Jump to content

Photo

Infiltrator Cloak, stop eating mah fuels

- - - - -

  • Please log in to reply
140 replies to this topic

#1
-Tj-

-Tj-

    Advanced Member

  • Members
  • PipPipPip
  • 285 posts

Infiltrator cloak, stop eating mah fuels! Seriously.

 

I've been hating on this change almost immediately after it was implemented. Here's why:

 

- The Infiltrator's cloak is only one of three abilities in the game that relies on another resource. The others are the Incinerator and G2 Raider, but the Incin doesn't have a lengthy cooldown and relies on a resource that builds with weapon use, and the G2 Raider's fuel usage makes sense, given it's like a forced speed boost with the ability to shoot.

- Cloak time is completely dependent on available fuel, rendering cloak useless if there is no fuel, or making any kind of advanced movement unavailable if cloak uses it all.

- Cloak cooldown isn't reliant on the amount of time the cloak was used, so even if it was used for less than a second, it can't be used again for another 40 seconds.

 

I'd like to see the Infiltrator's cloak be reverted back to its previous state, or at least something that doesn't use fuel. The old cloak, iirc, had a much longer cooldown, 6 second duration, didn't affect movement, didn't muffle sound, and wasn't connected to fuel. I would be ok with a lot of these negatives if the fuel didn't get consumed while in use. A cooldown in the 50-60 second range would be just fine (it's 40 secs currently). Players who stay alive longer will get to use it less, and players who die more often will get to use it more.

 

Here's some other negatives, not really related to the fuel thing:

 

- Cloak is easily-seen

- Any heat-based weapons cancel it (same goes for Predator's cloak, but Pred's cloak cancels if you sneeze on it, so...)

- A cloaked Infil (and Pred) is easily locked onto with a sweep of the crosshairs.

- Cloak muffles sound, making it difficult to hear potential threats. If the Infiltrator's movements were muffled to other units, I'd be ok with this, but it isn't.

- EMPs cancel cloak, and we all know how wide the EMP radius is. EMP + no fuel + can't fire = no can do.

 

I can't think of any other ability that has such a huge list of negatives, and the big negatives are related to fuel. Others have negatives, but not this many. Can we plz stop Infil from eating fuel? Pretty please? With a cherry or 3 on top?

 

Edit: Fixed some inaccuracies (cooldown is 40 seconds, not 20, and forgot about the G2 Raider).

Edit 2: Remembered tonight that EMPs also cancel cloak and changed some formatting to separate a couple of the negative list.


Edited by -Tj-, 21 April 2015 - 12:04 AM.

  • bacon_avenger, crockrocket, Houruck and 12 others like this

#2
n3onfx

n3onfx

    Advanced Member

  • Members
  • PipPipPip
  • 511 posts

To add to what you said the G2 raider also has an ability that is dependent on fuel, and the Heat Charge also breaks the Infiltrator's cloak. This is one of the first things that needs to be fixed, I get how Seeker missiles can lock on a cloaked target (heat signature and all that) even though I find it annoying, but the tiniest bit of splash from a SAARE shot disabling the cloak is something that should be changed imo. It sounds more like a bug or lazy programming (shooting weapons generate heat so we detect shooting weapons by a heat increase on the mech).

 

The change they made to cloak a while back also gave a slight movement speed increase to the Infiltrator when cloaked. I think the sound being muffled is a nice touch, it gives a negative side to using cloak (bar the fuel consumption) and forces you to have a bit more thought into when to use it or not.

 

They could definitely at least lower the fuel consumption on cloak, and keep the fact that running out of fuel kicks you out of it. I like that it does this, it adds another layer of management and incentive not to burn everything by jumping around. But given the negatives you listed, the rate of fuel consumption is too high.

 

That or put a timer on (a pretty long one, something like 20-30 seconds) coupled with the fact that under cloak your fuel cannot regen.


Edited by n3onfx, 26 March 2015 - 03:08 AM.

  • -Tj- likes this

t

t

DWEH3ZP.png   CRITICAL  RqKpxHn.png    ASSIST   VDNrFxD.png

t

t


#3
CrimsonKaim

CrimsonKaim

    Advanced Member

  • Members
  • PipPipPip
  • 1235 posts

 

Here's some other negatives, not really related to the fuel thing:

 

- Cloak is easily-seen, and any heat-based weapons disable it (same goes for Predator's cloak, but Pred's cloak disables if you sneeze on it, so...)

- A cloaked Infil (and Pred) is easily locked onto with a sweep of the crosshairs.

- Cloak muffles sound, making it difficult to hear potential threats. If the Infiltrator's movements were muffled to other units, I'd be ok with this, but it isn't.

 

I can't think of any other ability that has such a huge list of negatives, and the big negatives are related to fuel. Others have negatives, but not this many. Can we plz stop Infil from eating fuel? Pretty please? With a cherry or 3 on top?

 

Especially this


  • -Tj- likes this

- Sitting next to the sound box in Last Eco -


#4
LarryLaffer

LarryLaffer

    Advanced Member

  • Members
  • PipPipPip
  • 71 posts

@-Tj-: Can you please explain your proposition from the direction of practical application of Infiltrator's cloak? As I understand you want the Cloak to be not only the engaging ability, but also the escaping one after tough battle without fuel. Maybe I've got it in the wrong way.


Edited by LarryLaffer, 26 March 2015 - 05:28 AM.


#5
L_evis

L_evis

    Member

  • Members
  • PipPip
  • 17 posts

Stop crying that incinerator is OP and infiltrator is crap, it's not true. Just stop.


  • Anichkov3 likes this

#6
IareDave

IareDave

    Advanced Member

  • Members
  • PipPipPip
  • 359 posts

Stop crying that incinerator is OP and infiltrator is crap, it's not true. Just stop.

 

I agree with Tj. I enjoy the infil, but it's not very high on the tier list for A classes and a gimped ability that completely drains your fuel is not a worthy tradeoff. In fact, this is the only ability that actually negatively impacts one of your mechs attributes.  


Edited by IareDave, 26 March 2015 - 07:07 AM.

  • -Tj-, VYR3 and petracles like this

#7
L_evis

L_evis

    Member

  • Members
  • PipPip
  • 17 posts

Infiltrator is OP and must be nerfed totally!


  • Anichkov3 likes this

#8
Elite_is_salty

Elite_is_salty

    Advanced Member

  • Members
  • PipPipPip
  • 1144 posts
 

 

- Remove the fuel consumption of the infiltrator's ability. I have over 400 hours in the mech, I know what I'm talking about, the current ability is absolute fuzzy bunny. Just make it time limited. Pre-steam lasted 8 seconds, and took 16 secs to recharge (just like the pred's current recharge), and was very balanced. ALL old infil mainers know how much of a pain the current ability is. Ask -Tj- lol.

 


  • -Tj- and MajyckToad like this

The PC community is the red headed step child Reloaded never wanted but got saddled with when they married the PC community's mother.

---------------------------------------------------------------

Shoutout to mah real Africans out there.


#9
DerMax

DerMax

    Advanced Member

  • Members
  • PipPipPip
  • 908 posts

I wish I could chip in, but I just don't remember whether or not the ability's current state is bad xD



#10
Silverfire

Silverfire

    Advanced Member

  • Members
  • PipPipPip
  • 1421 posts
I've always found the infil fuel drain on the ability debilitating, as Infil is the only A class I'm semi-competent with. I don't like it and it doesn't make sense either.
  • -Tj- likes this

lNM7VnC.png

( ^ click for the EMP song ^ )

 

Come take a look at Hawken guides | Join me on #hawkenscrim IRC

 

 


#11
Amidatelion

Amidatelion

    Advanced Member

  • Members
  • PipPipPip
  • 2474 posts
I "main" Infil and I don't care either way.
  • petracles, cybertormentor and Flifang like this

#12
Sylhiri

Sylhiri

    Advanced Member

  • Members
  • PipPipPip
  • 403 posts

I tested the distance of cloak vs not cloaked while boosting. You actually go less distance and eat more fuel while only going slightly faster. Honestly you'd barely miss the increase in speed it if it never ate fuel.


  • -Tj- likes this

#13
OdinTheWise

OdinTheWise

    Advanced Member

  • Members
  • PipPipPip
  • 547 posts

i have all ways thought the use of fuel to power the cloak was a dumb concept 


  • -Tj- likes this

We Can Dance If We Want To     

 

 OTWsig2.jpg

ES3lMRu.png?1


#14
Kopra

Kopra

    Advanced Member

  • Members
  • PipPipPip
  • 520 posts

Old devs' logic:

 

"Let's reduce the cooldown to 20 seconds so players can use it more often, but let's put a fuel depletion to balance frequent usage out."

 

Many people find it less effective than it was previously, but there are also fans of the faster cooldown.

 

"Uh oh we better nerf this thing, fuzzy bunny you Infiltrator players! 40 seconds now! Ha ha ha! We will also leave the fuel depletion intact!"


  • DerMax, -Tj- and nepacaka like this

#15
EpicotR

EpicotR

    Newbie

  • Members
  • Pip
  • 6 posts
Infil is my favourite mech. I dont see the fuel consuption as a problem, just a balanced obstacle. The cloak isnt amazing for vanishing before your enemies' eyes. Its far better suited for under the radar sprints behind the enemy's position. Infil has lotsa fuel and it recharges fast enough imo. What i want is LET ME TURN IT ON IN THE CAROUSEL at the end. Epic invisible taunting plz!! ;)
  • Bergwein, Liederkranz and kubikiri like this

#16
Sylhiri

Sylhiri

    Advanced Member

  • Members
  • PipPipPip
  • 403 posts

The cloak isnt amazing for vanishing before your enemies' eyes. Its far better suited for under the radar sprints behind the enemy's position.

 

In my experience the enemy is never just a sprint away, if I have to get behind them it's going to take the entire fuel tank to avoid radar.


  • dorobo likes this

#17
EpicotR

EpicotR

    Newbie

  • Members
  • Pip
  • 6 posts

In my experience the enemy is never just a sprint away, if I have to get behind them it's going to take the entire fuel tank to avoid radar.


Who says you need to be sprinting everywhere? Cool your thrusters and walk. You stay off radar unless you wander into a scanner. This is an infiltrator we're talkin about not a zerker. We gots to be sneaky.maybe if you stopped boosting everywhere you would have fuel left for cloak :p

#18
Dawn_of_Ash

Dawn_of_Ash

    Advanced Member

  • Members
  • PipPipPip
  • 431 posts

Who says you need to be sprinting everywhere? Cool your thrusters and walk. You stay off radar unless you wander into a scanner. This is an infiltrator we're talkin about not a zerker. We gots to be sneaky.maybe if you stopped boosting everywhere you would have fuel left for cloak :p

 

I do this, but by the time I get there I have only about 25% fuel tank available. True, it is less than rushing over there with cloak, but it's still not enough. I'd actually want to see the Infiltrator's ability, when used, to drain your fuel at a slower rate at the very least. I'm not sure about the whole 6 second thing, but I wouldn't mind that either if it was to compare to the current Infil's ability. 


  • -Tj- likes this

#19
Sylhiri

Sylhiri

    Advanced Member

  • Members
  • PipPipPip
  • 403 posts

I do this, but by the time I get there I have only about 25% fuel tank available. True, it is less than rushing over there with cloak, but it's still not enough.

 

This and the fact while your taking your long walk in the park your completely useless to your team. Also the enemy team doesn't stay in the same place, they tend to move around.


Edited by Sylhiri, 26 March 2015 - 03:19 PM.

  • dorobo and -Tj- like this

#20
ArchMech

ArchMech

    Advanced Member

  • Members
  • PipPipPip
  • 411 posts

dont do it - ArchMech 2015

fuel problems on infil? u wot m8?


Edited by ArchMech, 26 March 2015 - 03:33 PM.

  • Merl61 and BluetoothBoy like this

don't mind me, i'm just on a crusade against humanity, by the end of my lifespan earth's population will be 8 billion+ trolls


#21
-Tj-

-Tj-

    Advanced Member

  • Members
  • PipPipPip
  • 285 posts

To add to what you said the G2 raider also has an ability that is dependent on fuel, and the Heat Charge also breaks the Infiltrator's cloak. This is one of the first things that needs to be fixed, I get how Seeker missiles can lock on a cloaked target (heat signature and all that) even though I find it annoying, but the tiniest bit of splash from a SAARE shot disabling the cloak is something that should be changed imo. It sounds more like a bug or lazy programming (shooting weapons generate heat so we detect shooting weapons by a heat increase on the mech).

 

The change they made to cloak a while back also gave a slight movement speed increase to the Infiltrator when cloaked. I think the sound being muffled is a nice touch, it gives a negative side to using cloak (bar the fuel consumption) and forces you to have a bit more thought into when to use it or not.

 

They could definitely at least lower the fuel consumption on cloak, and keep the fact that running out of fuel kicks you out of it. I like that it does this, it adds another layer of management and incentive not to burn everything by jumping around. But given the negatives you listed, the rate of fuel consumption is too high.

 

That or put a timer on (a pretty long one, something like 20-30 seconds) coupled with the fact that under cloak your fuel cannot regen.

 

Back during the Advance Battalion test 1, they had the Infiltrator doing what it does now with it's fuel use, but if I recall correctly, the cooldown was much shorter, and the speed boost was insanely high. It was pretty much nerfed to what it is today, and got some tweaks here and there. They did exactly what Kopra said:

 

Old devs' logic:

 

"Let's reduce the cooldown to 20 seconds so players can use it more often, but let's put a fuel depletion to balance frequent usage out."

 

Many people find it less effective than it was previously, but there are also fans of the faster cooldown.

 

"Uh oh we better nerf this thing, fuzzy bunny you Infiltrator players! 40 seconds now! Ha ha ha! We will also leave the fuel depletion intact!"

 

 

Stop crying that incinerator is OP and infiltrator is crap, it's not true. Just stop.

 

I'm actually asking for a nerf if you think about it. 50-60 second cooldown means cloak will be used less, and if it's not tied to fuel it means it has a specific duration. Really what I want is the irritation of the fuel connection to be removed in favor of a cloak that can't be used as often. Seems like a fair trade-off to me.

 

 

@-Tj-: Can you please explain your proposition from the direction of practical application of Infiltrator's cloak? As I understand you want the Cloak to be not only the engaging ability, but also the escaping one after tough battle without fuel. Maybe I've got it in the wrong way.

 

Fuel is a valuable resource in this game. Without it, you're basically ded in the water. You can't boost, you can't fly, and forget about air dodging, which also uses fuel, so even if you walk off a bridge, you can't air dodge. You basically then have two movement options: Walk or dodge. Both make for easy targets. For the G2 Raider, using the ability uses fuel, but it also grants an large increase in mobility, and it can shoot while doing so. The Infil loses its cloak and resets the cooldown if it fires. If fuel is at 1% and the cloak is activated, cloak lasts for less than a second (in theory, I'm not sure if it can be activated at 1% fuel). The old cloak allowed much more tactical variety. You could cloak and boost half way to your destination, allowing your fuel to recover some before you get there. You could cloak and hide, waiting for an ambush. With the current cloak, you could wait for a lot longer, but your fuel might be depleted by the time your target arrives. You'd better pray they're alone and land your shot well, 'else you're screwed because you can't evade without fuel. A consistent cloak timer also means players can get a better sense for its timing. I used to be able to subconsciously time the cloak while using it. I can't do that anymore, and it's frustrating when I use it, only for it to last a second or two.

 

There was also the immense pressure of hiding while cloaked, knowing that you only have 6 seconds of it, but at least if the enemy managed to see you and engage, you had the fuel in reserve to put up a fight or flee. You don't really have that choice with the current cloak. You can hide for a really freaking long time, but what happens if the enemy sees you and engages? Well, if you have enough fuel you can try to fight back... but running on half a tank of fuel isn't much of an option.

 

True, it would be good to have as an engage/escape ability, but it already works that way provided you have enough fuel to use it. But that's beyond the scope of my argument. Mainly, it's irritating as heck to use, and doesn't really make sense to connect it to fuel. Lots of folks here have hit the nail right on the head with their examples.

 

The current cloak basically removes tactical choices that the old cloak allowed, and all it added was a longer duration and a lot of negatives. I used to main a Scout a long while back, but I switched to Infiltrator because of the versatility it offered. The current cloak removed a lot of that versatility and replaced it with irritation, so much so that I'd started thinking about switching my main to something else some time ago.

 

Infil is my favourite mech. I dont see the fuel consuption as a problem, just a balanced obstacle. The cloak isnt amazing for vanishing before your enemies' eyes. Its far better suited for under the radar sprints behind the enemy's position. Infil has lotsa fuel and it recharges fast enough imo.

 

Who says you need to be sprinting everywhere? Cool your thrusters and walk. You stay off radar unless you wander into a scanner. This is an infiltrator we're talkin about not a zerker. We gots to be sneaky.maybe if you stopped boosting everywhere you would have fuel left for cloak :p

 

I feel like you haven't really encountered many situations where you try to walk to flank, and by the time you get there your entire team has already been decimated, or the entire enemy team (and yours) is gone by the time you get there because the fight moved somewhere else. Besides that, by the time you get there, you'll probably be an easy target since you won't have fuel to get away or evade well.

 

I'm not sure how long you've been playing, but if you had a chance to play with the old cloak I think you'd want it back, too.


  • bacon_avenger and LarryLaffer like this

#22
moosa17

moosa17

    Advanced Member

  • Members
  • PipPipPip
  • 50 posts

I think the infil could be tweaked to be more fun/interesting. I rarely use the cloak as-is; it can be great if used in just the right situation, but it's hard to work those situations in. I don't think the infil particularly needs to be buffed overall. Even without the cloak it's not a bad mech. 



#23
bacon_avenger

bacon_avenger

    Advanced Member

  • Members
  • PipPipPip
  • 366 posts

I think the infil could be tweaked to be more fun/interesting. I rarely use the cloak as-is; it can be great if used in just the right situation, but it's hard to work those situations in. I don't think the infil particularly needs to be buffed overall. Even without the cloak it's not a bad mech. 

We aren't asking for a buff, we are asking for a return of the cloak behavior that made it useful.

 

I remember when it was tied to fuel, and we always wondered WTF they were thinking by doing so.  I don't think we ever were told the reasoning behind it either.


  • -Tj- likes this

Test dummy for science, Follower of Wheatons Law, usually hanging around #hawkenscrim and #spawn, occasional poster of YouTube videos and streaming.  Can also be found on twitter

 

cs5t805.png?2


#24
-Tj-

-Tj-

    Advanced Member

  • Members
  • PipPipPip
  • 285 posts

 

I remember when it was tied to fuel, and we always wondered WTF they were thinking by doing so.  I don't think we ever were told the reasoning behind it either.

 

The way I remember it, Vana said he thought it made the Infiltrator more "interesting," but he didn't really clearly state why. Maybe it made sense in his head and rationale. He did say wanted to let players use its ability more often (reduced cooldown), but maybe he thought he also needed to offset its more frequent usage by nerfing it somehow... thus the fuel connection was born.

 

Personally, I don't think this idea was thought through very deeply or thoroughly. It feels half-assed, honestly... kinda like Bunker--built and play-tested in a day, "don't touch a thing" before being released. Those of you who like Bunker should also know that it's been stated that it didn't go through much of a revision process (no joke, go read the statement for yourself here).

 

I've always had this feeling that Vana didn't really like the Infil much, or maybe didn't really play it enough to really know what made it so fun to play. I could be wrong, but that's the feeling I had.


Edited by -Tj-, 27 March 2015 - 07:29 PM.


#25
-Tj-

-Tj-

    Advanced Member

  • Members
  • PipPipPip
  • 285 posts

Hope this isn't too necro, but I think this needs this addition.

 

Yesterday while playing a match with some of the game's highest ranked players, I realized that the cloak is even more useless in such matches. It's not because of the visibility. No, that much is fine. It's because where the Infil could be the most useful it fell completely flat on its face because of the fuel tie-in.

 

Take, for example, a sniper... a very good sniper, taking out units from afar. There are two mechs that could effectively sneak behind enemy lines to take it out: the Predator and the Infiltrator. In situations like this, that sniper is going to be taking out your units left and right, picking off the weak while the front line forces whittle down health, so faster would be better. The Infil used to be good for stuff like this, allowing the player to boost there for half the cloak duration and walk the rest to build it back. By the time you get there you have some fuel left and can attempt an assassination on said sniper. Not so with the current cloak.

 

The trouble with the fuel tie-in is thus: by the time you get there, you've got no way to maneuver. Good snipers will have good aim, and often good tactics. That usually means there's a scanner or a turret nearby, and/or they're relatively close to their team. That means once the cloak is disabled, you've used up precious fuel, and basically one chance to take out that sniper, because the turret or scanner will have picked you up, alerting the sniper (turret) or the whole team (scanner), at which point all guns will be on you. Your best bet will be to take out the sniper and escape. OH WAIT. No fuel.

 

The point of taking out the sniper is to temporarily halt kills on your team, but what's the point if you can't maneuver well enough to even come close to escaping? Maybe you'll have taken out the sniper, but you'll likely also have died, meaning the attack was fairly pointless.

 

Even worse, if that sniper somehow manages to see you before you get there, you're going to become their priority target. You can't maneuver well if you have no fuel, making you an easy target.

 

There's just so many negatives with this that it blows my mind. I'm not letting this go, because my favorite mech was just fine before this change. Again, I'm not asking for a buff, I'm asking for a nerf in exchange for more versatility.


  • dorobo, bacon_avenger and Chickin like this

#26
Amidatelion

Amidatelion

    Advanced Member

  • Members
  • PipPipPip
  • 2474 posts

snip

 

Have you ever considered walking in and cloaking out.



#27
-Tj-

-Tj-

    Advanced Member

  • Members
  • PipPipPip
  • 285 posts

Yeah, and I've tried it. If you walk and there's a scanner, you'll show up on radar. If there's a turret, the turret will spot you and start firing. Both will alert the sniper to your presence. That's if you don't get spotted first.


Edited by -Tj-, 19 April 2015 - 07:13 PM.

  • bacon_avenger and Interrobang87 like this

#28
BariumBlue

BariumBlue

    Member

  • Members
  • PipPip
  • 16 posts

Hope this isn't too necro, but I think this needs this addition.

 

Yesterday while playing a match with some of the game's highest ranked players, I realized that the cloak is even more useless in such matches. It's not because of the visibility. No, that much is fine. It's because where the Infil could be the most useful it fell completely flat on its face because of the fuel tie-in.

 

Take, for example, a sniper... a very good sniper, taking out units from afar. There are two mechs that could effectively sneak behind enemy lines to take it out: the Predator and the Infiltrator. In situations like this, that sniper is going to be taking out your units left and right, picking off the weak while the front line forces whittle down health, so faster would be better. The Infil used to be good for stuff like this, allowing the player to boost there for half the cloak duration and walk the rest to build it back. By the time you get there you have some fuel left and can attempt an assassination on said sniper. Not so with the current cloak.

 

The trouble with the fuel tie-in is thus: by the time you get there, you've got no way to maneuver. Good snipers will have good aim, and often good tactics. That usually means there's a scanner or a turret nearby, and/or they're relatively close to their team. That means once the cloak is disabled, you've used up precious fuel, and basically one chance to take out that sniper, because the turret or scanner will have picked you up, alerting the sniper (turret) or the whole team (scanner), at which point all guns will be on you. Your best bet will be to take out the sniper and escape. OH WAIT. No fuel.

 

The point of taking out the sniper is to temporarily halt kills on your team, but what's the point if you can't maneuver well enough to even come close to escaping? Maybe you'll have taken out the sniper, but you'll likely also have died, meaning the attack was fairly pointless.

 

Even worse, if that sniper somehow manages to see you before you get there, you're going to become their priority target. You can't maneuver well if you have no fuel, making you an easy target.

 

There's just so many negatives with this that it blows my mind. I'm not letting this go, because my favorite mech was just fine before this change. Again, I'm not asking for a buff, I'm asking for a nerf in exchange for more versatility.

 

yup yup, a cloak can really have two uses; tactical and strategic. Using the cloak strategically usually consumes a lot of fuel, using it tactically (to gain a quick, temporary advantage) means that you can't use the ability again for 50 freaking seconds. 

 

It's kinda in an awkward place where it's not that great for either uses, certainly not compared to other classes.



#29
Volgraza

Volgraza

    Advanced Member

  • Members
  • PipPipPip
  • 73 posts

I play the Infil and I try to Mange my fuel. If you walk and stay out of sight you stay off the radar when you see a juicy target cloak up and assassinate them. Easier said than done to be sure. Maybe the Fuel use could be reduced by 20% or something. thats just my 2 cents.



#30
-Tj-

-Tj-

    Advanced Member

  • Members
  • PipPipPip
  • 285 posts

Forgot about EMPs cancelling cloak, added it to the original post. Posting as a reply as well in case others have read this thread and miss the added info.



#31
Xacius

Xacius

    Advanced Member

  • Members
  • PipPipPip
  • 387 posts

@-Tj-: Can you please explain your proposition from the direction of practical application of Infiltrator's cloak? As I understand you want the Cloak to be not only the engaging ability, but also the escaping one after tough battle without fuel. Maybe I've got it in the wrong way.

 

Its cooldown is so long that you basically have to choose one.  


Edited by Xacius, 21 April 2015 - 01:30 PM.

  • -Tj- likes this

#32
CrimsonKaim

CrimsonKaim

    Advanced Member

  • Members
  • PipPipPip
  • 1235 posts
You know the the cloak us weak when 1000 MMR players can spot it. And yes they can do that.
  • nepacaka likes this

- Sitting next to the sound box in Last Eco -


#33
Amidatelion

Amidatelion

    Advanced Member

  • Members
  • PipPipPip
  • 2474 posts

Forgot about EMPs cancelling cloak, added it to the original post. Posting as a reply as well in case others have read this thread and miss the added info.

 

EMPs break all abilities. Working as intended.


  • petracles likes this

#34
Liederkranz

Liederkranz

    Advanced Member

  • Members
  • PipPipPip
  • 98 posts

I'm thinking that the fuel depletion thingy could be removed... BUT while cloaked it doesn't regenerate. This allows for some interesting ambush strategies, as you will have one full fuel tank to fool around (jump, boost) while cloaked but won't regenerate unles you uncloak. Another detail could be that when you run out of fuel while cloaked, the cloak doesn't wear off. You stay cloaked with an empty fuel tank.


  • dorobo and CrimsonKaim like this

Cybrex: Predators hunt from above.

MessyBopzz: like jesus?

Cybrex: Better than jesus

 

xaW8OWj.png

 

HWGNjmo.png  LUAERYM.png  KVKGZ2j.png  nCDGAWz.png  HWGNjmo.png


#35
PepeKenobi

PepeKenobi

    Advanced Member

  • Members
  • PipPipPip
  • 183 posts

I think that the Infiltraitor is fine as it is now. You boost around while cloacked then you burn out your fuel very quick. You walk then you can go cloacked for longer time. You do not move and activate your spcial ability then you can cloack for a much longer period of time. Is that so, how it works? Haven't played it much to be honest.

 

If it operates like that then I don't see any problem with this mech. Unlimited cloacking even when you do not move isn't an ideal possibility, IMHO, for improving the meta's quality.

 

Note::: The current way Scanner items reveal Infils while cloacked should be revised. This according to how infils get in the scanner's detection range, from a distance stand point, and how the infil is behaving when getting in range (boosting, walking or staying without moving)... Maybe when not moving as some opponent deploys and scanner should not make the infil to render on radar... just an idea+s though.



#36
BluetoothBoy

BluetoothBoy

    Advanced Member

  • Members
  • PipPipPip
  • 154 posts

dont do it - ArchMech 2015

fuel problems on infil? u wot m8?

I'm gonna have to agree with Arch here. As Infil currently stands, I have no issue at all using the ability. Who cares if you have basically no fuel after your initial attack? If you need fuel immediately, you're using the ability incorrectly in the first place. The Infil is listed as an assassin mech. Sneak up, GL and primary simultaneously from behind. Takes out nearly half of an A-class in one go. Most of the time, by the time they've turned around, you've rebuilt enough fuel to dodge just fine. And with any luck, you'll be able to get at least another shot or two in before they hit you.

 

Another very good way to use the Infil's cloak is to quickly flank in chaotic team-based situations. More often than not (at least 95% of the time in my experience) you will go unnoticed, and if you've played your cards right and your team is on the other side to back you up, you can disrupt an entire group, which leads to their destruction when your team rolls through.

 

As I see it, the Infil is one of the most diverse mechs in the game. It's got a GL with options for sustained, burst, and proximity weaponry. If I know I'm on the losing side, I'll often switch to Infil in order to bring the score back up.

 

TL;DR: I do just fine without the ability being adjusted. I've seen many others do the same. Any changes to it as suggested and it could a) completely change the way it is played (which might be jarring for many players), and/or b) make it an unbalanced mech. Compared to most of the other mechs I play, it already seems a tad OP.


  • DonCornelius likes this

#37
MajyckToad

MajyckToad

    Advanced Member

  • Members
  • PipPipPip
  • 78 posts

I agree with most of the observations posted, but I'd like a shorter cooldown, slightly faster fuel replenishing (since if you snuck in, you now can't run anywhere and the enemy is now targeting your dodge-pauses) and/or larger tank.

I'd settle for genuine cloaking/stealth or whatever, closer to what Pred has, and not the wrinkly grey ghost suit--genuine lightwave bending. Just this.


BkeETgs.jpg


#38
Liederkranz

Liederkranz

    Advanced Member

  • Members
  • PipPipPip
  • 98 posts

I agree with most of the observations posted, but I'd like a shorter cooldown, slightly faster fuel replenishing (since if you snuck in, you now can't run anywhere and the enemy is now targeting your dodge-pauses) and/or larger tank.

I'd settle for genuine cloaking/stealth or whatever, closer to what Pred has, and not the wrinkly grey ghost suit--genuine lightwave bending. Just this.

 

I understand that Pred and Infil look exactly the same way when cloaked.


Cybrex: Predators hunt from above.

MessyBopzz: like jesus?

Cybrex: Better than jesus

 

xaW8OWj.png

 

HWGNjmo.png  LUAERYM.png  KVKGZ2j.png  nCDGAWz.png  HWGNjmo.png


#39
IareDave

IareDave

    Advanced Member

  • Members
  • PipPipPip
  • 359 posts
Infil's ability is the only one in the game that comes with a downside. That's foolish.

#40
Silverfire

Silverfire

    Advanced Member

  • Members
  • PipPipPip
  • 1421 posts
Um Dave are you forgetting turret mode?
  • nepacaka likes this

lNM7VnC.png

( ^ click for the EMP song ^ )

 

Come take a look at Hawken guides | Join me on #hawkenscrim IRC

 

 





0 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users