What is the Corps? Fame,
glory, sacrifice,
patriotism!
Ever wanted to join up with a large bunch of friends, and just plain all out go to war? Thanks to Harmless Games and Sony, you can enjoy this kind of activity. Play as an Infantryman, Heavy Weapons, Jump Trooper, Infiltrator, Combat Engineer, Field Medic, or Squad Leader. Each has its own access to a certain items/armors/weapons out of several hundred. Below is quick summary of the different classes, as well as their strengths and weaknesses.
Infantryman:
The drill instructors weren't kidding when they said the Infantryman is the backbone of any army. Infantrymen are trained to wear the heaviest of armors, and use virtually all small arms.
Battery Capacity: 600 kJ, Health: 60 hp, Energy Rate: +25 kJ/sec, Weight Limit: 45 kg soft (55 kg hard)
Strengths: Heaviest armor (Carapace), renders Infantrymen immune to shotguns. Only class trained to use combat shotguns, which are cruelly effective in close quarters combat. Trained to use all small arms, including assault rifles.
Weaknesses: Lack of heavy explosive weaponry renders them unable to destroy enemy turrets, except via grenades or mines. Limited weight limit only allows small selection of gear.
Heavy Weapons:
The primary defenders of bases and installations, the Heavy Weapons specialist is vulnerable when alone and in the open. Best used in a supporting role, their incredibly destructive arsenal is contrasted with their mediocre armor and slow movement.
Battery Capacity: 650 kJ, Health: 60 hp, Energy Rate: +25 kJ/sec, Weight Limit: 60 kg soft (80 kg hard)
Strengths: Trained to use heavy auto-cannons, gauss cannons, plasma cannons, and other heavy weapons. No other soldier is as well trained for defensive duty.
Weaknesses: Slowest of all soldiers. Heavy weaponry has minimum range and requires user to hold still. Requires support and backup, vulnerable when open and alone. Mediocre armor.
Jump Trooper:
Trained to be the true epitome of mobile infantry, the Jump Trooper is a specialy trained Infantryman. Using specialized weapons and vehicles, the Jump Trooper is trained to use agility instead of armor for protection.
Battery Capacity: 500 kJ, Health: 50 hp, Energy Rate: +30 kJ/sec, Weight Limit: 40 kg soft (50 kg hard)
Strengths: Trained to use all vehicles, including armed models. Fastest of all soldiers when riding vehicle. Can escape almost any situation. Has access to second heaviest armor. Only class trained to use grenade launcher, and gauss rifle. Increased energy regeneration rate.
Weaknesses: Battery capacity and health totals are mediocre.
Infiltrator:
These soldiers are the future's Green Beret. Trained to operate extensively behind enemy lines without resupply, they are restricted to stealth and energy weapons to get their objectives accomplished.
Battery Capacity: 800 kJ, Health: 50 hp, Energy Rate: +30 kJ/sec, Weight Limit: 30 kg soft (50 kg hard)
Strengths: Fastest class on foot. Only class trained to use cloaking devices. Able to use radar stealth. Able to use particle accelerator sniper rifle. Increased energy regeneration rate. Largest battery capacity.
Weaknesses: No armor except for extremely weak improved cloaking device. Weak health total.
Combat Engineer:
These experts are profoundly useful for base defense. The only other soldiers who can deal with the turrets created are Heavy Weapons specialists. An engineer with well placed turrets can vastly strengthen base defense.
Battery Capacity: 500 kJ, Health: 50 hp, Energy Rate: +25 kJ/sec, Weight Limit: 60 kg soft (80 kg hard)
Strengths: Able to build, and repair turrets. Turrets are only damaged by high explosives (i.e. only Heavy Weapons specialists have an easy chance to overcome them). Trained to use incinerators, battle rifles, grenades, and mines. One of two classes able to use Grapeshot mine. High carrying capacity.
Weaknesses: Mediocre armor, small battery capacity, and weak health total.
Field Medic:
Vital to base defense, and extremely useful on offense, the Field Medic is able to summon comrades to his side, as well as prevent others from teleporting off the battlefield. The healing abilities ensure minimum downtime between assaults.
Battery Capacity: 500 kJ, Health: 50 hp, Energy Rate: +25 kJ/sec, Weight Limit: 50 kg soft (60 kg hard)
Strengths: Trained to heal friendly soldiers in a radius of effect. Can create useful items for later use. Trained to use the Teleport Disruptor and Summoner. Trained to use tranquilizer ammunition. High carrying capacity.
Weaknesses: Mediocre armor, small battery capacity, and weak health total.
Squad Leader:
Squad leaders are the guys who make it happen. When soldiers need to be transported to where they are needed quickly, the Squad Leader does it faster and with less cost than the medic.
Battery Capacity: 500 kJ, Health: 50 hp, Energy Rate: +30 kJ/sec, Weight Limit: 50 kg soft (60 kg hard)
Strengths: Trained to use battle rifles, all grenades, some mines, and all but the heaviest of armor. One of two classes trained to use the Grapeshot mine. Extremely cost effective summoning and teleportation equipment. Trained to use teleport disruptor and stealth coating (but no cloaking device). Increased energy regeneration rate.
Weaknesses: Mediocre battery capacity, and weak health total.