with the ARX Buster and a damage tweak to increase effectiveness on buildings and have less effect on players. Let's stop giving the players an impression that this game is Pay-to-Win because most of the weapons people can buy with money are flat upgrades and the Jackal is DEFINITELY a flat upgrade compared to the Stealth Spinfusor.
#3
13-04-2012
Jung
Member
Join Date: Aug 2011
Posts: 1,194
Re: What you think on Infiltrator in Tribes: Ascend
I think Throwing Knives an excellent addition. It has a noticeably low "throw" rate but it is nice and rewarding when it hits a target. The statistics in the description of the weapon are somewhat misleading because it shares the same stats as the Silenced Pistol but with more radius. Overall I think it is a good weapon that deserves its place and I see no issues with it. Along with this Smoke Bomb Opens up some nice ambush and escape opportunities and I think it is a great way to keep Techs on their toes. I think it could use some synergy with the Stealth Spinfusor but that is my opinion. I wouldn't say it's a straight upgrade to the Spinfusor and I really haven't seen much problem with the Jackal. I was caught off guard when people started air-bursting me but I wasn't totally overpowered by it. I was able to maneuver away from it and get the kill with my Stealthfusor. Admittedly air-bursting is easier and does comparable damage to a blue-plate special shot but I wouldn't be so fast to call it overpowered. If it really becomes a problem I'd just recommend making it deal less damage if detonating before landing on something.
#4
13-04-2012
VazV
Member
Join Date: Aug 2011
Posts: 1,237
Re: What you think on Infiltrator in Tribes: Ascend
Unfortunately it is a straight upgrade to the Stealth Spinfusor (weakest in the game). It has too high a damage output and is far better than the ARX Buster with its ability to air-burst projectiles. Clearly it is too powerful and a delay must be added to the Jackal to equalize the difficulty of use with the ARX Buster. The throwing knives are a definite upgrade from the silenced pistol, and that makes them a good addition...? I'm so confused, here! I really want some new toys for my favorite class, but the Jackal does sound like it'll need balancing, and I like my Stealthfusor, so that's not it. Smoke grenades sound like a great tool for more flexibility in combat, which the infiltrator sucks at, so that's a good addition at the cost of losing your ability to do base destruction. That's okay, but I'm never going to use it, because I only play infiltrator to sabotage bases and lastly, the knives. They sound like a harder to use but more damaging pistol. Except someone said the projectile speed is so high that it makes it easier to use, which would be welcomed since the pistol sucks... So it's easier to use and more damaging than the pistol? Then why does the pistol even exist and what reason do I have to believe the throwing knives won't get nerfed in the future to make the pistol more of a valid option?
#5
13-04-2012
Orochimaru
Member
Join Date: Mar 2011
Posts: 1,468
Re: What you think on Infiltrator in Tribes: Ascend
I think the Jackal is a really interesting weapon in its current form but it's a infamy that it overshadows the Arx Buster in nearly all aspects and the Stealth Spinfusor in its ability to hit airborne targets. Great weapon, but probably needs to be balanced unfortunately I don't like the knife stuff. It already feels awkward enough hitting people with swords while we're jet packing around. Now we also throw knives at the speed of sound? The Smoke Grenade wouldn't be as impressive if they hadn't first nerfed the base stealth mechanic. This is just an 'okay' item when you consider that they broke stealth in order to make this one worthwhile. It should be cheaper. I just played for the first time since the update and had the worst session ever. I mostly play doom HoF, all I get now are invisible ninjas flying over the flag stand and destroying all of my defenses without even trying. I hope we get an XP and gold refund at launch because I've wasted so much on my doombringers who is now entirely useless. Went from top half of the board for every game to the bottom 3 for the games I just had. Didn't do anything, didn't stop any caps just got absolutely spammed with grenades till I just quit out of pure frustration.
#6
13-04-2012
Chakradevroy
Member
Join Date: May 2011
Posts: 1,587
Re: What you think on Infiltrator in Tribes: Ascend
Throwing Knives To start off, I'm completely in favor of this. It adds a nice touch to the game, even if, yeah, they are throwing knives. I was just glad they didn't 1hit kill or something ridiculous like that. If you don't really consider the ridiculousness of a power-armor toting space assassin using throwing knives against even more armored, tank-built opponents who are probably targeting you with much, much bigger guns, then I don't really have a problem But, there are a few things I've noticed. There's the splash damage, but how is this possible/shown? I kind of self concluded that there was some sort of shrapnel on impact, or that the knives created some a lethal temporal heat disruption due to the "Lazer blades" so to speak, but honestly I can't really see what's going on here. Is there going to be some sort of impact effect, something that shows what exactly is hitting you, if the knife doesn't? I mean, a throwing knife must have been given AoE damage for a reason. Second, is the time it takes for one to recloak after throwing? I know it's the standard cloak-disruption period after firing a weapon while cloaked, but for a throwing knife I don't think it should last more than 2 seconds. I understand a cloaking device having a hard time compensating for the jerky hand movement to actually throw it, but the white haze/reveal period lasts quite a while after you've thrown the knife.
#7
13-04-2012
AlisaDsa
Member
Join Date: Jul 2011
Posts: 1,291
Re: What you think on Infiltrator in Tribes: Ascend
Yes I agree with above post. I believe there should be at least some sort of either A) Accuracy falloff drop over distance. I haven't noticed that the knives are affected by gravity and any way, and this may be something to take note of. It's not a huge deal, but I can foresee a hearty bout of rage overcoming me when I notice someone has sniped me with projectile kitchen ware, reminiscent of the "cut and toast" laser knife from Hitchhikers Guide to the Galaxy, from across the map. But I love it. I don't think I've jumped to spend actual money on any ingame item like that. I'm thinking, personally, to have it geared more of an assassin's weapon, rather than an actual dependable weapon comparable to any sort of Spinfusor, launcher, gun, what have you. Having it not actually disrupt a cloak would really give it an edge and make it feel like it's using a new game mechanic of "tactical engineer pisser-offer", rather than it being just a different looking "gun" you use like all the others.
#8
13-04-2012
LotusN
Member
Join Date: Jul 2011
Posts: 1,461
Re: What you think on Infiltrator in Tribes: Ascend
I was delighted to see Smoke Grenades added. There is only one thing that bothers me about it, and that's how some people are already using smoke bomb and jackal combinations: Become invisible, send generator room into a chaos-filled haze, stand back and lob explosives into the center and reap the enemies’ heads like wheat to a scythe. And with the bonus to the cloak, actually killing an infiltrator after he/she has lit the place up is nearly impossible. You have to search for something that's not there while you're being blasted to bits, and even if you do hit them, they can vanish and reappear somewhere else. I really do like the concept of Jackal, giving a stealth-type class a remote detonation type weapon, but I'm sure a few tweaks could be made. I can't really make a verdict now, but put your ear to the glass.
#9
16-04-2012
Enos
Member
Join Date: Nov 2010
Posts: 1,609
Re: What you think on Infiltrator in Tribes: Ascend
Inf can change a game easy. Their smg in the right hands is just lethal i mean lethal. Tied up with 5 sticky nades, you can do some srs damage as a inf. Get behind the HOF, drop a stick on his back, and pew pew him down, You don't even need a sticky, you can take out any heavy by dancing and just tagging them down with smg. Goes for lights too, so easy to kill them with the smg. Go down kill the gen, run back up make sure their flag is clear, find a sniper or two.
As for OP, I don't think infiltrator is that weak. A fully upgraded suit can withstand a direct hit by spinfusors, bolt launchers, and thumpers. As others have said, the infiltrator is a mind-game class. The more people you kill, the more paranoid they'll become, but even a few taps from the pistol and a couple sticky grenades nearby will put the enemy team on edge. When you start to see a third of their team looking for you and not paying attention to the flag, you'll know you've done your job.
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