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The Saboteurs HandbookStrategies for the Infiltrator |
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Introduction Preparation Staying Alive Combat Sabotage Theft |
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| Navigating The Battlefield
I Navigating Bases
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"Man has killed man from the beginning of time, and each new frontier has brought new ways and new places to die. Why should the future be different?" |
| Interlink Benefits Interlink Facilities are dangerous for 3 reasons:
Sensor Shield will protect you from Interlink radar, but you must not forget that even if you have Sensor Shield active, if you use any equipment other than a CUD or ACE, or take any damage at all, you will be visible on radar. Many unexperienced Infiltrators have thrown a Jammer to clear mines and activated every Spitfire within 50 meters. |
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Third Person Pressing 'T' will
put you in third person
view mode, allowing you to see round corners and over obstacles without
exposing yourself. This
is
fairly harmless when Infiltrating, mostly used to check for mines or to
see if enemies are coming. Whether or not you use this feature is up
to you. Personally I never use it unless I am in a vehicle. I
view it
as a cheap tactic, and no strategies involving third person will be listed here.
It is not needed. That is my choice. If you
make the same choice, power to you, but dont hold it against other
players for not playing by your rules. Some players feel Infiltrating
is a cheap tactic used by weak players who are not good enough to
fight fair, and will never Infiltrate out of principle.
Places where third person is commonly used is in any stairwell, by vehicles, and by snipers and some AV users. I recommend you never go inside an occupied enemy tower unless you have friendly cover. Surge can provide some defence, but should not be relied on. Sometimes players who look like they are sniping are in fact sitting in third person waiting for you to make a move. If you are going near snipers, dont bumble about. Dark Light cannot be used in third person. |
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Plamsa If there is a lot of plasma
exploding in the area, dont go near it. Even the smallest amount
of plasma damage will make you glow green, so dont take the risk.
If you get burned, its best to run away, unless you think you
will not be noticed where you are.
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Backpacks, Bodies, and Equipment Normally used for restocking
ammo and supplies, some Infiltrators place boomers next to backpacks,
or under equipment or ammo on the battlefield. This behavior is
rare these days, as objects deconstruct very quickly, in some fights the
second they are dropped or created, and soldiers rarely loot packs
until after the fight is over.
Bodies of friendly soldiers are
more deadly. An Infiltrator can kill and AFK troop then place a
boomer next to the body. When a medic comes along to help, they
get turned into a fine red mist. Tasty.
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Any Other Infiltrator Infiltrators are bad news for
you - whether they are enemy or friendly. Few things are more
annoying than having spent a minute working your way into a courtyard
undetected...only to have some nutter EMP the mines you are too close
to, dealing you damage, and bringing every enemy with Dark Light in
that half of the courtyard down on you. The enemies kill you, thinking
you let off the EMP, then the 'friendly' infil runs 20 meters into the base
and gets run over...
However it happens, friendly Infiltrators tend to give each other away. If you are working together, particularly with voice communications, it can work very well, but unless you have an arrangement its best to just stay away. If you are the kind of Infiltrator that cant move into a hostile base or kill someone without getting killed, do your empire a favour and stay away from other Infiltrators. |
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Combat Engineering CE provides a big threat to Infiltrators, not just because of the direct damage it deals, but because it often gives away your location. Although I do not like to sacrifice graphics for gameplay - or gameplay for graphics - the grass in Planetside is not very nice anyway, so turn it off. This will allow you to see mines and spitfires far better in the open. Some information about CE:
Jamming
Spitfires can be risky if you dont do it right, since they will shoot
the second the grenade leaves you hand, and you only need to not notice
one turret to get killed - some Combat Engineers place Spitfires in
locations you are unlikely to notice. If you need to
jam a spitfire, move into a position where it cannot see you, and then
throw the Jammer, using 3 second fuse if a direct throw is
unlikely. If you have angled it right, the Jammer will
deactivate the Spitfire without making too much noise.
If it cannot see you when it is jammed, a Spitfire will not
activate, and it wont look at you and start screaming, but you cant do
anything about the buzzing noise. A CUD is a far safer, if
noisier option for jamming Spitfires, which will not trigger them when
you use it.
Another way to remove the threat is with Combat Engineering. ACE's can be used without triggering Spitfires, even if the Spitfire has Interlink radar. Construct a boomer near the turret and detonate it when you think no one is looking. Never sit within about 4 meters of spitfires - friendly or enemy - since they explode when they die, killing things close to them. If all you have on you is a pistol weapon, dont take on a Spitfire unless your pistol is a Spiker. This can kill the Spitfire in a couple of shots. The rest cant. Frag grenades are fairly effective, taking just 2 direct hits to kill the turret. Spitfires can only be placed outside.
Often,
mines will be placed in doorways, preventing you from gaining entry
without making a noise. There is no silent way of
neutralising mines, so you will have to either make a noise or find
another way in. A Jammer will usually detonate a mine that it
hits, though a bug sometimes allows the mine to survive.
Large minefields should be cleared with an EMP activated from
a CUD - make sure that you are clear of the mines when you do this, as
the mines will damage everything in their blast radius. If
you have no EM weaponry, and Orbital Strike works well, despite
bringing to mind phrases containing flies and cannonballs. It
has been suggested that through the use of voice
communications, a sniper with a Bolt Driver, and a
fair bit of time, you can get mines cleared without causing any
trouble. I have never heard of this being attempted, or if it
is even possible because of the client side hit detection.
Other places mines are commonly found are around the back door of bases, bridges, the base of towers, on roads between bases, and the entrances to courtyards. If there has been prolonged fighting over a stretch of terrain, there are often mines in the area. Some engineers place mines just around corners of walls or in places infantry tend to dive for cover, making it hard to spot the mines if you dont slow down or take the turn wide, and mines have been encountered on the ridges that run along the inner walls of Techplants. Infiltrators sometimes run along on these to escape enemies, since few opponents can get over the railings on the air pad. Friendly mines can also be dangerous, as they have a habit of exploding. Dont sit on them. All it takes is a low flying mosquito and you take the damage as well. Mines also attract EM weaponry, which is nasty for infiltrators. Your implants are reset, and you buzz loud enough for the enemy to hear you for 1 minute. If you get jammed, try and find a backpack or a dead spitfire and sit on it - these will buzz if they had been jammed when alive, so enemies will often mistake where the noise is coming from. Although vehicle wrecks dont buzz, some people dont know this, so they also make good cover. Mines can only be placed outside. ![]()
![]() ![]() If you do not have Sensor Shield active, you will be detected when you walk or run within visual range of a Motion Sensor. This puts a red name above your head for all enemies that can see you and puts you on radar. The sensor will emmit an alarm, and a 'radar' symbol appears on the bottom right of your screen. You will also be detected if you are in range of a Motion Sensor and fire a weapon or use any equipment other than an ACE or a CUD. Engineers count on this functionality to catch unexperienced Infiltrators who try and hack Control Consoles - by constructing a motion sensor in visual range of the CC, anyone who tries to hack it will be revealed on radar, even with Sensor Shield active. Some engineers place their sensors inside walls, but these have no effect, since they detect based on what the glowing node can see. The biggest threat to Infiltrators from Motion Sensors come in the form of door blocks. Engineers place sensors in doorways, making it difficult to get past without destroying them or tripping the sensor. This is most often done in the doorway to the generator. If the sensor is destroyed, it will disappear from both the radar and a 'zoomed in' continental map, as well as detracting from the engineers 'Active Motion Sensors' panel. This can be turned to your advantage, since it is possible to jump over Motion Sensors in doorways, depending on how well the engineer has placed them - crouching while you jump, and bouncing off the sides of the door seem to help. Some cannot be jumped without a little persuasion. Depending on the placement, you may be able to jump on top of the sensor but not over it - sit on top and watch the base of the sensor move into the floor. The best placed sensors, you can only move by constantly pushing against them. It is slow, taking up to a minute to move them, but it can be done. Here is a video showing how to move the most difficult sensors. So long as no one sees you attempting to move the sensor, or sees the bent sensor, you can get past without detection. The enemy sees the live sensor on radar and assumes everything is fine. Remember, you need Sensor Shield active the whole time you are attempting this if the base has Interlink benefits, so keep an eye on your stamina - you cannot jump with less than 10. Motion Sensors can be placed inside buildings as well as outside.
Inside, boomers are more common and are more dangerous,
Boomers can be placed inside buildings as well as outside
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