(Before I get started the Infiltrator still uses holoshift target and not holoshift repeat, meaning the fix / change is not working for me)
The Infiltrator is thematically amazing for the Sharkan faction but its translation to unit is a balancing nightmare that sadly should be reworked. It is a unit that doesn't want to be itself. Its goal is to take the form of a better unit.
How do you balance a unit that can be anything? Limitations of course. The current iteration of limitations makes the unit good up until mods are in play. Even with the tech that buffs the unit, its only the flat buffs mods normally give without the specialization of a mod. If the mod system wasn't in the game it would be better, but with them and the current limitation of no mods its strictly worse.
This idea is far to difficult to balance for the user of the unit and the opponent facing the unit. Its either a unit you don't want or a unit that just takes your good unit and uses it against you. The core design is based on what you are fighting / what you can steal to make the unit good. Its a inconsistent and unreliable unit.
A proposal, the Tactician deals with your units, what if the Infiltrator dealt with enemy units?
In this rework, the Infiltrator gives false orders to enemy units that give them a buff and a debuff that force them to act a certain way.
Example abilities of proposed rework.
1. Retreat: The target gets fast movement all its action points refunded and is stagger immune, but it cannot use any damaging abilities.
2. Hold Your Ground: The target cannot move, but gets bonus range and accuracy / ability to overwatch if it cannot.
3. Advance: The target's damage is increased, but its range is decreased.
Its still a Infiltrator of sorts, instead of becoming the enemy, it messes with there orders and sabotages plans. Now you can mod it like all the other units in the game. It might not be balanced in this draft but its a step away from balance hell.
The Infiltrator is thematically amazing for the Sharkan faction but its translation to unit is a balancing nightmare that sadly should be reworked. It is a unit that doesn't want to be itself. Its goal is to take the form of a better unit.
How do you balance a unit that can be anything? Limitations of course. The current iteration of limitations makes the unit good up until mods are in play. Even with the tech that buffs the unit, its only the flat buffs mods normally give without the specialization of a mod. If the mod system wasn't in the game it would be better, but with them and the current limitation of no mods its strictly worse.
This idea is far to difficult to balance for the user of the unit and the opponent facing the unit. Its either a unit you don't want or a unit that just takes your good unit and uses it against you. The core design is based on what you are fighting / what you can steal to make the unit good. Its a inconsistent and unreliable unit.
A proposal, the Tactician deals with your units, what if the Infiltrator dealt with enemy units?
In this rework, the Infiltrator gives false orders to enemy units that give them a buff and a debuff that force them to act a certain way.
Example abilities of proposed rework.
1. Retreat: The target gets fast movement all its action points refunded and is stagger immune, but it cannot use any damaging abilities.
2. Hold Your Ground: The target cannot move, but gets bonus range and accuracy / ability to overwatch if it cannot.
3. Advance: The target's damage is increased, but its range is decreased.
Its still a Infiltrator of sorts, instead of becoming the enemy, it messes with there orders and sabotages plans. Now you can mod it like all the other units in the game. It might not be balanced in this draft but its a step away from balance hell.
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