Tribes: Ascend Loadouts and Classes: Difference between revisions

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[[Tribes: Ascend]] features a class-based loadout system. Each loadout specifies what type of armor you have, along with what weapons and items you can carry. Loadouts will only support two weapons, a melee object, a pack, and either grenades or mines. Players can select which loadout to use when either respawning or at an inventory station. There are 9 loadouts available, 3 were removed and combined into other loadouts.<ref>[http://hi-rez.custhelp.com/app/answers/forum/a_id/297 February 2, 2012: Tribes Closed Beta Version 0.1.742.0 Patch Notes]</ref>  Loadouts may be acquired either through an upfront payment, or through playing the game for an unspecified amount of time.<ref>[http://archives.theexiled.pwnageservers.com/HiRezForum/37698.html Why Loadouts?]</ref>  Paid-for loadouts will be available to the user instantly and permanently, while those who choose to unlock them through playing will have a much longer wait.  Players will be given three free loadouts, the Pathfinder, Soldier, and Juggernaut when they first start playing the game. One armor from each class.  As of patch 0.1.742.0, unlockable weapons have been introduced.
[[Tribes: Ascend]] features a class-based loadout system. Each loadout specifies what type of armor you have, along with what weapons and items you can carry. Loadouts can support up to four weapons, defending on which class is chosen, a melee weapon, a pack, and a belt item. Players can select which loadout to use by pressing a number on the numberpad to choose which armor you want and then choose the loadout. There are currently 12 loadouts that can be configured. Players can select which loadout to use when either respawning or at an inventory station. Each loadout can be configured with three weapons (four weapons for the Heavy armor) chosen from six different categories: Impact, Timed, Specialty, Automatic, Short Range, and Sidearm. Only one weapon from each category may be equipped on a loadout.


==Light Armor==
==Classes==
==== [[Tribes:_Ascend/Light_Armor|Light Armor]] ====
Light Armor is extremely fast and is best suited for flag capping and chasing. It may be outfitted to fill sniping or infiltration roles.
{|
|-
| style="padding: 0.25em;" | [[Image:infiltrator.png|94px]]
| {{Template:Tribes:_Ascend/Light_Armor_Series}}
|}
 
==== [[Tribes:_Ascend/Medium_Armor|Medium Armor]] ====
Medium armor finds the balance between speed and survivability. It may also be outfitted to fill base building/repair or base disruption roles.
{|
|-
| style="padding: 0.25em;" | [[Image:soldier.png|94px]]
| {{Tribes:_Ascend/Medium_Armor_series}}
|}
 
==== [[Tribes:_Ascend/Heavy_Armor|Heavy Armor]] ====
Heavy armor is extremely resilient and is unmatched in long range bombardment capabilities. It may be outfitted to fill Heavy on Flag or base destruction roles.
{|
|-
| style="padding: 0.25em;" | [[Image:brute.png|94px]]
| {{Template:Tribes:_Ascend/Heavy_Armor_series}}
|}
 
==Armors Removed by Version 1.1==
The following armors were removed when patch 1.1 was released.
===Light Armor===
====[[Tribes:_Ascend/Infiltrator|Infiltrator]]====
====[[Tribes:_Ascend/Infiltrator|Infiltrator]]====
The Infiltrator fights on the mantra of 'sneak in, blow stuff up.' Defined by its stealth capabilities and heavy explosive sticky grenades, this class is exceptional on attack and vehicle destruction.
The Infiltrator fights on the mantra of 'sneak in, blow stuff up.' Defined by its stealth capabilities and heavy explosive sticky grenades, this class is exceptional on attack and vehicle destruction.
{|
{|
|-
|-
| style="padding: 0.25em;" | [[Image:infiltrator.png|94.px]]
| style="padding: 0.25em;" | [[Image:infiltrator.png|94px]]
| {{Tribes: Ascend/Infiltrator series}}
| {{Tribes: Ascend/Infiltrator series}}
|}
|}
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{|
{|
|-
|-
| style="padding: 0.25em;" | [[Image:pathfinder.png|94.px]]
| style="padding: 0.25em;" | [[Image:pathfinder.png|94px]]
| {{:Tribes: Ascend/Pathfinder series}}
| {{:Tribes: Ascend/Pathfinder series}}
|}
|}
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{|
{|
|-
|-
| style="padding: 0.25em;" | [[Image:sentinel.png|94.px]]
| style="padding: 0.25em;" | [[Image:sentinel.png|94px]]
| {{:Tribes: Ascend/Sentinel series}}
| {{:Tribes: Ascend/Sentinel series}}
|}
|}


==Medium Armors==
===Medium Armors===
====[[Tribes:_Ascend/Raider|Raider]]====
====[[Tribes:_Ascend/Raider|Raider]]====
The Raider is a durable attacking class. Its Grenade Launcher is lethal in close quarters, the Flare Grenade can mark targets and rediect tracking missiles, and the Shield pack provides enhanced durability.
The Raider is a durable attacking class. Its Grenade Launcher is lethal in close quarters, the Flare Grenade can mark targets and rediect tracking missiles, and the Shield pack provides enhanced durability.
{|
{|
|-
|-
| style="padding: 0.25em;" | [[Image:raider.png|94.px]]
| style="padding: 0.25em;" | [[Image:raider.png|94px]]
| {{:Tribes: Ascend/Raider series}}
| {{:Tribes: Ascend/Raider series}}
|}
|}
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{|
{|
|-
|-
| style="padding: 0.25em;" | [[Image:soldier.png|94.px]]
| style="padding: 0.25em;" | [[Image:soldier.png|94px]]
| {{:Tribes: Ascend/Soldier series}}
| {{:Tribes: Ascend/Soldier series}}
|}
|}
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{|
{|
|-
|-
| style="padding: 0.25em;" | [[Image:technician.png|94.px]]
| style="padding: 0.25em;" | [[Image:technician.png|94px]]
| {{:Tribes: Ascend/Technician series}}
| {{:Tribes: Ascend/Technician series}}
|}
|}


==Heavy==
===Heavy===
====[[Tribes:_Ascend/Brute|Brute]]====
====[[Tribes:_Ascend/Brute|Brute]]====
A heavy hitter with strong but basic weapons, the Brute prefers a direct approach to combat. Well-rounded against armored targets and exceptional durability give this class its strength.
A heavy hitter with strong but basic weapons, the Brute prefers a direct approach to combat. Well-rounded against armored targets and exceptional durability give this class its strength.
{|
{|
|-
|-
| style="padding: 0.25em;" | [[Image:brute.png|94.px]]
| style="padding: 0.25em;" | [[Image:brute.png|94px]]
| {{:Tribes: Ascend/Brute series}}
| {{:Tribes: Ascend/Brute series}}
|}
|}
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{|
{|
|-
|-
| style="padding: 0.25em;" | [[Image:doombringer.png|94.px]]
| style="padding: 0.25em;" | [[Image:doombringer.png|94px]]
| {{:Tribes: Ascend/Doombringer series}}
| {{:Tribes: Ascend/Doombringer series}}
|}
|}
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{|
{|
|-
|-
| style="padding: 0.25em;" | [[Image:juggernaut.png|94.px]]
| style="padding: 0.25em;" | [[Image:juggernaut.png|94px]]
| {{:Tribes: Ascend/Juggernaut series}}
| {{:Tribes: Ascend/Juggernaut series}}
|}
|}


== Not Released / Removed ==
== Not Released / Removed ==
====Architect (Not Released)====
====[[Tribes: Ascend/Architect|Architect]] (Not Released)====
The Architect is a defensive building class effective against enemy infiltration as well as airborne targets on high speed runs.
The Architect is a defensive building class effective against enemy infiltration as well as airborne targets on high speed runs.
{|
{|
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| style="padding: 0.25em;" | [[Image:locked.png|94.px]]
| style="padding: 0.25em;" | [[Image:locked.png|94px]]
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====Engineer (Not Released)====
====[[Tribes: Ascend/Engineer|Engineer]] (Not Released)====
The Engineer takes an aggressive approach to defense, using an SMG and EMP grenades that disable turrets and drain power from enemies. Wall Turrets have more durability than light turrets, but are limited in placement.
The Engineer takes an aggressive approach to defense, using an SMG and EMP grenades that disable turrets and drain power from enemies. Wall Turrets have more durability than light turrets, but are limited in placement.
{|
{|
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|-
| style="padding: 0.25em;" | [[Image:engineer.png|94.px]]
| style="padding: 0.25em;" | [[Image:engineer.png|94px]]
|
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====Jumper (Removed)====
====[[Tribes: Ascend/Jumper|Jumper]] (Removed)====
The Jumper has exceptional mobility thanks to its blink pack - allowing teleportation through energy pool consumption, while conserving forware and vertical momentum.
The Jumper has exceptional mobility thanks to its blink pack - allowing teleportation through energy pool consumption, while conserving forware and vertical momentum.
{|
{|
|-
|-
| style="padding: 0.25em;" | [[Image:jumper.png|94.px]]
| style="padding: 0.25em;" | [[Image:jumper.png|94px]]
|
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{| class="wikitable"
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====Marauder (Not Released)====
====[[Tribes: Ascend/Marauder|Marauder]] (Not Released)====
The Marauder is designed for mass suppression, firing a mortar-like projectile that does wide area damage.
The Marauder is designed for mass suppression, firing a mortar-like projectile that does wide area damage.
{|
{|
|-
|-
| style="padding: 0.25em;" | [[Image:marauder.png|94.px]]
| style="padding: 0.25em;" | [[Image:marauder.png|94px]]
|
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====Ranger (Removed)====
====[[Tribes: Ascend/Ranger|Ranger]] (Removed)====
The Ranger is built for offense with a powerful Assault Rifle and extra durability in the form of shield pack. The White-Out Grenade can blind enemies, giving Rangers the opening advantage.
The Ranger is built for offense with a powerful Assault Rifle and extra durability in the form of shield pack. The White-Out Grenade can blind enemies, giving Rangers the opening advantage.
{|
{|
|-
|-
| style="padding: 0.25em;" | [[Image:ranger.png|94.px]]
| style="padding: 0.25em;" | [[Image:ranger.png|94px]]
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====Scrambler (Removed)====
====[[Tribes: Ascend/Scrambler|Scrambler]] (Removed)====
The Scrambler's Jammer Pack allows this class to not only hide itself and close friendlies from enemy turrets and sensor, but also reveal stealthed hostiles. The Arx Buster is a challenging weapon to master, but gives this class exceptional anti-armor capabilites.
The Scrambler's Jammer Pack allows this class to not only hide itself and close friendlies from enemy turrets and sensor, but also reveal stealthed hostiles. The Arx Buster is a challenging weapon to master, but gives this class exceptional anti-armor capabilites.
{|
{|
|-
|-
| style="padding: 0.25em;" | [[Image:scrambler.png|94.px]]
| style="padding: 0.25em;" | [[Image:scrambler.png|94px]]
|
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====Rook (Not Released)====
====[[Tribes: Ascend/Rook|Rook]] (Not Released)====
The Rook is a defensive Heavy, with exceptional suppression capabilities, and the ability to lay mines and use additional energy to assist in pursuit of enemies.
The Rook is a defensive Heavy, with exceptional suppression capabilities, and the ability to lay mines and use additional energy to assist in pursuit of enemies.
{|
{|
|-
|-
| style="padding: 0.25em;" | [[Image:rook.png|94.px]]
| style="padding: 0.25em;" | [[Image:rook.png|94px]]
|
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====Warder (Not Released)====
====[[Tribes: Ascend/Warder|Warder]] (Not Released)====
The Warder is a defensive class capable of laying elaborate traps with its Mines and Force Fields.
The Warder is a defensive class capable of laying elaborate traps with its Mines and Force Fields.
{|
{|
|-
|-
| style="padding: 0.25em;" | [[Image:warder.png|94.px]]
| style="padding: 0.25em;" | [[Image:warder.png|94px]]
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====Wraith (Not Released)====
====[[Tribes: Ascend/Wraith|Wraith]] (Not Released)====
A sniping class, the Wraith is a solid long range damage dealeer. Capable of using spare energy to charge more powerful shots gives this class extra punch, at the cost of mobility.
A sniping class, the Wraith is a solid long range damage dealeer. Capable of using spare energy to charge more powerful shots gives this class extra punch, at the cost of mobility.
{|
{|
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| style="padding: 0.25em;" | [[Image:locked.png|94.px]]
| style="padding: 0.25em;" | [[Image:locked.png|94px]]
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== References ==
== References ==
{{Reflist}}
{{Reflist}}
[[Category:Tribes: Ascend]]
[[Category:Tribes: Ascend/Classes]]

Latest revision as of 02:27, 15 February 2016

Tribes: Ascend features a class-based loadout system. Each loadout specifies what type of armor you have, along with what weapons and items you can carry. Loadouts can support up to four weapons, defending on which class is chosen, a melee weapon, a pack, and a belt item. Players can select which loadout to use by pressing a number on the numberpad to choose which armor you want and then choose the loadout. There are currently 12 loadouts that can be configured. Players can select which loadout to use when either respawning or at an inventory station. Each loadout can be configured with three weapons (four weapons for the Heavy armor) chosen from six different categories: Impact, Timed, Specialty, Automatic, Short Range, and Sidearm. Only one weapon from each category may be equipped on a loadout.

Classes

Light Armor

Light Armor is extremely fast and is best suited for flag capping and chasing. It may be outfitted to fill sniping or infiltration roles.

Medium Armor

Medium armor finds the balance between speed and survivability. It may also be outfitted to fill base building/repair or base disruption roles.

Heavy Armor

Heavy armor is extremely resilient and is unmatched in long range bombardment capabilities. It may be outfitted to fill Heavy on Flag or base destruction roles.

Armors Removed by Version 1.1

The following armors were removed when patch 1.1 was released.

Light Armor

Infiltrator

The Infiltrator fights on the mantra of 'sneak in, blow stuff up.' Defined by its stealth capabilities and heavy explosive sticky grenades, this class is exceptional on attack and vehicle destruction.

Pathfinder

Pathfinders have amazing speed and mobility, making exellent flag cappers. The addition of the Impact Nitron, which can knock flags from enemy hands, makes pathfinders solid chasers as well.

Sentinel

The Sentinel is a defensive sniper, with slow rate of fire but decent stopping power. Amred with its Claymores and Sensor Jammer, the Sentinel adds great flexibility to any base defense.

Medium Armors

Raider

The Raider is a durable attacking class. Its Grenade Launcher is lethal in close quarters, the Flare Grenade can mark targets and rediect tracking missiles, and the Shield pack provides enhanced durability.

Soldier

The basic Soldier is an easy to play, all around balanced class. Medium armor coupled with extra mobility from its energy pack make this class good for both attacking and defending bases.

Technician

The Technician is a class built for defense and repair, keeping base structures online and functional, and deploying Light Turrets to bolster defenses along the way.

Heavy

Brute

A heavy hitter with strong but basic weapons, the Brute prefers a direct approach to combat. Well-rounded against armored targets and exceptional durability give this class its strength.

Doombringer

Doombringer is the quintessential Anti-Armor class, wielding the might Saber Missile Launcher. The Doombringer can also deploy a Force Field.


Juggernaut

Juggernauts excel at long range bombardment, and are capable of devastating the exterior of enemy bases with the Fusion Mortar. Increased durability on top of their heavy armor allow Juggernauts to survive in mid-field, despite poor mobility.

Not Released / Removed

Architect (Not Released)

The Architect is a defensive building class effective against enemy infiltration as well as airborne targets on high speed runs.

Armor Light
Primary Weapon S22 Rifle
Secondary Weapon Improved Repair Tool
Pack Anti-Air Turret
Belt Unknown (Grenade)


Engineer (Not Released)

The Engineer takes an aggressive approach to defense, using an SMG and EMP grenades that disable turrets and drain power from enemies. Wall Turrets have more durability than light turrets, but are limited in placement.

Armor Medium
Primary Weapon TCN4 SMG
Secondary Weapon Improved Repair Tool
Pack Wall Turret
Belt EMP Grenade


Jumper (Removed)

The Jumper has exceptional mobility thanks to its blink pack - allowing teleportation through energy pool consumption, while conserving forware and vertical momentum.

Armor Light
Primary Weapon Bolt Launcher
Secondary Weapon Sawed-off Shotgun
Pack Blink Pack
Belt S.T. Grenade


Marauder (Not Released)

The Marauder is designed for mass suppression, firing a mortar-like projectile that does wide area damage.

Armor Heavy
Primary Weapon MIRV Launcher
Secondary Weapon X1 Rifle
Pack Personal Force Field
Belt Spinfusor Disc


Ranger (Removed)

The Ranger is built for offense with a powerful Assault Rifle and extra durability in the form of shield pack. The White-Out Grenade can blind enemies, giving Rangers the opening advantage.

Armor Medium
Primary Weapon Assault Rifle
Secondary Weapon Thumper DX
Pack Energy Pack
Belt White-Out Grenade


Scrambler (Removed)

The Scrambler's Jammer Pack allows this class to not only hide itself and close friendlies from enemy turrets and sensor, but also reveal stealthed hostiles. The Arx Buster is a challenging weapon to master, but gives this class exceptional anti-armor capabilites.

Armor Medium
Primary Weapon Arx Buster
Secondary Weapon Sparrow
Pack Jammer Pack
Belt Whiteout Grenade


Rook (Not Released)

The Rook is a defensive Heavy, with exceptional suppression capabilities, and the ability to lay mines and use additional energy to assist in pursuit of enemies.

Armor Heavy
Primary Weapon Chain Gun
Secondary Weapon Heavy Bolt Launcher
Pack Minor Energy Pack
Belt Unknown (Mines)


Warder (Not Released)

The Warder is a defensive class capable of laying elaborate traps with its Mines and Force Fields.

Armor Medium
Primary Weapon Light Assault Rifle
Secondary Weapon Custom Eagle
Pack Force Field
Belt Unknown (Mines)


Wraith (Not Released)

A sniping class, the Wraith is a solid long range damage dealeer. Capable of using spare energy to charge more powerful shots gives this class extra punch, at the cost of mobility.

Armor Light
Primary Weapon Phase Rifle
Secondary Weapon Falcon
Pack Overcharge
Belt Unknown (Grenade)

References