Covop/Infiltrator brainstorming
Another thing occured to me. One of recent preview says that Strogg and GDF have different footsteps. Ooops. Does it mean that disguise is pretty much required now to sneak anywhere successfully ? I know you can identify enemies using command map, but this takes a while and may get you killed, so people don’t do it all the time.
First, basic ablities are set for all classes by now, so all we do here is speculating and wishful thinking.
Soundless steps while walking/crawling, no matter wether you are in disguise atm, that would be useful. But soundless walking can also give you way if you notice your teammate doesn’t make sounds while walking.
Smoke grenade and thermal vision would be a killer combination too: your enemy can’T see, and you can see.
Not sure what you mean here, but walking and crawling already is completely silent in Wolfenstein:Enemy Territory. The default mode of movement is running, and it always makes noises. Sprinting makes noises, too.
Walking is so much slower than running and sprinting that it’s very pointless unless you manage to sneak upon someone, in which case he’s already an easy target for smg. I think that with unlimited stamina in ET:QW using slower modes of movement will be even less useful.
But soundless walking can also give you way if you notice your teammate doesn’t make sounds while walking.
Splash Damage realized that looooong time ago. In Q3F Agent class has soundless footsteps unless disguised. Once disguised, you make the kind of footsteps the class you’re disguised as would make. Soldiers and Grenadiers had a bit heavier footsteps, and minigunners were metallic.
Smoke grenade and thermal vision would be a killer combination too: your enemy can’T see, and you can see.
I’ve seen ‘Heat Sight’ ability on several ET:QW screenshots and videos, and it was an ability of Strogg Opressor, not Infiltrator. Too late. Besides, it would be of limited usefulness because only small portions of maps are dark (probably), and night battles aren’t that common (server setting?).
Hi
I am definately looking forward to Infilitrator. I have always played the stealth classes in every game I play. I love the way Covert Ops works in W:ET and I can’t wait to play and learn the covops and infiltrator in ET:QW!
I completely agree with OP idea about silent reloading and footsteps. I think it would add a very nice touch to the stealth class giving them much more movement capability. Perhaps as a counter to this, when we sprint, it makes a louder very distinctive sound. This would act as a balance… where we would have to be careful about when and where we sprinted. It would also periodically alert the enemy team to our where-abouts, but only when we choose to alert them. Would add a lot of possibilities.
I have to say I think that complete invisibility for any amount of time is just way too overpowered in a game like this. Maybe partial visibility, but complete invisibility is just too overpowered.
I definately think silent running and reloading would add an amazing amount of utility to the class. I really think it could work well, given the role sound plays in first person shooters. It would really only make a difference to those people who use sound to identify player locations on a regular basis, where the casual player wouldn’t be largely affected.
As you can easily tell, I never played W:ET
I’m practically gameless for the last few years. I bought a Wii in January though, since it was interesting again, and QW really makes it interesting for me again too
And on themal vision: that’s why it could be so deadly in combination with smoke grenades. Create your own dark area quickly.
But if only only Opressors have this, and only CovOps have SMoke grenades, it could quickly be a shoot in your own foot to throw a smoke grenade.
I don’t agree. A field op doesn’t get any disadvantages because he can call in artillery. The point of classes is that they’re specialists, each of them should be good at something. If anything, stealth is vastly underpowered in W:ET right now.
I have to say I think that complete invisibility for any amount of time is just way too overpowered in a game like this. Maybe partial visibility, but complete invisibility is just too overpowered.
Partial invisibility simply sucks. It might work if you don’t move, but as soon as you move any human will notice you. It’s just the way human eye/brain works. If maps had many moving objects (such as animated trees) then it would be better, but now - no.
You know what, Agent in Q3F had full invisibility as long as stationary. It drained your battery but basically lasted for quite a long time. And it was seldom used. Partially because Agent didn’t have any strong weapons, except for regular grenades perhaps.
The truth is, it depends on how it’s implemented. 5 seconds of full invisibility isn’t going to break anything, especially if combined with inability to shoot weapons (melee weapons would be ok). You could still hear footsteps, and this alone would make you hard to stab in the back because you’d be looking around. Think about medic’s Adrenaline needle. I don’t remember how long it lasts (10 seconds?), but it gives you unlimited sprint ability AND halves damage dealt to you. It’s almost like Quad Damage.
The idea was to give them something that can be used to their advantage or disadvantage depending on when it is utilized. You would have to be careful and mindful of when and where you sprint, but can be mindless about when and where you run. With this in mind, you could fake out enemies by sprinting to pull attention to a certain area, or pull attention away from something else. The downside is alerting enemies to where you are, but this would be the ONLY way to give away your position through sound while moving.
Partial invisibility when not moving sounds like it could be a really cool and useful feature. Any form of visual stealth besides switching costumes is a feature I would love to see added to this class. After looking at the full scale of abilities of other classes, I do agree that total invisibility would be viable. As long as there was a limit on how many times in a round you could use it, and as long as it didn’t last too long, otherwise it may be overpowered or abused. If you coupled that with the silent running and reloading it would add a whole new dynamic to the covert classes. It would really give it that “I wonder if they can see me” ‘behind enemy lines’ kind of feel. I like it! I like it a lot!
Hey B0rsuk you should definately move this thread or recreate it on the official etqw forums. It is an awesome thread and would probably get more attention there.
I’m glad you like it, sometimes I’m feel like I’m overanalyzing stuff. But
- I don’t have moderator powers or anything to literally move the thread
- I think that there isn’t much else to be said until we get some specific, confirmed information.
Unless I’m misinformed, it seems that Covert Op is indeed about avoiding being seen, and only 1 interview mentioned Covert Op being able to disguise himself. So it may simply be not true, I mean, one of recent previews confused Field Op with Covert Op. They can be wrong.
On the other hand, no source ever mentioned Infiltrator being able to hack deployables. So here’s my guess:
Covert Op: I hope they won’t see me
Infiltrator: I don’t care if they see me
It looks like it could indeed be the philosophy of Infiltrator. Railgun isn’t exactly the most stealthiest of weapons due to the trail, and I can’t find any mention of silenced strogg weapons. But I have reasons to suspect that Infiltrator’s disguise will be hard to penetrate. He’s supposed to capture human bodies, after all. He abandons his original metal body, right ?
My speculation may be wrong. For a long time SD liked to underline how different Technician is from Medic, until we’ve seen him revive teammates on gameplay videos.
This is an interesting idea and it seems likely to be true. I admit I havent heard anyone explain how exactly is the cov op supposed to disguise himself as Strogg nor can I come up with some solution. So perhaps he cant disguise at all. On the other hand Strogg infiltrator may not be able to hack enemy deployables. This would be very hard to balance but it would also do wonders for team asymmetry so I would definetly welcome this feature. This also means that you can explore two completely diffrent playstyles with the stealth classes.
He’s supposed to capture human bodies, after all. He abandons his original metal body, right ?
From what I remember, it was said that the infiltrator can take control of any fallen GDF trooper. He will then manipulate this body as if it were his own and the enemy can recognize that their teammate is being controled if they manage to spot some kind of changes on his general apperance (e.g. the controled gdf soldier has diffrent skin textures, his face is pale etc), but only if they get close enough to see this.
While this is happening the infiltrators original body is supposed to be standing still for as long as he is controling the gdf trooper, he cannot move or attack but he can be killed. This is basicly a double edged sword- on one hand the infiltrator can use the gdf troop to infiltrate the enemy base and attempt some pretty risky manuvers without the risk of being killed in the attack itself. He is however at the risk of being attacked and killed at any time while performing this action becouse he is unable to defend his own (original) body, leaveing it in a vulnerable and exposed state.
Once the controled gdf troop is destroyed, infiltrator again assumes control of his own body. So the controled gdf soldier is basicly like some kind of drone which can attack and if it is killed infiltrator will take no damage.
Its just that I dont understand how will the cov op be able to sneak into the Strogg base. I guess he can use the quad bike but thats not exactly sneaking and neither is chargeing in with the rest of the team. So I dont really see what will be the cov ops basis for stealth if cannot use diguise.
Interesting ideas about infiltrator… I think that covops will be either a very powerfull sniping unit, or he will just “manage” to go through strogg, having a few advaantages in silent steps and stuff… And as the maps are wide open there will be a lot of cover for him.
I still think that the ability of using the hacked deplyable will balance out covert and infiltrator…
I suppose thats one way of looking at it. But you could also say that most areas of maps are designed to have large and open surfaces. If you run the valley gameplay videos again you will see that the second half of the map, the one across the lake with the shield generator and the final gdf objective, has very little actual cover. Im looking at the overview right now and I see a large area of open road running through the middle of the Strogg base and two large elevations at each side of the road. Neither of them has much cover. The rest of the area is really close to the Strogg spawn so you prolly wont sneak about there either. Basically you have a large patch of open ground between the Strogg base and the both river crossings that gdf use.
On the other hand the gdf base (the one where the mcp is supposed to be deployed) is not sperated by open ground from the river. It is actualy sorrounded by trees, hills and buildings, makeing it a good place to sneak around.
What Im trying to say is this. If the gdf cov op cannot use disguise maybe he is not supposed to sneak about at all. Maybe his primary tactic is to use the quad bike (the vehicle was designed with the cov op class in mind) to get across the large patch of open ground with speed and into the Strogg base. There he can hack, demolish and generaly sabotage as much as he can before the Strogg catch up to him. Basically he would rely on speed rather than stealth becouse it is hard to move across open ground undetected.
On a side note, the primary deployable target that the cov op should be hacking is the shield generator. Its the deployable shield generator (not the objective) that the constructor creates, which is used to stop the gdf bombardment support. If cov ops disables this deployable then field op can call in hammer missiles to destroy Strogg infantry and vehicles around the spawn area (look at Strogg valley training video where the oppresor uses SSGun, the equivalent of Hammer missile, on gdf spawn)
Strogg infiltrator is the one who will use the actual stealth. If he can control the fallen gdf troop then is practicaly useing a disguise. Thats why he would make good use of the terrain around the gdf base to sneak in there unnoticed and wreak havoc on the enemy. Becouse the infiltrator cannot be killed even if the controled gdf soldier is destroyed he can use this soldier as a kind of a kamikaze suicide attempt. If he can get the controled soldier in colse enough he can start shooting, and, becouse of the element of surprise, he is bound to kill someone before the gdf finish off his “drone”, while leaveing the infiltrator intact.
Sry about the long post, but its been a very long and boring day
Agree with you Ill think a bit more on that. Love tactics
another thing is if this “drone” can use the abilities of his class and drive veichles.
Nice to hear someone is reading this
another thing is if this “drone” can use the abilities of his class and drive veichles.
That is a very good question. I tryed asking it in previous threads but noone seems to know.
Even more important, can the ablities of the controled unit be used to complete class specific objectives? (e.g. can you use a gdf soldier to plant explosives on a gdf bridge) if so, then this controling ability might be just about the most interesting feature in the game.
Lol again, gfd coverts allowing to use hacked deployables, infiltrators are doing all the jobs via poor gdf :lol: . Covert being able to hack strogg veichle? If it will not be in the game it will defenitely be in one of the mods