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Board index » Tribes: Ascend - Official Forums » Tribes: Ascend - General Public Forums » Tribes: Ascend - Feedback & Constructive Discussion

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Perils of infiltration.

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 Perils of infiltration. 
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Almeson


Joined: Thu Jun 09, 2011 12:43 am
Posts: 618
Post Re: Perils of infiltration.
You'd be amazed what kind of shenanigans a infiltrator can pull with Jackal/Spinfusor/SMG + Smokebomb with Looter + Survivalist.

Well unless you go DIRECTLY into the gen room in crossfire, that's your fault.


The infiltrator is an opportunist, you find ways to p*** people off or to cause the most destruction SAFELY. If I wanted to, I could jackal -> melee one shot a HoF but if there's several techs guarding I could take out one and cause a little trouble on the stand. If by any chance they think that I went to the gen room, well, HoF is unguarded. If they didn't go to the gen room, I'll have a look and maybe a free shot.

ANYWAYS don't ever limit yourself to the opponents gen room. If you think you can't safely get a kill that's of substantial worth *a HoF, sentinels that are about to hit incoming pths, the gen* then just avoid the situation.



annnd smoke bomb is bull s*** combined with looter and survivalist.


Thu May 03, 2012 5:31 pm
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johndis


Joined: Sun Apr 15, 2012 3:10 am
Posts: 36
Post Re: Perils of infiltration.
I actually like looter + potential energy more w/ smoke grenades, cause then if you get caught, splash damage will fill up your energy and you can slip away to safety that much easier. Its also useful for staying up in the air using jackal explosions, or just in the middle of combat in general


Thu May 03, 2012 5:50 pm
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DirtWart


Joined: Wed Feb 22, 2012 9:06 pm
Posts: 909
Post Re: Perils of infiltration.
a good INF i somebody that i actually want to harm IRL.
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Thu May 03, 2012 6:31 pm
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SFJake
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Joined: Sun Mar 04, 2012 11:11 pm
Posts: 381
Post Re: Perils of infiltration.
I think the biggest problem is that everybody seems to use the infiltrator almost exclusively for destryoing the generator.

They're extraordinary distractions, can screw up a flag stand really well, can screw up snipers (but its very pointless if you don't do it when someone is going for the flag), since they can come out of nowhere technically, nowhere can stop them until they're causing the havoc, and herein lies their strength. Smoke grenade can make this 10x more effective.

They're also more effective than people know at defending your flag stand. Those prism mines are godly since people only generally shoot the stand itself when approaching, but they don't need to be that close to hit!
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Thu May 03, 2012 6:45 pm
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Adrius
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Joined: Fri Jan 13, 2012 1:00 pm
Posts: 88
Post Re: Perils of infiltration.
I play INF pretty much exclusively.

And yeah, using the class just for destroying the gen is just silly considering its potential.

Is the genroom too crowded? Well that's their loss for overestimating the importance of their generator. Go beat the **** out of their flagstand cuz I'm guessing it's not nearly as crowded.

HARASS EVERYTHING. Keep everyone on their toes, get them to focus on YOU instead of doing their actual job.

INF is arguably the best e-grabber in the game. E-grab at the last second, turn around in mid-air and fire jackal rounds at the flagstand... blow that **** up as the enemy capper lands on the flagbase. VGW away...! You'll likely die but whatever, you e-grabbed, you did well.
Though I've managed to cap with my INF e-grabs surprisingly many times just because of how surprising it is to the enemy.

EDIT:

About snipers, I often don't kill them immediately. Much better to just throw a knife in them and walk away. Most snipers will go ultra-paranoid and look around for you, thus wasting way more time than they would've if they had just died and respawned somewhere safe.
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Thu May 03, 2012 7:52 pm
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Almeson


Joined: Thu Jun 09, 2011 12:43 am
Posts: 618
Post Re: Perils of infiltration.
Pretty much if you get private messages from HoFs and the other team is getting really pissed off at you, you're playing infiltrator right.


Thu May 03, 2012 8:04 pm
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Adrius
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Joined: Fri Jan 13, 2012 1:00 pm
Posts: 88
Post Re: Perils of infiltration.
Yup.

You're bound to be hated if you play it right, as with SEN you don't give the enemy a chance to fight back... and people really don't like that.

Almeson wrote:
annnd smoke bomb is bull s*** combined with looter and survivalist.


d*** right. I can just feel the anger oozing from the HoF when I Jackal -> Smoke -> Jackal -> Smoke -> Jackal -> pick up ammo drop -> Repeat on him.

I am Hasselhof, the Hassler of HoFs.
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Thu May 03, 2012 8:07 pm
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Shinimas


Joined: Mon Oct 04, 2010 6:44 pm
Posts: 3
Post Re: Perils of infiltration.
I dunno... there are usually 3 people in the gen room, 4-5 people at the flag, 4-5 people roaming outside the base and 3-4 people attacking. IDK what can you do against 8 people nearby, with a jammer and turrets at every corner inside the base. And if the flag carrier isn't a baddie he will just keep circling around the base at 200kph so you can't touch him.

But ok, I guess... you guys know it better.

Oh and, I don't have those fancy weapons. It will probably take me a month to unlock the Spinfusor and all the must-have perks, which will make the class able to fight somewhat, but until then...

Quote:
d*** right. I can just feel the anger oozing from the HoF when I Jackal -> Smoke -> Jackal -> Smoke -> Jackal -> pick up ammo drop -> Repeat on him.


I wonder... do you guys really have 1 Doombringer defending the flag all the time to be able to pull it off? You don't have 2 light turrets that will kill you in 2 seconds flat, don't 3-4 enemies just start spamming their machineguns at you when you decloak so you can't stealth again? How do you even approach this? You have to start the maneuver stealther and mid-air, otherwise you're dead instantly from spinfusors and such, then you drop on the ground and cloak again... at this point you should have around 40 energy, so now you have to go hide and regenerate. Doesn't seem like you can really harass all that much...

I mean, I had a 22/2 match once, it all worked like a charm. Defending, harassing, gen destroying... then the good players came, all rank 25+ and everything was shut closed, approaching the enemy base was impossible and even if you did... well, now you're in the midst of 5-6 guys and 3+ turrets, go drop a sticky, you'll be dead before it hits the ground.


Thu May 03, 2012 8:34 pm
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ManandMachine
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Joined: Thu Feb 23, 2012 6:56 pm
Posts: 633
Location: In a van down by the river.
Post Re: Perils of infiltration.
How do you get to carry 5 sticky grenades?
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Thu May 03, 2012 8:45 pm
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TheAlgerian
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Joined: Mon Jan 09, 2012 11:48 am
Posts: 165
Post Re: Perils of infiltration.
MobiusPizza wrote:
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.




Pretty much everything I do with the INF (being my main class).
One recent game on crossfire score was 4-3 for the enemy team, they took our flag, if they capped it we would have loose.
I go on their ship just above their flagstand, i was cloaked waiting for the enemy carrier, estimating his speed and stuff as he was approaching the stand.
When he was close enough i threw a sticky nade on the flagstand while jumping on it at the same time, took their flag and jumped further down.

Capper reached the stand at the exact moment my sticky blew up, he dropped, i acted like trying to run away with their flag but I was just doing the bait while one teamate of mine retrieved the flag i made the carrier drop.


That's one of many things you can do with the INF, and it's fun.
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Thu May 03, 2012 9:12 pm
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