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  • "Diesel" started this thread

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Friday, 16.12.2011 17:41

T:A Classes

Hey Guys,
Stepo asked me to talk about the classes and how they are supposed to be used.
Well ... All i can say is based on my knowledge from Tribes 2 ... means: its based on the pure theory of Clanmatches in a game that is still changing.
Also i do expect that there will be a special competitive ctf-gamemode that places the generator much more to the focus. In tribes2 you always spawned in a very useless load-out and needed to rearm at an armory before starting in the "real" class. Also the generator did not repair itself, how it does now.

  • light

    Image with standard equipment
    Info
    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.
  • medium

    Image with standard equipment
    Info
    ...
    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.
  • heavy

    Image with standard equipment
    Info
    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.



Grafics taken from wikipedia: http://en.wikipedia.org/wiki/File:Tribes…ta_Loadouts.jpg

This post has been edited 6 times, last edit by "Diesel" (26.12.2011 12:13)


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Saturday, 17.12.2011 0:15

I took the liberty to put them into one post and add some images :)

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Eiter (17.12.2011)

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Monday, 19.12.2011 0:50

What class do i choose? Hard to decide. I like the spinfusor... Therfore brute might be ok. But the doombringer also is nice :D

Updated the mainpost again :D

Edit:
I now have a brute :) And a fully skilled Soldier.

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Wednesday, 21.12.2011 19:39

Brute is fully skilled now as well. Just bought the scrambler. :D

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Friday, 23.12.2011 15:37

The scrambler is not a class I want to play. Got really bad stats on it. It is cool to crack heavies with it, if you ever get close... But the primary weapon is hard to handle, the pistol is too weak.

Next class i will play: Doombringer.

First match with diesel was really cool. I played the heavy on flag and we instantly won 5:1 :)

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Saturday, 24.12.2011 2:32

Doombringer does not work on all maps I found out since one can't see them early enough, having two forcefields i was able to secure more sides or even entries and that helped a little.

index.php?page=Attachment&attachmentID=37
Ok after rampage is relentless. Had that a few times today. But also 2 times 19 in a row. Now i wonder what the next spree is...

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Saturday, 24.12.2011 14:37

a heavy on flag (hof) works best with a spotter that´s calling the targets.

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Saturday, 24.12.2011 17:09

Yes, that is true. People tend not to do that. But i am only 13000 xp away from the fully skilled doombringer. Then I will be able to unlock a new 9800 class as well. Guess it will be the raider. Skilling that one, then finish the ranger and the juggernaut and I got enough of the game played i guess :D

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Tuesday, 27.12.2011 3:21

I spend 900 for the juggernaut. so i am again 500 away from the next 9800 class. Will probably finish juggernaut and ranger first. Doombringer needs 500 XP to be fully skilled, but hey, weaponsswitch...

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Sunday, 01.01.2012 20:48

Will do my own mini-review of the classes and their tactical roles, if that's ok.

Light:

Infiltrator - best for taking down a generator and e-grabs, but is also good for harassing the defence when you're outside, as it's easier to dodge explosions and hide behind cover. The pistol and SMG can take down anyone pretty quickly so long as they've been damaged, and the backstab perk will take most mediums down far enough that a little spray with the SMG will take them down. Also good for harassing the sniper until he gives in and swaps classes, or very good if you wait until you've got a capper going in then backstab the sniper, so they've got a run home without a sniper picking them off from the other side of the map.

Jumper - good if you can use it right, often for e-grabs, but can't match the Pathfinder for speed at the moment. Have to look again next time it's patched.

Pathfinder - good for chasing because you shouldn't need a long-range weapon, because you should be able to keep up with the flag carrier and then just put a spinfusor at his feet when he lands.

Sentinel - very good on defence and picking off cappers, but it takes a while to learn the balance between aiming at people and the speed at which they're moving! NOT good at taking out people solo, but can often take off at least half health, so works well in co-ordination with a good chaser and defence to make sure that the flag carrier doesn't get away with full health.

Medium:

Raider - good for offence (clearing flag stands) and defence. Also good to give the flag to, because the Shield Pack means that if you stand under cover, it's very hard for the enemy's chasers to take you and a Heavy out while you pass it between you. The grenade is also very powerful if it hits.

Ranger - very good all round, both for defence and chasing. Also good for clearing flag stands or e-grabs, because the medium armor and the energy pack combined means you've got a good chance of getting away and surviving.

Scrambler - very effective indoors, limited outdoors. Good for emergency generator defence as it reveals Infiltrators and can kill them easily, but isn't really useful for competitive play at the moment.

Soldier - good for clearing flag stands, offensive midfield, and intercepting flag carriers at their base when they slow down to try cap :D

Technician - very good for defence - turrets, fast repair rate, decent SMG, and can now repair team-mates (as I found out thanks to stepotronic today!)

Heavy:

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.

Doombringer - Heavy on Flag. Ideally needs the "Super Heavy" perk from the Juggernaut's skill tree, and if you tap the fire key (LMB) about once a second, this keeps the barrel spinning so you can shoot straight away.

Juggernaut - good for scaring the defence off the flag stand with the mortar, then charging in with the Spinfusor. Also good for base trashing, because the Mortar let's you shoot round corners as well as saving your Spinfusor ammo for the enemy, instead of using it on the generator.
Tribes Ascend: DarkTower.
Prefer clearing flag stands, base trash, and generally annoying the defence.

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stepotronic (01.01.2012)

  • "Diesel" started this thread

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Monday, 02.01.2012 18:30

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.


Dont expect the Team-damage to be off in clan-wars.

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Monday, 02.01.2012 18:36

I really hope it will be on. Since you only need 3 grenades to destroy the whole defence, the generator and even a turret.

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Sunday, 08.01.2012 0:45

I have unlocked all classes and started to skill a bit of each. However there was a really nice match playing infiltrator, going on rampage etc. when a message appears that the servers will we going offline in 5 minutes :D So I guess i won't get that XP now. Still looking forward to finishing backstab.

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Sunday, 08.01.2012 1:19

Technican is currently so OP.
The class has some serious use in comp right now but mostly not repairing generator or anything like that.
Just shooting because the Tech is now the highest DPS in the game with the smg.
[SWORDER MASTERRACE]
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Nilocy

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Monday, 16.01.2012 2:04

Will agree with Anaatti here, the technician is just so damned powerful at the moment. If you can keep the gen up its even more insane with his turrets.

Edit: Oh, Scrambler is currently one of the best flag grabber classes at the moment.
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Thursday, 02.02.2012 12:19

Quoted

Hotkeys are in the next patch.

Hotkeys for class changes in the next patch. :love:
Just thought to drop this one here.
[SWORDER MASTERRACE]
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Thursday, 02.02.2012 13:35

Awesome. I wonder if you can hotkey the VGS system...
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Thursday, 02.02.2012 13:59

i already did so, using my G15 :whistling: