Recent posts by Kuramakyubi on Kongregate

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Topic: Freefall Tournament / Commando must be coming soon!

Originally posted by Kuramakyubi:

I was always wondering what class has that skin and I thought it was the blaster or tank but I could never find it so thanks for posting a clear pic; which is something a lot of people on this forum couldn’t do.

But tbh he looks very cool with that mean looking Halloween face.

 
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Topic: Freefall Tournament / Commando must be coming soon!

I was always wondering what class has that skin and I thought it was the blaster or tank but I could never find it so thanks for posting a clear pic; which is something a lot of people on this forum couldn’t do.

 
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Topic: Freefall Tournament / How to deactivate my account?

I’m concerned about his health cuz I don’t want swat team raiding my house and having to spend time in jail when I have school in 2 days. .-.

 
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Topic: Freefall Tournament / The Commmando!

Commando is fake

 
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Topic: Freefall Tournament / So is it just me or...

OMG fashionfreak is a sore loser. They are like the ebola virus jsut as Dotaman said. I met that kid in so many matches and I won every single one against him and even one time he was talking shit so I went all out and after I won he immediately disconnected from the match like a little girl. And If I were you I wouldn’t mind him at all since he probably has mental issues.

 
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Topic: Freefall Tournament / How to deactivate my account?

This is getting out of hand imo. I hope they issue out some bans for telling people to kill themsel

 
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Topic: Freefall Tournament / FFT Class, not that it matters...maybe+xp booster

I used windows 7 ultimate Paint program. It’s used amongst the best artist and is very professional.

 
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Topic: Freefall Tournament / There's always another option.

You can those games contrary to unpopular opinion.

 
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Topic: Freefall Tournament / The servers are back up.

The FFT servers has now been restored to perfectly working maintenance. And since I am the first person to report it officially on forums I want all threads after this to be credited to me, also I want my god damn 3 days of wasted xp bonus back because I payed for that shit. Jk I would freely donate anytime!

But thank you FRG, And I apologize for the how the forums have acted while you were supposedly gone.

FRG FOREVER. ITS NOT DEAD.

 
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Topic: Freefall Tournament / Why are there so many threads?

urFEAR is now policing the entire forum! You trolls better hide

 
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Topic: Freefall Tournament / FFT Class, not that it matters...maybe+xp booster

Drone.

 
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Topic: Freefall Tournament / FFT Class, not that it matters...maybe+xp booster

Originally posted by urFEAR:

That looks very good, and you should receive the refund for a great art like yours. :D

Thank you u.u
And in case you were wondering about what his ability’s do the first 1 that looks like a pool balloon emits a magnetic field around him that disables jetpack’s.
The sword ability unleashes a multi-hit combo that does as much damage as a full round of micro munitions.
And I wast thinking that the smoke cloud ability would be a smoke bomb that makes it impossible to see targets unless they are directly in front of you so he can easily cap, kill, and be a ninja. Or just a tactical nuke that kills everyone.

 
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Topic: Freefall Tournament / From now on . . .

I don’t know how to receive this thread.

 
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Topic: Freefall Tournament / gavin lighting scut

Originally posted by Nightflash617:
Originally posted by Nightflash617:
Originally posted by TheNeW13yRsOld:
Originally posted by omeime321:
O RLLY?HERE IS!!!!!!!!!!!
How a class looks:

*Class name*
Chassis type (Striker, Heavy, Light, Utility)
HP and SP Chassis has
Thruster type: There are only 2, burst and continuous, Burst is a jumping increase, continuous is continual flight
Notes: Little notes I add so that you know what the class is about.

+Weapon 1: Weapon name+
DPS: Damage per shot or second, depending on the weapon (Shot for clipped weapons, second for 100% weapons)
Mag: Magazine size of weapon, or a 100% cooldown rate with certain weapons
Range: How far the shots can go not necessarily locking range
Effect: What does the weapon do or projectiles it fires

+Weapon 2: Weapon name 2+
DPS:
Mag:
Range:
Effect:

+Skill 1: skill name+
Duration: How long skill lasts
Cooldown: How long it will take to reuse
Damage: Depends on if the skill has damage or not
Effect duration: How long status effect of skill will last
Skill desc: What the skill does

+Skill 2: Skill name 2+
Duration:
Cooldown:
Damage:
Skill desc:

+Grenade skill: Grenade name+
Duration: Most grenades will have an instant effect
Cooldown: Most grenades will have short cooldowns
Damage: Some grenades don't do damage
Effect duration: How long a grenade's effect will last

A grenade skill is a skill that has limited uses on one life, usually low cooldown and can be used to great effect. However you can only use it 3 times, unless you refill them with purple missile power ups that are found on all maps.

Strategy:
A description of what you can do with said class, how you can play, different combos, and different strategies recommended in the comments below. Weaknesses will also be pointed out here, they are notes that you must know in order to stay alive, dying may not have much of a penalty, but one tank on the point could be the difference of win or lose in some matches.

Top to bottom with the classes. Not all stats are mentioned but I have tried.
Side notes:
Energy weapons deal more damage to shields than to HP.
It is also important to note that most of the DPS's (Damage Per Shot) are based on damage to shields. Each class have their own def stat and will take different amounts of damage to their HP. Shields have no defense.
Each class has it's own separate defense rating, attack rate, precision, thrust, ground speed and other stats. I could not record those.

Originally posted by CombatWaffles
So, some numbers for defense upgrades.
going to simply translate it into a health equivalent, in short, how much raw damage the class can take before dying.
these numbers are going to be rounded down to the nearest whole number.

Light classes have base 15 defense.
2353+1500 shields.
with full level 3 def upgrades (34.5)
3053+1500 shields

Utility (25 def base)= 3466+1500 shields (1750 shocker)
44.5 def upgraded = 4684+1500(1750)

Striker (30) = 4285+1500
upgraded (49.5) = 5940+1500

heavy (45) = 7272+1500
upgraded (64.5) = 11267+1500




Gunner
Striker chassis
3000HP 1500SP (Shield)
Thrusters:Continuous burst
Notes: The run and gunner, good for long to mid range engagements, long range supporting fire and focused damage on single targets. Commonly use to take out encamped enemies, support in long range engagements and as a anti-utility chassis class.

Weapon 1: Assault rifle
DPS:150
Mag:60
Range: mid-long
Effect:Burst of 3 bullets (750 damage sighted)

Bread an butter of the gunner. This assault rifle is good for mid range to close range engagements (You'll want to keep it at a distance though). The first burst has a four bullet attack, one extra bullet in for a maxed clip.
Maximum locking range is farther than most of the other classes guns, putting you at a great advantage at range.


Weapon 2: Railgun
DPS:Varies on distance
Range:Long
Mag:100% cooldown
Effect: Piercing beam of light
Notes: Weapon does more damage with scope than without, cannot headshot without scope

Known as the sniper rifle in the FFT world, this is why the gunner is feared as a class. Instead of a lock on mechanic, this gun has a high powered scope for sniping at targets, sniping is not recommended for beginners but once you have a feel for the game, you should try, a good sniper can make even toughest of tanks sitting ducks.
A headshot with this weapon will apply bellrung status to the enemy, making him slower, unable to use weapons and unable to use skills. This is what you'll want to do as a sniper for support.
This weapon also has a variable damage as its damage is dependent on the range of which you hit the target (Farther you are, the more damage you deal), at ridiculous ranges, you can one shot smaller classes.


Skill 1: Tactical crouch
Duration: Infinite
Cooldown: None
Effect: +100 precision

Skill desc:
On using this ability, you will assume a position which will leave you immobile but increase your chances of critical hits greatly, adding 100 to your precision.(on upgradable stats please look at upgrades thread.)
From this stance you will be able to score lots of crits, which is perfect for the railgun, this combination is commonly used when enemies are encamped on point and you need to support your team from a distance. (Headshots are important!)
When under attack while in this stance, simply jump or press Q to break it.

Skill 2: Copter kick
Duration: 2 seconds
Cooldown: 8 seconds
Damage: 500

Skill desc:
Using this skill will release a spinning kick that propels you upwards and knocks away nearby enemies.
This is a melee skill used for making quick turns, escapes and a close range daze for classes that won't back off. As mentioned, this skill will propel you upward, good for getting to high ledges, getting off the ground quickly and remaining mobile. This skill WILL NOT BREAK tactical crouch, so don't panic and hit E when under attack, but if under attack by a saber scout or mauler tank, the copter kick can daze and make a good get away or retaliation tool.
This skill has an amazingly low cooldown, so you can use it multiple times for mobility or trying to make a quick upward turn to mess with the auto targeting.

Grenade skill: Shatter bomb
Duration: Instant
Cooldown: 1.5 seconds
Damage: 1000
Effect duration:10 seconds

Shatter bomb releases a thrown grenade that does massive damage to all enemy targets and you in range of the burst. All hit targets in range get shattered status, which lowers defense, making quick engagements or turning the tides of an ambush. This grenade will damage you, so do not use it at close range.

Strategy:
Most of the time you will want to keep your enemies at a distance, learning in how to run away is important when using the gunner. With your chassis you will have moderately good hp and defense, do not rely on this as your means of survival though, every other class excluding blazer has a better means of defense than you do, note this when you are trying to duke it out with a tank or scouts. What you will want to do with the gunner is snipe enemies on point, try to always aim for the head unless they're at low hp and you can kill them, a headshot guarantees bullrung status and could allow your teammates that kill or for you to make follow up shots and end him. When making an assault on the point the first thing you should do is a shatter bomb of the biggest group of enemies quickly, as soon as they notice you, they might attack or run which means you have a small surprise window of opportunity, shatter bomb will lower their defense, which is the best way you can support your team.
Your main enemies will be the blazer, assassin, and counter snipers (other gunners).

Blazer: If their is a blazer on the field, try to remain in a position that's optimal for running or getting distance from said blazer, they can usually see you and can almost always try hitting you with the heat ray if you are out in the open, do not panic if they try to heat ray you, if they are at a distance they are only trying to get you out or distract you. If you run behind a wall or a corner in which you cannot see them, expect them to chase you, be on your guard and expect an attack from behind or the front, it is best just to get away from your position can get distance from the blazers position.

Assassin: Their main attack will or at least should be an instant kill. Recommendations for positions would be near hp, a hard to land position or an uneven leveled position (an assassin dropping from the air is silent so a hard to land position will force them to land better or walk towards you, which gives sound). If there is an assassin on the field, odds are he will try to kill you because you are a sitting target, try to listen for the assassins thrusters and footsteps, if you hear either of these, it would be best to get up from a tactical crouch if you are, and spray some ammo towards the source of the sound while jetting up in the air. This way, the assassin has to dodge your bullets to be kept from being seen, can't use the knives effectively against you (however some can air knife, its hard but doable) and will probably switch to needlers. When this happens, shatter bomb the assassin at relatively close range, but not enough to get you caught in the blast, when you hit him, try to finish him quickly with the assault rifle, if not then the assassin might dodge it from a distance and try again. Stay mobile even when sniping, take a few shots and move to a different point. Never assume that an assassin has given up on you, their main tactic is hit and run, if you have any poison on you, they will always see you, try to keep your hp at full , however if you have been hit by their knives, there is no guarantee that you will live against their catalyze toxin ability.

Gunner: When sniping you always have to look out for counter snipers, look of red rings and vantage points you are open to. If you see a sniper, try to aim for his head as much as possible, close shots could deter him from sniping at you(or alert him to your presence) but a headshot could line up follow up shots in order for you to kill him.





Tank
Heavy chassis
4000HP 1500SP
Thrusters: Charged burst
Notes: The tanks main features is how much it takes to kill one. The tank is a defensive class for the purpose of breaking into an engagement and outlasting the enemy with buffs, a shield and support. Commonly used to break control of the point, kill shockers with little risk and to kill blazers and melee classes.

Weapon 1: Heavy machine gun
DPS:260
Mag:40
Range:medium-close
Effect: heavy bullets

This weapon can quickly knock down shields but is ok for hp drop. This is a slow firing gun that is good for close or mid range engagements, but the shots can go farther. This weapon has a difficult time killing fast enemies because of the slow travel speed of the rounds, (if you're trying to dodge a tank, move as fast as you can away from it!) try not to chase scouts and assassins that are already to far away, odds are you will miss.


Weapon 2: Blitzkrieg mauler
DPS:1000
Mag:N/A
Range:melee
Effect: dazing blows from a hammer

This giant melee weapon is perfect for knocking the living daylights out of your enemies! When in use, the mauler will have a heavy side to side swinging motion with slight steps forward. There is a slight chance that the mauler will daze your enemy for split second, allowing you to destroy him at close range for repeated attacks.
Pressing R will release a heavy mauler slam that dazes and hurts your enemy drastically, it has a cooldown so aim carefully to maximize damage, but it can also daze enemies like say and an annoying scout(STOP!...HAMMERTIME!) in haze. The mauler slam has a farther reach than most melee attacks, if you want the daze effect for stopping a running enemy, you can maul slam to to keep him from building momentum and close the gap quickly with him.
Note that the maul will not daze while the shield is up, knock them down to red before beating the living daylights out of them. While trying to kep an enemy down, time the hammer swings to when he's standing up, you cannot daze someone who's already dazed.
Maintain close combat when using the mauler, tapping space right before you attack can close the gap really quickly while at the same time swinging forward with the maul.
Locking on with the mauler will pull up you nullification buckler, which as the name says, will stop almost any incoming attacks. While in use, you are basically invincible from the front, you can still be attacked from behind.
the buckler has a cooldown so you may want to time its use carefully (like say at a grenade)
While using the buckler, you cannot attack, if you do attack, the buckler will be put away until the end of the attack.

Skill 1: Neutron shell
Duration: 8 seconds depending on damage taken
Cooldown:45 seconds

Skill desc:
This skill is where the tank gets its namesake. It puts up a shell in which until the shell runs out, you will take no damage. The shell can run out if massive amount of damage are taken. You cannot cap while the shell is up, however if you are on point with the shell on, your enemy cannot cap as well, meaning that the bar will not move either way when your shell is up.

Skill 2: Comet rush
Duration: 2 seconds
Cooldown: 5 seconds
Damage: 500
Effect duration: 5 seconds

Skill desc:
Another melee skill, but this one propels you forward no matter what (except into a wall). When used this skill will launch you forward at a target your aiming for (enemy, power ups, high ledges etc). When this mad dash hits an enemy, that enemy will be dazed, knocked back, and will have icy status, which mean he'll take more crits. Again being a melee skill, it has a very short cooldown, so its perfect for the constant use of remaining mobile (which is pretty freaking important for a tank!). This skill can also be used with the mauler to daze and smash enemies, very effective against meleeing light classes.

Grenade skill: Concussion bomb
Duration: Instant
Cooldown: 2 seconds
Damage:1250

This launches a grenade that on contact with a surface, will explode, launching any nearby enemies from the center point, Perfect for dazing and attacking smaller classes and larger classes, buys you time to damage them and finish them. This grenade also does lots of damage, knocking out most of their shields while still doing some damage to their HP. This weapon can also daze enemies, even the slightest touch can knock the wind out of them, use this to your advantage when attacking low flyers that come toward you or run, using the comet rush with this can deliver a powerful punch to your enemies, and can also get you the upper hand against faster enemies.

Strategy:
You will want to stay mobile with the tank, it is slower than other classes on ground and in the air, it is up to you to remain mobile. When you are standing on point, watch out for snipers, a headshot on you isn't hard to achieve and could leave you a sitting duck for everyone to shoot at. When taking a point it is important to daze other classes with the concussion bomb, this will toss enemies in the air and leave them vulnerable to other attacks by your allies. Using the hammer, you can lock down a heavy class or dominate a smaller class on the ground, using a sweeping motion you can prevent (and cloaked assassins but not effectively) scouts from attacking you with the doped saber, a single hit could daze them and they don't like that. When checking for snipers, its important to put up the nullification buckler and do quick scans of your surroundings, usually done after taking a point or capturing a point. When you finally have the point, keep the enemy at bay while your team sets up shop, you have plenty in your arsenal of dazing weaponry to keep them of while you team is coming, preventive measure on point can make or break a game. When in a small engagement, try not to use your neutron shell, it is an important tool for survival and combat, try to save it. When in an engagement with weaker target, you can lure them into staying by keeping your neutron shell inactive as your hp goes down, activating it at the last 1000 of your hp. If you can, try to convince one of your team to be a tech when there are several tanks, your main defense is, well, your defense, a tech can exponentially increase your survivability rate. Your main enemies will be the assassin and shocker.

Assassin: These guys can get annoying really quickly. They are one of the few classes that can kill a tank without a scratch to their hp. What you want to do with them is as soon as you see an assassin attack you out of cloaking with the ambush blades, activate your neutron shell and concussion bomb said assassin, after which kill him ASAP preferable with the mauler to continually daze and hurt him. At 7 stacks of the knives, they can kill you.

Shocker: These are one of the hardest to deal with in a group, what you want to do if these are point sitting (because that's the only thing I see them do) is equip the nullification buckler and point is towards any mines they have on the ground, three of these mines can shred your neutron shell and some of your hp and stun you. Automatically detonating them is worth it for taking out their shield is easy after that, simply equip your mauler, from the inside swing once at the core and mauler slam the shield core again. after they are out in the open, you can raise your neutron shell and they will be forced to leave since you'd easy destroy their shield and leave them in the open.




Scout
Light chassis
2000HP 1500SP
Thrusters: Continuous bursts
Notes: The scout is a rapid assault and support class. Main features are speed, good DPS and the ability to screw with enemy targeting. Commonly used for getting across the map quickly and hunting weaker or low hp enemies.

Weapon 1: Submachine gun
DPS:100
Mag:45
Range:medium
Effect: burst of 4 bullets

This is your main weapon when at long range. Good for mid to close range combat and is also what you use when chasing someone down, does a good amount of damage per burst of 4 bullets and is good for knocking out hp. You have to stay and finish him though, if you let up he might just have his shields regen or a tech heals or a shocker sets up base, after that, you might as well give up on the kill and try thinking of alternative solutions.

Weapon 2: Doped saber
DPS:1050
Mag:N/A
Range:melee
Effect a powerful saber swing

Extremely powerful melee weapon good for the finishing blow or defense at close range when switching to long or just swiping down hp. This weapon is a katana that when used swipes quickly and has good range for a melee weapon (not saying blazer range but still pretty good) when you lock on to a grounded enemy and swing, your scout will home in and start to cut away hp from your target, switching from his front to back (way to counter this is to jump and keep staying up, melee is not good for air to air or ground to air combat in which if you're the scout attacking an enemy doing this, probably best to switch to the smg)
When pressing R with the doped saber, you will perform a doped saber chop, a devastating dash and cut homing in when locked on that deals more damage dependent on how fast you move toward your target! This move is good for finishing enemies at low hp or at high hp, this thing rocks! :D

Skill 1: Turbo boost
Duration: 5 seconds
Cooldown: 20 seconds

Skill desc:
When activated your scout will have a boost of speed on the ground and more often used, in the air. Ground speeds increase to over 45 mph while air speeds, simply from jumping can go over 150 mph! Now while this sounds awesome, it is incredibly hard to control, even pros have trouble unless they plan their escape well. This is usually used for escaping but can also be used to quickly join the fray, engaging enemies out of nowhere is a very handy ability. So turbo can be offensive or defensive.

Skill 2: Thunder kick
Duration: 3 seconds
Cooldown: 7 seconds
Damage: 450

Skill desc:
When used will perform a lighting kick to a certain direction or at a locked on enemy. Like the tanks comet rush, will propel the scout forward but unlike the comet rush, you can home in on a target. Many use this skill to stun an enemy to prevent an effective counter attack, to get in close for saber swipes or to gain momentum. this skill can also be used to knock enemies out of the air, stunning them as they plummet to the ground, good for catching an escaping tank or other classes so they cannot get hp.

Grenade skill: Haze bomb
Duration: 10 seconds
Cooldown: 2 seconds
Effect duration: 4 seconds

When used, the scout will throw down a haze grenade (OMG NO WAY!). While in the haze grenades range, it will apply sensor evade to you and allies, making them immune to lock ons by enemies. enemies that step into the haze will have their targeting disabled, forcing them to use the natural aiming skills to hit a freaking blurry scout (good luck with that). Very good for supporting your allies in a point grab or hold, also good for conserving hp in short engagements with weakened enemies.

Strategy:
Scout is a light class, so going in guns blazing is a horrible idea and will get you killed. The Scout may not be the Assassin but it should be played somewhat like the Assassin, when against challenging enemies. Never go against any enemy that sees you or horribly outguns you. Every class Not including Tech, Shocker, Assassin, and Scout. Outgun other scouts! Never go into a fight as scout thinking that you will kill a gunner 1v1 easy peasy without using bombs. Scout consist of both, stealth, and strategy. You must know how to take out a class as scout before confronting it. Remember you are a Scout and you are the fastest class in the game use your speed or you will die, USE THAT KNOWLEDGE TO ITS FULL POTENTIAL.
Credit to Joshthekiller for the information.

From what I can gather, the scouts main enemies are other scouts and not much else (nothing particularly hunts scouts except scouts). Your main weapon should be the fact that you can be almost anywhere at a moments notice, make sure to watch for lower hp enemies and make sure they don't ever reach that hp to get back into the fray. When making an assault on the point, remember to haze bomb first, circle around and flank your enemy, your main targets in this assault are supports, namely techs, shockers, assassins (if you see any) and other scouts. If you initiate an engagement with a full hp adversary, try to keep him at range while moving, dropping a haze bomb if necessary, moving will increase your chances of his shots missing, when he is weakened, do an overhead swing with the doped saber chop, the increase of speed will increase the damage of the attack, hopefully killing him.

Scouts: These little buggers could legitimately pick a fight with you, and you could possibly not escape. The best to deal with these is quick stuns, use the thunder kick to quickly knock him out of the air,fill him with lead don't bother with the saber, odds are he will jet away again, leaving you swinging your sword meaninglessly on the vulnerable ground. When the final blow is near, stun him with a thunder kick when he's close, and dope saber chop to end him.





Tech
Utility chassis
2600HP 1500SP
Thrusters: Continuous burst
Notes: This class is for holding points and setting up base, its important to be a good tech when your entire team is relying on you to keep them up. Mainly used for point holds and healing support, also used to counter blazers to great effectiveness.

Weapon 1: Pulser
DPS: 270
Mag: 100% cooldown in increments of 5%
Range: medium
Effect: ricocheting balls of energy

This weapon fires energy balls that ricochet off walls, good for filling a corridor with bullets for unknown enemies behind corners or in hiding. Its ok for helping finishing engagements but I prefer healing because odds are that your team is injured after said engagement, but its a decent weapon so that techs are not powerless when fighting. Awesome for quick (allies)2v1(enemy) engagements. You can solo with this weapon, but odds are you will be out matched by other classes weapons. Use this when you have to defend yourself or finish the last guy standing, this weapon is awesome at downing shields, you can 1v1 someone.

Weapon 2: Repair beam
DPS: N/A
Mag: 100% cooldown
Range: short
Effect: healing beam

This is a support tool, in no way can you use this to harm enemies (you could heal them by mistake when panic bombed). With this you can restore HP to allies in chains of 3, will also heal yourself but only if healing an ally, (so if you're a different class and you see an injured tech trying to heal you, you might want to slow down, just in case you might need him for later). Pressing R while the healing beam is at 100% will cause nearby allies to be hyper charged, increasing their attack speed (so go practice some medicine ;D). While healing can also neutralize the burn effects of an enemy blazer, and still heal to the point you can stay in one spot as a gunner and 1v1 said blazer while being healed however this does not offset damage done to you, if a blazer focuses on you, he can kill you. The repair beam can also act as something like a tow row when you lock on to allies, grav sliding with this can build quick momentum and allow you to keep up with you mates(Recommended for getting around quickly) While under the effect of mega damage, you restore vast amounts of hp! Also, weapon upgrades such as crits and fire rate, heal more HP, so being an effective heal could mean good upgrades for it. Also, it is important to remember that hyper charge only effects those closest to you, not necessarily the ones you are healing.

Skill 1: Suppressor turret
Duration: Infinite until destroyed
Cooldown: 30 seconds
Device: Damage/Hp/Sp depend on turret level
(Hoping to get stats soon!)

Skill desc:
This handy little guy is an awesome support specialist. This skill throws down a sentry turret that automatically locks on and fires ,with 0% miss chance, on one enemy in range (I think it switches to the closest but I am not sure). When said enemy is hit, that enemy shall gain suppressed effect, which slows down his movement and fire rate, making his attacks useless (at 10 stacks only) while you heal your allies. If that wasn't enough you can also upgrade your turret by pressing Q again when the skill is ready, this increases its fire rate and damage (lvl3 turrets are AWESOME!), you can also place turrets in hard to reach places like on ceilings and walls, this is recommended so that your enemy can't easily destroy your turret or it can't get caught in the crossfire, lastly, you can move your turret at its current level to a new loction when the skill is ready (IMPORTANT! when upgrading your turret, be as close as you can when you do, you don't know how many times I've moved it instead of upgrading it)

Skill 2: Nano surge
Duration: instant
Cooldown: 20 seconds
Range: short
Healing: 1000

Skill desc:
Using this skill will release a healing wave that puts you and your allies close to you at higher hp, good for sudden bursts of hp when said ally is poisoned or is in a firefight. This skill will also daze enemies that are close, hopefully giving your team or just you, enough time to pump more shots into them.

Grenade skill: Fragmentation mine
Duration: 40 seconds
Cooldown: 2 seconds
Damage: 2600 aprox

This is one of two classes that has access to mines, these mines do serious damage when an enemy is too close to them. I usually place mines on my turret, since it can't take damage from my mines, so that when a melee class comes in to destroy it, they die instead, but that's only when I place my turret on the ground which is rare. These mines time out after awhile, automatically detonating, which will hurt you, so I recommend if you are point guarding, that you stay away from your mines if they are on the point, or place them on predictable approach sites. you can also place them on walls and ceilings but I rarely do that because they are hard to see anyways.

Strategy:
Always keep your allies healed, common sense I know but it is invaluable that you keep your team alive, go for the majority of groups and try to stay out of combat. Hyper charge when a wave of enemies are approaching and do not forget to place your turret in a hard to reach location, you do not want enemies hurting it. Keep yourself alive, if you are in the middle of an engagement and are selected out as a target, try to either break from the engagement or lose the person in the chaos, while it may seem underhanded to use someone else as a shield, you won't feel as guilty if your tank buddy is helping you. Snipers are the worst, make sure to keep moving in order to evade sniper fire, or if you know where the sniper is, try to take cover in order to evade him, it only takes a sniper shot to cripple a teams chances of winning. Lastly, know when to fight and when to heal, your teammates are a valuable asset, you can pump more bullets into an enemy to help down him, or you can heal your guy so he stays alive. It's under your judgement to fight or heal.





Blazer
Striker chassis
3000HP 1500SP
Thrusters:Continuous burst .
Notes: Blazer is a fiery force to be reckoned with, able to cause great DPS over an area, the blazer is good for sudden "oh god fire!" moments. Commonly used for point grabs, light class kills or maintaining good DPS over an area.

Weapon 1: Flamethrower
DPS: ridiculous
Mag: 100% cooldown with a 5% increment discharge
Range: short
Effect: FIRE!

This is a neat little weapon designed to burn you enemies to death (fun right?). This weapon can hit multiple targets at once, (its one of the few weapons in the game that can) but its downside is its incredibly short range and the dependency that people will put in this weapon. This weapon applies burn status on hit of an opponent, causing damage over time. The burn status stacks up to 20, but its almost never worth it to let it stay at 1. When you attack make sure that you hit as many as you can, the burn effect will keep the fire going so that your allies can do some damage if you fail in killing them but their shields haven't regenerated yet and if you continue to kill one, you can quickly stack the next up to 20 and keep burning, alot of the damage comes from burns, so keep an eye on it. When you reload this weapon, it will launch a blast of air, knocking your opponent back and keeping him from doing anything. Don't feel the need to reload the gun at 25%, an airburst at the right moment can keep your enemy burning while keeping you hp up from small engagements. The reload doesn't last long so use it wisely.

Weapon 2: Heat ray
DPS: 100
Mag: 100% cooldown
Range: meduim-long
Effect: ray of FIRE!

This is a VERY long range gun designed for burning, its locking range is about that of the scouts smg, beyond that range, you have to aim it for yourself. It's important to keep a burn going, when its at 20, a split second of damage from this will keep your enemy at 20, good for chasing but not a good weapon for opening a strike. Its damage is pathetic, relying on the burn damage to do the work (seriously, I think its actual damage is like 100 DPS but I couldn't get stats because the burn gets in the way). However, while also keeping burn stack on your enemy, this can also help you keep track of who's on the battle field. Since each burn lasts for about 5 seconds, you can ping them with one burn stack to keep tabs on an opponent, very useful for keeping a profile on the battlefield.

Skill 1: Radiate
Duration: 14 seconds
Cooldown: 1 minute
Effect duration: 2 seconds but constant replenish

Skill desc:
Skill makes you radiate a haste field, you can your allies get radiant haste status which increases their attack speed, much like the Techs repair beam. This is a good way to get stacks of burn quickly on alot of targets or stack up a burn quickly with the heat ray but not recommended for that use. The cooldown is very long so you may want to save it for point grabbing or a desperate moment in an engagement.

Skill 2: Spectral optics
Duration: instant
Cooldown: 18 seconds
Effect duration: 10 seconds

Skill desc:
Skill allows you to see through objects to locate enemies and allies. Perfect for ambushing enemies for quick flame and burn stacks or telling an ally that there's an assassin chasing him (by lighting said assassin on fire of course). This ability can also see through an assassin cloak, but its important to remember to look EVERYWHERE before the skill fades, if you don't, even when the skills active you could be ambushed by the enemy (I know I've killed blazers with this up, they just weren't careful :P).

Grenade skill: Blaze bomb
Duration: 7 seconds
Cooldown: 2 seconds
Damage: could not calculate

Launches a sticky bomb that lights the surface it hits on fire, causing damage over time to any enemy or you standing there. Perfect for an opening attack or a point grab/defend, just lay some down so that your enemy can't stand on the point for a little while :P

Strategy:
Try to catch enemies off guard, getting in extra burn stacks could mean winning or losing. When confronted with an assassin, try not to make it too obvious that you see him, this could deter him from trying to knife you and keep you at a distance. While making important point grabs from heavy or encamped classes, us the blaze bomb to deal extra damage. If you see a tech on the enemy team, take him out first, they can remove your burns and heal at the same time, which could mean the end of you.

Information on burn:
Burn damage is based on the initial hit, if you crit, so does the burn stack that comes with it.




Blaster
Heavy chassis
4000HP 1500 SP
Notes: Heavy, destructive, and powerful, the blaster is a sudden area DPS class with the potential to cause massive damage to multiple enemies at once and quickly. Commonly used for point grabs when support is on point, keeping others off point, and blowing everything up!

Weapon 1: Mini-gun
DPS:20
Mag: 160
Range: Medium
Effect: spray of bullets

This high rate of fire weapon is perfect when hitting multiple enemies in rapid succession, due to the fact it pierces through targets! This is a good range weapon as well but it will not go past mid range.

Weapon 2: Heavy rocket launcher
DPS:1350
Mag: 100% cooldown
Range: long
Travel speed: 90 mph (That was fun to find out!)
Effect: dazing homing rockets

This is an awesome weapon, just gonna say that right now, this has almost no chance of missing (it can still be avoided but pretty hard to dodge) when locked on these rockets home in on whoever is unfortunate to be in the way. These rockets also have the power to knock some enemies around, dazing them for just a split second, perfect for flying enemies that try to run away. Best keep this at range though, the rockets can damage you too. When closing in on a target, I find its a good tactic to preemptively launch rockets, they automatically start charging towards an enemy you've locked on, this only works if you're heading at him in a straight line, but worth it for getting extra rockets in for damage.

Skill 1: Repulsion field
Duration:10 seconds
Cooldown: 25 seconds

Skill desc:
Emits a constant beating wave of energy that knocks or pushes enemies back, good for repealing that annoying assassin that back-stabs you (unless it me, you'd already be dead :P) or holding a point so that your team and only your team is on it. This does not effect your team or you, but its also good for pinning your opponent to the wall (funny to watch too!). Can also seal doorways (I like its use in the shuttle bay map) or can push the enemies off the point and my most favorite of all, push shockers out of that annoying shield of theirs. Note that with enough momentum, opponents are able to hit you with melee weapons, you are not completely keeping them away with this ability.

Skill 2: Asteroid rush
Duration: 1 second
Cooldown: 5 seconds
Damage: 500

Like the tanks comet rush except that it does not apply icy status and has more knockback than the tanks comet rush. Like the tanks rush, is a good mode of momentum and reaching areas because of its low cooldown.

Grenade skill: Micro munitions
Duration: instant
Cooldown: 2 seconds
Amount of shots: 10
Damage: About 3000 damage total (all shots)

This launches a volley of explosive grenades at a locked on target or just free fire it like a shotgun...OF EXPLOSIVES! Taking a full impact of this can kill light classes relatively quickly, but a full close impact can also damage you significantly.

Strategy:
Possibly the most open ended strategy in this guide, the blaster is for pure destruction, not much planning or tactics behind it. When taking a point use the repulsion field to push back enemies, you could pin an enemy to a wall and finish him. In close quarters do not use the rocket launcher, the minigun is much more effective and won't damage you. While giving chase to a flying unit, remember you can gain momentum with the asteroid rush and use the rocket launcher to possibly daze him and knock him out of the air. When charging at a point, sometimes it is worth it to launch extra rockets, they automatically seek whomever you lock on, which is a turning point in groups.




Assassin
Light chassis
2000HP 1500SP
Thrusters: Sudden burst
Notes:Assassin for its name sake, can kill any class in the game nearly instantly. Very good at getting around the map, the assassin is commonly used to inflict massive damage on heavy classes quickly, rapidly killing several enemies in an enclosed area, killing techs or killing snipers.

Weapon 1: Needlers
DPS: 60
Mag: 20
Range: medium-short
Effect: poisonous darts

For hard to get players or flying enemies, the needlers are for you. These can come in handy when using the weaken effect of poison to it's maximum. Although not good for opening, these can come in handy when spreading poison over several targets on and off point. For random encounters, you can spray a barrage of needles that passes you by, the poison lasts for quite awhile, and in that time whomever has poison will not have his or her shields regen(nice way to get alot of assists, every bit counts).

Weapon 2: Ambush blades
DPS: 500
Mag: N/A
Range: melee
Effect: Knife swings

As the name implies, these blades are perfect for a sudden assault. The two main attacks of the ambush blades are the engauged(Locked on and attack to use) and the knyphoon(Press "R" to use).
The engauged, performs a leaping slash which does a bit more damage than a regular slash, but the important thing is it homing factor, which sets it up for a knyphoon.
The knyphoon is a spinning whirl of blades and poison, this area of effect attack is great for applying large damage dealing poison over and area or getting several hits on a target in rapid succession.
The knives are not for constant use, much like you wouldn't use an axe for anything but chopping wood, you would not use the blades unless you are in close quarters or have a plan to kill with them.

Skill 1: Spectral cloak
Duration: instant
Cooldown: 20 seconds
Effect duration: 10 seconds

Skill desc:
As the name implies, you are rendered invisible, enemies can't lock on to you and it will be harder to see you, this however does not mean you are immortal, you can still be hit and you will be seen if you are, the cloak will still be on but your enemy can see your shield effect and your name(I hate that). When coming out of cloaking, either by running out of time or attacking, you will have ambuscade, which give you an impressive increase to the amount of crits you give.

Skill 2: Catalyze toxins
Duration: Instant
Cooldown: 15 seconds
Range: medium-long

Skill desc:
Skill automatically deals damage to targets that have poison on them. The way this works is that you inflict poison stacks on an opponent, over time that poison deals damage, this ability has all of the damage that he would have taken and makes it happen all at once. This skill can damage multiple enemies, but getting more than one insta-kill requires just the right setup.

Grenade skill: Panic bomb
Duration: Instant
Cooldown: 2 seconds

This is one of my favorite features of the assassin, the ability to have your opponent fight his friend. The panic bomb doesn't deal damage but inflicts 1 poison stack (does 800 damage, 80 per second for 10 seconds) and gives your opponent the panic status, which has a list of evil effects:
1. Changes colors to only black and white, making friends and foes indistinguishable
2. Allows the enemy to lock on to anyone, including friends
3. They can damage their allies
Grenade is perfect for point sitters or when 1v1 is inescapable, the panic effect is awesome for blazers because of the wide range of attack they have to suddenly worry about.

Strategy:
Hit and run, you have all the time in the world, while you make hit and run swipes on your opponent, his life dwindles more and more, if you take a hit, make sure its a minor one, damage to your shields will repair, while he is poisoned, his won't. When using your cloak and dagger, don't rush into it, make sure you have focus and nail the target, 2 hits will not bring a target down at full hp. When coming out of cloak for a hit and run stab, try to make sure you use all of your ambuscade (If you jet pack as soon as you land knife hits make sure to turn around and shoot some needles as you escape, I recently learned this trick and put it to great effect for chasers), getting your opponent to 10 stacks of poison is important, but how much damage each stack is doing is essential.
How to insta-kill:
1. Have cloak active
2. Come out of cloak to strike at a grounded enemy with engauged
3. After nailing the initial hit (which the homing should help you do) use the kyphoon to quickly stack poison
4. After getting his poison to the dependent amount (sometimes it takes one more knife slash to finish a tank 6-7 poison stacks) use catalyze toxin and end him.
When playing with other assassins, please keep an eye on how much poison damage there is on your target(s), their poison stacks as well and I can't tell you how many times I've seen someone get hp before the assassin that poisoned him first didn't use catalyze toxins. Your main enemies are going to be blazers and shockers.

Blazers: These punks are the only ones that can find you while cloaked and can kill you easily. Use your speed and jetpack to your advantage, they are slower with a continual jetpack but do not think that range is an issue for them, with the heat ray they can still hit you, though the damage is minor, the fire effect will outline your presence. The best way to take these out is at range, when fighting one, use the needlers only, no point in getting in close except to confuse him. If he has the heat ray out, if you are quick enough, you can jet close and out again, hopefully this will make him think you are getting in close quarters and will pull out his flamethrower which will stall him for a second, but be out of there if he does.

Shockers: Not much you can do about these, if the shocker is not alone, then it will not be worth it to attack him. If he is alone, rush past his aegis but with extreme amounts of speed, any EMP mine he has on there could kill you or him, but triggering them while rushing past might give you the upper hand for a counter attack however this requires practice. if you succeeded in disabling his mine or if he has none, use the knphoon to destroy his aegis, take no time in killing him as soon as you can with the needlers only (It might be worth it getting quick knife blows in if he's used the ability), he could shock you if you get too close and that could be the end of you. Fighting shockers is very risky and is not recommended if you are new to assassin.

Notes on how poison works:
Poison decreases afflicted targets attack by 5% per stack, meaning at 10 stacks, they do halve the damage.
Poison damage is based on initial damage of the hit, since the ambush blades deal more damage than the needlers, the ambush blades will deal more poison damage over time.
Finally, how poison stacks work over the maximum, basically the newest poison stack will overwrite the oldest one, so when using the ambush blades, make sure you count before filling the poison to ten, you want every smidge of damage you can get.





Shocker
Utility chassis
2600HP 1750SP (shield specialist)
Thrusters: Continuous burst
Notes: One of the biggest players in support, the shocker provides a shield, stuns, and tactical advantages all in one package! Commonly used for point holds, covering a large area with support, negating assassin poison and stopping swarms of lighter classes.

Weapon 1: Lighting gun
DPS: 165
Mag: 100% cooldown
Range: short
Effect: Chain lighting (THAT SPELL IS OP! (D&D reference ftw))

This is your main support tool. It has the power to recharge friendly shields while at the same time, can damage enemies. This weapon, like the repair beam, can chain up to three allies and/or enemies, making it great for large groups and wide combat. it had a short range at first, but each link in the chain can increase its range. This weapon also has the unique property of neutralizing the assassins poison (which I hate to death), this property is only applied when recharging shields

Weapon 2: Orb caster
DPS: varies on size
Mag: 100% cooldown
Range: Medium
Effect: growing ball of energy

Launches growing orbs of energy, potentially causing damage over a wide area. These orbs are great for checking around corners, launching at a large group of enemies and checking for assassins stalking points. While not doing much damage by themselves, when launched continuously down a corridor or straight, these orbs overlap, causing massive amounts of damage focused over an area. Any enemy hit by the orb caster has his shields impaired, making sure that they will not regen over a period of time.

Skill 1: Aegis device
Duration: Infinate
Cooldown: 30 seconds
Device: lvls higher add more HP and SP
Level1: 1500HP/9000SP
Level2: 2000HP/13000SP
Level3: 2500HP/18000SP

Skill desc:
Like the tech's turret summoning prowess, the shocker deploys a shield large enough to cover his team, this shield cannot be penetrated by any projectile or bomb in game, making it a great defense to blazers, orb casting shockers, and just about anything that can deal damage. Like the suppressor turret, you can level up the aegis too, increasing its diameter and SP. While inside the shield the shockers lighting gun increases in range, allowing you to recharge your shield and help out repel intruders (I honestly do most of my shocking with my back turned :P). Also the shockers second skill, shocks everyone inside the shield.

Skill 2: Innervate
Duration: instant
Cooldown: 20 seconds
Effect duration: 1-7 seconds (Stun immunity lasts for 3-10 seconds, 7 is rare though)

Skill desc:
You release a pulse of energy, stunning all nearby enemies for a random amount of time (description above) while completely recharging your and your nearby ally's shields. This is great for turning the tide of an engagement, playing the aggressive shocker, or just helping your buddy out quickly.

Grenade skill: EMP mine
Duration: 40 seonds
Cooldown: 2 seconds
Damage: 2100 aprox
Effect duration: 1-4 seconds

Lays down a mine that when triggered, stuns, damages, and completely knocks or a shield of an enemy. Very effective when layed around the aegis, as it repel intruders or if some are foolish enough to enter, simply kill them the rest of the way.

Strategy:
know when to run and when to stay, if there is a large group, do not stay with the aegis, use the aegis as cover for your escape, you can always come back with the orb caster. When defending you aegis, its important to lay mines, I use the aegis as cover to hide the mines, but this will almost always mean you will be caught in the blast. While inside your aegis it is important to note that your attack range is the area in the aegis as long as you're zapping it, your stun ability will also work this way, refilling the aegis's shields, your shields, and stunning your enemy long enough to lighting him to death. When a tank with a neutron shell comes, do not be foolish to think that your mines will always get him, it is easier to run, if the mines do stun him, you can always make a comeback with the orb caster.



Bomber
Light Chassis
2000HP 1500SP
Thrusters: Continuous burst
Notes: High flyer meant for taking on opponents at a range, with this class you'll want to keep a good distance away from enemies, using your thrusters and skills to elude them and keep a tab on enemies on point. This class is excellent for making point raids or dealing damage at long range.

Weapon 1: Mini launchers
DPS:500
Mag:8
Range: medium-long
Effect: Bouncing, explode on contact grenades

The weapon defining the bomber, this indirect fire weapon is what you'll be using for solo point raids or annoying enemies at a range. Remember that this explosive weapon can still damage you if you're caught in the explosion. For long range battles, remember to aim above the target and slightly to the left and right of him, this will help you highlight who is around the target and could help your team by providing a distraction.

Weapon 2:Hail raiser
DPS: 375
Mag:12
Range: medium
Effect: Shards of ice
Effect duration: 5 seconds

A versicle support weapon to the bomber, can support teammates deal damage to a target. This is also a longer reaching weapon, capable of hitting targets from high altitude. This weapon can also play a support role, by dosing your enemies in a coat of ice, causing them to take extra crits. This debuff wears off however, if you score a critical hit with the hail raiser. This debuff also slows the target based on how many stacks of the debuff you have, good for slowing down faster classes or troublesome utilities. The effect stacks to 20, and each stack lowers movement rate by 2.5%. Note that this weapon can also splash to other enemies if it hits, aim at crowds!

Skill 1: Air supremacy
Duration: 10 seconds
Cooldown: 15 seconds

On using this ability, you are able to hover and control your aerial movements better, this ability also creates a shield beneath you, reducing damage taken from below. Note that skill can be turned off early to reduce cooldown but can only be turned on once the cooldown has reached it's end. Remember to use this skill sparingly and use it mostly to conserve your hp and sp. You can also time this skill and use it to recharge your thrust, allowing you to fly indefinitely.

Skill 2: Pocket Nuke
Duration: Instant
Cooldown:25 seconds
Damage: 375

This skill launches you high into the air while also knocking back enemies around you. This skill is incredibly effective at making quick getaways upwards and dazing opponents at HP. This will give you the higher ground advantage, while dazing opponents around you, allowing you to take quick retaliation with the mini launchers or hail raiser, or to simply fly away. Remember that this skill cannot be used while you're shooting, reloading or when you are daze or stunned, remember to time if wisely.

Grenade skill: Flare bomb
Duration: Instant
Cooldown: 2 seconds
Damage: 750 + 300(burn)
Effect duration: Stun:1-2 seconds/Burn: 5 seconds/Stun resist based on stun

A long range stunning grenade capable of lighting enemies on fire, this is awesome for making getaways, stunning runners, or stunning several people on point to support your team. Note that the drop is extreme at a short distance so use wisely at closer ranges.
(I JUST STOLE THIS TO DESTROY POSTS ON THE FOURMS,orginally by Darkninjalucian,IM BORED)
Originally posted by Kuramakyubi:

And to think I read that whole post^







tl;dr xD

Originally posted by Nightflash617:
Originally posted by TheNeW13yRsOld:
Originally posted by omeime321:
O RLLY?HERE IS!!!!!!!!!!!
How a class looks:

*Class name*
Chassis type (Striker, Heavy, Light, Utility)
HP and SP Chassis has
Thruster type: There are only 2, burst and continuous, Burst is a jumping increase, continuous is continual flight
Notes: Little notes I add so that you know what the class is about.

+Weapon 1: Weapon name+
DPS: Damage per shot or second, depending on the weapon (Shot for clipped weapons, second for 100% weapons)
Mag: Magazine size of weapon, or a 100% cooldown rate with certain weapons
Range: How far the shots can go not necessarily locking range
Effect: What does the weapon do or projectiles it fires

+Weapon 2: Weapon name 2+
DPS:
Mag:
Range:
Effect:

+Skill 1: skill name+
Duration: How long skill lasts
Cooldown: How long it will take to reuse
Damage: Depends on if the skill has damage or not
Effect duration: How long status effect of skill will last
Skill desc: What the skill does

+Skill 2: Skill name 2+
Duration:
Cooldown:
Damage:
Skill desc:

+Grenade skill: Grenade name+
Duration: Most grenades will have an instant effect
Cooldown: Most grenades will have short cooldowns
Damage: Some grenades don't do damage
Effect duration: How long a grenade's effect will last

A grenade skill is a skill that has limited uses on one life, usually low cooldown and can be used to great effect. However you can only use it 3 times, unless you refill them with purple missile power ups that are found on all maps.

Strategy:
A description of what you can do with said class, how you can play, different combos, and different strategies recommended in the comments below. Weaknesses will also be pointed out here, they are notes that you must know in order to stay alive, dying may not have much of a penalty, but one tank on the point could be the difference of win or lose in some matches.

Top to bottom with the classes. Not all stats are mentioned but I have tried.
Side notes:
Energy weapons deal more damage to shields than to HP.
It is also important to note that most of the DPS's (Damage Per Shot) are based on damage to shields. Each class have their own def stat and will take different amounts of damage to their HP. Shields have no defense.
Each class has it's own separate defense rating, attack rate, precision, thrust, ground speed and other stats. I could not record those.

Originally posted by CombatWaffles
So, some numbers for defense upgrades.
going to simply translate it into a health equivalent, in short, how much raw damage the class can take before dying.
these numbers are going to be rounded down to the nearest whole number.

Light classes have base 15 defense.
2353+1500 shields.
with full level 3 def upgrades (34.5)
3053+1500 shields

Utility (25 def base)= 3466+1500 shields (1750 shocker)
44.5 def upgraded = 4684+1500(1750)

Striker (30) = 4285+1500
upgraded (49.5) = 5940+1500

heavy (45) = 7272+1500
upgraded (64.5) = 11267+1500




Gunner
Striker chassis
3000HP 1500SP (Shield)
Thrusters:Continuous burst
Notes: The run and gunner, good for long to mid range engagements, long range supporting fire and focused damage on single targets. Commonly use to take out encamped enemies, support in long range engagements and as a anti-utility chassis class.

Weapon 1: Assault rifle
DPS:150
Mag:60
Range: mid-long
Effect:Burst of 3 bullets (750 damage sighted)

Bread an butter of the gunner. This assault rifle is good for mid range to close range engagements (You'll want to keep it at a distance though). The first burst has a four bullet attack, one extra bullet in for a maxed clip.
Maximum locking range is farther than most of the other classes guns, putting you at a great advantage at range.


Weapon 2: Railgun
DPS:Varies on distance
Range:Long
Mag:100% cooldown
Effect: Piercing beam of light
Notes: Weapon does more damage with scope than without, cannot headshot without scope

Known as the sniper rifle in the FFT world, this is why the gunner is feared as a class. Instead of a lock on mechanic, this gun has a high powered scope for sniping at targets, sniping is not recommended for beginners but once you have a feel for the game, you should try, a good sniper can make even toughest of tanks sitting ducks.
A headshot with this weapon will apply bellrung status to the enemy, making him slower, unable to use weapons and unable to use skills. This is what you'll want to do as a sniper for support.
This weapon also has a variable damage as its damage is dependent on the range of which you hit the target (Farther you are, the more damage you deal), at ridiculous ranges, you can one shot smaller classes.


Skill 1: Tactical crouch
Duration: Infinite
Cooldown: None
Effect: +100 precision

Skill desc:
On using this ability, you will assume a position which will leave you immobile but increase your chances of critical hits greatly, adding 100 to your precision.(on upgradable stats please look at upgrades thread.)
From this stance you will be able to score lots of crits, which is perfect for the railgun, this combination is commonly used when enemies are encamped on point and you need to support your team from a distance. (Headshots are important!)
When under attack while in this stance, simply jump or press Q to break it.

Skill 2: Copter kick
Duration: 2 seconds
Cooldown: 8 seconds
Damage: 500

Skill desc:
Using this skill will release a spinning kick that propels you upwards and knocks away nearby enemies.
This is a melee skill used for making quick turns, escapes and a close range daze for classes that won't back off. As mentioned, this skill will propel you upward, good for getting to high ledges, getting off the ground quickly and remaining mobile. This skill WILL NOT BREAK tactical crouch, so don't panic and hit E when under attack, but if under attack by a saber scout or mauler tank, the copter kick can daze and make a good get away or retaliation tool.
This skill has an amazingly low cooldown, so you can use it multiple times for mobility or trying to make a quick upward turn to mess with the auto targeting.

Grenade skill: Shatter bomb
Duration: Instant
Cooldown: 1.5 seconds
Damage: 1000
Effect duration:10 seconds

Shatter bomb releases a thrown grenade that does massive damage to all enemy targets and you in range of the burst. All hit targets in range get shattered status, which lowers defense, making quick engagements or turning the tides of an ambush. This grenade will damage you, so do not use it at close range.

Strategy:
Most of the time you will want to keep your enemies at a distance, learning in how to run away is important when using the gunner. With your chassis you will have moderately good hp and defense, do not rely on this as your means of survival though, every other class excluding blazer has a better means of defense than you do, note this when you are trying to duke it out with a tank or scouts. What you will want to do with the gunner is snipe enemies on point, try to always aim for the head unless they're at low hp and you can kill them, a headshot guarantees bullrung status and could allow your teammates that kill or for you to make follow up shots and end him. When making an assault on the point the first thing you should do is a shatter bomb of the biggest group of enemies quickly, as soon as they notice you, they might attack or run which means you have a small surprise window of opportunity, shatter bomb will lower their defense, which is the best way you can support your team.
Your main enemies will be the blazer, assassin, and counter snipers (other gunners).

Blazer: If their is a blazer on the field, try to remain in a position that's optimal for running or getting distance from said blazer, they can usually see you and can almost always try hitting you with the heat ray if you are out in the open, do not panic if they try to heat ray you, if they are at a distance they are only trying to get you out or distract you. If you run behind a wall or a corner in which you cannot see them, expect them to chase you, be on your guard and expect an attack from behind or the front, it is best just to get away from your position can get distance from the blazers position.

Assassin: Their main attack will or at least should be an instant kill. Recommendations for positions would be near hp, a hard to land position or an uneven leveled position (an assassin dropping from the air is silent so a hard to land position will force them to land better or walk towards you, which gives sound). If there is an assassin on the field, odds are he will try to kill you because you are a sitting target, try to listen for the assassins thrusters and footsteps, if you hear either of these, it would be best to get up from a tactical crouch if you are, and spray some ammo towards the source of the sound while jetting up in the air. This way,
 
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Topic: Freefall Tournament / FFT Class, not that it matters...maybe+xp booster

I made this randomly when my internet was down. It does look bad so don’t even say it does.

Also I would like to complain because I bought a damn 30 day xp booster and now my money has been wasted even though they cost less than 10 kreds. I would really like a refund of 3 days worth! Better yet, supply me with kreds to buy 3 one day boosters.

 
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Topic: Freefall Tournament / gavin lighting scut

When I was just but a young lad I loved to watch the Power Rangers Mystic Force episodes everyday after school.

 
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Topic: Freefall Tournament / If this is really the end.

please RESTORE THE SERVERS NOW. THE FORUMS ARE GOING TO HELL

 
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Topic: Freefall Tournament / gavin lighting scut

And to think I read that whole post^

 
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Topic: Freefall Tournament / If this is really the end.

Originally posted by wenzz:
Originally posted by jack800:

I am very glad that Wenzz mentioned my name. My art inspired him to become an excellent assassin.

Your art didn’t do no nothing about my assassin skills. All it did was inspire me to write this post

Teach me how to play assassin please. I plead you great sage.

 
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Topic: Freefall Tournament / So,about clans

If FRG or a mod ignores this then it proves we can do WHATEVER we want on this forum.

 
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Topic: Freefall Tournament / If this is really the end.

Originally posted by jack800:
Originally posted by Kuramakyubi:

http://youtu.be/PAuBlOAdpbE-Krewella this is not the end dubstep. We can pull through this guys.

Hmm….. interesting. I bet you have not seen this, but you will certainly like it.
http://wp.streetwise.co/wp-content/uploads/2012/10/poop.jpg
Now you will leave a reply below. Thank you very much.

That’s a beutiful pic of your mom

 
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Topic: Freefall Tournament / Why are there so many threads?

cuz game is dead. more fun on forums

 
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Topic: Freefall Tournament / If this is really the end.

http://youtu.be/PAuBlOAdpbE-Krewella this is not the end dubstep. We can pull through this guys.

 
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Topic: Freefall Tournament / Kuramakyubi, stop making threads.

Or else what are you going to do? Insult me over the internet?
Funny is right, your a damn hypocrite. Artistic, but still a hyporcite. Jk I take that back, you pile of shit isn’t art

 
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Topic: Freefall Tournament / concerta meu freefall

lol