(I couldn't find a way to properly format the reply, so...)
DerMax, I love you but... there is so much wrong with this.
> I wrote this in a couple of minutes, tired after a hectic work day. I do think it is poorly written and poorly thought out.
Heat Scout is a strict upgrade to Heat Infil, and that is mostly due to the ability and the synergy between Heat and TOW. (Plus, TOW is op.)
a) how is this relevant to the ability and b) why aren't you running AR, milgescum?
> a) It is relevant in that if we want balance, we don't want one A class to be a strict upgrade to another A class in almost every aspect.
> b) AR is much stronger than Heat and EOC, and anyone who runs it on infil has no balls and is an idiot, because with AR zerker is way better.
1. Any competent player can see you cloaked if you're moving, and you have to move because you have little time due to fuel consumption.
2. Seekers home on you automatically and hellfires can be locked on to you.
3. Scanners reveal you.
4. Preds can see you with their ability.
5. If you pop your ability too far away from the enemy, by the time you're next to them, you're out of fuel, so there's no way to escape (this is partially helped by a fuel converter, but that's not enough).
6. If you pop it too close to the enemy, they'll hear the sound cue and will be ready to burst/prefire you.
7. The ability's fuel consumption puts you on the clock and is very restrictive, which can be frustrating.
8. Heat charge and SAARE uncloak you for whatever dumb reason (thanks Nepa for reminding).
1. If you're in their foremost field of vision, yes. If you're in their peripheral, no. So many goddamn people make this mistake and I can't believe you're one of
them.
> Don't talk down to a superior infil -- I know my stuff. 2500+ players see me cloaked from a mile away, peripheral or not; I do as well. You don't even need to see the dude: if he's any close (~50 meters), you can hear him walk or boost and adjust your FoV accordingly.
> This is not relevant, but with Plastic Hawken cloaked mechs are almost as visible as regular mechs, which kinda sucks.
2. Not a problem if you're using cover and again, not in their front field of vision. If a random sweep of the shittiest weapon in the game gets you, that's your problem, not the ability's.
> Some maps have minimal cover. But yeah, this isn't that big of a deal, honestly.
4. Ehhhhnnn, agreed, but I feel like it's part of the Pred's schtick.
> A 2500+ Pred, if not entertained by your teammates, will make it impossible for you to flank or surprise-alpha in a TDM match. Period. If a mech's shtick is to make another mech's ability useless and frustrating, then that's bad design in my opinion.
5. Really, a pilot problem, but sure, fuel use could be buffed.
> This makes the ability incredibly restricting, which makes it not fun, seeing that almost all the other abilities don't restrict the user (e.g. scout, zerker etc.) It is a pilot problem, but oftentimes you cannot predict your opponent's actions 4+ seconds in advance, and then you can find yourself either overextending or wasting your ability.
6. Pilot problem.
> Yep.
7. See #5
> #5 does not address this point. In it, I'm implying the ability's juxtaposition against the abilities of the other A classes, which do not restrict the pilot in any way. The Cloak, however, in addition to the fuel consumption, restricts you in where and when you can activate it without being punished for it. An inferior ability that is more difficult to use is bad design. Just like EOC in its current implementation.
For these reasons, the ability's only use is boosting and dodging without being seen on the radar. That's about it.
Annnnd disorienting people point blank or when breaking the turn cap.
> I am not disoriented by people using the ability near me, nor is Meraple, for example. If I lose the sight of my opponent cloaked, I simply listen to the sound cues of walking, boosting and hovering, all of which are audible up to at least 30 meters away. If I don't hear anything, the opponent is either stationary and is wasting the fuel, or is already far away, in which case whatevs (this happens rarely).
Annnnd vanishing in the middle of an EMP because the ability still works during it and the green mess gives perfect visual distortion to cover the shitty stealth.
> I don't know what your graphic settings are, but with my settings the visual distortion does barely anything to help the ability.
But even without that, you've highlighted an incredibly useful ability - repositioning that, when done right, the enemy team can't do anything about, or even can see coming.
> Anyone playing against DerMax sees it coming, at all times. With a competent Pred on the enemy team they see it coming quite literally, because the dude will light me up on the radar for his teammates to see, after which I'm met with a warm and fuzzy prefire on my nose. (Carl, this kills people!)
Here's my rework for Infil's ability:
1. Seekers and hellfires no longer home/lock on to you.
2. Scanners no longer reveal you.
3. When activated, the ability cloaks you and reduces your fuel regen to zero. It consumes fuel only when you walk, dodge or boost (at a low rate). When you stand still, your fuel gauge remains unchanged. When you have no more fuel, you lose your cloak and the ability cooldown resets.
1. No. Git gud.
> Okay. *sadface*
3. While I'm on board with buffs, some questions:
a. Would fuel converter still work?
> Sure, why not?
b. What do you mean by "at a low rate?" Like, less than normal boosting? I don't think that's quite kosher.
> Boosting would consume fuel at the regular rate PLUS the ability's consumption rate (which is low).
c. While I'm on board with the potentially endless ability from no fuel consumption while motionless, do you think this will encourage passive play? For consideration: how the vast majority of players play Pred and fail to use it to its fullest potential.
> I don't think so, but what's wrong with passive play? It's better than yolodiving noobs and airdodging flying monkeys.
What this change does is it lets the Infiltrator... well... infiltrate. This ability will allow infils to use map geometry to capitalize on the enemy team's blind spots, without being on the clock, get close, and when the bastards least expect it, you strike 'em and run for the hills (e.g. emp + alpha). This implementation has more depth to it, it's more tactical and, in my opinion, more fun.
My problem with this is that it is in no way more tactical or even does anything new. The infil already uses map geometry to capitalize on blindspots, allowing for alphas. Being on the clock is an inherent weakness, yes, but also gives it some tension and requires tactical, flexible thinking and approaches. I dislike the fuel problems but I have zero fuzzing issues as it stands playing Infiltrator at a high level. It is in fact one of three mechs I'm comfortable punching above my weight in (the other two being Vanguard and Grenadier). The ability isn't useless stealth like you're making it out to be. Yes, even mid-tier players will see you in the open. No, people will generally not see you when you approach them from an oblique angle.
> I don't care about what people "generally" do, I care about how this ability works at the highest level, because that's how you balance things in any fps game. At the highest level, Infil's cloak does not work well.
FFS, hestoned once bitched me out for using Infil in a DM because it consistently let me reposition and hit him when he was weak, and this is a top-tier player who knew it was coming and what to look out for.
> Infil's ability in a DM is stupidly powerful because, using it, you can get close to people who are already in a fight, kill both of them and get the juicy XP. I don't understand how this is in any way relevant to the discussion.
In closing, while I'm on board for minor buffs to the fuel loss, I see people's issues with the ability as being "this isn't the stealth I want" rather than "there is an actual problem with the way stealth works." It doesn't work the way people want and they refuse to engage with the way it actually works.
> I am not "people", though. I've played this mech at the highest level in EU, and I'm still bitching about the way it works, because it's trash compared to the other mech's abilities. It's excessively restricting, difficult to use, it has many downsides, and it's still bad even with all this luggage.
Edited by DerMax, 27 February 2017 - 02:17 PM.