juggalo best class
Energy most likely
"Ability to view either Blood Eagle or Diamond Sword skins from Class menu"
was wondering when that would be added
Sweet, no more high speed invisible infiltrator grabs.
Oh boy, here we go.
Curious to see these changes, the only butcher suit I didn't like was raider.
Can someone explain to me how this is free to play but can be preordered for 30 dollars?
Bought thumper with gold because I was fed up of my team. It's pretty effective against infiltrators and dumb brutes/juggs. Also reasonably good outside too.
But get 1 smart person who knows to dodge it/aoe it's effectiveness drops rapidly.
Need to get myself some perks to improve my tech.
Down for patching nigguhs.
Arena sounds shit hot, but your wins/losses are going to fluctuate a lot depending on the teams.
Rabbit's being removed for the time being? aw :(
I loved it.
How much damage does the prism mines that infiltrators have deal? Also anyone know what this bug is about?
I'll ask in a minute
Bart said it was that bug I mentioned a few days ago, double shotting 510 damage I believe.
Are they fixing the damn turret-inside-inventory-stations?
Yep that's fixed too.
Good, pissed me off so much when everyone did that shit.
That sounds like a good idea, but I don't find inventory stations that hard to destroy.
Oh yeah, that'd have been useful on Drydock.
God damn it This class does NOT need to be nerfed more.
I thought Infiltrator was fine as it is.
They could easily be stopped by a jammer, or motion sensors, all I do as Tech is place motion sensors around corners and switch the placement of them around every now and then and not one of them gets into the generator unnoticed.
I dunno, it makes sense that they shouldn't be able to jet across the map, cloak when they get near the enemy base, and be in the generator room in ten seconds without ever being spotted. Jammer and motion sensor work as counters, but they're both expensive XP-wise so I don't often see them used.
To me it seems like it's a little bit too easy to stop an infiltrator. Juggs spamming mortars, any sort of mines, jammers, motion sensors. Thought when played properly they're still very dangerous, and that's what makes them interesting.
HiRezBart thinking about Funion
Downloading the patch now.
To be fair, I have bought an extra grenade and have Safety Third for the Infiltrator, giving me 4 in total.
I can destroy a generator with possibly only an added shot or two of a spinfusor.
Probably old, but it's hilarious. Also downloading patch :)
If the only challenge involved in getting to the gen room as an Inf is whether or not there's a motion sensor on it, it's a bad mechanic that should be tweaked. At least this way Infs have to be somewhat smart about how they get to the generator.
You have to bare in mind there's more challenge than actually getting to the gen, especially on a lot of maps where there's about 3 brutes down there, you have to be as quick as possible in those situations.
Then there's the fact that if there's a claymore/jammer/sensor, the entire above process can't even proceed unless the Infiltrator can get his ass way quickly.
If they tweaked the game to make the Infiltrator rely on stealth and not simply be able to engage cloak and run at the gen, and changed the other classes to make it require equal smarts to find the Infiltrator and not simply be able to drop a motion sensor and spam explosives, it'd be perfect.