Universal 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 (it says "as an engineer" so i'm not sure
if this applies to soldiers planting charges or if they just forgot
about that). 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 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 c***tails 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 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) THIS IS GREAT 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 Standard Engineer Kit Engineers
complete construction and repair objectives, disarm enemy HE Charges
and Hack Boxes (what kind of name is this goddamn), and buff their
teammates' weapon damage (by 18 percent by default). They can also plant
mines and defuse enemy mines. This seems to be the way to go if you're super into side-objectives, because goddamn look at all that poo poo.
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 (not sure if this applies to HE charge objectives) 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 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 (I
suppose this decreases the required hack time?).
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 (presumably) 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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