Infiltrator

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Infiltrator
DSInfiltratorStealthFusor.png
A Diamond Sword Infiltrator with the Stealth Spinfusor.
General information
Armor typeLight
Health800 (1000)
Energy100 (110)
Cost
Tribes Gold240
Experience points14000
With stealth capabilities and heavy explosives, the Infiltrator can devastate an enemy defence.— In-game description

The Infiltrator is an unlockable stealth class known for its sneaking capabilities and heavy explosive sticky grenades. Their Stealth Pack allows them to become completely invisible while they sneak into the opposing team's base and cause havoc.

Contents

[edit] Loadout

[edit] Primary Weapon

[edit] Secondary Weapon

[edit] Pack

[edit] Belt Item

[edit] Skins

[edit] Cost

14,000 XP or 240 Tribes Gold

[edit] Tactics

[edit] Class Roles

The key to successfully playing as an infiltrator is lateral thinking. Careful and creative use of cloak and misdirection is of the of the utmost importance when attempting to stay alive and maximize the physical and psychological toll of the player's attacks. A common and effective tactic used by many infiltrators is to break line of sight with the enemy, cloak, then change one's course, this tactic increases one's longevity and causes confusion and disorder on the enemy team. Above all else, the primary role of an infiltrator is to shift the focus of the enemy defensive players off defending their flag. This can include destroying flag stand defenses, disabling the generator, and even simply harassing enemy defensive players. A phrase often said to new infiltrators is "If the entire enemy defense is disregarding their flag and instead chasing you to the ends of the earth, you are playing the class correctly."

Main Role: Light Offense

Light Offense (LO)

Generator room

The most popular role for infiltrators on public servers is to attack the generator room. While disabling the generator is valuable in giving incoming cappers an advantage, it's important not to let one's role in the generator room devolve into a match-long skirmish, or a cycle of repeatedly throwing oneself at an impregnable defense. If defense is light, it may be worth lingering in the generator room to kill and demoralize players coming to repair it. However, camping in the generator for extended periods will do little to help one's team, and the time spent in the generator room will often be put to a much better use clearing the enemy flag stand.

Flag stand

This is where most of the infiltrator's efforts should be directed. Destroying tech turrets, forcefields, and clearing mines will make the job of incoming cappers that much easier. Players defending the flag are usually heavy armor classes, but a heavy chasing an infiltrator is a heavy who is not protecting his flag stand. A heavy standing on the flag can only take so many explosive shots from an infiltrator before he either dies or attempts to take things into his own hands.

Fleeing

If an infiltrator finds himself with little ammo, energy, and health, throwing himself at the enemy players defending their flag stand will likely do very little. However, if the player can be annoying enough to the flag defenders, then one or several will feel the need to pursue. The infiltrator can use this to his team's advantage, pulling the fight as far away from the flag as they'll follow. Again, players chasing a single infiltrator are players not defending their flag.

Sentinels

Much of a sniper's effectiveness is their ability to demoralize the enemy. If the enemy team has a particularly effective sentinel, such as one harassing friendly flag defenders or taking down flag carriers, an infiltrator's skills may be best directed at dealing with them. Many sentinels spend most of their time looking through their scope, giving them tunnel-vision, so sneaking up on them while cloaked and dealing a deadly melee attack is relatively easy. One should be cautious, however, as a sentinel skilled with their nova blaster or Falcon can recover from a missed opportunity and potentially come out on top.

Light Defense (LD)

Generator room and around your base

Surprise attack from stealth coupled with good placement of prism mines is fairly effective on defense. Most enemies do not expect an infiltrator to defend and that mere fact can act to your advantage. On top of that, prism mines, unlike other mines, are rather difficult to detect.

If the job is to simply kill enemies on offense then Safety Third and Quick Draw is generally recommended. Quick Draw will vastly increase your dueling capability while Safety Third will allow to deploy more mines at any given time.

Infiltrator on Flag with Super Heavy perk

You can beautifully use a combination of Super Heavy perk and your stealth mechanics to defend your flag. Because of your stealth, you can literally act as a invisible force field.

The recommended primary perk for this role are Rage, Looter, and Safety Third.

Flag detonator

A relatively new strategy, a flag detonator's job is to use the Jackal and deploy it's rounds on the friendly flag stand. Then, the infiltrator can simply cloak and wait for a capper. Then the player can detonate it as the flag runner is about to come in to capture. However, this can be easily countered by firing an explosive round at the flag stand just before grabbing the flag. If such is the case, then you could attempt to airbrust cappers before or after they grab the flag. Needless to say you will not kill them however they will most likely lose their momentum and become an easy prey of anyone on defense.

This tactic can also be applied on the enemy flag stand, but it tends to be less effective since pathfinders can often capture the flag before being within the killing range of the jackal's bombs. Though the pathfinder may die, the flag will still be captured, defeating the purpose.

Capture and Hold: Point detonator

Approach an enemy-held point, then cloak at reasonable distance and touch the point to "capture". Then throw a Sticky Grenade on the point and fly upwards while continually throwing stickies just below.

[edit] Tips

Enemy Deployables

Drop Jammers: Destroying these as quickly as possible is advised, as they will severely dampen the infiltrator's capacity to sneak past the enemy defenses due to their ability to display the infiltrator when cloaked. Drop jammers have a surprising amount of health, even more than the technician's light turrets. As a result, using melee or explosives is recommended.

Motion Sensors: Motion sensors are easy to destroy, requiring one shot from any weapon. It is important to note that the technician will be notified when the sensor is destroyed, and will likely attempt to hunt any infiltrators in the area down.

Light Turrets: Though it may be tempting to take potshots at turrets from a distance with the pistol or spinfusor, it is oftentimes more effective to position oneself behind one while cloaked and destroy it using a combination of either of the pistols and a melee attack. A single pistol shot followed quickly by a melee attack is guaranteed to destroy a light turret.

Force Fields: Easily destroyed through a number of means, especially sticky grenades and jackal shots. They deal little damage and should not present a large threat to most infiltrators.

Claymores: Though less common than other defensive tools, they will sometimes appear in the enemy base. A single shot from any weapon will destroy them. They are often placed around corners or in conduits, but their telltale red laser makes them relatively easy to spot and destroy.

Mines: Though small and often difficult to see, mines deal a considerable amount of damage. Like other mines, a single shot from any weapon will destroy them.

Structures

Generator: Infiltrators are often expected to destroy the generator more than many other classes. A level zero generator can be destroyed in moments with sticky grenades or explosive weapons, while a level four generator requires five or more sticky grenades to be destroyed. While the generator does aid the offense, it should not the infiltrator's sole priority. After destroying the generator and killing any individuals in its immediate area, the infiltrator should attempt to clear the flag stand or destroy base assets rather than staying in the generator room. If the enemy generator is repaired, one can simply destroy it again and get out of sight. Eventually the enemy team will launch a full assault on their own generator room. In this case, an infiltrator should simply allow them to keep the generator, as the players defending it become useless to the rest of their team and their flag defense suffers greatly. One should always remember that the generator, while helpful, is far from essential to win the game. A team wins after capturing the flag a set number of times, not after having the generator up for a set amount of time.

Base Turrets: Base turret destruction is not the role of the infiltrator, and attempting to destroy them will likely result in nothing more than wasted time and/or death. The Raider, Juggernaut, and Brute classes should be destroying them instead. If one is forced for any reason to destroy them, it is recommended that the generator be down, then a number of sticky grenades and explosive primary weapon shots will destroy them in little time.

Base Sensors: An un-upgraded and unshielded sensor can be taken out with three stealth spinfusor shots, four jackal grenades, or one sticky grenade. Take the sensor down whenever possible, as it will make every offensive class' job significantly easier.

Enemy Combatants

This section entails the most common types of enemies one may find defending Generators and other locations within their base.

Technicians: Techs are the primary player target. They repair things the fastest, and lay out traps like Turrets and Motion Sensors. Backstabbing them with the Close Combat perk is very effective, especially while they are standing still and repairing a base asset. More experienced technicians tend to move around while repairing, but it is still possible to wound them using a sticky grenade or melee attack, then finish them off with a primary weapon. If a technician becomes aware of the infiltrator's presence before he makes an attack, they will often attempt to either shoot a volley of smg rounds or attack with their thumper. In close quarters, the thumper can be very deadly due to the large amount of splash damage, but in open areas its effectiveness is limited. Either of the SMGs are not nearly as effective indoors, but when dealing with a technician outdoors it can take down even an experienced infiltrator in moments. One should attempt to take cover in the event of a technician with an SMG sees him, and should become airborne if the technician is carrying the thumper.

Jammer Pack Raider: Some enemy players may decide to actively hunt infiltrators using a pack available to the raider called the jammer pack. When a cloaked infiltrator is within range, their cloak will become useless and reveal them. In these cases, it is often best to simply avoid the raider completely and concentrate on alternate targets. Given that fighting a raider in head-to-head combat will almost always end in the raider's victory, simply staying a good distance away is a good option.

Heavy Class: Much like the raider, the best course of action is to avoid and out-maneuver them. If found by a heavy class, one should exit the area and only attempt to duel them depending on local conditions and opponent loadout. Within confined spaces, heavies lacking splash weapons (Such as Doombringers who are not carrying the titan launcher or heavy bolt launcher) will have a difficult time maintaining a bead on a fast-moving light class, while heavies lacking bullet weapons are susceptible out in the open. Infiltrators do not have sufficient health to engage properly kitted heavies in the wrong environment, as a single hit from the heavy spinfusors, missiles, or even a second of the chaingun will leave any light critically wounded or dead. Given their slow speed and powerful weapons, outrunning or hiding from heavy classes is often the best choice. With the exception of the Heavy on Flag, killing a defensive heavy class should not be the infiltrator's primary goal, instead, that job should be left to heavy offense. In the event that an enemy heavy class appears with low health after a battle, taking advantage of their weakened state and killing them can prove effective.

Defensive Infiltrators: Much like jammer pack raiders, some players may attempt to hunt infiltrators using a primarily offensive class. When attempting to kill defensive infiltrators, it is critical that one delivers the first hit, as each player is capable of killing the other rather easily given the class' low health. For this reason, it is often recommended to simply avoid defensive infiltrators altogether.

[edit] Loadouts

[edit] Weapon Choice

Stealth Spinfusor versus Rhino SMG versus Jackal: All of these weapons have a place, though the stealth spinfusor and jackal are more versatile. Both the spinfusor and the jackal add mobility, and in many situations the SN7 Pistol can perform similar duties to the Rhino SMG. The stealth spinfusor should be used if the infiltrator expects to be caught in duels, as it allows him to deal damage at a much faster rate. The Jackal is more suited to setting traps rather than direct combat, having a low fire rate and dealing much less damage per shot than the stealth spinfusor. However, all three bombs can be placed around a corner, allowing the infiltrator to ambush and kill players much quicker when staying in a small, enclosed area. Players who prefer using automatic bullet weapons and expect to face enemies in open environments will likely see their abilities amplified when using either of the SMGs available to the infiltrator. In game modes like TDM and C&H, where destroying base assets is either not needed or is relatively ineffective, an SMG can add considerable killing power over the other primary weapons. Overall one should choose a weapon which fits their play style, goals, and abilities.

SN7 Silenced Pistol versus Throwing Knives: The pistol has more ammo per clip and total, so it is a fine choice if the infiltrator wants to take out enemies with low health. Knives have a smaller clip size and total ammo, but deal more than twice as much damage as pistols and cause some splash damage. Knives are good for taking out enemies with a large amount of health. If one is confident in their aiming ability with projectile weapons, the throwing knives will be a better choice. However, the incredibly small clip size and low fire rate of the knives means that missing shots will have a much greater effect than either of the pistols. Overall, the silenced pistol should be used to take out low health enemies who have already taken a hit from the jackal or stealth spinfusor, and the knives are more suited to killing enemies with large amounts of health, such as heavy armor classes.

[edit] Belt Item

Sticky Grenades versus Prism Mine versus Smoke Grenades: Sticky Grenades have a generous radius, and deal a significant amount of damage to any class, vehicle, or structure. In addition, sticky grenades are great for ambushing. Prism Mines are great for setting tripwires in conduits, on slopes, or in doorways. They are not particularly easy to spot as they are colored completely black. The smoke grenade is situational, and decreases the infiltrator's overall firepower. On maps with a large Generator Room, the smoke grenades can be utilized very effectively to duck in and out of cloak while technicians are attempting to hunt down infiltrators. The smoke grenade can allow the infiltrator to accomplish a task quickly, such as destroying assets or killing players, then use the smoke grenade to escape without a trace.

[edit] Perk Choice

Primary Perks

Reach: Used in conjunction with Sonic Punch to increase the chances of a flag return after a forced flag drop.

Bounty Hunter: This perk gives the player additional credits for every kill, which can allow him to call in more strikes and purchase vehicles.

Close Combat: An obvious choice, as the cloak pack gives the infiltrator many opportunities to utilize the melee attack. When upgraded to the first level, the perk allows the Infiltrator to kill medium classes with a single backstab.

Looter: For those Infiltrators who can harass the enemy base for long periods without dying, running out of sticky grenades is a problem. This perk alleviates that by providing 2 grenade ammunition for each ammo canister picked up.

Safety Third: This perk makes the sticky grenades even more powerful and provides the infiltrator with an extra starting grenade. Using the sticky grenade XL with this perk can create a massive blast radius that can envelope an entire room.

Ultra Capacitor I: Extra energy for the cloak pack. However there are far better alternatives. Ultra Capacitor is not an ideal choice for infiltrators.

Secondary Perks

Egocentric: Good to use to avoid self-damage from sticky grenades, as well as use the stealth spinfusor to increase speed. However keep in mind that other listed secondary perks are far more valuable and crucial to your infiltrator play.

Survivalist: Very useful to keep both energy and health high when in the fray. Grabbing an ammunition pack can allow the infiltrator to have extra energy to cloak.

Quick Draw: Makes unloading sticky grenades quicker, as well as increasing flexibility in duels.

Ultra Capacitor II: More energy for cloak. However there are far better alternatives. Ultra Capacitor is not an ideal choice for infiltrators.

Super Heavy: When fully upgraded enemies take damage if they run into the infiltrator, turning him into an invisible force field when cloaked.

Sonic Punch: One of the few ways to force a flag drop without killing the enemy outright, this perk is extremely useful for retrieving flags in any situation. The Infiltrator is the only class that is able to approach the flagstand or carrier with relative ease, and therefore is well suited for this perk. In heated situations it gives the Infiltrator a more reliable method of preventing a capture than a simple E-grab. Advanced players will often use a specific loadout for retrieval, using this perk to return the flag. This allows them to act as a more durable and invisible chaser.

[edit] Gallery

[edit] Gameplay Examples

Infiltrator Series (advanced guide) by Shawnj

Sixsixx Complete Infiltrator Guide (Loadout + Gameplay): http://www.youtube.com/playlist?list=PLE12EDD9DDEB74C1B

Infiltrator Montages: http://www.youtube.com/playlist?list=PL041E539348E6DF3B

Full Matches: http://www.youtube.com/playlist?list=PL63C203F537AEB48E

Primary weapons guide(Thanks to Yamiks): http://www.youtube.com/watch?v=V47wlMEgRmc

Secondary weapons guide(Thanks to Yamiks):http://www.youtube.com/watch?v=i11BAK61ygw

Belt item guide(Thanks to Yamiks): http://www.youtube.com/watch?v=RDB3h8TLAaQ

Perk guide (FOR infiltrator)(Thanks to Yamiks):http://www.youtube.com/watch?v=W3t6SPPx8pg

Infiltrator beginners guide by Buzz (NeverStormGaming)

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