Currently, it is powerful versus new players, but ultimately fails versus competitive players.
The main root of these problems is the ARC12 Rifle and the T3 Utility upgrade.
The ARC12 rifle is extremely powerful, and its use is skewed against boarding. I don't want to come across as selfish and wanting the Infiltrator to be extremely powerful, but the ARC12 severely disrupts the game balance.
Right now, the ARC12 rifle is superior to the C14 Gauss rifle in pretty much every way- except damage per second. And you would not guess that from its price tag.
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The main reason why the ARC12 rifle is so powerful is because of its ability to kite and do burst damage. The reason this works so well against enemy infiltrators is because you have vision of the entire map and have allies.
This is a problem because you cannot really anticipate where the enemy is, and once they prod you with electricity, you cannot chase them and outdamage them with the C14 Gauss. So you have to play the same game with them- the ARC12 rifle. But you can't do that- because there are now two people attacking you with the ARC12 rifle.
And even though some might say that you should just run around while healing, just one encounter with someone with an ARC12 rifle, with its 7.5 range (which is a LOT), will deal 22 damage, disrupt the First Aid ability, and it doesn't even take a second. And you cannot avoid it- because you don't know where they are.
It is really hard to stress how powerful the ARC12 rifle is in words, but you will just have to take my word for it.
So how do we solve this?
Well, I have thought of some ideas.
1. ARC12 Rifle Charge Time
Basically, make the ARC12 rifle have a charge-up time, where you are in firing range of an enemy and it takes 2 weapon speed time (idk how that converts to seconds) while decreasing the normal weapon speed of the ARC12 rifle by 2 weapon speed units.
2. Add Personnel Shield Generator
Sits in the Armor slot. Gives the marine 10 shield. Recharges fairly quickly when out of combat. Basically, the idea of this is that it nullifies occasional ARC12 shots. Will still be weak against the C14 Gauss. I still don't know if the shield being attacked should stop First Aid or not.
Another main problem is that the deciding factor on whether or not you can really infiltrate is the Utility T3 upgrade, due to its movement speed bonus.
This is a problem because it is an ESSENTIAL upgrade. If the enemy has Utility 3 and you do not, you are bound to die, because you are too slow to run from the crew and cannot heal up.
Whereas if you DO have utility 3 and the enemy does not, you will be ultimately unstoppable.
It is fairly lame in that regard, because it is one of those scenarios where an enemy doing ___ forces you do do exactly what they did, and that should never be the case, as that becomes the meta and all games are bland and the exact same with no variety.
-End rant-
