Soldier Abilities List (Almost Complete)

Post » Thu Aug 19, 2010 12:08 am

I compiled the information on Soldier abilities from http://www.youtube.com/watch?v=_EwAxob9duM, just like I did for Challenges in http://www.gamesas.com/index.php?/topic/1186335-challenges-complete-information/. Now, let's get this started!

Soldier: (11 abilities total, counting the Standard Soldier Kit and Molotov Cocktail, which both start off unlocked)
  • Standard Soldier Kit (Rank 0 - Unlocked from start):
    Soldiers complete Destruction objectives using an HE Charge, and can resupply their teammates' ammo, as well as their own. Soldiers also carry Molotov Cocktails by default, giving them more grenade power than any other class.

  • Molotov Cocktail (Rank 0 - Unlocked from start):
    Molotov Cocktails explode on impact, burning everything in their blast area. There is a Cooldown period between successive uses. This is part of the Standard Soldier Kit, and can be re-mapped on this screen.

  • Armor Piercing Ammo (Rank 2):
    Armor Piercing Ammo upgrades the ammunition you supply yourself with, making it 100% effective against enemies who have the Kevlar Armor buff. However, you cannot supply your teammates with the upgraded ammo, only yourself.

  • Flashbang Grenades (Rank 2):
    Flashbang Grenades temporarily blind enemy players who see them detonate. Teammates who see them will only see a brief flash, unless you are playing in a Friendly Fire enabled match, in which case they can be blinded too. There is a Cooldown period between successive uses.

  • Grenade Mastery (Rank 2):
    Grenade Mastery speeds up your grenade recharge timer, allowing you to throw standard Frag Grenades more often, as long as you remain a Soldier. Note, this does not affect the cooldown period of specialty grenades.

  • Scavenge (Rank 2):
    Scavenge the equipment of Dead enemies by interacting with them to refill your Supply meter.

  • Extra Magazine (Rank 3):
    Extra Magazine allows you to increase the total ammo capacity of your teammates (or yourself) by an extra magazine's worth. Subsequent resupply by Soldiers will fill up the ammo to the increased limit.

  • Kevlar Vest (Rank 3):
    Kevlar Vest increase your damage resistance while you are a Soldier. Enemies equipped with Armor Piercing rounds can still do full damage to you.

  • Frag Blast (Rank 4):
    Frag Blast increases the blast radius of your Frag Grenades but not their damage. This bonus does not apply to Grenade Launcher ammunition, only standard Frags.

  • Grenade Damage (Rank 4):
    Increases the damage of frag grenades thrown by 20%.

  • Satchel Charges (Rank 5):
    Satchel Charges are remote control bombs plantable on any flat surface. You can place up to 3 and detonate them simultaneously, or individually by interacting with them from a distance. Enemy fire can destroy them, so try not to plant them in obvious places.


Operative: (10 abilities total, counting the Standard Operative Kit, which starts off unlocked)
  • Homing Beacon (Rank 2):
    Homing Beacon allows you to place a red outline on an enemy by Iron Sighting on them for several seconds. This will allow the enemy to be seen by all your teammates, even through walls. The outline only lasts for a few seconds. Homing Beacon also lets you reveal enemy operatives in disguise.

Engineer: (11 abilities total, counting the Standard Engineer Kit, which starts off unlocked)
  • Nerves of Steel (Rank 2):
    Nerves of Steel increases the speed at which you disarm enemy explosives.

Medic: (10 abilities total, counting the Standard Medic Kit, which starts off unlocked)
  • Increase Supplies (Rank 2):
    Increase Supplies increases the length of your Supply meter by one pip, but only as long as you remain a Medic.

Universal (10 abilities total)

-----------------

My thoughts (I'm tired, so I'll keep it brief):

One thing I notice is most of the abilities are passive. Only Molotov and Satchel Charges look active for the Soldier, from what I can tell. Everything else that has an active component likely makes use of an existing action or context button. For example, Extra Magazine just catches a ride with ammo refills, and Scavenge likely uses the Use context button, but doesn't need to be mapped to a specific Ability slot. I can't say I particularly like this, as it takes much of the choice out of it, since you can just max Soldier abilities if you want, and have access to all of them. Having to make a bit of a choice would be nice.

I can't help but notice the Soldier is very focused on himself; he seems like a bit like an Engineer, if Engineers were selfish dikes. (I kid, I kid.) But it is interesting that Kevlar Vest and Armor Piercing Ammo are similar to Engineer abilities (at least from what we know of them), but only apply to the soldier. And then he also has multiple abilities that make his own grenades work better.

Extra Magazine helps redeem the Soldier from dikeishness, though. It's like the Medic's health buff, but for ammo! I approve wholeheartedly. :)

Moving on to the Engineer for a sec: Nerves of Steel looks badass, considering Engineers will often need to defuse things. I hope this works for hack devices and such, as well, although it doesn't sound like it.

There are indeed only 52 abilities. I'm not complaining, although I do still find it odd, considering they gave us a very specific number, which was 58, and that was fairly recently. How did six abilities just disappear?

The Medic can have five Supply pips, with the Medic ability and the Universal one. Supply Command Posts can add more on, likely. Interesting.

Homing Beacon is nice, gives the Operative a bit more synergy with the team.



I feel like I had a bit more to say but, like I said, I'm tired. That will have to do for now. Enjoy! And discuss!
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Chris Ellis
 
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Post » Wed Aug 18, 2010 5:17 pm

Awesome list. Took time?
Thanks. I am after all will be choosing soldier.
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Paul Rice
 
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Post » Wed Aug 18, 2010 10:07 pm

Awesome list. Took time?
Thanks. I am after all will be choosing soldier.

Thanks. Took a while, yeah. In part due to tiredness, though.
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!beef
 
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Post » Wed Aug 18, 2010 5:17 pm

About the part with soldiers being focused on themselves, they have to be. They're at the front lines so they should be able to back themselves up. Same as Operative. Engineers and Medics are support classes, so they have more abilities beneficial to the team.
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Katy Hogben
 
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Post » Wed Aug 18, 2010 11:05 pm

Good god, wall of text. Will read when I am not tired.

Again, YOU SIR ARE A SCHOLAR!
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Emilie M
 
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Post » Wed Aug 18, 2010 6:11 pm

About the part with soldiers being focused on themselves, they have to be. They're at the front lines so they should be able to back themselves up. Same as Operative. Engineers and Medics are support classes, so they have more abilities beneficial to the team.


^ This. It seems to me that the soldiers are the least useful objective wise, they just blow stuff up, be it doors and other destructible objects or people. Other than that they are wholly focussed on killing the other team, giving out ammo to their team etc, I wouldnt have a problem with their abilities being self serving.

Good job as well, the abilities have always interested me ever since I found that the game would have an xp system.
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Robert
 
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Post » Wed Aug 18, 2010 10:53 pm

Good job with the list, lad :D
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Blaine
 
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Post » Wed Aug 18, 2010 3:50 pm

There are indeed only 52 abilities. I'm not complaining, although I do still find it odd, considering they gave us a very specific number, which was 58, and that was fairly recently. How did six abilities just disappear?


I think they counted each individual ability in the starter packs for the classes as a separate ability.
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Richard
 
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Post » Wed Aug 18, 2010 5:21 pm

The unknown ability is a 20% increase on frag grenade damage.
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Sakura Haruno
 
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Post » Wed Aug 18, 2010 10:44 pm

awasome, how ling did this take ? :) great job
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Nikki Hype
 
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Post » Wed Aug 18, 2010 6:58 pm

Ill be playing a Soldier as well so this is was really helpful, thanks for taking the time to post it :)
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Clea Jamerson
 
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Post » Wed Aug 18, 2010 6:03 pm

Nice list, thanks for posting.
The Soldier is just the standard recruit, he's there to move the frontline I guess, not to support.
At least that's not his main goal.
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Tania Bunic
 
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Post » Wed Aug 18, 2010 11:36 pm

Are abilities like perks (sorry for the CoD reference) where you can only have 2 or 3 active at a time? O are they all active once you unlock them?
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Stryke Force
 
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Post » Wed Aug 18, 2010 2:16 pm

Are abilities like perks (sorry for the CoD reference) where you can only have 2 or 3 active at a time? O are they all active once you unlock them?


I think I may have heard you can only have 2-3 ACTIVE abilities at a time...? Not sure about the amount of passive abilities, though.
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Rachael
 
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Post » Thu Aug 19, 2010 3:02 am

http://pastebin.com/xLKGDi8w
Dunno if it has been posted before but here it is again anyway.

Universal Abilities

Battle Hardened (R1)
Permanently increases your life meter by an additional pip. Stacks with any other bonuses.

Combat Intuition (R1)
Allows you to sense an unseen enemy aiming at you. Only activates if the enemy is NOT on radar, and if their crosshairs are directly on you.

Grenade Shooting (R1)
Allows you to shoot your own Frag Grenades mid-flight (or anytime before they actually explode on their normal timer).

Sense of Perspective (R1)
Snaps your view to a third-person perspective when capturing command posts or doing stationary objectives. Replaces the ability to move radially around the target with the ability to rotate your camera around your character.

Sprinting Grenade (R1)
Lets you cook and throw grenades without interrupting a sprint.

Sprinting Reload (R1)
Lets you reload without interrupting a sprint.

Supply Max Increase (R1)
Permanently increases supply meter by one pip. Stacks with other buffs that do the same.

Resupply Rate Increase (R3)
Increases the rate at which your supply meter replenishes. (it says the exact amount is a 20% increase)

Silent Running (R4)
Makes your running completely silent. Normally if you are sprinting, you appear on radar up to a certain distance. This will reduce all sound you make by 80% and make it so that you only appear on radar if you fire or are spotted.

Downed Fire (R5)
Lets you shoot while incapacitated, but only with your backup weapon, and only after a 3 second delay has passed. It will also, however, reduce the amount of damage you can take between being incapacitated and dead.


Soldier Abilities

Standard Soldier Kit
Basically, this is just what you get for having the soldier as a class. Allows you to do HE Charge objectives, gives the ammo buff ability, and the ability to use...

Molotov Cocktails
These explode on contact rather than on a timer, causing knockdown and direct damage if it collides with a character (about 110 dmg), and splash damage (90). Has a longer cooldown timer than the standard grenade cooldown.

Armor Piercing Ammo (R2)
Upgrades ammo that you supply yourself with to negate the effect of the Extra Kevlar buff (which is an Engineer buff perk, not simply a perk players can take) and the Kevlar Vest perk. Does not do anything else, and this buff will not apply to ammo buffs given to teammates. It completely bypasses the armor bonus Extra Kevlar offers, though, so it's a HARD COUNTER perk.

Grenade Mastery (R2)
Speeds up the grenade recharge timer by .3 seconds. Does not apply to specialty grenades, simply speeds the frag grenade and the general grenade timers.

Flashbang Grenades (R2)
Temporarily blind players who see them detonate. Teammates will not be affected unless friendly fire is on.

Scavenge (R2)
You can choose to interact with dead enemies to refill your supply meter. (NOT AMMO)

Kevlar Vest (R3)
Increases damage resistance. Mitigates damage by 10%, and Armor Piercing rounds will negate this. The Extra Kevlar buff will overwrite this, not stack with it.

Extra Magazine (R3)
Adds an extra magazine max ammo buff to your ammo buffs. Will continue to fill ammo to the new maximum if used multiple times, not stack.

Frag Blast (R4)
Increases the blast radius of frag grenades thrown by 20%. Does not apply to grenade launchers or specialty grenades.

Grenade Damage (R4)
Increases the damage of frag grenades thrown by 20%.

Satchel Charages (R5)
Remote controlled bombs plantable on any flat surface. You can place up to three and detonate them individually OR simultaneously. They can be shot, destroyed with Frag Grenades or gunfire, or disabled by EMP landmines. They are visible to everyone unlike mines. They do 160 points of damage. A good defensive option, if you can hide them well.


Medic Abilities

Standard Medic Kit
Medic stuff. You can buff players' health a pip above their maximum, revive players, and heal and revive escore NPCs.

Adrenaline Boost (R2)
Buffs a teammate to ignore all damage for the next 5 seconds. Has a 60 second cooldown. The catch is, all damage ignored at the end of the 5 seconds gets inflicted all at once. You cannot administer this to yourself.

Increase Supplies (R2)
Increases the length of your supply meter by one pip.

Metabolism (R2)
Will buff a teammate with double health regeneration as long as they stay alive. Cannot administer this buff to yourself.

Transfer Supplies (R2)
Refills a teammate's supply meter at the cost of your own meter.

Speed Boost (R3)
Increases a teammate's sprint speed by 10% for 15 seconds.

Improved Increase Supplies (R3)
Will increase your supply meter by an additional pip, as long as you also have Increase Supplies equipped.

Improved Life Buff (R4)
Increases your health buff to add two pips instead of one.

Self Resurrection (R4)
Allows you to revive yourself (with 100 health on revival). Has a 2 minute cooldown.

Lazarus Grenade (R5)
Revives all players within the grenade's radius. Has a one minute cooldown.


Engineer Abilities

Standard Engineer Kit
Engineers complete construction and repair objectives, disarm enemy HE Charges and Hack Boxes, and buff their teammates' weapon damage (by 18 percent by default). They can also plant mines and defuse enemy mines.

Landmine
You can plant mines on flat surfaces, if you plant an additional mine, your original mine will disappear. Your mine's status will be displayed on your HUD so you will know if it is disarmed, tripped, or destroyed.

Extra Kevlar (R2)
Buffs teammates to give them 10% damage reduction. Cannot administer this to yourself.

Gear Head (R2)
Increases the speed at which you build and repair turrets, deploy mines, and build MG nests. Upgrading and repairing is 30% faster, while building and deploying is 20% faster.

Light Turret (R2)
Allows you to place a light turret, which fires at a medium fire rate and does 10 damage per shot. It detects a small area in front of it, but will continue to track enemies that run out of this range as long as they are in view.

Nerves of Steel (R2)
Increases the speed at which you disarm enemy explosives by 30 percent.

Command Post Upgrade (R3)
Allows you to upgrade any command post to double its effects on your team. This is done by simply going into the class change/loadout change menu, and keeping it there while a progress bar fills. It will persist until the command post is taken by the enemy team.

Medium Turret (R3)
Lets you place a medium turret, which has a 33% higher fire rate than the light turret, with the same damage per shot. You must take Light Turret as a prerequisite.

Extra Landmine (R4)
Allows you to have two landmines active at once, instead of just one. If you try to place a third, the first one you placed will be removed.

Improved Weapon Buff (R4)
Allows you to further buff your teammate's attack power. Increases your attack power buff to an extra 33% damage instead of the original 18.

Gatling Turret (R5)
Allows you to place a gatling turret that has a 58 percent higher fire rate. Damage is still the same, and it requires the other two turret perks as prerequisites.


Operative Abilities

Standard Operative Kit
Allows standard operative abilities including completion of hack objectives, spotting enemy landmines by ironsighting over them, and disguising as enemy players.

Comms Hack (R2)
Allows you to extract tactical information from fallen enemies. When completed, will reveal enemy positions on the map for five seconds, with a 20 second cooldown between uses. Comms Hacking a downed enemy will prevent them from using the Downed Fire Ability.

Firewall Command Post (R2)
Allows operatives to upgrade command posts to require them to spend 25% more time on a capture attempt. Activated by entering the command post menu and staying there until a meter fills.

Homing Beacon (R2)
Allows you to place a red outline on an enemy for six seconds by iron sighting them. Can be used while disguised, and will be viewable by all teammates, even through walls. Will also reveal enemy operatives in disguise. Enemy operatives can also do the same to you, so be sure to look out for this one. It doesn't specify whether or not the victim gets any sort of notification when he's spotted, or if this has a cooldown.

Sticky Bomb (R2)
Lets you throw a powerful grenade (500 points to the person it is stuck to, and 120 splash) which sticks to any enemy it touches and can only be removed by their teammates. Enemies can still destroy the grenade by shooting at it while it is still on the ground. Has a 20 second cooldown.

Caltrop Grenades (R3)
Lets you throw a grenade that scatter sharp spikes that damage enemies who cross over them, unless they are moving slowly or stationary. They will not hurt teammates (presumably even with friendly fire on), and remain in the world for the length of the ability's cooldown, which is 30 seconds. Damage is calculated at 5 points per spike, to a maximum of 25 damage per second. More damage is inflicted if the victim is moving quicker (i.e. light enemies sprinting will take a lot of damage, while a heavy who is ironsighted and walking will take much less).

Hack Turret (R3)
Lets you reprogram an enemy turret to be friendly and owned by yourself. Approach from behind the turret to increase your chances of a hack.

Control Turret (R4)
Allows you to take remote control of a friendly turret. To initiate control, you place a device on the turret, and then activate the ability again. You can take control from anywhere on a map, but you are helpless while controlling it. You will view the turret from a first person perspective, and you can turn it to any angle it is capable of.

Cortex Bomb (R4)

This is a bomb. You are the bomb. When incapacitated, you have the option to detonate a bomb implanted into your head that will explode on a 1.25 second fuse, and will do 220 points of splash damage within its radius.

EMP Grenade (R5)
Allows you to throw a grenade that effectively disables any enemy turrets, mines, and player radars within its radius. It will also slow the progress of enemy hacks and HE Charges (by 50 percent). It will even disable the team-wide bonuses an enemy-held command post is giving. It has a cooldown of 30 seconds between uses, and its duration depends on what is being EMP'd.
Sticky Grenades will be delayed by 1 second.
Turrets, Command Posts, Cortex Bombs, mines, Satchel Charges, PDAs (for any sort of hacking), Hack Boxes, and radars will all be disabled for 10 seconds
Soldier's HE Charges will be delayed by 30 seconds.
It will also slow down maintenance bots for a short time.
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Sheila Reyes
 
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Post » Wed Aug 18, 2010 11:54 pm

I think I may have heard you can only have 2-3 ACTIVE abilities at a time...? Not sure about the amount of passive abilities, though.


I think it's 3 Activate Abilities and X Passive Abilities
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Eileen Müller
 
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Post » Thu Aug 19, 2010 1:09 am

Seriously considering maining Soldier now. Thanks for the heads up guys! :disguise:
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Kortknee Bell
 
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Post » Thu Aug 19, 2010 2:06 am

I compiled the information on Soldier abilities from http://www.youtube.com/watch?v=_EwAxob9duM, just like I did for Challenges in http://www.gamesas.com/index.php?/topic/1186335-challenges-complete-information/. Now, let's get this started!

-----------------

My thoughts (I'm tired, so I'll keep it brief):

One thing I notice is most of the abilities are passive. Only Molotov and Satchel Charges look active for the Soldier, from what I can tell. Everything else that has an active component likely makes use of an existing action or context button. For example, Extra Magazine just catches a ride with ammo refills, and Scavenge likely uses the Use context button, but doesn't need to be mapped to a specific Ability slot. I can't say I particularly like this, as it takes much of the choice out of it, since you can just max Soldier abilities if you want, and have access to all of them. Having to make a bit of a choice would be nice.

I can't help but notice the Soldier is very focused on himself; he seems like a bit like an Engineer, if Engineers were selfish dikes. (I kid, I kid.) But it is interesting that Kevlar Vest and Armor Piercing Ammo are similar to Engineer abilities (at least from what we know of them), but only apply to the soldier. And then he also has multiple abilities that make his own grenades work better.

Extra Magazine helps redeem the Soldier from dikeishness, though. It's like the Medic's health buff, but for ammo! I approve wholeheartedly. :)

Moving on to the Engineer for a sec: Nerves of Steel looks badass, considering Engineers will often need to defuse things. I hope this works for hack devices and such, as well, although it doesn't sound like it.

There are indeed only 52 abilities. I'm not complaining, although I do still find it odd, considering they gave us a very specific number, which was 58, and that was fairly recently. How did six abilities just disappear?

The Medic can have five Supply pips, with the Medic ability and the Universal one. Supply Command Posts can add more on, likely. Interesting.

Homing Beacon is nice, gives the Operative a bit more synergy with the team.

I feel like I had a bit more to say but, like I said, I'm tired. That will have to do for now. Enjoy! And discuss!

Thank you very much! :)

I think the Soldier SHOULD concentrate on himself---after all, he is a front line fighter and his job is to defend or push forward the team. It makes sense that some of his abilities
include making himself stronger in order to meet the enemies head-on.

http://pastebin.com/xLKGDi8w


Thanks for reminding me of the abilities. ^_^
It's going to be tough for me. I really, really want to be pure Medic, but I also would like to have some Soldier skills in case someone needs another Soldier on the team.
Maybe I can make a pure Medic character and a Medic/part-time Soldier character...?
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Monika Fiolek
 
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Post » Wed Aug 18, 2010 1:45 pm

http://pastebin.com/xLKGDi8w
Dunno if it has been posted before but here it is again anyway.

I hadn't seen the full thing before. Have a :ninja:

And I wasn't complaining about Soldiers being focused on themselves, I just found it interesting that they have some similar abilities to Engineer, but only for themselves. It's not bad, just interesting. Soldier looks pretty damn badass, really.
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Khamaji Taylor
 
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Post » Wed Aug 18, 2010 4:44 pm

WHAT? you cant replenish ammo with scavenge? this is an outrage!
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Philip Rua
 
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Post » Wed Aug 18, 2010 10:01 pm

WHAT? you cant replenish ammo with scavenge? this is an outrage!

We already knew this, thanks the 'Ability of the Day' thing they did a while back. It's not really a big deal, either, since it's all the same thing, really. Supplies are the fuel you use for abilities, so you can't refill ammo without Supplies. Thus Scavenge helps you refill ammo. This is actually better than if the ability only refilled ammo, because this lets you also refill other people's ammo with the Supplies you get from Scavenging; much more team-oriented. :)
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Neko Jenny
 
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Post » Thu Aug 19, 2010 12:56 am

actually now that i think about you are right i just wasnt thinking about that when i saw the ability
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Neko Jenny
 
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Post » Wed Aug 18, 2010 12:26 pm

:thumbsup: thanks for the lists
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Rinceoir
 
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