Tribes: Ascend/Soldier

The Soldier is the most well-rounded class, being able to play any role effectively.
 * Weight Class: Medium
 * Health: 1200 (1300 with armor upgrades)
 * Energy: 100 (105 with armor upgrades)
 * Cost: Initially available

Assault Rifle
The Assault Rifle is a basic automatic projectile weapon useful for a lot of situations. It has a good firing rate and a respectable damage per second count. It can reliably do damage while outside of the range of explosives and is much easier to hit midair targets than the Spinfusor. A great starter weapon that still has some use in more skilled hands. Like every other rapid-fire weapon, it's not hitscan, and thus requires you to lead your targets slightly in order to hit them.
 * Damage: 80-60 (762)
 * Clip Size: 24 (28)
 * Total Ammo: 172 (268)
 * Level 1: +48 ammo
 * Level 2: +4 clip size
 * Level 3: +48 ammo
 * Mastery: -15% reload time

Spinfusor
The Spinfusor is the iconic weapon of the Tribes series. It launches a disk that maintains its straight trajectory which explodes on contact with any surface. While more difficult to use than the AR, it deals high damage per hit. Like all other explosive weapons, it's better to aim at the ground where your opponent will land and nick them with splash damage then try to hit their body while they are airborne. If you do manage to get a midair shot, you get a Blue Plate Special accolade as well as doing 910 damage, enough to kill most light classes. Due to it's trajectory, you can use it to snipe down base assets. You can also use it as an explosive jump to gain speed, but while it's knockback is greater, you take more damage than when using the Thumper D or DX.
 * Direct Hit Damage: 910 (1310)
 * Splash Damage: 650-325
 * Ammo: 18 (28)
 * Level 1: +5 ammo
 * Level 2: +20% damage vs. armored targets
 * Mastery: +5 ammo

Gast's Rifle
The Gast's Rifle is a variant of the Assault Rifle. Compared to the AR, it does more damage per bullet but has a smaller clip size. This means that landing shots are more important, since you will need to reload more often. If you are good enough with the AR, the Gast's Rifle shouldn't be too hard to get used to.
 * Damage: 85-63 (809)
 * Clip Size: 20 (24)
 * Total Ammo: 228 (340)
 * Level 1: +56 ammo
 * Level 2: +4 clip size
 * Level 3: +56 ammo
 * Mastery: -15% reload speed

Thumper D
The Thumper D fires an arcing projectile that explodes on contact with any surface. It does less damage and knockback than the Spinfusor or the Technician's Thumper, but has a slightly larger radius. Still, with it's low damage and arcing trajectory, it's one of the less impressive weapons. Where the Thumper D shines, however, is when it's used with the Assault Rifle or the Gast's Rifle. With this loadout you can engage enemies with your rifles at longer ranges or when they are midair, then switch to your Thumper D when they get close or land, giving the Soldier great combat versatility. Since the Thumper D's projectile arcs, it is advisable to get a height advantage to make landing your shots easier.
 * Direct Hit Damage: 770 (1108)
 * Splash Damage: 600-275
 * Ammo: 10 (20)
 * Level 1: +5 ammo
 * Level 2: +20% damage vs armored targets
 * Mastery: +5 ammo

Eagle Pistol
The Eagle Pistol is a semi-automatic weapon that fires hitscan rounds. It has a higher firing rate than most other semi-autos, but it's damage is much lower and suffers from falloff. The Eagle Pistol is a finishing weapon, and it works well with the Spinfusor. It can rack up damage surprisingly fast due to it's fire rate, and since it's hitscan you don't need to lead your targets. Another use for it is to stop your opponent's health regeneration, especially if you're engaged with a Juggernaut, as it resets the regen timer.
 * Damage: 100-39
 * Clip Size: 16 (20)
 * Total Ammo: 120 (152)
 * Level 1: +32 ammo
 * Level 2: +4 clip size
 * Mastery: -30% reload time

Thumper DX
The Thumper DX is a variant of the Thumper D. It deals more damage, but has a smaller blast radius. If you are experienced with the Thumper D, especially if you can land direct hits often, this weapon will almost be a direct upgrade. However, if you hang out inside generator rooms often, the Thumper D might be a better choice.
 * Direct Hit Damage: 840 (1008)
 * Splash Damage: 600-300
 * Ammo: 10 (20)
 * Level 1: +5 ammo
 * Level 2: +20% damage vs armored targets
 * Mastery: +5 ammo

Frag Grenade XL
The Frag Grenade XL is a basic grenade that has a larger redius than normal. It has good damage and great radius. It has a 3-second fuse, and can serve as a method of area denial when rolled along the floor. It has the second highest damage against infantry and the highest damage against base assets, so it's helpful to bring along when you're going to destroy the enemy generator.
 * Damage: 1100-330 (1980)
 * Ammo: 1 (2)
 * Level 1: +1 ammo
 * Level 2: +10% radius
 * Mastery: +20% damage vs armored targets

Anti-Personnel Grenade
The AP Grenade does heavy damage to infantry, but pathetic damage to armored targets. It is arguably the best grenade for most situations, as most of the time you will be engaging enemy players instead of fighting vehicles or destroying base assets.
 * Damage: 1300-390 (325)
 * Ammo: 1 (2)
 * Level 1: +1 ammo
 * Level 2: +10% radius
 * Mastery: +10% radius

Proximity Grenade
The Proximity Grenade does lower damage than your other grenades, but will explode earlier if an enemy is near. Very useful for dueling in wide open areas, especially against light classes that can easily dodge your other grenades. Despite its appearance, it behaves like a normal grenade instead of a sticky.
 * Damage: 600-181 (1080)
 * Ammo: 1 (2)
 * Level 1: +1 ammo
 * Level 2: +10% radius
 * Mastery: +20% damage vs armored targets

Short-Fuse Frag
The Short-Fuse Frag is a variant of the Frag Grenade XL. It does less damage, but has a 2-second fuse instead of 3 seconds. It's somewhat of a middle ground between the Frag Grenade XL and the Proximity Grenade, as it gives enemies less time to react and dodge but still does strong damage.
 * Damage: 1000-330 (1800)
 * Ammo: 1 (2)
 * Level 1: +1 ammo
 * Level 2: +10% radius
 * Mastery: +20% damage vs armored targets

Energy Pack
The Energy Pack gives you an additional 20 energy, which can be upgraded up to 35. More energy means more mobility, so it's a good pack to bring if you want more of it. With your fourth armor upgrade, two Ultra Capacitors and a fully upgraded Energy Pack, you can bring your energy pool up to 160, the highest energy pool in the game.
 * Level 1: +5 energy
 * Level 2: +5 energy
 * Mastery: +5 energy

Utility Pack
The Utility Pack gives you an additional 20 energy like the Energy Pack, but its upgrades modifies the Soldier's other stats. Every upgrade is really helpful. You can never have too many grenades, more health increases your durability while faster run speed is useful during indoor battles. Getting these benefits at the cost of the 15 extra energy that the Energy Pack gives is absolutely worth it.
 * Level 1: +1 grenade ammo
 * Level 2: +100 health
 * Mastery: +10% run speed