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[PR] Remove infiltrator from syndicate vendor
#4
I also agree with Dimwhat that the sleep darts could be adjusted. Should be long enough (1-2 mins) to strip the captain, quick acting enough that you're not going to be mobbed with a number of retaliation shots by the captain, but it probably shouldn't stack, if at all possible?

You are a literal sneak attack, not an aggressor like the other classes.

So some further thoughts: 

1. Currently the tranq gun has a cap of 15 shots, with 5 refills. That's 90 shots. That's a lot of shots. Too much imo. You'd be hard pushed actually using the gun that much.

Reduce the cap to 10 and reduce the refills to 2.

That's 90 shots down to 30. Big reduction and reduced cap limits the offensive nature of this gun. Again, you a sneaky ninja, not a front line warrior. Your target is the captain and maybe some security if you're lucky, so pick your targets wisely. You're also not really aiming to kill them either. 

2. Give the infiltrator a nuke disk pinpointer as outlined. While not your entire purpose, your tools are literally the best to retrieve the disk singlehandedly. Giving them this will give them better direction.

3. Due to the biiiig tranq gun nerf as above, buff the limited use cloaker by 1 or maybe 2 more uses.

4. Give them also a limited use lightbreaker. This works wonderfully with your NV goggles and could be used as cover when your cloak runs out. 

5. Give them a single EMP grenade, which would also be brilliant defensive tool, at the cost that your radio gets fried.
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RE: [PR] Remove infiltrator from syndicate vendor - by Sundance - 11-26-2020, 10:08 AM

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