Tribes: Ascend/Infiltrator: Difference between revisions
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{{ArmorInfoBox | {{ArmorInfoBox | ||
|title = Infiltrator | |title = Infiltrator | ||
|image = < | |image = <tabber> | ||
|-|Blood Eagle= | |||
[[Image:TA_BE_Infiltrator.png|250px]] | |||
|-|Diamond Sword= | |||
[[Image:TA_DS_Infiltrator.png|250px]] | |||
</tabber> | |||
|caption = Screenshot from class selection page | |caption = Screenshot from class selection page | ||
|armor = Light | |armor = Light | ||
|health = 800 | |||
|healthupgrade = 900/1,000 | |||
|healthdelay = 20 seconds | |||
|healthdelayupgrade = 15 seconds | |||
|energy = 100 | |||
|energyupgrade = 110 | |||
|energyregen = 13/s | |||
|speed = 10 m/s | |||
|speedupgrade= 11 m/s | |||
|mass = 100 kg | |||
|tribesgold = 120 | |||
|xp = 7,000 | |||
|mastery = 3,750 XP | |||
|primary = [[Tribes: Ascend/Rhino SMG|Rhino SMG]] | |primary = [[Tribes: Ascend/Rhino SMG|Rhino SMG]] | ||
|primary_unlock1 = {{LockedWeaponEntry|[[Tribes: Ascend/Stealth Spinfusor|Stealth Spinfusor]]| | |primary_unlock1 = {{LockedWeaponEntry|[[Tribes: Ascend/Stealth Spinfusor|Stealth Spinfusor]]|37,500 XP or 420 Gold}} | ||
|primary_unlock2 = {{LockedWeaponEntry|[[Tribes: Ascend/Jackal|Jackal]]| | |primary_unlock2 = {{LockedWeaponEntry|[[Tribes: Ascend/Jackal|Jackal]]|44,000 XP or 500 Gold}} | ||
|primary_unlock3 = {{LockedWeaponEntry|[[Tribes: Ascend/Arctic Rhino|Arctic Rhino]]| | |primary_unlock3 = {{LockedWeaponEntry|[[Tribes: Ascend/Arctic Rhino|Arctic Rhino]]|9,000 XP or 160 Gold}} | ||
|secondary = [[Tribes: Ascend/SN7 Silenced Pistol|SN7 Silenced Pistol]] | |secondary = [[Tribes: Ascend/SN7 Silenced Pistol|SN7 Silenced Pistol]] | ||
|secondary_unlock1 = {{LockedWeaponEntry|[[Tribes: Ascend/Throwing Knives|Throwing Knives]]| | |secondary_unlock1 = {{LockedWeaponEntry|[[Tribes: Ascend/Throwing Knives|Throwing Knives]]|37,500 XP or 420 Gold}} | ||
|secondary_unlock2 = {{LockedWeaponEntry|[[Tribes: Ascend/Arctic SN7|Arctic SN7]]| | |secondary_unlock2 = {{LockedWeaponEntry|[[Tribes: Ascend/Arctic SN7|Arctic SN7]]|7,000 XP or 120 Gold}} | ||
|secondary_unlock3 = {{LockedWeaponEntry|[[Tribes: Ascend/Shocklance|Shocklance]]|37,500 XP or 420 Gold}} | |||
|pack = [[Tribes: Ascend/Stealth Pack|Stealth Pack]] | |pack = [[Tribes: Ascend/Stealth Pack|Stealth Pack]] | ||
|belt = [[Tribes: Ascend/Sticky Grenades|Sticky Grenades]] | |belt = [[Tribes: Ascend/Sticky Grenades|Sticky Grenades]] | ||
|belt_unlock1 = {{LockedWeaponEntry|[[Tribes: Ascend/Prism Mine|Prism Mine]]| | |belt_unlock1 = {{LockedWeaponEntry|[[Tribes: Ascend/Prism Mine|Prism Mine]]|37,500 XP or 420 Gold}} | ||
|belt_unlock2 = {{LockedWeaponEntry|[[Tribes: Ascend/Smoke Grenade|Smoke Grenade]]| | |belt_unlock2 = {{LockedWeaponEntry|[[Tribes: Ascend/Smoke Grenade|Smoke Grenade]]|21,000 XP or 240 Gold}} | ||
|belt_unlock3 = {{LockedWeaponEntry|[[Tribes: Ascend/Sticky XL|Sticky XL]]| | |belt_unlock3 = {{LockedWeaponEntry|[[Tribes: Ascend/Sticky XL|Sticky XL]]|9,000 XP or 160 Gold}} | ||
|icon = [[Image:Infiltrator.png|94px]] | |icon = [[Image:Infiltrator.png|94px]] | ||
}} | }} | ||
''"With stealth capabilities and heavy explosives, the Infiltrator can devastate an enemy defense."'' | |||
The '''Infiltrator''' excels at sneaking into bases and destroying [[Tribes: Ascend/Generator|Generators]] and enemies. Most of the Infiltrator's weapons are silenced and do not disrupt its stealth for very long. It is also capable of carrying 5 Sticky Grenades, when using the [[Tribes: Ascend/Perks/Looter|Looter]] or [[Tribes: Ascend/Perks/Safety Third|Safety Third]] perk. When equipped with the Shocklance and the [[Tribes: Ascend/Perks/Close Combat|Close Combat]] perk, the Infiltrator can kill any armor in a split second. While Infiltrators are good for enemy infiltration, it is also common to see them on defense, quietly killing intruders. Some will even use the [[Tribes: Ascend/Perks/Super Heavy|Super Heavy]] perk to invisibly stop flag runners. Though the Infiltrator has stealth, it has downsides. The stealth does not cover footprints in the sand or snow, and puffs of snow can be seen as the player walks around. | |||
''' | |||
''' | == Loadouts == | ||
{| | |||
| {{Tribes: Ascend/Infiltrator series}} | |||
|} | |||
== Armor Upgrades == | |||
=== Infiltrator MK I === | |||
:-25% Regeneration delay | |||
: | |||
:+10 Energy | |||
: | |||
:+100 Health | |||
: | |||
:+10% Run speed | |||
: | |||
:+100 Health | |||
== Skins == | |||
{| class="wikitable" | |||
! Mercenary !! Assassin | |||
|- | |||
|[[Image:TA_Skin_Infiltrator_Mercenary.png|x200px]] | |||
|[[Image:TA_Skin_Infiltrator_Assassin.png|x200px]] | |||
|- | |||
|337 Gold || 487 Gold | |||
|} | |||
'''Mercenary''' | |||
''"Some bands of warriors become mercenaries, selling their skills for payment. They are not fully trusted by tribesmen, though more for reasons of prudence. At the end of a contract period, mercenary groups may go to work for an enemy. During a contract, mercenaries are considered as reliable on the field as any tribesman. Treacherous merc groups are cast out and hunted down like dogs."'' | |||
'''Assassin''' | |||
''"Most tribes view assassination as a violation of the Tenets, but in the wake of the Seventh Firetruce massacre, some take a more pragmatic view. Assassins are almost always Tribeless, but not without honor of their own. An assassin will fulfill a contract or die trying."'' | |||
{| | |||
|- | |||
| {{:Tribes: Ascend/Armor series}} | |||
|} | |||
[[Category:Tribes: Ascend]] | |||
[[Category:Tribes: Ascend/Classes]] |
Latest revision as of 19:06, 2 March 2025
"With stealth capabilities and heavy explosives, the Infiltrator can devastate an enemy defense."
The Infiltrator excels at sneaking into bases and destroying Generators and enemies. Most of the Infiltrator's weapons are silenced and do not disrupt its stealth for very long. It is also capable of carrying 5 Sticky Grenades, when using the Looter or Safety Third perk. When equipped with the Shocklance and the Close Combat perk, the Infiltrator can kill any armor in a split second. While Infiltrators are good for enemy infiltration, it is also common to see them on defense, quietly killing intruders. Some will even use the Super Heavy perk to invisibly stop flag runners. Though the Infiltrator has stealth, it has downsides. The stealth does not cover footprints in the sand or snow, and puffs of snow can be seen as the player walks around.
Loadouts
|
Armor Upgrades
Infiltrator MK I
- -25% Regeneration delay
- +10 Energy
- +100 Health
- +10% Run speed
- +100 Health
Skins
Mercenary | Assassin |
---|---|
![]() |
![]() |
337 Gold | 487 Gold |
Mercenary
"Some bands of warriors become mercenaries, selling their skills for payment. They are not fully trusted by tribesmen, though more for reasons of prudence. At the end of a contract period, mercenary groups may go to work for an enemy. During a contract, mercenaries are considered as reliable on the field as any tribesman. Treacherous merc groups are cast out and hunted down like dogs."
Assassin
"Most tribes view assassination as a violation of the Tenets, but in the wake of the Seventh Firetruce massacre, some take a more pragmatic view. Assassins are almost always Tribeless, but not without honor of their own. An assassin will fulfill a contract or die trying."
|