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Author Topic: Holdfast: NaW | FULL CLASS GUIDE - Info & Rumors (Updated: 28th Jan)  (Read 9982 times)

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Online Haybales

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UPDATED: 29th January 2018

The following guide contains a condensed version of all information from Holdfast in the form of a simplistic class guide.
Please note, some information written on the website is considered planned traits and attributes - and may not be yet implemented into the game.

I'm not sure if this has already been done, in which case, apologies. But I thoroughly used the "Search" function and couldn't find a guide!

Sources:
Latest News
Development Blog
Press Releases

NOTE: ANYTHING WRITTEN IN PURPLE IS PLANNED CONTENT, AND IS NOT YET IMPLEMENTED.
For things I am not sure about, I will also write in purple.

Holdfast:
"As we have previously mentioned; we cannot guarantee that everything we list in the following developer blog for the class system will be ready and done by the time we go into Early Access.
We're doing this to gather an idea of what the community thinks about our approach to class design."


If any of the following information is objectively wrong, please tell me! :)

________________________________________________________________________________________________

Line Infantry
Role: Offense
Weapon: Musket (w/ Bayonet)

• Muzzle loaded firearm.
• Considered the bulk of the ranks.
• Bayonet kills between 1-3 strikes, depending on range and momentum.

Pros: One-hit-kill melee & one-hit-kill ranged at short-medium ranges.
Cons: Current melee system holds bayonet back, inaccurate, moderate reload time.

________________________________________________________________________________________________

Light Infantry
Role: Offense
Weapon: Musket (w/ Bayonet)

• Muzzle loaded firearm.
• Considered skirmishers.
• Fast moving units.

Pros: +reload speed, +movement speed
Cons: -melee damage

________________________________________________________________________________________________

Infantry Officer
Role: Command
Weapon: Pistol, Saber, Lantern & Spyglass

• Quickest reloading weapon (pistol) in the game right now.
• Microphone lights up a different colour in-game for differentiation purposes.
• Apparently, the saber is the easiest melee weapon to block with.

Planned Abilities:
CHARGE! - Calling a "CHARGE!" will increase +melee DMG to all allies nearby for a short time, additionally, allies will receive a message instructing them to charge!
REINFORCE! - A message will be appeared to all players, and on minimaps - declaring "reinforcements are needed" at the Officer's position.

(Source: News Post)

Pros: +HP (resilience), appear a different colour on the minimap, +melee damage with sword
Cons: Shorter range, two-hit-kill melee.

________________________________________________________________________________________________

Guard
Role: Offense
Weapon: Musket (w/ Bayonet), French only: Sword

Passively increase the HP of nearby allied officers. (Source: News Post)
• "They excel at engaging and defeating other infantry".
• 20 slots in-game.

Pros: +HP, +Melee Damage, +Bayonet melee damage.
Cons: None known.

________________________________________________________________________________________________

Rifleman
Role: Offense
Weapon: Rifle (British), Smoothbore Musket (French)

• The most accurate units in the game.
• Will be receiving a patch to nerf reload speed.
• 6 slots in-game.

Pros: +accuracy, +damage at longer ranges (less dropoff), essentially ZERO bullet drop
Cons: Longer reload speed.

*Rumoured to receive a reload speed nerf in the future.

________________________________________________________________________________________________

Flag Bearer
Role: Support
Weapon: Pistol, Saber, Flag

• Bear the colours of their respective nation.
• Saber is significantly more effective than the flag, as the flag takes up to 16 hits to obtain a kill.
• 6 slots in-game.

Pros: Provide +accuracy to all nearby allies when wielding the flag.
Cons: No mechanical cons.

________________________________________________________________________________________________

Surgeons
Role: Support
Weapon: Pistol, Saber

• The only units that can directly replenish health.
• A little bit underpowered as a result of the majority of hits being critical.
• 4 slots in-game.

Pros: Hold E to heal injured allies, quickest reloading weapon
Cons: Very visible on most maps due to chrome white uniforms

________________________________________________________________________________________________

Drummers
Role: Musician (Support)
Weapon: Pistol, Sword

Buffs:
• +HP to self while drumming.
• You increase the firearm reloading speed of nearby allies. (Currently: +accuracy to nearby allies)

________________________________________________________________________________________________

Fifers
Role: Musician (Support)
Weapon: Pistol, Sword

Buffs:
• +HP to self while fifing.
• You increase the firearm reloading speed of nearby allies. (Currently: +accuracy to nearby allies)
I would assume this will be reversed, so each musician provides a different buff

________________________________________________________________________________________________

Sappers
Role: Support
Weapon: Unknown

• Will be construction detail unit.
• Has 8 rumored abilities so far.
• Posted in the Development Roadmap.


"Reinforce Doors - Engineers can reinforce doors to increase their resistance to damage.
Repair - The sapper will also be able to repair destroyed artillery pieces, player built defences and other objects on the map.
Explosive Barrel - Engineers can construct and carry explosive barrels underneath fortifications to create breaches. Explosives can also be used to destroy bridges.
Gabions - Engineers can construct wickerwork defences filled with earth to provide cover.
Shooting Platform -  Engineers can construct platforms to allow players to shoot above cover such as walls.
Chevaux de frise - Engineers can construct chevaux de frise which damage cavalry if they touch them.
Infantry Spikes - Engineers can construct spikes which damage infantry if they touch them.
Chairs - Engineers can construct chairs because chairs are nice."


________________________________________________________________________________________________

Bagpipers
Role: Musician (Support)
Weapon: Pistol, Saber

Buffs:
• +HP to self while piping.
• You increase the base accuracy of nearby allies. (Likely to be updated in the future)

________________________________________________________________________________________________

Grenadiers
Role: Frontline
Weapon: Musket

• Bears a standard musket, with cosmetic changes being the only difference right now.
Dev post: "Bayonet Specialisation - Excels with using bayonets. Your melee damage when wielding a bayoneted musket is slightly increased." Source.
• 20 slots in-game.

Pros: Excel in melee combat, may have explosive throwables in future.
Cons: No mechanical cons.

A community poll will take place at a later date to determine if Grenadiers should get grenades. Stay tuned for that.

________________________________________________________________________________________________

Cannoneers
Role: Support
Weapon: Musket

• Bears a standard musket, with a bayonet.
• The only class that is eligible to interact with the "Ammo Box".
• 6 slots in-game.

Pros: Class is designated to interact with artillery pieces.
Cons: No mechanical cons.

________________________________________________________________________________________________
« Last Edit: December 18, 2018, 10:58:48 pm by Haybales »

Offline KJ

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Re: Holdfast: Nations at War | Class Guide (Land) - Information & Rumours
« Reply #1 on: January 11, 2018, 06:39:51 pm »
+1 well done

thank you i'll stop playing lineman now i only did before because i was told it helps with the ladies

clearly based off this guide surgeon is the class for that

Offline Ezio

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Re: Holdfast: Nations at War | Class Guide (Land) - Information & Rumours
« Reply #2 on: January 11, 2018, 06:42:21 pm »
Wow, that guide was really helpful. +1. I was not ordered to positively review this guide. +1 once more

Offline Ezek Lee

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Re: Holdfast: Nations at War | Class Guide (Land) - Information & Rumours
« Reply #3 on: January 11, 2018, 06:43:49 pm »
+1 awesome guide. really useful for the game.

Offline Mr.Ridgewell

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Re: Holdfast: Nations at War | Class Guide (Land) - Information & Rumours
« Reply #4 on: January 11, 2018, 06:52:16 pm »
Dear Mr. Haybales,

This post was extremely well written. I appreciate the time it took to compile all of this information, type it all together, and color code bits of information, all for the convenience of us, the viewers. Among all the guides I've viewed on this site, or many others, this one has the most complete all around information that is easy to read and understand for any person. It's exciting to see what is currently implemented in game as well as what is planned to come out in the near, or hopefully not so far out future. I look forward to more posts from you as game information is released by the developers, and I hope that you keep the same formatting as this was simply a pleasure to read. Thank you for taking the time to post this super helpful information for our viewing pleasure! I hope you have fun playing the game, and I look forward to joining you on your next campaign against the French!

                                                                                  HAVE AT THEE SAH!
                                                                                                                  -Mr. Ridgewell                                       (+1)

Online Haybales

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Re: Holdfast: Nations at War | Class Guide (Land) - Information & Rumours
« Reply #5 on: January 11, 2018, 06:53:54 pm »
Dear Mr. Haybales,

This post was extremely well written. I appreciate the time it took to compile all of this information, type it all together, and color code bits of information, all for the convenience of us, the viewers. Among all the guides I've viewed on this site, or many others, this one has the most complete all around information that is easy to read and understand for any person. It's exciting to see what is currently implemented in game as well as what is planned to come out in the near, or hopefully not so far out future. I look forward to more posts from you as game information is released by the developers, and I hope that you keep the same formatting as this was simply a pleasure to read. Thank you for taking the time to post this super helpful information for our viewing pleasure! I hope you have fun playing the game, and I look forward to joining you on your next campaign against the French!

                                                                                  HAVE AT THEE SAH!
                                                                                                                  -Mr. Ridgewell                                       (+1)

That was the most scripted "good guide" I've ever heard in my life. LOL

Thanks Ridgewell.

Offline Absol

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Re: Holdfast: Nations at War | Class Guide (Land) - Information & Rumours
« Reply #6 on: January 11, 2018, 07:55:17 pm »
This is handy, having all the devblog posts in one place. I was planning to do something like this but with more details, but I guess I'll wait till later on.

Offline Pugglesworth

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Re: Holdfast: Nations at War | Class Guide (Land) - Information & Rumours
« Reply #7 on: January 11, 2018, 09:46:47 pm »
As of right now, I think all unit stats are the same, though some units (ex. Flagbearers) can get a health bonus that lets them survive one hit with a bayonet.
The only stat difference that's really visible is the accuracy of rifles, but that's from the weapon, not the class.
Also, I think rifles actually have less range than smooth-bore muskets, since the rifling slows down the projectile (at least they should, if this is indeed correct).
For the same reason, rifles should also reload slower than muskets, but currently they are just as fast.

Anyways, the developers have a new spawn screen in the works and hopefully it will give details on all of the unit stats as well as the bonuses, which can get confusing because in some cases certain units only convey a bonus to certain other units (One of the blogs said Guards give Officers a health bonus, not sure if that's actually in the game though).
There's a screenshot of what it may look like near the bottom of the Roadmap.

Online Haybales

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Re: Holdfast: Nations at War | Class Guide (Land) - Information & Rumours
« Reply #8 on: January 12, 2018, 01:09:25 am »
As of right now, I think all unit stats are the same, though some units (ex. Flagbearers) can get a health bonus that lets them survive one hit with a bayonet.
The only stat difference that's really visible is the accuracy of rifles, but that's from the weapon, not the class.
Also, I think rifles actually have less range than smooth-bore muskets, since the rifling slows down the projectile (at least they should, if this is indeed correct).
For the same reason, rifles should also reload slower than muskets, but currently they are just as fast.

Anyways, the developers have a new spawn screen in the works and hopefully it will give details on all of the unit stats as well as the bonuses, which can get confusing because in some cases certain units only convey a bonus to certain other units (One of the blogs said Guards give Officers a health bonus, not sure if that's actually in the game though).
There's a screenshot of what it may look like near the bottom of the Roadmap.

Indeed, right now, all musket bearers host the same HP & accuracy.

The Riflemen are confirmed to have a nerf to their reload speed too, in upcoming patches.

Moderator Walki:
"There are no stats differences between classes currently
Musket classes all have the same HP & accuracy currently"


Also, the new interface looks way better. More information, looks less clustered and way more professional.


Offline WaylanderGR

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Re: Holdfast: Nations at War | Class Guide (Land) - Information & Rumours
« Reply #9 on: January 17, 2018, 10:00:35 pm »
is this new interface in the upcoming update?
FORTUNE FAVOURS THE BOLD
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Offline Absol

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Re: Holdfast: Nations at War | Class Guide (Land) - Information & Rumours
« Reply #10 on: January 17, 2018, 11:00:55 pm »
is this new interface in the upcoming update?
It was in the roadmap, so I assume it's finished now.

Online Haybales

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Re: Holdfast: Nations at War | Class Guide (Land) - Information & Rumours
« Reply #11 on: January 24, 2018, 06:11:36 am »
is this new interface in the upcoming update?
It was in the roadmap, so I assume it's finished now.

Apparently not! We wait, in patience! :)

Offline Rifles60th

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Re: Holdfast: Nations at War | Class Guide (Land) - Information & Rumours
« Reply #12 on: January 26, 2018, 04:30:33 pm »
What about adding Pioneers?  They do the opposite of sappers and armed with a dirty great axe :)
"Men are dirty, Rifles are clean, sir"

Offline Jean-Baptiste

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Re: Holdfast: Nations at War | Class Guide (Land) - Information & Rumours
« Reply #13 on: January 26, 2018, 06:33:53 pm »
Haybales, do you plan to keep this updated? Might want to get with Monsieur Mustache, loves to number crunch games.

Online Haybales

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Re: Holdfast: Nations at War | Class Guide (Land) - Information & Rumours
« Reply #14 on: January 28, 2018, 03:31:13 am »
UPDATED as of 28th January 2018.

Haybales, do you plan to keep this updated? Might want to get with Monsieur Mustache, loves to number crunch games.

I do! Get him to contact me if he has anything to contribute my good man!

What about adding Pioneers?  They do the opposite of sappers and armed with a dirty great axe :)

This is a guide for classes right now man, I advise you make a thread on "Pioneers" and see what the community think! :)