Infiltrator

The Infiltrator is one of the unlockable classes in the game Tribes: Ascend.



Description
The Infiltrator lives by the motto "sneak in and blow stuff up." This class is known for their sneaking capabilities and their heavy explosive sticky grenades. This class is useful for vehicle and base destruction or quietly snuffing out unsuspecting enemy defenders. Skill upgrades can be used to further enhance these capabilities.

In the fast moving world of tribes it may seem rather strange to have a light armor class that isn't constantly in motion. Most of the time being stationary is a privilege only given to heavy support characters, and even then they will be on the move. In sharp contrast to other roles, the Infiltrator must be patient to get his kills. In one on one combat he is not as dangerous as many other classes, but with the use of his Stealth Pack he can avoid many confrontations, and sneak up on other, easier targets.

The Rhino SMG provides some quick, high output damage, while the Stealth Spinfusor allows a single damaging shot that reduced the amount of time unstealthed from firing it. The Jackal is one of the most versatile weapons in the game, it's manually detonated stickies lets the ambush, trap and easily kill enemy infantry. The signature SN7 Silenced Pistol allows the clean kills with highly damaging shots and no noise, meaning two or three shots on a wounded opponent will kill him without alerting other players. The Throwing Knives is a viable alternative to the Pistol that deals higher damage and possess an Area of Effect. All of these weapons are perfect for sneaking into the base and removing the few obstacles that might inhibit you.

The method of base destruction are the Sticky Grenades, the 's bread and butter and main gateway to damage. These grenades are not only devastatingly powerful, but stick to enemy units, allowing a skilled to stick an enemy player, melee them, and run away, netting a kill on the ensuing explosion.

The Prism Mines are an alternative, designed for those who would rather kill players than base defenses. The mines take some getting used to, but can leave a base looking like a ghost town with a little finesse. It can be really effective if player teams up with other Infiltrators to sabotage enemy Generator Room, or desire to assist friendly Technicians to defend the Generator.

For s more concerned with survival than killing, the Smoke Grenades let him instantly cloak without getting revealed through taking damage, letting the make a quick getaway.

Armor Upgrades

 * 1) 1600 XP: -25% Regeneration Delay
 * 2) 2000 XP: +10 Energy
 * 3) 4200 XP: +100 Health
 * 4) 6400 XP: +10% Run Speed
 * 5) 12000 XP: +100 Health

Capture the Flag
The infiltrator 'wins' when he can provide his team with a defenseless enemy base. This primarily means to destroy the generator, rendering all other base uses defenseless, and denying opponents the chance to restock on health and ammo. However if the generator isn't ready to go down the Infiltrator should start with the scanner, and then move on to the base turrets. This will allow your team to: A. get closer to the base without being detected, and B. grab the flag and occupy the base without having to worry about turrets.

Team Deathmatch
For TDM and other combat mods, the infiltrator is best suited for either backstabbing immobile players from cloaked or cruising around until you can find a proper situation to get a good smg rip on a passing player. Having no real explosive threats to fast moving players you will mostly rely on getting players going in straight lines in either the air or the ground and letting either your smg or pistol go crazy. The smg has a decent damage and very good rate-of-fire, so bursts from it can kill very fast. The pistol is also effective, with big damage and a quite fast optimal rate-of-fire.

Recommended Perks
Perk 1


 * Safety Third gives you another mine or grenade. These are your bread and butter and having another one (in addition to increasing their area of effect) is invaluable.


 * Looter is a great option as well, getting two grenades per kill as opposed to one keeps you in the base longer. In comparison to Safety Third you are losing some initial burst capability and radius, but have more sustainability.
 * Close Combat - while the first two levels of Close Combat is literally useless for Infiltrator, the third level gives player a +50% backstab damage bonus, meaning 1-stab kills for all light and medium classes - unless the enemy also has such perk equipped. This is especially useful when taking out enemy immobile Sentinels and Technicians.

Perk 2


 * Egocentric is a solid choice if you find that you are suffering from a lot of self damage in your indoor skirmishes. Also helps you to get around the map and get to the the generator as soon as possible. A must if you do flag running while their generator is down.


 * Survivalist if taken with Looter makes every ammo drop look like the holy grail. Not only is this is quick pick-me-up, it lets you get about 40% of your energy back, which means you can easily string together a spree of infinite invisibility.


 * Quick Draw is also a strong choice if you find that you are usually very rushed in your base raids. The best way to think of quick draw is that it allows you to throw 3 grenades in the time you could normally throw 2. If that sounds like something you need, this is the perk for you.

Video Guides
Beginners Guide to Infiltrator by Buzz (NeverStormGaming)

Infiltrator Guide by Totalbiscuit (CynicalBrit)

Infiltrator Tutorial by Vyper