Vanish super exploitable
John Gonon
Problem:
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Vanish makes you completely invisible for a full turn.
You can do a full lair by simply using vanish followed by recover (will be long, but if you have the willpower you can use dash or move for a turn and use recover only on the next one).
You can kill everybody with enough time.
Suggestion:
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Vanish should only restore your +25% stealth. Not make you invisible. That means that the yellow dots would only show locations that satisfy "not losing it immediately".
Андрей Воронин
Do not agree. Infiltrator is quite weak now, comparing with other spec units: priest and technic are much stonger on level 7. Nerf infiltrator is a way to discard him at all.
John Gonon
Андрей Воронин: Weak !??!. ah!ah!ah! I have a full team and am cruising through the game. Pandorans don't see you coming, assault rifles and sniper rifles hit hard with double damage. Only Chiron is an annoyance since there is a bug on "hearing".
Андрей Воронин
John Gonon: You mean: if you give him second profession. I was talking about "pure" infiltrator with poison crossbow. He is weaker than priest and tech.
Combined inf with second profession costs a lot of team exp, you only could have one or two in the world.
John Gonon
Андрей Воронин: You don't have to dual class them to use an AR or SR. Once crossbows have poison in the mix it's very effective: 100 damage (minus armor) and 40 poison. Unfortunately very little ammo for a weapon that is not even silent.
An infiltrator in Acheron armor (syn sniper) with thief perk has 75% stealth and a deadly aim for his crossbow.
However, I don't see what's so great about technicians. They have the +20 armor that stacks but will soon be nerfed. Apart from that, they are really bad. They can plant turrets ... that will shoot them if they get mind-controlled. They can remove mindfraggers by paying ammo, I bash them for free.
C
Clayton Cross
Alternative suggestion, it only makes you invisible until you move or shoot. That way your not breaking the infiltrators can use sneak attack or hide (which are both key to the class), and you prevent the dash exploit your worried about.
John Gonon
Clayton Cross: no. Imagine the following. Use vanish, then recover, then end turn. Repeat turn after turn until you are close to the spawnery, then shoot and kill it.
C
Clayton Cross
John Gonon: sure, but if your doing this your not helping your team and if your alone then the second you fire at the spawnery your now visible alone, and every enemy on the map is running to kill you. They do defend the spawnery if you shoot it... so that is not going to end well. Just moving around the map hidden is not broken if you can't do anything unless there is multi-player vs which there is not. It really hurts infiltrators mechanically more than it fixes balance in my opinion. Even on base missions, hiding all day while the aliens tear your base to shreds doesn't seem useful.