Scout
Grenade: Concussion
Beacon: Pulse
Sensors
The Scout is the fastest and weakest of all the
armors. Only able to carry 2 weapons and limited
ammo. It has a very high speed on the ground and can
jump enourmous distances with its Concussion
Grenades. This makes it a good choice for flag
captures, if you live. The Scout doesn't have much
jetpack energy but it recharges at a very fast rate.
With an energy pack the Scout has amazing flying
abilities.
Special Abilities
If you are touched by a Scout you will be blinded
temporarily. While you are blinded you will not be
able to put enemies on your team's sensor network by
looking at them.
The Scout
Scout armor is by far the fastest and least
protected of them all; its defense is in its
mobility. Because it is so unprotected, it carried
concussion grenades which push all away from center
of the blast. The scout's armor sends a small jolt
of energy through enemy suits upon contact that
temporarily blinds it's sensors, just enough to be a
distraction. In its role as reconnaissance, it
carries a pulse sensor that can be placed to enhance
the team's sensor network.
Concussion Grenades
The grenades that the scout carries are able to
exert tremendous force away from them, doing very
little direct damage. Many inventive uses for these
grenades have been found. If timed right, it can be
used to toss pursuers off to the sides and allow a
scout to escape. It can be used to clear a room of
enemies for a scout to dash through safely.
Pulse Sensors
Scouts carry at least one pulse sensor on their
side. By deploying it as a beacon, you can increase
the range and visibility your team of your team's
sensor network. The enemy will surely try to sneak
up through one of these holes in your sensor
network, patch the holes with these.
Tips
Playing as: Use an energy pack with the scout
to further enhance its tremendouse mobility. With it
you can stay airborne far longer than any other
armor.
Because the armor has so little protection the only
real protection you have is your mobility, so keep
moving and if you are being chased weave side to
side to avoid being predictable.
If you need extra speed, you can drop a grenade and
walk over it jumping when you think it will explode.
This will fling you rapidly away from the grenades
blast. This is commonly known as a concussion
grenade jump.
If you are being chased by an enemy that seems to be
able to keep up, you can time the release of
concussion grenades to blow him away and escape or
concussion grenade jump.
Since you carry a pulse sensor with you and grab
another one every time you visit an inventory or
ammo station, place one when you are out and about.
If you are sneaking up on the enemy, look at the
command screen and figure out how an enemy might
move through that area and then quickly place a
pulse sensor to detect them. You never know how much
help it is to your teammates to see red in an area
moving towards their position.
Because your armor is so limited it is suggested
that you avoid defenses whenever possible.
Because your ammo is so limited, it is recommended
that you carry either an energy weapon, disc
launcher, or plasma gun. You can take the ammo for
the disc launcher and plasma gun off of the dead.
If there are too many enemies an area, fly overhead
and drop a grenade. That will spread them out.
If there is an area where the enemy congregates(like
flag rooms, gen rooms, inventory rooms), you can
clear them out with a single grenade and if followed
up with a smoke bomb can have them firing on
themselves.
If you need to place lots of pulse sensors, take an
ammo pack. It can carry 3 then.
Defending Against: Place mines. When running
quickly, often mines around corners will not be seen
until too late; scouts can only take the damage of
one mine.
Deploy turrets, scouts can not take much damage; one
turret is often enough to deny them access to an
area.
Place rocket turrets, outdoors only. Whenever an
enemy scout jets (and you know they will) it will
swat him down.
Spy
Grenade: Plastique Explosives
Beacon: Satchel Charges
The Spy is a very sneaky armor. If used right, it can
destroy a whole base with Plastique Explosives. The Spy is the
only armor to use the Magnum and the Cloaking Pack. Take a
look at the
Sensor Network Guide and learn how to escape enemy
detection.
Special Abilities
The Spy can phase through enemy teleporters, which usually
scares the shit out of the enemy. Load up on explosives and
save yourself a walk, if you can keep your team from
destroying it first. Also, the Spy's footsteps are completely
quiet, allowing you to sneak up on enemies. The Spy can also
open enemy force field doors.
The Spy
The spy is a demolition expert and assassin. He carries enough
explosives to be very dangerous and can sneak into the enemy
base without much trouble, even his footsteps are silent. He
can cloak and disappear from sight fooling the eyes, turrets,
and pulse sensors; he can also use enemy teleporters and
deployable force field doors. The spy can carry the command
laptop which allows him to take control of turrets remotely
and reprogram one deployable enemy turret.
Cloaking Pack
The cloaking pack is one of the best options of the spy armor.
It allows the spy to pass by without being detected by normal
means and most turrets and sensors ignore him. When activated
the pack slowly drain power, jetting is not suggested while
doing this because quickly you will be doing niether.
Plastic Explosives
The main purpose of the spy is to blow up things and one of
the tools he has to do that is the plastic explosive; he
deploys it as he would a grenade. When the spy drops this
compact bundle of plastic, he has 15 seconds to clear the
area; it will explode with the force of 2 mortars. This is
powerful enough to damage the hardened plasma turret
emplacements or destroy rocket turret emplacements.
Satchel Charges
Another of the tools exclusive to the spy is the satchel
charge. This remote controlled bomb can be placed almost
anywhere and has a power similar to the plastic explosive but
spread over a wider area. It is accessed from the command
screen and once taken over and can be detonated whenever you
want.
Command Laptop
The spy is able to use this powerful computer to overwrite the
command codes on deployable turrets, since they are not
hardwired to the base. If the spy can get close enough to
touch the turret he can take it over and turn it on it's
former masters. This pack also allows the wearer to control
turrets and other items as if they were at a Command Station,
but they have to wait for thier suits controls to reset
between uses.
Accessing Enemy Equipment
Your armor is able to access enemy teleporters and deployable
force field doors sending false signals through that tell them
you are on their team. Just touch them and your armor does the
rest. You can have great fun when you use the nice teleporter
that the enemy placed.
Tips
Playing as: Prioritize your targets and plan. If the
enemy has lots of rocket turrets and plasma turrets out and
you know that the rocket turrets will stop you and your team
from dodging the plasmas, then place 1 plastic explosive on
each rocket turret. If you run out of plastic explosives and
there are still rocket turrets, then place a satchel charge
and when you get a chance blow that too.
If an object has enough shielding that it needs more than 1
plastic explosive to finish off, then either add a mine next
to it or wait for it to explode and begin firing on it or
place another plastic explosive.
Sometimes it is important to destroy things and get out
quickly, like generators. Toss a plastic on each one or if
close enough between them and run out.
It is a good idea to lay lots of traps once you have destroyed
something, keep it down as long as possible.
For things you know the enemy will repair, place a satchel
charge on it once it is down. Like generators and rocket
turrets. Place it in such a way it is not extremely visible.
Then once they have fixed it you can blow it up by pushing the
button.
Use the shadows to hide goodies. Place mines or satchel
charges in halls or near important things so that you can get
those who pass by.
When approaching an area that has both motion and pulse
sensors cloak and walk forward slowly (forward and backwards
at same time) and hold down the grenade for a while and then
let go. You will throw a plastic a good distance and then you
can back off slowly, do it again, or begin firing.
Your armor is able to fool the forcefield doors into thinking
someone from the other team is accessing it, use that to your
advantage. If you are accompanying your teammates, open the
door for them and start the party.
When you see an enemy teleporter don't fire on it. Run to it,
drop a plastic explosive beside it, cloak and step onto it. If
there is another one it will take you to it, generally inside
the enemy's defenses. From there you can reek havoc.
Defending Against: When building your defenses, use
motion sensors and cameras! This allows the turrets on the
sensor network to track objects if they are cloaked.
If you see a glowing plastic either run or back up and try to
shoot it before the timer detonates it. If you can do this
only the detonator cap will go off, but if the time drops to
zero the whole thing will explode doing much more damage. You
must decide if there is anything or anyone in that room word
saving.
A tractor turret placed with a motion sensor and some other
turret is often enough to prevent a spy from entering an area.
The motion sensor senses the initial movement and the tractor
turret creates all additional movement. This make it hard to
shot at the defenses while the other turret picks them apart.
Use mines, often a spy is cloaked and running through the
halls of your base, a mine around the corner is often seen too
late to be avoided.
Sniper
Grenade: Decoy
Beacon: Sensor Jammer
The Sniper can carry all the powerful, long range, and accurate
weapons, such as the Laser and Sniper Rifles. Nothing is more
satisfying than finding a good place to hide and killing people
before they ever see you. The Sniper is a fast but relatively weak
armor.
Special Abilities
The Sniper is the only armor able to carry the Cybernetic Laser
and sniping weapons. When a Decoy is used it is randomly placed
directly in front of or directly behind the player that used it.
This can confuse enemies as to which is the Decoy and which is the
Sniper.
The Sniper
The snipers purpose is to attack from a distance; he can kill and
disable sometimes with a single shot. He uses stealth to hide and
then strikes without warning. Snipers carry a sensor jammer with
them that they can deploy in order to prevent their targets from
getting an easy lock on them. They have a wide variety of tools
that help them with their mission.
Sniper Weapons
The sniper has several weapons that are special to them and a few
that are shared.
Dart Rifle: The dart rifle fires a small poison tipped dart
that instantly poisons the target; they take damage slowly, their
movement is drastically slowed, and they can not use beacons or
grenades. This is often used on heavies and mediums so the
consecutive shots will be more effective.
Laser Rifle: The laser rifle fires a concentrated burst of
energy at its target. The beam can penetrate armor and often
seriously damages or kills someone in light armor. The weaker
armor in the head and face make those areas the natural targets
for this weapon. This weapon is the most powerful of all the
sniper's tools but the beam is easily traced back to the user.
Rail Gun: The rail gun fires an electrically charged
supersonic shell at the target; because of it's polarity it does
even more damage to shielded objects by causing a feedback in the
shielding mechanism. This generally drops does the shielding
temporarily and causes excess damage.
Sniper Rifle: The sniper rifle quietly fires a high-powered
shell that does considerable damage on impact. The shell cannot
pierce armor, but does do considerable damage upon hitting it.
Head and face shots are the most effective as the armor over the
head is generally thinner or non-existent. It takes a while to
reload the rifle and there is limited ammunition, but those
wanting stealth above all else will love this weapon.
Cybernetic Laser: This is a shoulder mounted laser with a
built-in energy converter. It is best when used in combination
with another sniper weapon to allow you to hit twice at the same
time. But it completely drains your power and your reserves so you
have no energy for nearly 2 seconds.
Skilled Sniping
Disarming the Enemy: The sniper has the ability to disarm
the enemy by literally shooting the weapon out of their hand. You
can disarm that enemy sniper and then drop him with your next
shot. You can make that heavy firing mortars at your base less
effect by taking his toy.
Dislodging the Flag: If the sniper is skilled enough he can
shoot the flag off the back of an enemy. It is dropped and the
enemy must turn around to retrieve it, if they even realize it is
missing.
Detonating a Demolition Pack: The sniper is also able to
snipe a demolition pack off the back of a burster. This usually
detonates the pack prematurely, destroying all in the area.
Sniper Decoys
Every sniper at some point is discovered and so they carry with
them small holographic emitters that can create an image of them
if the situation arises. They simply drop one of these and a
duplicate of themselves forms that is so real that even turrets
will fire on them. A favored technique is to get moving quickly
and release one of these and then remain still for several seconds
as the enemy goes for your twin; the emitters are very fragile and
usually destroyed with one shot, so be quick with your escape or
counter-strike.
Sensor Jammers
To help them hide, most snipers will deploy a sensor-scrambling
device in the area they will be operating from. This jams
long-range scans and so hides them a bit better. Every sniper
carries a sensor jammer on their side and it can be deployed, as a
beacon would be; this will prevent most enemies from discovering
you by conventional means.
Tips
Playing as: When sniping, it is best to not stand along the
horizon or hilltops as your silhouette gives you away. Standing
down the hill aways or on the side of it is preferred. If you find
it hard to stand on a slope, deploy a sensor jammer and stand on
that.
Do not spend too much time zoomed in, check your surroundings
often.
Move side to side, if you can, to prevent enemy snipers from
shooting you.
You can use your grenades to deceive the enemy and waste some of
their shots. Placing several side by side and a jammer by them all
and the enemy will have trouble determining which is really you.
Fire on pads, stations, turrets, whatever you can see that is
owned by the enemy. Every little thing that you can deny the enemy
gives your team an advantage. Vehicle pads, vehicle stations, and
turrets are shielded and so need the rail gun to lower the
shielding for your team mates to fire on.
If you need to snipe mediums armors and are not concerned about
being discovered you can pair the cybernetic laser with a sniper
rifle, dart rifle, or railgun. Fire them together or just a split
second apart to drop those that you can not normally with 1 shot.
If you see an enemy running towards your base with a demolition
pack and you have the angle try to snipe that big pack.
If the enemy has taken your flag and is running from you, take aim
and knock it off his back. Your team will certainly appreciate it.
Defending Against: When you sneak up on a sniper try to do
as much damage in as short a period of time as possible. I suggest
dropping grenades and then firing plasmas just as the grenades are
about to go off or a shotgun blast at point-blank range. Do not
use the chaingun for this; the spin up time and distinctive sound
will give away any surprise advantage you may have.
Do not stand still for any period of time.
Check your command screen often for red guys.
Watch for the laser beams if you can see it, trace it to it’s
point.
Don’t be afraid to let a few discs fly at an enemy in the
distance, they might not see it coming.
If you have the blaster, pull it out and fire at a sniper that is
not paying attention. Usually the number of shots that land before
they can react will kill them.
If they are using the sniper rifle and you can’t see where they
are, one way of determining which direction the sniper is in is to
wear a shield pack and go to 3rd person view and see which side
the shielding takes a hit on (hoping they don’t fire a rail on the
next shot).
Mercenary
Grenade: Generic
Beacon: Speed Boost
The Mercenary is the jack-of-all-trades. Not too slow, yet
relatively powerful, this armor is often overlooked because
people prefer a more specialized role.
Special Abilities
The use of Speed Boosters is what sets the Mercenary apart
from the other armors. Often you'll be able to catch the enemy
flag carrier if you learn to use the Boosters along with
skiing.
The Mercenary
The mercenary armor is the mainstay of all combat. It is a
jack-of-all-trades and master of none, excelling because of
its lack of diversity. This armor is potentially the fastest
and most useful of them all. It is faster on land that a heavy
and more powerful than a light, it has been argued that it is
'best' of the armors. It can carry 5 of all but the most
powerful non-specialized weapons. It also carries a surprise
in the form of speed boosters that will accelerate the wearer
to tremendous speeds in a short period of time.
Speed Booster
The mercenary is equipped with several one-time boosters that
use a considerable amount of energy to propel you forward or
up an incredible amount. To access the boosters, press the
beacon key. This sudden acceleration is not good for the body
or armor and does cause minor damage when used, but often it
is in emergencies where remaining still would result in death.
These boosters can be made more efficient with the use of a
heat sink, taking less energy to propel you. Usually one
activates the boosters when they already airborne and moving
in the direction they want; but if you are stationary and
activate them it will launch you upwards, making it easier to
get to those high points (especially when carrying something).
Tips
Playing as: Carry an EMP Grenade Launcher to slow down
those that are faster than you.
Save one booster, you may never know when you need it.
Carry either a disc launcher or plasma gun so that you can
pick up the ammo off those you kill.
This is the default class and should be used whenever
something needs to be done urgently. If the flag for either
side is dropped, use your boosters to get there quickly. If
you base is under attack, charge them and show the invaders
the error of their ways. If a base or tower needs be
taken/claimed quickly, then jet out here as fast as you can
with your boosters to do it. Often it is not necessary to even
stop by the inventory station, your default weapons, armor,
and items are more than sufficient. You just pick up the
weapons and ammo from the dead.
If you need to get from one side of the map to the other
quickly, you might want to consider using a heat sink. Usually
2-3 bursts in a row with your boosters, a second or so apart,
will get you moving so fast that you will make it there in no
time. You need to be careful about striking things too hard
and causing serious damage to yourself and also overshooting
your target. At that point you can consider tossing the heat
sink and picking up the first energy pack you see or keeping
it so that rockets won't shoot at you and you are not effected
by emps.
Learn to ski! Those skilled in this maneuver jet up a hill and
then slide down the far side. They do this by jumping each
time they hit the surface on the way down and to build up
tremendous speed. Usually you can use your boosters to get you
up and over the hill and then let your energy recharge on the
way down the other side so that you have enough to boost up
the other side. Doing this you can outrace nearly anything;
you can cap yourself or catch the flag carrier quickly.
You can use your speed boosters to effectively dodge homing
missiles. When the missile gets close, jam the speed booster
and if done right the missile can not change direction in time
to hit you.
Defending Against: Be fast, use your mobility against
it and ground them if you can.
Burster
Grenade: Incendiary
Beacon: Targeting Beacons
The Burster armor can carry the most destructive weapons of
all the medium armors. While it can carry many types of heavy
weapons it is somewhat limited on ammo. This armor can be used
as a base destroyer but due to its lack of speed and ammo
capacity it can be a challenge to get to the enemy base
quickly.
Special Abilities
The Burster is the only armor that can carry the Demolition
Pack and the only medium armor strong enough to carry Mortars.
Enough said.
The Burster
Burster armor is all about mayhem and destruction; it is a
variant of the mercenary armor that has increased strength but
decreased mobility. It has incendiary grenades and is the
lightest armor able to carry the handheld mortar. It also is
the only armor that carries the dreaded demolition pack.
Incendiary Grenades
The grenades that the burster carries are quite fearsome. They
have a larger blast radius than the standard grenades and tend
to catch the enemy on fire. Those caught within the initial
blast are usually coated with flames.
Demolition Pack
This is the most feared of all the destructive devices in
existence; it can easily kill everyone and destroy everything
in a room. When deployed it has a 20 second timer, this is
just enough time for you to get far, far away. If you are not
able to deploy it, you can always jump into the room and
detonate it by self-destructing.
Tips
Playing as: Your armor is powerful, but less mobile
that most. If you will be outside or entering combat outside
often carry an energy pack to increase your mobility.
If you are inside and your mobility is confined, carry either
a shield pack to help defend yourself or an ammo pack so that
you can carry enough ammunition to do the job.
In combat, those skilled with the burster often will fire a
mortar to one side of the enemy and drop a grenade to the
other. One of the two will usually get them and sometimes the
mortar will knock them into the grenade so they take damage
from both.
Learn to use the delay time on the mortar and time it so that
the enemy is near the center of the blast when it goes off.
Learn how and when to use the demolition pack, it can be the
deciding factor in a match by completely clearing the defenses
from a room.
Defending Against: Catch the burster outside. It is one
of the least mobile armors; stop it before it can get close
enough to do damage.
Turrets outside can hinder the effectiveness of the burster by
stopping it before it gets too close.
If you see a deployed demolition pack and are in engineer
armor, don't waste anytime deciding to defuse it or not. Run
over to it and try to stop that ticking bomb!
Engineer
Grenade: EMP
Beacon: Cloaked Camera
The most important armor for defense, the Engineer can
deploy everything in the inventory. As a defensive armor, it
isn't able to carry much ammo. The Dart Rifle can be used to
damage and slow enemies before they get close to your base.
After that, your defenses, EMPs, and other weapons should be
enough to take care of most threats.
Special Abilities
Upon touching another team member, the Engineer will repair
them a bit. It is also the only armor able to use the Engineer
Repair-Gun and Power Core Pack. The Engineer normally carries
2 Repair Kits, 3 with an Ammo Pack. As an Engineer you can
phase through enemy teleporters and open enemy forcefield
doors. Also you'll be able to defuse Plastique Explosives and
Demolition Packs by touching them, although occasionally that
can "blow up in your face".
The Engineer
The Engineer is the main source of defense for your team. He
is capable of handling all turrets, interfacing with enemy
turrets, repairing things, defusing powerful explosives, using
enemy teleporters, and lowering enemy force fields. Whenever
an engineer comes in contact with another teammate the
engineer's armor automatically begins repairing that teammate.
He carries cameras that he can deploy to enhance the sensor
network and is able to use the powercore to provide power to
items when the generators or solar panels are down.
Deployables
Every turret that there is can be placed by the Engineer, he
can even attach some of them to the walls or ceiling. If you
are not happy with the placement and the turret is undamaged,
you can pick the object back up and repack it, click
here for more information.
Repair Gun
Every Engineer gets one of these; it is a slightly less
powerful and energy efficient than the repair pack, but it is
much more compact and fits easily onto your utility belt. It
is the lifesaver whenever an inventory station or generator is
destroyed. Always carry one with you.
Cameras
Every Engineer carries a camera with them that they can deploy
however they see fit. The camera is a small turret that is can
cloak and be easily overlooked but able to put even cloaked
things onto the sensor network. It is suggested that you use
these often and go to the command screen to take control of
them and point them towards the entrances of the room.
EMP Grenades
Engineers come equiped with handheld EMP grenades. These drain
the energy from other armors and prevent them from building up
charge for a few seconds. Engineer EMP grenades are special
because they calibrated to not effect other Engineer armors,
this allows you to use them without fear of EMPing yourself.
Command Laptop
The Engineer is able to use this powerful computer to
overwrite the command codes on deployable turrets, since they
are not hardwired to the base. If the Engineer can get close
enough to touch the turret he can take it over and turn it on
it's former masters. This pack also allows the wearer to
control turrets and other items as if they were at a Command
Station, but without having to wait for the controls to reset.
Powercore
Engineers have the option of using the powercore. This
backpack is a portable fusion generator that can direct an
energy beam at objects to provide them power when the unit is
without. It is also able to enhance the teleporters systems
enough to teleport a heavy armor.
Defusing Explosives
Your life as an engineer is not always safe, sometimes you
have to try to defuse a ticking bomb. The engineer can attempt
to defuse a Plastic Explosive or Demolition Pack by walking
over it. Usually it works, but sometimes you become a red
pasty mist.
Accessing Enemy Equipment
Your armor is able to access enemy teleporters and deployable
force field doors sending false signals through that tell them
you are on their team. Just touch them and your armor does the
rest.
Tips
Playing as: This armor is often overlooked for it's
ability to dogfight or duel, but it has the unique ability to
drain away energy and fire at the same time. Often useful to
use the EMP grenade on an enemy and fire as they fall back to
the ground.
If you are carrying a turret on your back and enter combat,
quickly find a place to deploy it so that you have something
to defend you. This way the enemy now has two things shooting
at him. When done, fix the turret and pack it back up and
continue on.
If you have an inventory station, teleport pad, or remote ammo
station on your back and you enter combat, drop it so that
your mobility does not suffer because of the wieght.
It is possible for an Engineer to fly an HAPC. If there are
several heavies going on a base attack, grab an HAPC and bring
along an inventory station to place some turrets quickly. They
can then come back to that area to get resupplied and you can
accompany them, repairing them as they go. They will certainly
appreciate it.
Your armor is able to fool the forcefield doors into thinking
someone from the other team is accessing it, use that to your
advantage. If you are accompanying your teammates, open the
door for them and start the party.
ALWAYS carry the repair gun, there is no reason you should be
without. Enough said.
When you see an enemy teleporter don't fire on it. Drop a mine
beside it and if you are feeling bold step onto it. You will
be taken to the other side, usually inside the enemy base. Do
as much damage as you can to them.
Another option when you see the enemy teleporter is to begin
placing turrets around it. When the enemy uses it he will be
torn apart.
Your team will appreciate you teleporting heavy armors to the
enemy base by directing the power core at the teleporter that
they are stepping on to.
You carry cloaking camera, place them all over. Take control
of them and point them where they will be effective.
Defending Against: Whenever an enemy engineer is trying
to repair something, fire on it. In addition to taking damage
from your shots, the objects usually explode again applying
addition damage to the repair-person.
When you have gutted an area of the enemy base, leave traps
behind for the other team. Slightly damage inventory stations
and then mine them. Place mines or other explosives near
destroyed generators or static turrets to prevent them from
being repaired as quickly or allowing you blow them up later.
Remember the repair-person is trying to undo what you just
worked so hard for, the nerve!
Usually the repair-person is not paying attention and if you
move quickly can fire several plasma bolts at them before they
know what has hit them or because they are standing still take
the time to line up a head shot and snipe them.
Place several turrets in one area so that the engineer takes
damage from them all if he is trying to capture one of them
using a Command Laptop.
Infiltrator
Grenade: Cloak
Beacon: Teleport Beacon
This armor can only carry 3 weapons but it is a little bit faster than
the other medium armors. A specialty armor, the Infiltrator's
main purpose is for getting in and out of large enemy bases
such as Scarabrae or Broadside.
Special Abilities
Using Teleport Beacons, Cloaking Grenades and the Teleport
Pack you can easily get past defenses and confuse enemies.
Click
here for more information. The Infiltrator can also use
the Command Laptop to take over turrets.
The Infiltrator
The infiltrator is a specialty armor whose sole purpose is to
get in and out of the enemies base. The armor has a similar
purpose to that of the spy but a different approach was taken.
It has a different form of cloaking and can also perform local
teleports. This medium armor is too heavy to be quiet the way
the spy is but it can move quickly and even jet while cloaked.
Cloaking Grenades
The infiltrator has the ability to cloak by activating the
energy stored in it's grenades. Because the cloaking works off
of charges, it's cloak does not take energy and so the full
range of moment is available, including jetting. This cloaking
makes you invisible to most turrets and pulse sensors. Once
you are inside the enemy base and cloaked, you can start
clearing the enemy turrets with relative safety.
Teleport Beacons
In order for the Teleport Pack to work you must have placed a
teleport beacon, that is done the same way you would a beacon.
Be aware that it needs to have one side fairly clear in order
to use it to teleport.
Teleport Pack
This pack is the most important of all the abilities of the
Infiltrator. It works by moving the wearer to a nearby
teleport beacon. There can be only one beacon and it is placed
ahead of time. This means that you can use it to get either in
or out of an area, but you must decide and plan ahead of time.
The teleport pack can also be used by the very skilled for an
extra edge while dog fighting and base raping.
Command Laptop
This is the choice armor for taking over deployed enemy
turrets and making them your own. You just cloak and approach
the armor with this laptop and replace the control codes with
that of your teams, turning it on it's former owners. You can
carry only one set of electronics at a time and so can only
take over 1 turret at a time. This pack also allows the wearer
to control turrets and other items as if they were at a
Command Station, but they have to wait for thier suits
controls to reset between uses.
Accessing Enemy Equipment
Your armor is able to access enemy teleporters and deployable
force field doors sending false signals through that tell them
you are on their team. Just touch them and your armor does the
rest. You can have great fun when you use the nice teleporter
that the enemy placed.
Tips
Playing as: Be prepared. Plan ahead of time how you
will use the teleport pack. Place the teleport beacon in
non-obvious places, in the shadows and where your sudden
appearance will not be noticed.
If you are planning on capturing the flag, place the teleport
beacon outside the base, perhaps under it, and try it out. Get
it aligned before you need to use it in the heat of the
moment. Then you can run into the base, grab the flag,
teleport out, and run home with it. If you set up the pack to
teleport you out of the base you are already outside by the
time enemy knows thier flag is taken!
If you are planning on causing choas inside the enemy base you
need to sneak in and place the beacon somewhere that is
accessable from the outside. Then you get close to thier base
and teleport inside do damage, perhaps kill some of them when
they are not expecting it. You can continue to do this,
bypassing thier defenses and defenders!
Your armor is able to fool the forcefield doors into thinking
someone from the other team is accessing it, use that to your
advantage. If you are accompanying your teammates, open the
door for them and start the party.
You are never sure what is in the place you teleport to so
cloak first if there is any doubt. Also it causes less of a
commation when you appear. You can angle the teleport beacon
around a bit to get a peak inside.
If you are in combat, cloak if you can. If the enemy knows
your general location but not the exact location, then you
have an edge over them and with skillful piloting can avoid
the worst of the damage.
When you cloak and are running, change your direction. If you
see someone disappear in front of you while moving in one
direction, then you can estimate thier position and still hit
them.
Those extremely skilled with the infiltrator place a teleport
beacon outside or on top of the enemy base and duel around it
or enter the enemy base, shoot it up and when fired at just
teleport out in complete safety. These same people place mines
outside and in the halls of the enemy base as well as throw
toxin grenades just before teleporting to safety. They often
are dog fighting and if they are falling to the earth and
about to be hit with a disc will teleport.
When you see an enemy teleporter don't fire on it. Drop a mine
beside it and if you are feeling bold step onto it. You will
be taken to the other side, usually inside the enemy base. Do
as much damage as you can to them.
Defending Against: When building your defenses, use
motion sensors! This allows the turrets on the sensor network
to track objects in motion even if they are cloaked.
A tractor turret placed with a motion sensor and some other
turret is often enough to prevent an infiltrator from entering
an area. The motion sensor senses the initial movement and the
tractor turret creates all additional movement. This make it
hard to shot at the defenses while the other turret picks them
apart.
Use mines, often an infiltrator is cloaked and running through
the halls of your base, a mine around the corner is often seen
too late to be avoided.
Prevent infiltrators from ever getting into your base. Once
inside they could have placed a teleport beacon and are
extremely hard to stop from re-entering your base later on.
Place several turrets in one area so that the infiltrator
might take damage from them all while he is trying to capture
one of them.
Cyborg
Grenade: Mortar Bomb
Beacon: Emergency Force Field
One of the slowest armors, the Cyborg can carry the most
powerful weapons. It is also the strongest armor. You may be
in trouble if caught out in the open though... lighter armors
can fly circles around it. Indoors however, a Cyborg can be
very hard to get rid of.
Special Abilities
Armed with its innate ability to put up Emergency Force
Fields the Cyborg is best for base raping. It is the only
heavy that can use shields.
The
Cyborg
The cyborg is the largest of all the armors; its size is its
protection and its burden. It carries some of the most
powerful weapons and has the strongest shielding but is also
the slowest and most vulnerable outside. The cyborg carries
mini-mortar grenades that resemble regular mortars. If needed,
the cyborg can also deploy it's emergency shielding to protect
itself from damage. Because of its size, it is one of two
armors that can carry the largest of the guided missiles.
Mini-Mortar Grenades
The cyborg carries with it mini-mortar grenades, these have a
destructive power nearly equal to regular mortars and can tear
through nearly anything. Be careful when using them as you
could catch yourself in the blast.
Emergency Shielding
The cyborg comes equipped with a few charges of energy that
power his emergency shields. When activated the shields do not
take any additional power other than what is needed to deflect
damage.
Auto-Rocket Cannon
This is a shoulder-mounted rocket launcher that can fire while
fighting with another weapon. It uses the regular unguided
rockets that you are carrying; if used in combination with
another weapon can be quite deadly.
Guided Missiles
Most of the guided missile operators wear cyborg armor since
it can carry the largest of the missiles and has emergency
shielding. Because the guided missile operators tend to ignore
their surroundings while they are piloting a warhead aimed at
the enemy, they like the cyborg's shields to protect them from
stray shots.
Tips
Playing as: Because your mobility is so limited, take
an energy pack with you. This will let you use your jets more
often and increase the recharge time on your emergency
shielding. This also helps you when EMP'ed.
If engaged outside and the enemy is hovering around you, pull
out the chaingun or shotgun. Remember to take into account the
firing delays these weapons have and the enemy movement. If
you can become proficient in the use of them you can double
your life expectance outdoors.
Unless you absolutely have to, don't jet when your shields are
up. If you take a hit you will drop because your jets no
longer have any power and any additional hits once you land
will prevent you from jetting. Do one or the other to avoid
damage, not both.
If you are going to fire a warhead at the enemy using cyborg
armor, activate the shields before you take control of the
missile. The only weapon you have to fear then is the rail
gun.
Carry an EMP Grenade launcher to slow or ground the enemy that
is hover around you. Decrease the speed advantage that he has
over you.
Those skilled with the cyborg fire a mortar and throw a
grenade at the enemy (usually the mortar to one side of the
enemy and the grenade to the other side). If you can become
proficient with this you can bounce the enemy back and forth
between the blasts killing a medium instantly. This will
greatly increase your life expectance outdoors.
You can use a teleporter if you can get a friendly engineer to
increase the energy flow of your teleporter so that it can
handle your mass by aiming a powercore at it.
If you need extra fire power, consider taking the Auto-Rocket
Cannon. When you engage in combat you can fire another weapon
and the cannon together or seconds apart for added effect.
Defending Against: Keep it away from your base. Engage
it at a distance and keep up above it. Because the cyborg is
so slow most will not jet to turn around and so you can hammer
them from above and they are unable to get a fix on you.
If you are in a medium armor and carrying an EMP Grenade
Launcher or EMP Grenade, then use that to remove any remaining
mobility that it might have and then pick it apart from a
distance.
If you are a sniper with a railgun and see an enemy cyborg,
fire the rail at it. If he does not have his shields up he
will generally raise them before your next shot since he
usually does not know what hit him. The added damage his
shielding system will do to him will make him regret it and
you can drop him quickly.
If you are a sniper and see a cyborg at the missile command
station, take your time to line up several headshots.
If you are a sniper, poison them with a dart rifle. This will
slow their extremely slow movement down to next to nothing and
continue to snipe them. Your teammates can easily destroy them
or you can snipe at them as they will only be able to jet to
avoid you.
When you are flying over them, drop grenades on their heads as
well as shooting at them.
If the cyborg has a shoulder mounted auto-rocket cannon, stay
back! Pick it apart at a distance and minimize your time on
the ground.
Behemoth
Grenade: Phoenix Missiles
Beacon: Armageddon Missiles
Another slow armor, this heavy packs alot of artillery. While not
as strong as the Cyborg, the Behemoth can hold its own better outdoors
with his Phoenix and Armageddon Missiles. It cannot use shields which
means base raping may not be the best role.
Special Abilities
Carries portable Phoenix Missiles. Armageddon Missiles are also
very deadly.
The Behemoth
The Behemoth armor is the next to largest of all the armors, only
slightly lighter than the cyborg; it is basically a mobile weapons
platform. The behemoth only has offensive capabilities, yet is best in
the role of defense because it needs inventory and ammo stations for
constant repairs and re-supplies. It carries a pair of Armageddon
missiles, the most fearsome weapon of all, and also two short range
Phoenix warheads. The inability of the behemoth to carry shields and
the low amounts of ammo that it carries are probably the only two
weaknesses it has. The Behemoth is one of the two armors that is large
enough to load the most powerful warheads into the missile command
stations.
Armageddon Missiles
These weapons are fired like grenades from the tubes along the top of
the Behemoth. The damage and the blast radius is tremendous, do not
fire it at anything close to yourself! Because of the tremendous
kickback that this weapon has, it does do some damage to the suit; be
careful about firing this when you have already sustained serious
damage or it could be your last act.
Short-Range Phoenix Missiles
The Behemoth also carries short-range guided phoenix missiles that are
highly maneuverable. You can fire them when you are stationary, the
same as you would a beacon. This warhead is powerful enough to kill or
seriously damage a light armor. Once fired you are put in control of
the missile looking out of the nose camera, steer at it as you would
any other guided warhead. Be aware, this warhead is a very short
range. These missiles are not powerful enough to pierce the shields on
most emplacements, save them for other things.
Tips
Playing as: Because your most powerful weapons take a toll on
your armor and you will find yourself using them often, stay near your
base unless you are very comfortable with your abilities to manage
that much power. You will most likely need to visit ammo stations
often for repairs and additional ammo.
Your armor is one of the slowest, it is suggested that use an energy
pack to augment your poor jetting abilities. This can also help
counter being EMP'ed.
When you are dog-fighting, do not be afraid to fire the Armageddon
missiles into the ground where you believe the enemy will land a
second or two from now.
If there is a sniper firing at you, back down over the hill so that
they no longer can shot you and fire a Phoenix missile at them. Show
them what firing on you will get them.
If you are determined to go base raping with this armor, take an ammo
pack. This will increase the number of repair kits as well as other
ammo that you can carry.
If you are engaged outside, use a shotgun or chaingun to drop that
enemy hovering around you.
You can use a teleporter if you can get a friendly engineer to
increase the energy flow of your teleporter so that it can handle your
mass by aiming a powercore at it.
If you have an EMP Grenade Launcher, ground that more mobile enemy and
make it an easier target.
Defending Against: Stop this before it can get close to your
base. Engage it in the open where your mobility will keep you safe,
pick it apart from a distance.
If you are in a medium armor and carrying an EMP Grenade Launcher or
EMP Grenade, then use that to remove any jetting ability that it can
have and then pick it apart from a distance.
If you are a sniper, poison them with a dart rifle. This will slow
their extremely slow movement down to next to nothing and continue to
snipe them. Your teammates can easily destroy them or you can snipe at
them as they will only be able to jet to avoid you.
When you are flying over them, drop grenades on their heads as well as
shooting at them.
Guide written by [HvC]Dev.