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Infiltrator

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13 years ago
Seen yet another grand batch of infiltrator usefail. Please give it the ability to EMP Golly in one.. the gollys mega HP would mean it stays EMP'd for little time anyway, but its got to be an improvement. ATM almost every teamgame seems to come down to who rolls out a golly, and then the other team failing utterly to use skuttles & infiltrators correctly (or at all).
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LOL just consider costs, spy is already damn amazing if 1 spy would emp golly then 4 spy could fully emp bantha? hell no.

Ohh and by the way that "rolls golly" if that was because of yesterday's losing spree or whatever we were 3 - 4 coms who kept on rushing and transporting that golly right near coms/bases. Problem was nobody went air and didint killed transports.

If you want emp golly first damage it then emp it.
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13 years ago
And by the way golly is meant to be king of flat land, it has only 1 movable surface and cant shot air at all.
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Skuttle only costs 250m more and removes the target instead of just stunning it if it has low HP. Infilitrator is a shitty anti-heavy, said heavy needs to be already crippled or be fragile to be susceptible to infiltrator. Since the primary expense of the spy is its energy running cost anyway, it should fail less. I would be happy for it to cost more metal and be more effective.

Yeah you did some golly but that is hardly uncommon - sfireman and jasper do exactly the same almost very single game when they dont go air. I did golly for about 3 weeks straight until I got bored of it. Countering heavy is more difficult than using them atm so the bias is in favor of countering golly with more golly. Half the factories don't even have an anti-heavy counter, so light vehicles/cloaks/shieldy players basically have to scramble to build a new factory unless they have overwelming strength - retreating & repairing heavies is so easy.

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Try to scout with skutle. Also spy fully emps and give enough time to kill jack for its costs its more than enough. + it doesnt need huge ammounts of e.

But I agree that retreating and repairing with heavy units which has tons of HP is very easy (damn obvious isint it) thats why I said that newbs should have access to heavy vehs!

But good player can get much more from light units than from heavy units. Also I have very low fps and heavy units really suits me!
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13 years ago
I've always thought that the Gollie was too versatile since the smaller turret was added. Now that fire predicts, this makes it even worse.

It needs a more definite role, and an explicit vulnerability. We can't rely on all heavy units to be explicitly countered -only- by anti-heavy units. Those are meant to be rewarding high-micro units that punish people for using heavy units unsupported and foolishly, not 'the only cost-effective counter'.

It either needs to lose the flamer (Maybe slow beam instead?) and be vulnerable to light raider units, or lose range/accuracy/speed so that it can be skirmed or it needs to lose some of its general strength (Which isn't that interesting IMO).
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13 years ago
goli. lol. it had a bigger gun-turret? that i would like best.

if you want to modify it, then make it a really CRUSH. meaning: lower turn rate. make it one direction gogo.
so when its running, it pulls the fron forward and cannot retreat so easy (yes i mean really less turn rate that it has right now).

VERY slow turn rate when turning without moving (a tank should be able to do that).
VERY big radius needed to turn when driving. gives it a disadvantage from behind.

fire and gun is ok with me. you can limit fire direction to forward 180 degree if you like, emphasizes the crush direction and weakness from backwards.
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imo:
1) Remove golly flamethrower, buff its main cannon slightly.
b) Or switch the flamethrower for something tame, like a laser blaster.
c) alternately, put the main cannons range back in line with the reaper, and keep the flamethrower.

BUT THATS OFFTOPIC,

BUFF INFILTRATOR/RECOST INFILITRATOR/WHATEVER.. just finish up with a unit that EMPs 12.5k of HP aka all heavies in one. ATM its use is anything but intuitive re: EMPing heavy units.
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13 years ago
Golly's flamethrower is strange. Its kind of a riot not a good riot but still. Slow beam sounds interesting.
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13 years ago
Move Infiltrator to some other factory and replace it with a slowbomb (like the disruptor bomb d-gun).
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13 years ago
Make 2 spies. Turn off their cloak to save energy. Turn on them on before the enemy see them. Run in. Stun the goliath. Run away. Profit?

Thats only 560 metal and some additional energy used.
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13 years ago
Random idea for units like the Infiltrator:

1) Give them a generated cloakfield instead of a simple cloak

2) Reduce the energy-cost for overlapping cloak fields (this is just a way to reduce the micro of turning off all the redundant cloakfields and when rolling them out as a group).

So if I have 3 Infiltrators in close proximity all cloaked, their overlap means they only drain energy of like 1.5 or so.

Then rolling out a squad of Infiltrators wouldn't be so prohibitively expensive in terms of cloak cost.
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13 years ago
to make a point I made golly in teamgame and rolled into into enemy. enemy spammed dirtbags, which failed. they tried to emp me with spies on 4 occasions, losing the spy every time. they EMP'd me with 2 stilletos once, but lost one then couldnt do it again. the golly made cost ~3 times with rudimentry micro.

the game before golly drops and gollys dominated

the game before, golly dominated

blah blah.

now I'm looking, I see that literally every big team game = golly-->win.

ONTOPIC, infilitrator blows. even godde has to use so much micro. meanwhile, golly needs almost no micro.
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A counter CAN include more micro than the tactic/unit it is countering as long as it actually counters it fairly well.
Just look at kiting in the traditional RTS sense without autoskirmishing. You have to order a weaker unit with longer range and more speed away from a stronger unit wearing it down until it is dead.

1 spy counters Jacks, commanders with under 6000 health and pretty much any lone unit under 6000 health. (10 seconds stun at 6000 health)
All the points you are trying to make are related to golly.
You should really have made a thread about about Goliath then :D
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13 years ago
increasing weight on inflitrator so it can EMP golly would be nice, but yes, maybe it is :p
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2 infiltrators give a 10 second stun to a fully healthy goliath. You would basiscally have to double the weight of the infiltrator to be able to stun the golly in 1 shoot. Then spy would be much more costly against commanders, jacks and other units with under 6000 health.
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Skasi
I really don't know what the hell is wrong ith you. Both Golli and Spy are very nice and well balanced units. Spy has AT and an insanely small decloak radius in addition to an awesome weapon, please stop pretending it needs ANY sort of buff. Goli has like a thousand counters, it's flame thrower is what makes it unique among half a dozen other assault units with exactly the same boring projectile (not like this was bad) - three of them vehs/tanks. Anyway, it's nowhere near "zomg op".
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yay, another skasi post I can skip past.

@godde in light of your last post I think you are correct.. I retract (most of) my rage re: infiltrator. I redirect it at the golly.
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Has anyone tried swarming it with vindicators hoping one of the vindis manage to 'nap it?

Like com nap but less troll and more lol.
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13 years ago
You can also stun it with 10-15 gnats and then transport it.
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