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| The main task of an infiltrator is to harass the defense and to take down enemy equipment. But there is a problem with this ... The infiltrator is a light-class armor. That means its very weak. His main defense is not the speed (like f.i. of an pathfinder) but the cloaking device. Once he is spotted the defenders must simply spam the area where the infiltrator was spotted. With his weak hp he will go down very very fast. Also the scrambler and the sentinel are able to uncloak him with their packs/deployables. So in my opinion the infiltrator is pure shit ... perhaps its fun on a public, but complete useless in a real match. There is only one reason to buy and play this class. The melee-damage perk. But this is another story i gonna talk about another time. |
| This is the #1 Capper class. With its pack its speed is so fucking insane that its really hard to chase. ... REALLY HARD! The firepower is ok ... The shotgun looks useless to me, cause it has to reload after 2 shoots, but the crossbow has a nice damage. Nevertheless a pathfinder should be stronger in a direct fight. One thing you should not underestimate is a standing jumper beside your flag. It can accelerate so fucking fast ... insane! Cant say anything to the stun-grenades. |
| The Pathfinder is very good for capping and chasing. There is nothing to say to capping ... its simply works. But for chasing his problem is, that he does not have a long-range hitscan-weapon like the assault rifle or a pistol. The only real threat to cappers his is nitron-grenade. But to place a good hit, he must get very close to the capper. That means he must run around the midfield and try to get the capper there which pulls him out of the close-flag defense into the midfield. Sounds ok ... but ... : A defender must get on his position very fast after dying ... Midfield defense means travel-time, means shit. |
| Right now the sentinel is one of the most powerful light-classes in this game. It is a must have fore every defense cause it rapes every capper easily. While in offense it can harass the light- and med defenders easily. The deployables are very very useful. The claymores are great to mine the flag-stand and the jammer is a nice addition to cover the defense including all deployables! The pistol looks like it's very hard to use but the damage is awesome .... so the sniper is anything but not helpless if attacked in c.q.b. Edit: I tried the sentinel by my self and must say its hard. Looks like they decreased the dmg a little. Also its very very hard to aim with it. But with a little practice you can hit hard and easily take down all cappers. |
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| This class is a defensive midfield fighter. The Assault rifle makes him to a serious threat to all lights/cappers. Well positioned it can reach a very high speed to chase the capper down. The Thumper is a very powerful weapon (more dmg. than a Fusor) and should work very good against all incoming heavys. |
| The buster does a lot of damage and can be used to quickly destroy generators or kill heavies. The sparrow has a high rate of fire and can also finish heavies. It grants a nice for support of the defense or offense with whiteout granades, but is very hard to play outside. |
| The Soldier is a real all-round class. I would place it on a offensive midfield position. His spinfusor gives him a lot of range to take down turrets, deployables and to harass enemies. Also the pistol gives him some chasing possibilities. Also the Soldier is on of the strongest "out-side fighting classes" what gives him some power against starting heavys in the midfield. |
| Can create little turrets. But this only works when the generator is up. |
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| Iam not sure, how the Brute will really work cause i never played it. In Tribes2 no one was EVER using such a load-out. The matter is, that there are much faster classes with spinfusors and shootguns .... and in Tribes mobility > firepower. But never the less, the brute is a very powerful and very tuff infighter ... So perhaps its OK for base-defense or so. |
| The Doombringer has only ONE function. He places himself on the flag, guns the cappers down (they need to fly straight into his direction) and "body checks" them at the flag-stand. In Tribes2 this position was called "heavy on flag" (hof) and was the standard in nearly every match. |
| This is a pure offensive class. His Mortar gives him a insane range (with tonnes of damage) and even gives him the possibility to shoot over hills. BTW ... thats why its called mortar. His main task is to clear the flag-stand, take down the towers and move on to the generator. The Spinfuser works a little bit better vs single deployables, but in a well trained hand the mortar will work better. The real reason for his Spinfusor is the infight and the fuser-jumps. |
This post has been edited 6 times, last edit by "Diesel" (26.12.2011 12:13)
Users who thanked for this post:
stepotronic (16.12.2011), gunnie (17.12.2011), paTser (20.12.2011)
Quoted
Brute - possibly the best offense at the moment. The fractal grenades (or rave nades as I like to call them) do significant damage over a wide area for about 5 seconds, so can be good for scaring HoFs away (because they'll die quickly if they don't move), allowing a capper to zoom straight through. The Spinfusor and Shotgun are both good in close quarters.
So I guess i won't get that XP now. Still looking forward to finishing backstab.