1. There is some interesting discussion going on above about the combat knife. I, too thought it was rather useless, but in my opinion, it shouldn't be any other way. The gunner's primary means of effecting the battlefield should be, as its namesake, its big beefy gun. Any other notable Secondary would have taken away part of the class' identity. I like that with the current tree, you can create different builds revolving around its primary weapon, be it one maximising DPS, one spamming suppression while maximising the gunner's own defense (as enemies will prioritise the gunner while suppressing), and/or having a variety of special shots, and that is how it should be.
Interestingly, I have never considered going with Combatives on my build, until I read some of these comments (always thought it was a token perk. "Hey! I have a secondary too! ...*crickets*") It's a pretty cool defensive option against pesky units running up to it and meleeing it, cancelling area suppression and screwing up the rest of my squad. Definitely considering it in future Gunners
And yes, utility slot pistols exist
2. Here's what I pulled from the relevant .ini file, regarding infiltration bonuses for equipped armor.
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(Itemname="ChameleonSuit", CovertnessValue=0f, CovertnessWeight=0f, IndividualMultiplier=0.8f)
Default armor uses this
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(CategoryName="armor", CovertnessValue=100f, CovertnessWeight=2.0f)
(Itemname="LightPlatedArmor", CovertnessValue=90f, CovertnessWeight=2.0f)
(Itemname="HeavyPlatedArmor", CovertnessValue=110f, CovertnessWeight=2.0f)
Suppressors have this
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+EquipmentCovertness=(Itemname="FreeKillUpgrade_Bsc", CovertnessValue=0f, CovertnessWeight=0f, IndividualMultiplier=0.85f)
+EquipmentCovertness=(Itemname="FreeKillUpgrade_Adv", CovertnessValue=0f, CovertnessWeight=0f, IndividualMultiplier=0.8f)
+EquipmentCovertness=(Itemname="FreeKillUpgrade_Sup", CovertnessValue=0f, CovertnessWeight=0f, IndividualMultiplier=0.75f)
while default weapon upgrades use this
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(CategoryName="upgrade", CovertnessValue=100f, CovertnessWeight=0.25f)
So from what I can guess (and I definitely need confirmation on this), is that every equipped item on a soldier contributes to infiltration weight (armors = 2, weapons = 1 [SMGs are 0.75], upgrades and ammo = 0.25, every other utility item = 0.5). This is why adding or removing equipment can cause a small but noticeable change in infiltration time in hours. Armor has the biggest impact, with a weight of 2.
So compared to light armor providing a weight of 2 * 0.9 = 1.8, the chameleon suit provides nothing. On top of that, there is an IndividualMultiplier factor which I assume is an overall multiplier for the whole soldier. Suppressors reduce the entire soldier's infiltration weight by 15-25%, while the chameleon suit reduces it by another 20%.
So a soldier wearing a Chameleon suit, advanced suppressor, and SMG and nothing else would have a weight of (0+0+.75) * 0.8 * 0.8 = 0.48.
One wearing light armor, advanced suppressor, and SMG would have (2*.9 + 0 + .75) *0.8*1 = 2.04
A regular one wearing medium armor, any other weapon upgrade and an assault rifle would have (2*1 + 0.25 + 1) = 3.25
Let's say a technical (who has a 1.1 penalty) wearing heavy armor, an extra rocket, and an assault rifle with no upgrades and nothing else would have (2*1.1 + 1 + 0.5) * 1.1 = 4.07
And that's with ZERO utility items, each adding 0.5 inside the brackets, and NO upgrades or ammo, each adding 0.25. You can see a soldier wearing a Chameleon suit by default already infiltrates with more than 4 times less weight than one wearing the second lightest equipment. Six times a regular soldier. He's practically free, weight wise.
Running the numbers, if for some reason your one-man infiltration swiss army hand cannon is packing all 3 utility items and 2 other upgrades, it would work out like this:
Camo guy: (0+0+.75 +0.5 +0.5 +0.5 +0.25 +0.25) * 0.8 * 0.8 = 1.76.
Light armor guy: (2*.9 + 0 + .75 +0.5 +0.5 +0.5 +0.25 +0.25) *0.8*1 = 3.64
There IS another huge factor.
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+SquadSizeInfiltrationFactor[1]=0.6f
+SquadSizeInfiltrationFactor[2]=0.65f
+SquadSizeInfiltrationFactor[3]=0.7f
+SquadSizeInfiltrationFactor[4]=0.8f
+SquadSizeInfiltrationFactor[5]=1.0f
+SquadSizeInfiltrationFactor[6]=1.25f
+SquadSizeInfiltrationFactor[7]=1.5f
+SquadSizeInfiltrationFactor[8]=1.8f
+SquadSizeInfiltrationFactor[9]=2.8f
+SquadSizeInfiltrationFactor[10]=4.0f
+SquadSizeInfiltrationFactor[11]=5.2f
+SquadSizeInfiltrationFactor[12]=6.4f
Every single soldier added onto a mission increases this overall multiplier to infiltration time. So yes, even if your soldier weighs absolutely nothing, you still get a hit to infiltration time.
Again, I have no idea if my numbers are correct to how the engine uses it. I'm just making an educated guess. YMMV.
So considering all the numbers here, the camo suit
should provide a noticeable impact to infiltration times. ¯\_(ツ)_/¯