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Perils of infiltration.

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 Perils of infiltration. 
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Serosen
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Joined: Mon Feb 28, 2011 10:35 pm
Posts: 393
Post Re: Perils of infiltration.
Defensive infiltrator is some good fun.


Thu May 03, 2012 3:23 pm
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MobiusPizza
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Joined: Sat Dec 24, 2011 11:15 am
Posts: 277
Steam Gamer Name: mobiuspizza
Post Re: Perils of infiltration.
Its main advantage is stealth

I've seen many youtube video showing how INF can ninja enemy flag carrier, perform stealth grab, clear flag stands many times without dying and cause headache for enemy HoF, deny turret/radar by killing the tech who tries to repair so many times he gives up, etc.

It's the method that counts.
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Thu May 03, 2012 3:25 pm
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doughuggem27


Joined: Thu Aug 18, 2011 10:17 am
Posts: 110
Post Re: Perils of infiltration.
The cloak pack lets you choose the position and time that you enter an engagement. It's not just to sneak into gen rooms to blow up the generator. With smoke grenades you can enter an engagement at the time and place of your choosing, and then escape to reposition if things start to go sour.

The times that I definitely switch TO infiltrator to accomplish something specific is when I need to break a turtle (smoke grenades, sonic punch) or we're getting capped out and I need to hang out by the enemy flag stand and stop caps.

I use Infiltrator for:

Light on flag with prism mines and super heavy (don't stand on the flag, do air body blocks)

Flag clearing or defense disruption. Weaken force fields to almost destroyed so the capper can clear the force field on the way in instead of another just getting placed, keep blasting mines and keep the HoF distracted when the capper comes in. The reason I do this with inf instead of raider or jug is because if there are many defenders, instead of killing a few and dying so that they can still kill my capper I distract, take down deployables, and reposition to do it again so that the defense stays light for the cappers.

Generator ROOM attack. I use smoke grenades and slay defenders instead of trying to suicide bomb the gen. This makes it easier for someone else to take out the generator, and helps keep the gen down when it goes down. On Drydock I use prism mines to camp the gen room, works great.

Generator room defense. It's just as easy to slay attackers as it is defenders, especially since it takes them longer to get back.

Killing HO's and other offense. If you're getting mortar spammed or grenade launcher spammed, inf is great for taking out the HO. You can sticky/donkey punch but I generally donkey punch and brawl and carry smoke grenades instead.

Basically INF is great at anything, you just have to use the cloak pack right.

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Infiltrator sucks - proof that the most UP class in the game needs a boost http://www.youtube.com/watch?v=Mc_XvjsIVyI (pre-cloak-and-dagger inf gameplay)
Proximity grenades do not suck http://www.youtube.com/watch?v=uhowkLoKC-Y


Thu May 03, 2012 3:49 pm
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Cyanistic


Joined: Sat Feb 18, 2012 2:16 pm
Posts: 3783
Steam Gamer Name: Cyanistic
Post Re: Perils of infiltration.
Shinimas wrote:
Infiltrator. Please, tell me why does this class exist?

Because it's fun.

Shinimas wrote:
Sure, against rank 1-10s, you might be able to pull something off, but against at least semi-skilled players, you can't get inside the gen room. It's usually protected by 3+ people and at least 3 light turrets, plus mines, so getting in is a problem. If you do get in, you probably won't have enough time to throw the second sticky, so you have to kill everyone first, which you can't do. And even then, destroying the generator doesn't really do much, as 99% of the caps are cowboy-grabs at insane speeds, so base turrets/light turrents can't even lock on the capping Pathfinder. And if you manage to destroy the generator somehow with suicide sticky-nading, it just gets repaired in 5 seconds by the aforementioned 3 defenders.

If the generators are that buckled down and it's because of YOUR doing, you're playing infiltrator right. You're not suppose to exactly kill. You're supposed to be a pest in their base. Disrupt their defense and do what you can to keep them distracted and disrupted.

Destroying the generator can help your team despite what you may believe.
If there's forcefields guarding the flag, it's kinda hard to get past. Not to mention if they aren't going around 260+ they're going to get him by little pestering turrets and even the base turrets if they're flying extremely predictable.
You can attack their snipers, their HoF, their base assets, pretty much anything really. After all you're supposed to be a roach.
... A roach with a silenced smg, spinfusor or remote grenade launcher

Shinimas wrote:
Base defense? Sure, on some maps you may try stealthing and knifing approaching cappers, but it takes insane skill and luck... on some maps that's not really an option, if there are several ways to approach the flag, the capper will zip past you and won't even register on your scanner until he's a tiny dot on your screen.

Check out my Prism Mine Guide.
There's much more you can do then just... sit on the flag invisible.
As the infiltrator you can excel at generator defense and your mines have an extremely long range if used right and can really buckle down some flagstands.
Shinimas wrote:
Chasing? You can do that, SMG is "fine" for chasing, but Pathfinder is better in every way.
Well of course. That class is NOT for chasing. Don't expect it to be better then the class whom has upgrades to improve it's chasing abilities.

Shinimas wrote:
Enemy flag stand clearing? Well... maybe. But what tools do you have? Surely nothing as nice as MIRV. And even then, cappers can do that themselves sometimes.

Nothing as nice as a Mirv? Do you forget that you can pack 5 stickies on yourself? Just throw a few onto the stand and you'll clear it completely. 5000 damage maximum and 1500 if you're using the jackal.
Shinimas wrote:
Just deathmatching? Infiltrator is the weakest combat class in the game (maybe on par with Pathfinder once Spinfusor is unlocked), so you can't even do that, no TDM/Arena to play.
You'd be surprised. The ability to cloak away can mean life or death. Not to mention royally screw your opponents.
You cloak, they don't know where you are, start skiing in another direction, you attack, and recloak, repeat.

Shinimas wrote:
It's pretty much ranting, but then I honestly think Infiltrator is just that, useless. What's the pity is that this class is the most fun for me to play, I'd like to be useful. I've been watching guides, but all of them are filmed with a presenter playing against total retards/in perfect conditions, like no heavy base defense, which allows him to get inside the base and nest there, killing lone guys that try to repair the generator (and don't even circle/move around it while doing so, allowing an easy sticky or backstab).

Show me the light, please.


Thu May 03, 2012 4:32 pm
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Diknak


Joined: Thu Feb 23, 2012 1:28 pm
Posts: 553
Post Re: Perils of infiltration.
I agree that a well guarded generator room can make it impossible to penetrate as an INF. However, this is a team game and the defense is working as a team, why should a single INF not working as a team be able to beat them? The answer is to bring a friend and take out the gen while your friend distracts them.

Also, the INF is pretty d*** good at returning flags. The capper circling their base is not worried because they don't see a hostile nearby, so they might make a pitstop at an inventory station, turtle in the base, or just walk around their flagstand. They are such easy pickings for a good INF.

The INF is also pretty d*** good at flag stand clearing. Sure, a JUG can mortar from long distance, but as soon as he is spotted, he has defenders on him very quickly. An INF can throw some stickies, run and hide, and go back and keep clearing with ease.
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Thu May 03, 2012 4:34 pm
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Shinimas


Joined: Mon Oct 04, 2010 6:44 pm
Posts: 3
Post Re: Perils of infiltration.
Quote:
If the generators are that buckled down and it's because of YOUR doing, you're playing infiltrator right.


That's what's been happening to me in the beginning of each match.

Anyway, thanks for the tips, guys and gals! It's nice to know that Tribes community is so helpful.

And...

Quote:
GET BETTER FAAGGOT.


Will do.


Thu May 03, 2012 4:49 pm
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Necro-File
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Joined: Tue Jun 09, 2009 9:31 pm
Posts: 1387
Steam Gamer Name: › The Cool Side of the Pillow
Post Re: Perils of infiltration.
I only ever use INF to take back a flag that is being turtled in Xfire or Raindance.

That's practically the only thing they excel at. For every other activity, there are better classes.
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Thu May 03, 2012 5:06 pm
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Cyanistic


Joined: Sat Feb 18, 2012 2:16 pm
Posts: 3783
Steam Gamer Name: Cyanistic
Post Re: Perils of infiltration.
Shinimas wrote:
Quote:
If the generators are that buckled down and it's because of YOUR doing, you're playing infiltrator right.


That's what's been happening to me in the beginning of each match.

Anyway, thanks for the tips, guys and gals! It's nice to know that Tribes community is so helpful.

And...

Quote:
GET BETTER FAAGGOT.


Will do.

;-; y u erase my i<3u part. Now everyone will think I'm a dick.








Oh well


Thu May 03, 2012 5:10 pm
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Zephyr4813
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Joined: Sat Mar 10, 2012 11:47 am
Posts: 459
Post Re: Perils of infiltration.
I have prism mines, so.. I'm a defence magician
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Thu May 03, 2012 5:17 pm
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Cyanistic


Joined: Sat Feb 18, 2012 2:16 pm
Posts: 3783
Steam Gamer Name: Cyanistic
Post Re: Perils of infiltration.
Zephyr4813 wrote:
I have prism mines, so.. I'm a defence magician

Don't recall if you've seen my prism guide, if you haven't you should do so. Apparently it's helped a good number of people and made a few buy prism mines.


Thu May 03, 2012 5:26 pm
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