Infiltrator
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Snipers, saboteurs and assassins. Can cloak to become almost invisible.
Light Assault
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Close range skirmishers and flankers. Can fly on the Jet Pack.
Combat Medic
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Second line soldier and support. Can heal and revive allies.
Engineer
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Provide defense and sustain with turrets, mines, repairs and ammo.
Heavy Assault
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Front line combat class. Lots of firepower and longevity. Can use rocket launchers.
MAX
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Huge armored suit with dual wielded weapons. Can specialize against any target.
Equipment Availability
- All infantry classes use Frag Grenades by default, but have access to additional grenade types, unique for each class.
- Med Kits and Restoration Kits are unlocked for all classes at the same time.
- Weapons and their attachments are unlocked to all classes that can use them at the same time.
- Suit Slots, C4 and other explosives need to be unlocked individually for each class.
- Most of the Implants are shared between classes, but some implants can only be used only by certain classes. Some implants are restricted from MAXes.
Health and Shields
- Every class except for Infiltrators has 500 shields and 500 health.
- Infiltrators have 400 shields and 500 health by default, but they can increase shields to 500 by equipping Nano-Armor Cloaking ability.
- Auxiliary Shield utility item is available to every class for free and equipped by default. It passively increases shields by 50.
Health doesn’t regenerate by itself, unless you have a Regeneration Implant or a captured Biolab on your current continent.
Shields regenerate automatically:
- Shield regeneration starts in 6 seconds after you take damage. In 4 seconds for Engineers.
- It takes another 6 seconds to fully regenerate shields. This time can be reduced by 2-3 seconds by Advanced Shield Capacitor suit slot.
MAX units have 2000 base health and a slew of built-in resistances and vulnerabilities to certain weapons. Importantly, MAXes take only 20% of damage from most bullet-type weapons, which means they have 10 000 effective health against bullets, meaning they take 2-3 magazines out of an average rifle to kill.
Useful Links
- Basic Class Directives
- Recommended Early Certifications
- Mentor-recommended Loadouts for anti-infantry combat
