FreeInfantry

FreeInfantry

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Introduction to Capture the Flag (CTF) Character Classes
由 Panic 制作
This guide provides an introduction and overview of the various Capture the Flag (CTF) classes players can choose within Free Infantry.
   
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Introduction

Free Infantry’s Capture the Flag (CTF) zones provide a unique style of game play, however, does introduce more complexity around classes, armour, weapons and stats compared to other zones. This complexity allows for an enriched gaming experience but can be overwhelming for new players. The below guide provides a basic introduction to the Free Infantry CTF classes which will enable players to set-up their character and enjoy the CTF game play experience sooner.
Class - Infantry


Distinguishing Feature:
Dark red body plating.

Description:
Infantry are the flagship class of the game. They are well rounded across all types of armor and weapons, and provide a good mixture of close and medium range combat. This class is especially good for new players to begin with.





CTF Role:
Capturing the Flag (Offensive):
The Infantry Class should be positioned on the front line. The objective is to use close to medium range weapons to drain enemy suit energy to maximise kills and ultimately protect the Heavy Weapons Class while they destroy enemy base turrets.

Defending the Flag (Defensive):
The Infantry class should be positioned as the first line of defense. The objective is to prevent offensive forces pushing deeper into the base and to kill the enemy Heavy Weapons Class before they can destroy base turrets.

Armour
The armour available to the Infantry Class is:
  • Carapace
  • CMP4 Combat Armor
  • CMP6 Assault Armor
  • Kevlite Combat Armor
Each type of armor has specific strengths and weaknesses, which will change when paired with Armor support items. These items are:
  • IDF Generator - Slows rotation and acceleration of bullets to reduce kinetic damage. Weak against explosive damage.
  • PF Generator - Provides protection against explosive damage and shotgun. Weak against kinetic weapons such as the Assault Rifle.
In addition to armor support, there are Equipment - Fighting Suit options that further enhance armour:
  • Suit SuperCharger - Increases the energy recovery rate. Energy is required to power all armor support items.

Weapons
The main weapon types available to the Infantry Class are:
  • Assault Rifles - Fast rate of fire, good for close to medium combat range
  • Rifles - Slow rate of fire, good for long combat range, ineffective at close range
  • Shotguns - Wide spread of fire, good for close range only, effective at reducing enemy energy
Support weapons that are available are:
  • Rifle Grenades - Slow rate of fire, large explosive damage
  • Grenades - Medium rate of fire, moderate explosive/chemical damage

Starting Config & Loadout
For beginners, the recommended starting configuration is:
  • Armor – Carapace
  • Armor – PF Generator
  • Armor – Suit SuperCharger
  • Weapon 1 – Maklov AR mk 6 Assault Rifle
  • Weapon 2 – Maklov G2 ACW Shotgun
  • Ammo 1 - Rifle x 120
  • Ammo 2 - Shotgun x120
  • Explosives 1 – Maklov RG 2 (x4)
  • Explosives 2 – Frag Grenade (x4)
  • Explosives 3 – WP Grenade (x4)
  • Ammo Special – Repulsor Coil (x3)
  • Heal/Repair 1 – Energizer (x2)
  • Heal/Repair 2 – Stim Pack (x1)

Macros text and file
The macros required to purchase all of the items in the 'Starting Config & Loadout' are below. The first macro will remove any automatic items that are assigned to your class when you first select it, then purchase all of the armor, weapon and support items. This macro only needs to be used when you first select the Infantry class.

?buy Carapace, pf generator, suit supercharger, Maklov AR mk 606, Maklov g2 acw, CMP6 Assault Armor:#0, Flechette Rifle:#0, Kamenev PR K111r:#0, Heavy Powercell:#0

The second macro purchases all of the ammo and expendable items and will be the main recurring macro used throughout each re-spawn.

?buy ammo Rifle:#120, Ammo Shotgun:#120, Maklov RG 2:#4, Frag Grenade:4, WP Grenade:4, Repulsor Coil:3, Repulsor Charge:1, Energizer:#2, Stim Pack:1

To use the above macros, you can simply copy and paste them into the chat window within the Free Infantry game interface and press enter. If you wish to save these to re-use, simply past into the chat window and then press SHIFT + F(number) to save it to a key binding, eg:

SHIFT + F1

For downloadable macros files for each class, and further information on the macros process, please see:

Veteran Credit

Goose / Doug


Class - Heavy Weapons


Distinguishing Feature:
Dark blue body plating.

Description:
Heavy weapons class is the large scale destruction machine of the battlefield. A one man killing machine capable of using heavy explosive and energy weapons. They don’t move fast, but who cares when you can shoot great gaping holes in everything?





CTF Role:
Capturing the Flag (Offensive):
The Heavy Weapons Class should be positioned behind the forward line. The objective is to use medium to long range explosive weapons to neutralise and destroy enemy base turrets.

Defending the Flag (Defensive):
The Heavy Weapons class should be positioned towards the rear of the base behind base turrets. The objective is to drive back offensive forces by causing maximum explosive damage in confined quarters.

Armor
The armor available to the Heavy Weapons Class is:
  • CMP4 Combat Armor
  • Kevlite Combat Armor
Each type of armor has specific strengths and weaknesses, which will change when paired with Armor support items. These items are:
  • IDF Generator - Slows rotation and acceleration of bullets to reduce kinetic damage. Weak against explosive damage.
  • PF Generator - Provides protection against explosive damage and shotgun. Weak against kinetic weapons such as the Assault Rifle.
In addition to armor support, there are Equipment - Fighting Suit options that further enhance armour:
  • Suit SuperCharger - Increases the energy recovery rate. Energy is required to power all armor support items.

Weapons
The main weapon types available to the Heavy Weapons Class are:
  • Fire Support – slow rate of fire, good for medium to long combat range and high explosive/energy damage. Most require the operator to be stationary to fire.
  • Machine Gun/Cannon – Medium to high rate of fire, good for close to medium combat range. Some require the operator to be stationary to fire.
Support weapons that are available are:
  • Grenades - Medium rate of fire, moderate explosive/chemical damage

Starting Config & Loadout
For beginners, the recommended starting configuration is:
  • Armor – Kevlite Combat Armor
  • Armor – PF Generator
  • Armor – Suit SuperCharger
  • Weapon 1 – MML
  • Weapon 2 – Maklov LMG mk6
  • Ammo 1 – Rocket x 30
  • Ammo 2 - Rifle x 250
  • Explosives 1 – WP Grenade (x4)
  • Ammo Special – Repulsor Coil (x3)
  • Heal/Repair 1 – Energizer (x2)
  • Heal/Repair 2 – Stim Pack (x1)

Macros text and file
The macros required to purchase all of the items in the 'Starting Config & Loadout' are below. The first macro will remove any automatic items that are assigned to your class when you first select it, then purchase all of the armor, weapon and support items. This macro only needs to be used when you first select the Infantry class.

?buy suit supercharger,pf generator,kevlite combat armor, maklov lmg mk6, mml

The second macro purchases all of the ammo and expendable items and will be the main recurring macro used throughout each re-spawn.

?buy ammo Rifle:#250, Rocket:#30, WP Grenade:4, Repulsor Coil:3, Repulsor Charge:1, Energizer:#2, Stim Pack:1

To use the above macros, you can simply copy and paste them into the chat window within the Free Infantry game interface and press enter. If you wish to save these to re-use, simply past into the chat window and then press SHIFT + F(number) to save it to a key binding, eg:

SHIFT + F1

For downloadable macros files for each class, and further information on the macros process, please see:

Veteran Credit

TyraeL


Class - Infiltrator


Distinguishing Feature:
Purple body plating.

Content coming soon...
Class - Field Medic


Distinguishing Feature:
Mustard body plating. Can be confused with the Combat Engineer class plating colour.

Content coming soon...
Class - Squad Leader


Distinguishing Feature:
Light green body plating.

Content coming soon...
Class - Jump Trooper


Distinguishing Feature:
Light grey body plating.

Content coming soon...
Class - Combat Engineer


Distinguishing Feature:
Light brown body plating. Can be confused with the Field Medic class plating colour.

Content coming soon...