About T2

Neo

Administrator
Staff member
FAQ's

Installing the Game:

When you insert the CD into your drive, the autorun screen will appear
automatically. Click INSTALL to begin the installation. Following the
instructions on the screen. When installation is complete, two shortcuts will
appear on your desktop and taskbar. T2 Solo and LAN play takes you to the
single player and local area network games. T2 Online Play takes you to the
login screen so you can compete with players online.

Registering Your Account:

When you enter Tribes 2 for the first time, press the Create Account button.
The program opens a form containing the following fields.
-Login Name
-Password
-CD Key (located on the back of your disc's jewelcase)
-E-mail Address

After you enter the required information, press Submit to send your data to the
registration servers and create your Tribes 2 account. If you wish to change
your information later, should you switch to a new e-mail address, for example,
press the Update button that appears when you log in. You can then enter new
information into your fields as needed.

Logging In:

Each time you enter Tribes 2, a dialog box will ask for a login name and a
password. If you already have an account, simply enter this information and
press Log In to proceed into the game. You can set your computer to remember
your login name and password so this step occurs automatically. You do not
need to log in for a LAN-only game hosted by another player, or for the
single-player missions. However, you must log in for internet play.

The Launch Menu:

The Launch Menu is your portal to Tribes 2. Press the Lauunch bar in the lower
left hand corner to access the menu or select one of the buttons along the
bottom edge. After you have selected an option, the screen will display futher
options in the form of tabs, buttons, and pull-down menus. Whenever you exit
an actual game, you return to the Launch Menu. You may close a particular
screen you have opened by clicking the "Close" Symbol in the upper right
corner. The Launch bar allows you to reopen anyting you've closed.

If you are playing on a Solo or on a LAN: You default to the briefing screen
of the first training mission, and only Training and LAN game folders are
available. If you play Training, you avatar is set by the campaign. LAN play,
however, works the same as Internet games, and you can customize your Avatar at
Warrior Setup.
If you are playing Online: Community features become available: Game, News,
Forums, E-mail, Chat, and Browser. The GAME screen has three tabs on it:
-Join Game: Shows servers currently hosting games, along with information
about them.
-Host Game: Lets you set up your own server to host a Tribes 2 game.
-Warrior Setup: Allows you to choose how your avatar looks and sounds in the
game.

In both Solo/LAN and Internet play, these options are available from the Menu:
-Recordings: Record your gameplay and watch the playback later.
-Settings: Adjust hardware and program settings to your liking
-Quit: Exit Tribes 2

Warrior Setup

Pick a Primary Warrior Name: Type in your principal identification in the
game. You get one registered primary name; it is unique to you and reserved so
no one else can use it. You can change it at any time, but changed are tracked
on your Warrior Page. If you change your primary name, the old one becomes
available for anyone to reserve.

You may have any number of aliases. These are not restricted, but show up in a
different color in a game Aliases can be changed anytime. Everytime you play,
you default to the last alias you used.

Select Appearance: Select a "skin" to determine avatar's species and (if
human) tribal allegiance and gender. Your selection determines how you appear
to other players in any Tribes 2 match. You may use a different skin for each
name you play under.

Select Voice: Your voice options depend on your appearance. The voice you
pick plays whenever you use the Voice Bind option. Each voice has a different
personality. Click the speaker icon to hear samples of the currently selected
voice, and choose the one you like best.

When you are finished, click on another tab to Join or Host a game.

Community:

The Browser

The Browser forms the backbone of the Tribes 2 community. Use it to search for
individual players or entire tribes. Players and tribes can post information
about themselves, including links to websites outside the game. If you're an
administrator for a tribe, the Browser provides you with further options.

Warrior Page

When you first create your account, Tribes 2 generates a Warrior Page using
your registration data. If you want to update the page later, you can reach it
via your Tribe page or by pressing the Edit button on your Warrior PAge.

Tribe Page

Review existing tribes or press the Create Tribes button on the Browser Screen.
Then enter your tribe's information. The Tribe Page servers as a recruiting
forum and a meeting place for your tribes. You can post HTML links to web
pages outside the game. Click such a link activates your computer's default
Internet browser.

Using the Browser

Searching for Warriors

Let's say you want to search for a particular player. In the Browser Screen,
press Warrior Search. Type the name or part of the name of the individual you
want to find, and hit Go. The information will appear on a folder of the
Browser Screen. You'll see the warrior's history, tribal affiliations, and any
other information posted on his Warrior Page. If your search calls up
information on several warriors, select the warriors you wish to view from the
pop up dialog list. Navigate between them by clicking their tabs. Close a tab
by clicking the small box in its upper right corner.

What next?
Once you find a warrior's player page, you can send an e-mail to his Tribes 2
address by clicking Send E-mail, or you can add him to your buddy list.

Searching for Tribes

This search works the same way as a warrior search. Press Tribe Search, and
type in the name or tag of the tribe you want. As with the Warrior search, the
results appear in tabs on the Browser screen.

What to do?
Once you've found the trib, you can see if it is recruiting, view its roster,
or send an e-mail to any of its members. If you're an administrator of that
tribe, you can also opt to kick a player off the team or change a player's
rank.

To send a message to someone on a tribe's roster, right-click the name from the
roster and choose the E-mail Player option. An e-mail window will appear.

Chat

Tribes 2 features an Internet chat standard integrated into the game. Use the
Chat to talk to other player.

Logging In

All online chat occurs in "channels". To join a Tribes 2 chat, select Chat
from the launch menu. Then press Channel List and either select a channel from
the list box that appears or type in the name of a new channel from the list
box that appears or type in the name of a new channel that will be created
automatically. A tab will appear for the new channel. The names of players
currently in the room appear on the right of the screen. A channel's creator
may use the Channel Options to set parameters regarding moderators, topic, and
the like. You can be in several channels at once, but only one channe's
exchanged are displayed at a time. If you are in multiple channels, each
channel has a tab. Your current channel is highlighted. If you wish to go to
another channel, either return to the Channel List to click on the channel you
want, or select one of the other tabs on your screen. To post a message in
your current channel, simply type it and press Enter. When you're ready to
leave a channel, click the Close button in the upper right of the Chat screen.

E-Mail

Access this feature from the menu or the screen button. Tribes 2 e-mail
functions exactly as standard e-mail programs, except that it does not send to
or receive from addresses outside the registered Tribes community. You can
send e-mail to your entire tribe membership. To do so, press New E-mail and
press the To or CC button to access List Control. List Control lets you search
for other players and add them to your Buddy List.

Finally, Tribes 2 allows you to block other players from sending you e-mail.
To do so, press Block Sender and enter the name of the player you wish to
block. Any players you block will appear on your Block List, which you can
change at any time by pressing Block List and deleting any player whose e-mail
you now wish to receive.

Forums

Access Forums from the Launch menu. Once the Forums screen appears, click on a
heading from the Topic List to select a topic for viewing. Within a particular
thread of messages, use the arrow keys or mouse wheel to scroll through the
headings in the upper portion of the screen. The content of the currently
selected post will appear in the lower portion of the screen.

To post a reply to the forum message, press Reply and type your message in the
window that appears. To start a new topic, return to the Topic Page and press
New Topic. To update your screen for new posts, hit Refresh.

News

The News page provide community news topics submitted by various tribes,
players, media, and the developers. Click Submit News if you have a news item
for the community, such as an event or announcement. Submitted news will not
show up until approved by the Press Corps. Click on the headlines at the left
of the screen to call up a particular article, or use the scroll bar at the
right. Finally, the Web Links menu lets you go to various Tribes-related
websites such as www.tribes2.com, the official website of Tribes 2.


Default Controls Settings

Armor

Forward = E
Backward = D
Strafe Left = S
Strafe Right = F
Throw grenade = G
Place Mine = B
Place Beacon = H
Use/Deploy Backpack = R
Use Health Kit = Q
Toss Weapon = Ctrl + W
Toss Pack = Ctrl + R
Free look = Z
Voice Binds = V
P = Resize Chat Window (4, 8, or 12 lines)
Fire Weapon = Left Mouse Button
Jumpjet = Right Mouse Button
Jump = Tap Spacebar
Ski = Hold Spacebar
Scroll Chat Window = Page Up/Page Down
Universal Chat = U
Your Team Chat = Y
Zoom In/Out = A
Set Zoom = T
Toggle Personal Waypoints = F6
Toggle Mission Waypoints = F7
Toggle Commands = F8
Toggle Beacons = F9

Vehicle (move as Armor unless otherwise noted)

Enter Vehicle = Jump into crew or passenger station
Exit Vehicle = Spacebar
Afterburners = Right Mouse Button (if moving horizontally)
Vertical thrusters = Right Mouse Button (if stationary)
Yaw = Mouse x-axis
Pitch = Mouse y-axis

Weapon Selection (slots follow the weapon order within each Favorite)
Weapon Slot 1 = 1
Weapon Slot 2 = 2
Weapon Slot 3 = 3
Weapon Slot 4 = 4
Weapon Slot 5 = 5
Targeting Laser = "L"
Cycle Weapon = Mouse Wheel or "W"
Vehicle Weapon Slot 1 = 1
Vehicle Weapon Slot 2 = 2
Repair Pack (when carried) = R. then Left Mouse

Inventory

Toggle Inventory Screen = Numpad Enter
Hotkey Favorite # 1-10 = numpad # that corresponds to Favorite number
Hotkey Favorite # 11-20 = Ctrl + numpad # (e.g., Favorite 15 = Ctrl + 5)

Command (Cmnd.)

Accept Current Cmd. = Enter
Decline Current Cmd. = Backspace
Toggle Command List = N
Scroll up list = Up arrow
Scroll down list = Down arrow
Toggle Command Circuit = C
Zoom In = A
Zoom Out = Z
Move Map Up = Up arrow or E
Move Map Down = Down arrow or D
Move Map Left = Left arrow or S
Move Map Right = Right arrow or F
Center on Object = Q
Toggle Sensor Display = W
Accept Selected Cmd. = Enter
Decline Selected Cmd. = Backspace
Cmd. Completed = Shift + C
Reset Command List = Shift + X
Toggle "Players" = 1
Toggle "Tactical" = 2
Toggle "Support" = 3
Toggle "Waypoints" = 4
Toggle "Objectives" = 5
Toggle pointer/hand/zoom = Spacebar
Toggle Text On/Off = T
Toggle Camera On/Off = B

Command Circuit Shortcut Menu

Attack = A
Bomb (at) = B
Defend (object) = D
Meet (at) = M
Create Waypoint = W
Deploy Inventory = I
Deploy Sensors = S
Deploy Turrets = T
Activate Microphone Communication Channel = X
Mute Radio/Text/Voice Bind Communication from Lobby

Miscellaneous
Console = ~
Open Editor = Ctrl + E
Map Editor = F11 (when editor is open)
GUI Editor = F12 (when editor is open)
Vote Yes = Insert
Vote No = Delete
Screenshot = Print Scrn
Return to Lobby = Esc
Help Text = F1
Score Screen = F2
Suicide = Ctrl + K
Toggle Exterior View = Tab

Voice Binds

Voice Binds are short, pre-recorded voice messages you can use to communicate
with your team. They include taunts and compliments you can send either to
your team or to opposing players. Some voices are "radio-transmitted", so that
other players can hear them regardless of distance. Other lines are non-radio
"shouts" audible only to nearby players.

To use Voice Binds, first press "V" to bring up the category menu. Then select
a category by pressing another letter key. Doing so calls up another menu,
from which you select your line. Most Voice Binds require a three-key
combination, such as pressing V + A + A to play "Attack!" The Global and Self
categories, however, often require four-keys, as with V + S + A + A to play "I
am attacking."

Here is a list of all the Voice Binds (note: only original voice binds covered,
nothing from Osiris voice pack or other popular packs)

Global (heard by everyone)

VGY - Yes
VGN - No
VGH - Hi
VGB - Bye
VGO - Oops
VGQ - Quiet
VGS - Shazbot
VGW - Woohoo
VGCA - Awesome
VGCG - Good game
VGCN - Nice move
VGCR - You rock
VGCS - Nice shot
VGRA - Anytime
VGRD - I don't know
VGRT - Thanks
VGRW - Wait
VGTA - Aww
VGTB - Is that the best you can do?
VGTG - I am the greatest
VGTT - That was graceful
VGTW - When are you gonna learn?

Attacking (only your team hears these)

VAA - Attack
VAB - Attack the enemy base
VAC - Retrieve our flag
VAG - Attack the enemy generator
VAO - Attack the enemy objective
VAR - Reinforce the offence
VAS - Attack the enemy sensors
VAT - Attack the enemy turrets
VAV - Attack the enemy vehicle
VAW - Wait for my signal to attack

Defending (only your team hears these)

VDB - Defend our base
VDC - Defend our flag carrier
VDE - Defend the entrances
VDF - Defend our flag
VDG - Defend our generator
VDM - Defend me
VDN - Defend the nexus
VDO - Defend our objective
VDR - Reinforce our defence
VDS - Defend our sensors
VDT - Defend our turrets
VDV - Defend our vehicle

Repairing (only your team hears these)

VRB - Repair our base
VRG - Repair our generator
VRM - Repair me
VRS - Repair our sensors
VRT - Repair our turrets
VRV - Repair our vehicle station

Base Status (only your team hears these)

VBC - Our base is clear
VBE - The enemy is in our base
VBR - Retake our base
VBS - Our base is secure

Enemy Status (only your team hears these)

VEB - Enemy base is disables
VED - The enemy is disrupted
VEG - Enemy generator is disabled
VER - Enemy remote equipment destroyed
VES - Enemy sensors disabled
VET - Enemy turrets disabled
VEV - Enemy vehicle station is disabled

Flag (only your team hears these)

VFF - I have the enemy flag
VFG - Give me the flag
VFR - Retrieve our flag
VFS - Our flag is secure
VFT - Take the flag from me
VFO - Give me the flag

Need (only your team hears these)

VNB - Need a bombardier
VNC - Need covering fire
VND - Need driver for vehicle
VNE - Need escort for vehicle
VNG - Gunship ready
VNH - Hold that vehicle for me
VNP - Need pilot for vehicle
VNR - I need a ride
VNS - Need vehicle support
VNT - Need a tailgunner
VNW - Where to?

Target (only your team hears these)

VTA - Target aquired
VTB - Target the enemy base
VTD - Target destroyed
VTF - Target the enemy flag
VTM - Fire on my target
VTN - Need a target
VTS - Target the enemy sensors
VTT - Target the enemy turrets
VTW -

Self (only your team hears these)

VSAA - I will attack
VSAB - I'll attack the enemy base
VSAF - I'll go for the enemy flag
VSAG - I'll attack the enemy generator
VSAS - I'll attack the enemy sensors
VSAT - I'll attack the enemy turrets
VSAV - I'll attack the enemy vehicle station
VSDB - I'll defend our base
VSDD - I'll defending
VSDF - I'll defend our flag
VSDG - I'll defend our generator
VSDN - I'll defend the nexus
VSDS - I'll defend our sensors
VSDT - I'll defend our turrets
VSDV - I'll defend our vehicle station
VSRB - I'll repair our base
VSRE - I'll repair our equipment
VSRG - I'll repair our generator
VSRR - I'm on repairs
VSRS - I'll repair our sensors
VSRT - I'll repair our turrets
VSRV - I'll repair our vehicle station
VSTC - I'll cover you
VSTD - I'll set up defences
VSTO - I'm on it
VSTR - I'll deploy remote equipment
VSTS - I'll deploy sensors
VSTT - I'll deploy turrets
VSTV - I'll get a vehicle ready

Warning (only your team hears these)

VWB - Incoming bomber
VWE - Incoming enemies
VWV - Incoming vehicles
VWW - Watch where you're shooting

Command (only your team hears these)

VCA - Command acknowledged
VCD - Command declined
VCC - Command completed
VCW - What's your assignment?

Very Quick (only your team hears these)

VVY - Yes
VVN - No
VVA - Anytime
VVB - Is our base secure?
VVC - Cease fire
VVD - I don't know
VVH - Help
VVM - Move
VVS - Sorry
VVT - Thanks
VVW - Wait

Shouts/Movements
(note: shouts are messages your warrior yells to another warrior, only players
in your proximity can hear these)

VGAA - Move (waving away)
VGAG - I am the greatest (dance)
VGAB - Woohoo (dance)
VGAS - I'm on it (salute)
VGAW - Hi (waving)
VGAZ - Take that (dance)
VGAX - Too bad (dance)
VGAC - Awesome (dance)


In-Game Chat

The in-game Chat command lets you send text messages to other players. Press
"Y" to send a message to your team only; "U" sends to all players (the
"Universal" chat). After you type a message, press "Enter" to send it.
 

Neo

Administrator
Staff member
Training Missions

Setup

From the Launch Menu, select "Training". Once at the Training Screen, select
the difficulty level by clicking Difficulty Level and choosing "Easy",
"Medium", or "Hard". Press the speaker icon at the upper right if you wish to
hear the audio portion of the briefing. Press Start to being playing the
mission.

Difficulty Levels
-Easy: Spawning permits three lives per mission, low number of opponents.
-Medium: Spawning permits two lives per mission, moderate number of opponents.
-Hard: Player has only one life at this level, and the number and skill level
of opponents is high.

Here are the missions in Solo:

1) Charybdis-

-briefing

Alright newblood. I'm Strike Colonel Akanruth. Here's the situation: After
six years of blood effort, we've finally got the BioDerms on the ropes, but
we're all exhausted. Manpower is short. That's why we're calling up
inexperienced warriors like you. Your first mission should be easy enough.
Scan for Derm activity over the Hanakush Lowlands. Your code name's Lone Wolf.
You shouldn't hit any combat in this mission, so you'll go in Scout gear.
Charybdis was a Blood Eagle world before the Derms got here. If you run across
any B-E, keep it civil. Remember, the enemy of my enemy is my friend.
Lieutenant Kenzie will coordinate your movements over your Command Circuit.
Follow her instructions, she's a veteran who knows her stuff. This region of
Charybdis has a lush climate. Keep the bugs out of your armor, if you can.
That's it, dismissed.

-walkthrough

Objectives: Use bomber to survey enemy territory. Obey Lieutenant Kenzie's
orders.

Training: Heads-up display. Basic combat and vehicle use. Practice jetting and
skiing.

You enter the mission on a bomber. Remain on for the ride and survey the
landscape below you. At some point, several bioderms armed with missile
launchers take aim and down the bomber--don't worry, there's nothing you could
have done! You regain consciousness after the crash and receive your orders
from Lieutenant Kenzie.

Kenzie explains the situation and begins your training mission with an
explanation of the heads-up display. Take note of each interface element while
you wait for additional orders. You're currently damaged, so Kenzie sets up a
nearby waypoint that contains several health patches.

Objective: Grab health patches at the waypoint.

Turn around until you spot the nearby waypoint marked "health patches."
Approach the three health patches and walk over each one to replenish a portion
of your health.

These health patches will reappear after a while in case you absorb damage and
need further healing. Look near the health patches for some ammunition,
including spinfusor discs. Also, take the time to cycle through your weapons,
as Lieutenant Kenzie will describe them and offer some basic tactics for their
use.

Objective: Investigate the tower at the waypoint.

Lieutenant Kenzie offers a new objective and waypoint after you collect the
health patches. You're ordered to investigate the tower marked "BE tower" at
the waypoint; it's located east of your current position.

Before you can start toward the tower, several bioderm soldiers approach and
attack. Defend yourself with the spinfusor or chaingun. If you absorb any
damage, return to the health patches and walk over them to replenish your
health. Alternatively, activate the health pack attached to your belt gear for
further restoration.

Walk over to and then into the tower. On the bottom level, you'll find an
energy pack, which will regenerate your energy meter at a much faster rate.
Take the time to grab the spinfusor ammunition packs scattered about. Use your
jump jet to ascend to a higher level of the tower. Once at the top, drop down
to the middle level and locate the laser rifle, which is essentially a sniper
rifle. It requires the energy pack, which you already grabbed from the lower
level--the laser rifle comes in handy during this mission's tower defense.

Objective: Eliminate the incoming enemies.

You'll face incoming reavers and derm scouts from multiple directions. Remain
on top of the tower to use the height advantage against the incoming hostiles.
Select the laser rifle and use zoom to pinpoint incoming targets. Charge the
energy meter to full and discharge the laser rifle at the derms' heads to cause
major headshot damage. Or, simply use the spinfusor and chaingun weapons.
Remain on the tower, however, to utilize the height advantage.

Objective: Go to the vehicle at the waypoint.

After eliminating the incoming derms, you're ordered to quickly scamper to the
next waypoint, where you'll find a Wildcat grav cycle you can use to get to the
extraction point. Drop down off the tower using your jump jet and turn toward
the next waypoint. Approach the cycle and hop inside using a short burst of the
jump jet.

Objective: Leave the area. Avoid the enemy. Meet the rescue team at the
waypoint.

The final stretch of the mission is simple--just drive past the enemy! Point
the cycle toward the final waypoint--marked "extraction point"--and use the
turbo (defaults to right mouse button) if necessary. Don't stop to fight the
derms you encounter along the way. Keep moving until you reach the rescue team
and the extraction point to successfully complete the mission.

2) Sehrganda Prime-

-briefing
Welcome Warrior. Glad to see you survived Charybdis. This planet is Sehrganda
Prime. It's about as different from Charybdis as you can imagine; a desert
world once held by the Phoenix. The Hordes have been fortifying a string of
the old Children of Phoenix bases in the sunblast March, one of the key
approaches to the fertile Darath valleys. We need the food those valleys can
produce. Your mission is to sweep through a series of those valleys and deny
them to the Derm reavers. The loadout will be Assault armor and Missle
Launchers. In addition, your armor carries a targeted digital virus to assist
you in taking control of the bases. The Derms still use tribal equipment, so
you shouldn't encounter any technical problems. You'll be paired with another
warrior, warnom of Dogkiller. Work with him. Lieutenant Kenzie will be
running the Command Circuit again. She remembers you from Charybdis. Ok, that
is all. Dismissed.

-walkthrough
Objectives: Capture a series of enemy towers. Destroy the enemy defenses.

Training: Basic teamwork. Control switches and inventory stations. Shield and
repair packs.

You begin the mission with a partner, the affectionately named Dogkiller. He'll
assist you in combat situations later in the mission. Listen to Kenzie; she
orders you to head toward the next waypoint--marked "control switch
waypoint"--and capture the tower there.

Objective: Capture the tower at the waypoint. Eliminate the enemy units.

Start toward the waypoint and the control switch inside the tower. As you move,
cycle through your weapons to learn about your new set of weaponry, especially
the electron flux projector, which will be utilized momentarily. As you
continue toward the tower, Kenzie interrupts your advance with a new objective.

Objective: Destroy the enemy sensor.

Approach the new waypoint set by Kenzie. Cycle through your weapons to the
electron flux projector and walk up to the sensor. Fire the ELF at the sensor
until you notice the shields go down (you'll no longer see the blue glow around
the sensor as you fire the ELF). Switch weapons to the plasma rifle and fire
multiple shots at the sensor until it explodes. Resume your course toward the
control switch tower.

Objective: Implant the digital virus.

As you approach the tower, prepare to activate your shield pack. The shield
pack uses the energy from your energy meter--the same energy used by your jump
jet. Therefore, lay off the jump jet as you near the tower so you will have
full use of the shield pack to protect you from the juggernaut derm standing
guard. After clearing out the exterior guards, use the jump jet to ascend the
tower. Enter, defeat any guards inside, then touch the control switch to
capture the tower.

Objective: Eliminate the enemies.

You'll face a few waves of hostile opposition as the derms attempt to retake
the tower. Drop down to the tower entrance and you'll find a repair pack
inside. Drop your shield pack (defaults to Ctrl-R) and grab the repair pack.
You can use the repair pack to heal yourself and Dogkiller. Activate the repair
pack and point the device at Dogkiller to heal him or point it at nothing to
heal yourself (use the left mouse button to use the repair pack).

The derms can retake the tower if they reach the interior. If this happens,
simply return to the upper area and touch the control switch again. Defeat all
the incoming enemies, and you will receive new orders and a new waypoint from
Lieutenant Kenzie. Start toward the next tower to complete another capture
mission.

Objective: Destroy the enemy turrets.

A turret protects the next tower. Lieutenant Kenzie warns you as you approach
and instructs you to use the targeting laser to paint the turret for your
teammate, Dogkiller. Activate the targeting laser (defaults to the L key) and
point the laser at the turret. Get close enough so Dogkiller starts firing
rockets at the turret. With the target painted, the rockets will be accurate
and destroy the turret in a few blasts.

Objective: Implant the digital virus.

This tower is just a pit stop before the next waypoint, another tower
containing a control switch. Eliminate the derms controlling this pit stop
tower, then use your jump jet to ascend to the top and collect the ammunition
packs scattered here. Don't forget to use your repair pack to heal yourself and
Dogkiller before proceeding to the next waypoint.

Approach the next tower. Lieutenant Kenzie warns you about sentry turrets
inside the tower. Bypass the front entrance by heading for the upper platform.
Defeat the derms there and touch the control switch to gain control of the
tower. Finish off all remaining interior and exterior enemies before exploring
the tower and beginning the tower defense.

Objective: Rearm and defend the tower. Eliminate the incoming enemies.

You'll face several waves of bioderm attackers. Enter the lower area of the
tower and locate the inventory station. Use the inventory station to switch
armor classes, restock ammunition, or even alter your weaponry and equipment.
You can use the station to replenish your supply of mines; drop mines around
the exterior of the tower and in the elevator shaft leading to the upper
control switch. Be careful not to step on these mines!

Return to the inventory station often to restock ammunition.
Maintain control of the tower by touching the control switch.
You may find the juggernaut armor class is the most powerful against the
defenders. You aren't moving much, so a scout's speed isn't necessary. Plus,
the juggernaut's durability and firepower advantage over the assault class
makes the heavier armor a wise choice.

The mission ends in success once all derm attackers are defeated and the tower
control switch remains under your control.

3) Ymir

-briefing

Captain Kenzie says good things about you, Lone Wolf. We chose you for this
mission based on the glowing reports she submitted after the Sehrganda Prime
offensive. After six and a half years, we're back on Ymir. This was our world
once warrior. Before the Hordes slaughtered us. Can you hear the ghosts in
the wind? I can. Alright, here's what you need to know: one of our former
bases in the Icefell Ridge contains critical data in it's computer. The Hordes
don't know about it, but they guard that base heavily. We need to liberate
that data and I can't tell you why, but it's vital to the war. Your assignment
is to infiltrate the base and reach the command switch. When you touch it and
implant the control virus, the base computer will transmit that data to us in a
compressed signal burst. You'll go in with a stealth configuration: Scout
armor and a cloaking pack. The objective is deep in enemy territory, so we've
provided a Shrike for transportation. Take care of it. If it's destroyed,
you're finished. Once you've triggered the data burst, get out. That's all.
Good luck.

-walkthrough

Objectives: Pilot Shrike to enemy base. Destroy shield generator. Implant
digital virus.

Training: Piloting and aerial evasion. Cloaking pack and base infiltration.
Neutralizing shields.

Lieutenant Kenzie provides your next set of orders. You must use the Shrike
fighter nearby to reach the next waypoint, the ridge base. Kenzie also explains
the basics of the cloaking pack as you approach the Shrike.

Objective: Board the Shrike.

Activate your jump jet to get the height required to drop down into the
Shrike's pilot seat. As soon as you do, Kenzie explains the next phase of your
mission and the basics of the Shrike's controls.

Objective: Pilot the Shrike to the enemy base. Locate the command switch.

Take a moment to practice with the Shrike controls. The right mouse button
activates the afterburner, which can also be used to hover with the Shrike.
Don't move forward, just use the afterburner, and the Shrike will ascend. Press
the forward directional key to proceed forward and the back to slow down and
stop. You can also use the mouse to both steer left and right and control the
pitch up and down.

There are several turrets located between your starting position and the ridge
base. The Shrike can't take many hits--you must avoid the turrets or evade
their fire if you are to reach the enemy base safely.

One of the easiest ways to avoid the turrets is to fly far to the left. Instead
of aiming directly at the ridge base, turn to the left and fly out a ways so
you move away from the turrets. Turn slightly right to move parallel with the
direct path to the base (don't proceed directly to the base from here or you'll
still run into turrets). As you near the base, turn right. This should bypass
most of the turrets. If you happen to fly near some of the turrets, move the
Shrike left and right and up and down to avoid the turret fire.

Once you're within about 400 clicks of the tower, you're ordered to stop and
disembark. Slow down the Shrike and stop near the tower. You can leap off a
moving Shrike and it will keep moving--you don't want to do that here, though,
because you need the fighter to escape! Leap off the Shrike using the space
bar.

Objective: Destroy force field power source to disable the control point
shield.

Don't walk over to the left base entrance--a turret protects this entrance.
Instead, ascend the tower on the right. To gain the altitude you need using the
jump jet, press the jump button (defaults to the space bar) before you activate
the jets. Once on the roof, drop down into the room below. Allow time for your
energy meter to recharge, as you're about to use the cloaking pack.

Fall down the elevator shaft into the room below and activate the cloaking pack
as you near the ground. Use the pillars for cover and spot the lone derm guard
in the area. Switch weapons to the close-range shocklance weapon. Walk up
behind the derm and eliminate him with the shocklance. Make sure you have
enough energy in your energy meter to use the shocklance. If not, disengage the
cloak before using the weapon. Don't let the derm go or he may alert others to
your presence. If necessary, allow your energy meter to recharge and return to
cloaked status, then hide behind any number of pillars and objects inside the
room.

You'll find the force field generator that powers the control point shield
inside this first room. Turn toward the generator and destroy it with your
plasma rifle to receive a new objective.

Objective: Implant the digital virus at the control point.

Allow your energy meter to replenish, then activate the cloaking pack to
explore the adjacent rooms. Avoid detection by hiding behind pillars and
corners if your cloaking pack deactivates; hide while the energy meter
regenerates,
Destroy the force field power generator to expose the control switch.
then reactivate your cloaking pack and set out for the control point again.

Touch the control point to automatically implant the digital virus. You're
immediately ordered back to the Shrike, though you can eliminate antiair turret
generators to disable the turrets that line the path to the extraction point.

Objective: Primary objective complete. Return to the Shrike.

If you wish to remain in the base and search for the antiair turret power
generators, activate your cloaking device and explore the nearby
Locate and eliminate the antiaircraft turret power generators to disable the
exterior turrets.
elevator shafts and follow the paths to the waypoint that marks the antiair
turret generators. Destroy the generators with your plasma rifle and eliminate
any nearby derms--if not, the enemies will repair the generators!

Exit the building and follow the waypoint to your Shrike, which should be close
by unless you leaped off in mid-flight. You can fly the Shrike to the
extraction point if you wish or simply fly out of the mission area to the left
or right to complete the mission. Avoid the turrets unless you knocked out the
antiair turret generators and prevented repair.

4) Bloodjewel

-briefing

Welcome, Sergeant. We have another tricky assignment for you. Captain Kenzie
requested you lead the field operation, and I'm sure you're the right man for
the mission. Ever since we've landed on Bloodjewel, the Hordes have stayed one
step ahead of us. They've used the old Blood Eagle bases and bunkers to
resupply and keep their reavers combat-ready, even though they've been on the
move constantly. Your job it to take a team in and hold the base until we can
divert a larger force to reinforce you. We're stretched thin right now locking
down the southern hemisphere, so I'm afraid you won't have much to work with.
We're sending you in with Juggernaut armor, but you can switch loadouts once
you hit the base. The base may be damaged, so be ready to make some repairs.
Watch the high altitude if you pop your suit. Air's pretty thin up there.
Dismissed.

-walkthrough

Objectives: Prepare base defense. Repel enemy assault. Coordinate/command base
defense.

Training: Command circuit. Base defense. Turret and equipment deployment.

You're blessed with two teammates for the mission. Lieutenant Kenzie directs
your team to the first waypoint, a sensor, and orders you to conduct repairs.

Objective: Stay alert--watch out for enemy soldiers. Repair the sensor at the
waypoint.

Follow the waypoint to the Gabriel sensor and conduct repairs. Arm the repair
pack and use your jump jet to ascend to the top of the sensor platform. Repair
the sensor to receive new orders.

Objective: Remain still during the remote armor systems scan.

Don't adjust your controls while Kenzie scans your armor and reveals you're
inside a juggernaut class suit. Kenzie describes the juggernaut armor.

Objective: Activate the command circuit.

Kenzie orders you to open up the command circuit--follow her orders by pressing
the default C key. This opens up the command screen. Kenzie explains the menu
panels on the right side of the screen and asks you to open the support assets
list. Click on the support assets panel. Right-click on the red "Tycho sensor"
and select repair--this orders your teammates to repair the damaged sensor. If
you listen carefully, you may hear them outside accomplishing the task.

Objective: Deploy camera. Use the camera to survey area.

Your juggernaut armor has been equipped with deployable cameras instead of
grenades. Face the terrain below your position and press the default G key to
toss a camera. To view what the camera sees, open the command circuit by
pressing the C key and click on the deployed camera.

Objective: Use the command circuit to control the base turret.

Kenzie tells you that several derm soldiers are on their way and orders you to
control the nearby base turret, the deck defense turret, by using the command
circuit. Open the command circuit with the C key and select the deck defense
turret. Fire upon the incoming derms. If you'd rather attack them with your own
weaponry, disengage from the turret and repel the attack using your
juggernaut's arsenal.

Objective: Defend the base! Keep the main generator online.

The derms send wave after wave of assault units in an effort to take down the
generators and control the base. Fortunately, you possess an inventory station
to assist in your defense of the base. Walk inside the lower section of the
base and open your armor and equipment list with the number-pad Enter key.
Select the assault armor and place a deployable inventory station in your pack.

Deploy the new inventory station outside. Use it as a command post to litter
the base exterior with landspike turrets. Place a landspike turret in your pack
using the number-pad Enter key menu and return to the inventory station to
restock. You can also litter the area with mines.

Return inside the base and use the inventory station there to stock
spider-clamp turrets. Place them inside the base and around the generators on
the upper floor. Once you're prepared to hold off the assaults (you'll face
some derm soldiers as you are positioning your defensive turrets), grab a
shield or repair pack from an inventory station and select juggernaut armor,
then defend the base with the juggernaut's superior durability and firepower.

The mission ends once you have defended the base against several waves of derm
attackers. Repair your turrets both inside and outside the base and return to
inventory stations often to restock ammunition and repair your armor quickly.

5) Shi-Draconis Alpha

-briefing

Lieutenant, thank you for volunteering on such short notice. Captain Kenzie
will be working with you again. I'll tell you straight out: this may be a
suicide mission. The Hordes took Shi-Draconis Alpha from the Diamond Sword two
years ago. One particular base turned out to be a strategic network center
with highly advanced strategic communications and computer assets. It now
coordinates Horde operations on this continent. This base must be destroyed
and soon, but it's well protected. The Sworders immunized the base itself from
any control virus, but the Kenshin have informed me that there is a way to
destroy it. One of the towers on the base periphery contains a forcefield
switch that is not immune to viral control conversion. Punch a hole in their
sensor net, and seize the tower. After you hit the switch, you will be able to
enter the main base. We'll equip you with a pack-mounted satchel charge. If
you deploy it at the right location in the heart of the base, the explosion
will cause a chain reaction and rupture the antimatter reactors the Sworders
used for this base. Captain Kenzie will guide you in via the CC. May the
Great Wolf be with you. Dismissed.

-walkthrough

Objectives: Evade/destroy the defensive perimeter. Penetrate the enemy base.
Destroy the key enemy generator.

Training: Hostile environment. Satchel charge. Base assault.

Walk forward to the inventory stations and select your armor, weaponry, and
equipment. You should definitely consider the sensor jammer pack, which will
hide you from the enemy sensors and turrets that protect the first waypoint.
You may want to select the scout or assault for speed in crossing the light
bridge and the jump jet efficiency required to get across in case the bridge
disappears.

Objective: Capture the tower at the waypoint. Implant the digital virus.

Proceed toward the waypoint marked "periphery tower control." As you approach,
you'll notice the light bridges that connect the perimeter to the tower. Most
of the light bridges alternate between solid and disappeared. Wait for the
bridge to appear, then start across--don't just start across the bridge without
knowing how long it's been active. Crossing the bridge as soon as it appears
should give you enough time to cross. Use your jump jet at the end to help you
out in case the bridge disappears.

Activate the sensor jammer pack, if equipped, as you near the periphery tower
control--this keeps the enemy turrets off your back. Ascend to the upper level
of the tower and toggle the control switch to take control of the tower. This
disables the turrets and also gives you access to the inventory station below.

Select a new armor, weapon, and equipment set by using the number-pad Enter
key. The remainder of the mission requires brute force; select the assault or
juggernaut armor with the appropriate weaponry and a deployable inventory
station to take with you inside the enemy base. You can use the inventory
station to restock ammunition and health and switch packs to the shield or
repair pack to assist you in your mission inside the final stronghold.

Objective: Destroy the critical generators in the base at the waypoint.

Turn toward the next waypoint, marked "reactor regulator," and start your
approach across the western light bridge (it remains intact and doesn't
disappear). The reactor regulator waypoint will be on your left. Approach the
base and enter. Drop down the elevator shafts and drop down closer to the
reactor. Deploy the inventory station and switch to another pack (shield or
repair work well) and perhaps even another armor if so desired.

Spider-clamp turrets are scattered all around the reactor base. You can take
them out rather easily with a few spinfusor or plasma rifle blasts. Continue
down into the reactor and clear out all derm guards and turrets. If you sustain
too much damage (and aren't using a repair pack), return to your deployable
station to replenish health and ammunition.

You'll find a satchel pack in one of the lower rooms. Replace your current pack
with the satchel charge. Head down to the room where you located the satchel
charge and you'll discover the generators that power the reactor. Drop the
satchel charge between the generators and start out of the base. Use your jump
jet to ascend the elevator shafts and exit the base. Don't use your deployable
station or you will remove your deployed satchel charge.

Detonate the satchel charge once you're far from the base (you should wait
until you're safely across the light bridges) and return to the mission's start
position. The solo missions end in success after you destroy the reactor
generators with the satchel charge. Don't forget to be at a safe distance
before detonating the satchel charge!
 

Neo

Administrator
Staff member
Game Types

Bounty: Like Deathmatch, except that each player only pursues one target at a
time. A player can only hunt a new target after he has eliminated his current
"bounty". You suffer a penalty for killing players who are not your current
bounty, except for the player currently hunting you.

Capture and Hold (CnH): Each team must capture a number of objectives, which
are usually found in bunkers or towers. Once an objective is captures, all
assets associated with it come under the capturing team's control. A team gets
points for the time it retains control of an objective.

Capture the Flag (CTF): The objectives of CTF are twofold: capture the enemy's
flag and protect your own. A flag is "capped" when a player successfully takes
the enemy flag (accomplished by touching it) and touches it to his own flag.
Each team's base flag locations are automatically waypointed for all players.

Deathmatch (DM): Straight kill-or-be-killed, everyone for himself competition.
Victory goes to the player with the highest kill-to-death ratio.

Hunters: A hybrid of CTF and Deathmatch. Every time you kill an enemy, he
drops a flag you can collect by running over it. To score, return accumulated
flags to the Nexus. Each new flag represents a number of additional points
equal to the total number of flags you hold.

Team Hunters: Similar to Hunters, but in teams rather than a free-for-all.
Teams can pool flags to boost their scores.

Rabbit: In Rabbit, only a single flag exists. Whenever anyone takes the flag,
all other players try to kill him. The longer he keeps it, the more points he
gets.

Siege: One team defends a control switch within its base while another team
tries to capture it. Once the switch is touched (thus instantly capturing the
base) or the time limit expires, the teams switch places and start again.

-note: The games after below this one are user-created, but are vastly played,
so I decided to include them-

Duel-Mod: Your traditional one-on-one. You hit F2 to pick your victim (or
aggressor), and you challenge him to a duel. He hits Insert to accept, or
Delete to reject. You square off about 20 yards from each other as the
announcer counts down. Then it's all out killing each other.

Aerial Dogfight: Extra vehicles in this stage. It's all about getting in a
plane and attacking other hostiles. Here's a run-down of the planes.
-Shrike: Your traditional Shrike fighter plane
-Hawk Interceptor: It's slower then a shrike, and it shoots machine gun
bullets. It draws from the plane's energy. This plane really stinks, avoid
it.
-Vulture Defender: It's almost like a Shrike. It's slower, but it shoots
Shrike bullets more rapidly. It also draws energy faster. Useful for quick
kills.
-Owl Torpedoer: It's a slow Shrike, max speed about 275 kph, but it shoots
mortars. Mortars in the form of missiles. They go straight and impact on
touching a surface. Each shot draws about 1/4 of your plane's energy.
-Sparrow Scout: It's about the same speed as a Shrike, but it shoots these
really weird machine gun type bullets. You have to try them out to see what I
mean.
-Eagle Gunship: It's a bomber, but instead of a tailgunner seat, there is an
automatic plasma turret. Everything else is the same.
-Albatross Gunship: Alright, get this. Havoc, with 5 plasma turrets and a
pilot. Very slow though, just like your average havoc. An experienced pilot
can take it down in a few seconds.

Jailbreak: The teams try to kill each other, and when you die you go into a
tiny enclosed space (jail). You're only released when a teammate runs over the
prison switch releasing you. A team wins when all of the enemy is in prison.
New weapons and vehicles, so try it out.

Here's a quick list of the original missions:

Capture the Flag
-Archipelago
-Beggar's Run
-Damnation
-Death Birds Fly
-Dust to Dust
-Firestorm
-Katabatic
-Minotaur
-Quagmire
-Recalescence
-Reversion
-Riverdance
-Sanctuary
-Thin Ice
-Tombstone

Capture and Hold
-Abominable
-Ashes to Ashes
-Equinox
-Firestorm
-Flashpoint
-Insalubria
-Jacob's Ladder
-Overreach
-Sirocco

Deathmatch
-Agents of Fortune
-Casern Cavite
-Equinox
-Escalade
-Fracas
-Invictus
-Myrkwood
-Oasis
-Pyroclasm
-Rasp
-Sun Dried
-Talus
-Underhill
-Whiteout

Siege
-Alcatraz
-Caldera
-Gauntlet
-Icebound
-Masada
-Respite
-Ultima Thule

Hunters
-Agents of Fortune
-Casern Cavite
-Dust to Dust
-Escalade
-Fracas
-Gehenna
-Myrkwood
-Rasp
-Rimehold
-Sun Dried
-Talus
-Underhill

Team Hunters
-Agents of Fortune
-Dust to Dust
-Escalade
-Gehenna
-Rimehold

Rabbit
-Escalade
-Myrkwood
-Sun Dried

Bounty
-Casern Cavite
-Escalade
-Rasp
-Riverdance
-Sun Dried
-Talus
-Underhill
-Whiteout
 

Neo

Administrator
Staff member
Scout-Class Armor

Protection: Low
Mobility: Hight
Weapon Capacity: 3 Primary Weapons
Special Capabilities: Only armor class capable of carrying Laser Rifle, can
pilot all vehicles.
Limitations: Cannot carry Fusion Mortar, Missle Launcher, Inventory Pack,
Landspike or Spider Clamp Turret Packs, or Base Turret Barrel Packs

Typical Roles: Best flag runner because of speed and jump-jet efficiency. Only
class that can be used as a sniper. Can assist juggernauts with targeting
laser. Can be employed as a flag chaser (chase down your captured flag),
infiltrator, generator destroyer, force field destroyer, or sniper killer with
cloaking pack.

Scout armor is best for players who prefer mobility to firepower. Though it
carries only three weapon slots and has limited durability, the scout armor
class can literally run circles around the juggernaut armor class (and to
lesser extent, the assault armor class). Even against superior weaponry, it's
possible for a scout armor player to take down a sluggish juggernaut using
deathmatch skills alone. If you want mobility and jump-jet power to get you out
of jams (as opposed to a well-placed mortar shell), then select the scout armor
class to reap the rewards of its speed and energy efficiency.

Choosing scout armor means holding only three weapons at a single time. This
severely limits variation--weapon selection will depend greatly on the your
assumed role. For instance, the laser rifle is worthless in close-range
deathmatch battles, but it is an essential tool for the sniper. Also, the
close-range shocklance weapon means nothing at long range or even to a flag
runner. However, for a player trying to infiltrate a base to eliminate
defenders and snipers, it's an essential piece of hardware.

The scout is the only class that can pilot the Wildcat grav cycle, an extremely
fast motorcycle-like vehicle that can transport the scout to his or her
destination very quickly. It's also an excellent means of reaching a good
sniper location or a vulnerable area of the enemy's base defenses. Of course,
if the enemy flag (in a capture the flag game) or held territory (in capture
and hold) is left vulnerable, the cycle can help you reach the destination
quickly, and in terms of the flag, let you grab and escape with the flag at
blinding speed!

Scout armor will not allow you to equip the missile launcher or fusion mortar,
but those weapons go against the scout's strengths anyhow--the scout is built
for speed, not standing still and shelling a base or firing at airborne targets
from long range. Likewise, the scout can't carry deployable packs, but the same
logic applies--the scout's speed is meant for the front lines, not remaining
back at base to help with farming (setting up turrets and sensor nets) or base
defense.


Assault-Class Armor

Protection: Moderate
Mobility: Moderate
Weapon Capacity: 4 Primary Weapons
Special Capabilities: Can pilot all vehicles except the Grav Cycle.
Limitations: Cannot carry Fusion Mortar or Laser Rifle.

Typical Roles: You might assume a balanced armor class would feature the
biggest variation in roles--and you'd be correct. The assault armor class can
be an effective flag runner and chaser when used correctly (though a scout with
an energy pack is tough to beat). Also, the assault armor class is the best
farmer because it's faster than the juggernaut. Larger capacity for grenades
and weaponry makes the assault class a legitimate choice for the enemy-base
infiltrator or enemy-base turret killer (both using sensor jammer pack) roles.

The assault armor class strikes a balance between the speed, durability, and
weapon capacity of the scout and juggernaut classes--think of it as in the
middle of both. With four weapon slots available, the assault class offers
solid weapon variation, though it lacks the laser rifle (scout class) and
fusion mortar (juggernaut class) as selections. The missile launcher offers a
plus over the scout class, but the assault armor's low ammo capacity (just four
missiles without an ammo pack) means you'll have to make frequent trips to an
inventory station.

Assault armor players make excellent pilots. They can pilot every vehicle
except the Wildcat grav cycle. For piloting, the assault's durability is a
plus; furthermore, the armor's lack of speed means you'll need that vehicle to
reach your destination quickly. The assault armor's balanced offensive and
defensive skills mean an assault player can transport juggernauts to the front
line inside a transport, hop off, and still survive some of the dangers that
lie ahead.

One of the chief roles of the class is to deploy turrets and items. The scout
class can't carry deployable packs and the juggernaut's slow speed means it's
best suited to other duties--the assault class can simply farm much faster than
the juggernaut. Use the assault class to set up defenses (landspike and
spider-clamp turrets) and an efficient sensor net (remote motion and pulse
sensors).

The assault armor can also carry base turret barrels to switch out default base
turrets. For instance, if you're being bombed constantly by a Thundersword
bomber, an assault-class player can carry the base turret barrel to the turret
and switch it from a plasma turret to an antiair turret to better assist in
base defense.

Don't neglect the assault armor's role as a flag grabber (or whichever goal may
be needed in your particular game). Being the "average" class, it's suited to
just about any role, though only an expert at a few. It can excel at capturing
the flag, though a scout's speed could be a larger advantage. The assault armor
can provide antiair support with the missile launcher, but the juggernaut's
greater durability and ability to hold more missiles provides an edge.


Juggernaut-Class Armor

Protection: High
Mobility: Low
Weapon Capacity: 5 primary weapons
Limitations: Cannot carry Laser Rifle, cannot pilot vehicles.

Typical Roles: A juggernaut excels at long-range and antiair attacks. With the
help of a targeting laser, a juggernaut can take out base turrets and
structures in no time with the fusion mortar. The juggernaut should be at the
front lines of battle, but not too close to the enemy base. Give juggernaut
room to shell the base and protect him or her with a sensor jammer pack or keep
him healthy with a repair pack. Makes a good tailgunner in the bomber--with an
ammo pack, the juggernaut can carry a bunch of flares and even shell the enemy
base with the mortar.

The juggernaut armor class resides on the other side of the spectrum from scout
armor. The juggernaut features a mighty five weapon slots, providing the most
variation of any class. Those weapon slots come at a price, however--the
juggernaut is extremely slow and those weapons, coupled with the durable armor,
weigh the juggernaut down. Mobility and especially jump-jet movement is
extremely hindered. You'll find the juggernaut is best used in stationary
positions, either for defense or for shelling enemy structures from long range.

You won't be able to equip the laser rifle with the juggernaut, but all other
weapons are available for selection, including the fusion mortar, the most
powerful weapon in the game. Plus, the juggernaut can equip the missile
launcher as well, which further separates it from the small, quick scout class.
You'll use the missile launcher to counter airborne vehicles and enemies and
employ the fusion mortar to bombard base structures and incoming enemies.

Both the missile launcher and fusion mortar can be greatly enhanced through the
use of a targeting laser. The juggernaut won't be able to fire the missile
launcher or fusion mortar and use the targeting laser simultaneously--you'll
need a partner! Your teammate points and fires the targeting laser at the
desired target while the juggernaut aims and fires the missile launcher or
fusion mortar--both projectiles hone in on the designated target, making
long-range shelling much easier.

The juggernaut's heavy armor and large ammunition and weaponry capacity mean
it's too big to pilot vehicles. Instead, the juggernaut must hitch a ride on a
transport or serve as tailgunner in the Thundersword bomber. Transporting
juggernauts to the frontline can be an essential duty in a team game.
Juggernauts supported by targeting lasers and repair packs can obliterate the
perimeter defenses around an enemy base.
 

Neo

Administrator
Staff member
Weapons

-Blaster-
A coherent pulsed energy carbine, the blaster is the standard tribal sidearm.
Ammo: Unlimited - draws from armor energy
Advantages: High rate of fire, long range, unaffected by water, ignores Shield
Pack, ricochets at close range.
Disadvantages: Low damage, Energy use can interfere with mobility.

The handheld blaster is the Tribes 2 default weapon, but don't dismiss it too
quickly. Any armor can use the blaster, and its unlimited ammunition feeds off
your armor's energy meter. Therefore, it's difficult to use the blaster in
conjunction with a pack that uses energy, and it's even more difficult to use
the blaster alongside the jump jet. As soon as the energy meter dries up, the
blaster can't fire--a trade-off for unlimited ammo!

Another feature of the blaster: its shots ricochet off walls and landscape
features. This enables you to fire the blaster around corners to attack turrets
or other players. Don't expect to rely on this feature much, however--the
blaster isn't a terribly powerful weapon, and it won't overcome many tough
situations.

The blaster does have a few pluses, though. It can fire underwater, unlike the
plasma rifle, and it also works well against shielded enemies. Despite the
blaster's weak damage potential, it's still possible to defeat a juggernaut
with a scout armed with a blaster by circle-strafing and taking advantage of
the scout's maneuverability. The blaster can work well as a secondary weapon,
and it's not unwise to place it within your available weapon slots--don't
expect miracles with the blaster as your primary weapon, though.


-Chaingun-
The chaingun churns out a hail of explosive micro-flechettes that quickly chews
up targets.
Ammo: Limited
Advantages: High rate of fire, substantial damage at close range, conical
"spread" to target.
Disadvantages: Ineffective at long range, short delay between trigger press
and onset of fire.

Like the blaster, the chaingun works best in specific situations. In a
one-on-one combat situation, it may not be your first choice. First, the
chaingun takes a moment to fire. When you press the fire button, the chaingun's
rotors begin to turn, then--more than a second later--the weapon starts to
fire. That hesitation can cost you in a frantic one-on-one deathmatch battle.
Plus, you must keep firing to keep those rotors turning. If you stop firing the
weapon, it cools down again and you must start the process over again--complete
with the hesitation before the first discharge.

Keeping the chaingun firing isn't the wisest decision, either. Its ammunition
is quite limited, and the chaingun's quick rate of fire means your supply will
deplete very fast. Don't count on the chaingun in a typical fight--instead,
rely on its strengths for particular situations. For instance, inflict damage
with the spinfusor or plasma rifle, then switch to the chaingun to finish off
your opponent's remaining health. It's easier to inflict a small amount of
damage with the chaingun then it is to hope a spinfusor disc or plasma
projectile hits its mark or causes enough splash damage to finish off the
enemy.

The chaingun is also one of the best weapons to use against a jump-jet happy
enemy. It's extremely difficult to hit fast airborne targets with the spinfusor
or plasma rifle--there's no surface to use for splash damage and it's easy to
avoid the projectiles. The chaingun sprays its projectiles, ensuring at least
some damage will be inflicted on the airborne target. You still must remain
nimble on your feet to dodge the discs or plasma projectiles coming from above.

Since the chaingun sprays its projectiles, it's best used as a close- to
medium-range assault weapon. It's impossible to inflict any significant damage
at long range. Leave those long-range assaults for the mortar, laser rifle, or,
to a lesser extent, the spinfusor and plasma rifle.


-Electron Flux Projector (ELF)-
The ELF is a short range energy weapon.
Ammo: Unlimited - draws from armor energy.
Advantages: Drains target's energy supply, drains shields and thus hamper's
targets mobility.
Disadvantages: Deals little damage, drains user's energy supply, useless
underwater.

The electron flux projector, or ELF, has many uses, though it isn't useful as
your primary weapon. It's a support weapon that offers several different
possibilities, though most stem from the ELF's main function: its ability to
drain the energy of the designated target. The ELF is a great tool to use when
attacking base structures. Drain the structure's shields with the ELF, then
blast apart the unshielded structure with your plasma rifle. You can knock out
sensors and base turrets easily with this combination--especially if you are
working with others as a team!

You can also use the ELF to drain a player's energy, which is useful in
grounding a jump-jet happy scout or someone who has just stolen your flag in
capture the flag. Point the ELF at the target and fire to drain the target's
energy, slowing him or her down. Once again, working as a team pays off here.
As you drain the enemy's energy, a second teammate can blast the enemy to bits
with the spinfusor or plasma rifle.


-Fusion Mortar-
No other weapon carried by warriors matches the mortar's destructive
capability.
Ammo: Limited
Advantages: Explosive damage, indirect fire, can be used with a teammate's
targeting laser.
Disadvantages: Can only be carried by Juggernaut-class armor, slow rate of
fire.

Only the juggernaut can carry the fusion mortar, the most devastating
long-range weapon in Tribes 2. The fusion mortar can level most base structures
in a few shots, but a juggernaut player usually can't inflict all this damage
on his or her own. The fusion mortar works best when supported by a targeting
laser. One player paints the designated target by activating and pointing the
targeting laser at the desired target while the juggernaut aims the fusion
mortar. You can send the mortar round toward its target at a low or high
arc--both can reach the target, though the low arc requires a clear line of
fire and will reach the target quicker than a high arc shot.

The fusion mortar will likely require support in other ways as well; however,
remember that the juggernaut can't hold many fusion rounds (10 without an ammo
pack). You can support the juggernaut by placing a remote inventory station
(either carried by the juggernaut or another unit) or a Jericho mobile base
nearby. The juggernaut can return here quickly to restock ammunition and
replenish health. Also, the juggernaut can equip an ammunition pack to increase
ammunition capacity and reduce the need to return to inventory stations
frequently.

A juggernaut could also employ the fusion mortar as perimeter base defense,
using the mortar to take out incoming enemies and vehicles. However, you'll
find the fusion mortar and the juggernaut much more powerful on the front
lines, firing on key enemy base structures. The juggernaut will often serve as
the tailgunner inside the Thundersword bomber. Take the fusion mortar along and
shell base structures in between dropping flare grenades and using the missile
launcher to counter airborne vehicles.


-Grenade Launcher-
The grenade launcher lobs grenades much farther than warriors can throw them.
Ammo: Limited
Advantages: Explosive damage, indirect fire, grenades can bounce around
corners; can be used with a targeting laser.
Disadvantages: Difficult to aim directly.

You'll find the grenade launcher a tough weapon to use outside. You'll be
successful with the grenade launcher when your enemy cannot move out of the
grenade's blast radius. When you're outside, there's so much room to move that
it's very easy to dodge the grenades, either by strafing or just activating the
jump jet to get airborne and avoid the splash damage.

Inside, though, the grenade launcher is much more useful. A hallway littered
with grenades presents a difficult obstacle--there's simply nowhere to go, and
an enemy is liable to step on a grenade or, at worst, stand within the splash
damage radius. You'll also find the grenade launcher useful in clearing out a
room you'd rather not peek inside. For instance, the adjacent room contains the
enemy generators, but you are unsure of its defenses. You can bounce grenades
around the corner to soften up these defenses or smoke them outside with a
couple explosions.


-Laser Rifle-
The laser rifle (or longrifle) is a deadly sniper's weapon.
Ammo: Unlimited - draws from armor energy.
Advantages: Substantial damage (esp. head shots), instant projectile speed,
virtually unlimited range.
Disadvantages: Slow rate of fire, each shot completely drains the armor's
energy, requires energy packs, deals damage proportionate to the current energy
supply (i.e. less energy, less damage), can only be carried by Scout-class
armor.

Only the scout armor class can wield the laser rifle, and you must equip the
energy pack to keep up with the laser rifle's enormous energy requirements.
Though the laser rifle can be fired an unlimited number of times, it empties
the energy meter with every shot. The higher the energy meter, the more
powerful the shot. Naturally, it's wise to wait until the meter is full if
you're trying to take down an enemy with more than half of his or her health.
Repeatedly firing the laser rifle won't inflict much damage even if your aim is
true. It shouldn't take long for your energy meter to regenerate, as long as
you're equipped with the energy pack.

Don't bother with the laser rifle unless you plan to serve as an offensive or
defensive sniper. You can advance toward the front lines and locate a good hill
with a nice line of sight on the enemy base then use the laser rifle to pick
off enemy defenses as your teammates move in. You can even fortify your
offensive sniper position with turrets and a sensor jammer pack if a teammate
inside assault armor helps out.

Defensive snipers will want to remain inside a base structure or utilize one of
the surrounding tall hills for the best vantage point. Make sure the team's
sensor net is wide and solid so you aren't missing incoming enemies (at least
those not equipped with sensor jammer packs or cloaking devices). Cycle through
zoom levels to balance maximum coverage and pinpoint accuracy.


-Missile Launcher-
Primarily used against vehicles, this weapon fires guided missles across long
distances.
Ammo: Limited
Advantages: Explosive damage, long range, can lock onto and follow target, can
be used with targeting laser.
Disadvantages: Requisite delay before locking onto a target, slow rate of
fire.

You'll mostly use the missile launcher to combat air vehicles and airborne
players (and even large base structures, like base turrets and sensors), though
the missile launcher can also lock on to smaller ground targets with the help
of a targeting laser. The scout armor class can't carry the missile launcher;
the weapon is limited to the assault and juggernaut armor classes. Use the
missile launcher to provide additional antiair support if the enemy team has
been making extensive use of air vehicles. You can position juggernauts (or
even assault players) around the perimeter of your base as mobile anti-air
turrets.

To utilize the missile launcher, you must first lock on to the intended target
(this takes a second or two--wait until you hear the tone). Point the
crosshairs at the target and fire after achieving a lock. You can't carry much
missile ammunition at once--you may wish to complement the missile launcher
with an ammo pack, remote inventory station, or Jericho mobile base so you can
restock ammunition quickly.

A tailgunner onboard the Thundersword bomber will also want a missile launcher
to combat any pursuing airborne units. You can also use the missile launcher in
conjunction with the targeting laser to lock on to ground targets. Counter
missiles by using flare grenades--this is especially important for the
Thundersword tailgunner, who's both firing missiles and trying to evade them.


-Plasma Rifle-
This weapon fires superheated balls of plasma that explode on contact with the
target.
Ammo: Limited
Advantages: Explosive damage, decent rate of fire, ignores shields.
Disadvantages: Slow projectile movement, useless in water.

Along with the spinfusor, the plasma rifle serves as a Tribes 2 all-purpose
weapon, though it's not quite as powerful in one-on-one deathmatch combat
situations as the spinfusor (which boasts a much more powerful splash-damage
radius). But, the plasma rifle excels indoors and against base structure
targets. Its rate of fire is greater than that of the spinfusor, and the plasma
rifle inflicts more damage on shielded targets--the plasma rifle is the best
weapon to take out a generator quickly. Furthermore, the plasma rifle does have
a small splash-damage radius, but it doesn't rival the spinfusor's
splash-damage radius.

You'll likely place either the plasma rifle or spinfusor in every weapon
set--even if you're specializing as a sniper, flag runner, or defender. It's an
excellent all-around weapon that can dish out heavy damage against enemy
targets. The plasma rifle's small blast radius means the weapon requires more
accuracy, but its plentiful ammo capacity (more so than the spinfusor) and
higher rate of fire ensures more shots can be fired between runs to an
inventory station. One last note: the plasma rifle can't fire underwater.


-Shocklance-
The shocklance is a close-combat weapon that works only at extremely short
ranges.
Ammo: Unlimited - draws from armor energy.
Advantages: Substantial damage if it hits target from behind.
Disadvantages: Close range only, less effective in frontal or side attacks,
useless underwater.

The shocklance is a close-range weapon that feeds off your armor's energy
supply--it transfers that energy directly into an enemy for devastating damage.
The problem is, how do you get that close? The shocklance works well in
combination with the cloaking pack. While cloaked, you're invisible to other
players and pulse sensors--you can use that to your advantage as you sneak up
on a defender and zap him with the shocklance.

Use the shocklance as a sniper killer. Is there a pesky sniper giving your team
troubles? Equip the shocklance and cloaking pack. Pilot a grav cycle near the
sniper's position and activate the cloaking pack as you sneak up behind the
sniper. As stated previously, the shocklance retrieves its power from your
energy meter. Thus, you must let the energy meter regenerate slightly before
using the weapon--which means deactivating the cloaking pack.

Or better yet, deactivate the cloaking pack before you arrive and let your
energy meter replenish to full. Reactivate the cloak as you approach, then use
the shocklance--as long as you're above 25 percent or so, you should have
enough power to generate a devastating shock. Follow up the attack with the
chaingun, for example, to complete the assassination.


-Spinfusor-
The spinfusor (aka the Stormhammer) fires a high-explosive disc-shaped charge.
Ammo: Limited
Advantages: Explosive damage, long range, disc can skip off water.
Disadvantages: Slow rate of fire.

The spinfusor is arguably Tribes 2's most popular weapon. Expect to face
players favoring the spinfusor in all aspects of the game, but primarily in
deathmatch situations, such as during a deathmatch-oriented game or when you
encounter a lone enemy between bases in capture the flag. Mastering the
spinfusor will ensure greater success during combat situations in all Tribes 2
game modes.

Practice using the spinfusor in conjunction with the jump jet. The jump jet can
provide the height advantage you need to score splash-damage hits on ground
targets while remaining relatively safe in the air. If the enemy counters with
the spinfusor and attempts to strike you in the air, simply dodge the
discs--there's nothing in the air for the disc to impact on, so you won't
suffer splash-damage effects. When firing at the enemy below you, shoot for the
ground around the enemy instead of directly at him or her. That way you can
ensure inflicting at least some damage with each shot. Also, try to anticipate
your enemy's movements and drop a spinfusor disc right at his or her feet.

The spinfusor takes several seconds to reload, so don't expect to unload disc
after disc at the enemy. Because of the slow rate of fire, it's important to
make each shot count. As stated in the previous paragraph, aim for the ground
around your enemy whether you are airborne or not. The spinfusor features a
fairly large splash-damage radius, so it's rather easy to inflict some damage
on your targeted enemy. Once your enemy's health has dropped significantly,
switch to the chaingun weapon for the finishing blow. Special note: The
spinfusor discs can even skip over water--practice these impressive shots,
though don't expect to rely on them!


-Targeting Laser-
The targeting laser does no damage. Instead, aiming it at a target "paints"
that target for a teammate equipped with a grenade launcher, missle launcher,
or mortar.

Each armor configuration carries the targeting laser (it doesn't occupy a
weapon slot), a device used to paint targets for the fusion mortar and missile
launcher. Press the L key to activate the targeting laser, point the weapon at
the desired target, and hold down the fire button to paint. Painting targets is
extremely important in team games and, while the job doesn't exactly sound
glamorous, the destruction caused by the accurate fusion mortar shells and
missiles can certainly turn the tide of any battle in your team's favor.

You can even use the targeting laser to guide missiles to their target. For
instance, a missile may have lost its lock (for instance, decoyed by flares)
against an enemy aircraft but move the targeting laser back on the enemy
vehicle and the missile steers toward the vehicle and may still strike the
target and cause damage!


Secondary Weapons:


-Basic Grenade-
A timed explosive charge thrown by a warrior. Each warrior carries six
grenades as part of the standard loadout.

The default grenade explodes similarly to the projectiles from the grenade
launcher. Toss grenades into a room with unknown defenses; the resulting
explosion may cause some damage or even clear out the room. Drop grenades
during a circle-strafe battle to give your one-on-one enemy something to avoid
along with your spinfusor discs and other projectiles.

-Concussion Grenade-
This grenade does little damage but produces a powerful concussive force that
pushes warriors away from the point of detonation and can strip a victim of
weapons and pack.

Concussion grenade explosions serve to disorient their victims. The explosion
knocks the victim around and can even dislodge weapons and packs. You'll find
the concussion grenade useful against flag runners or in fending off pursuers
if you're the one carrying the flag. Pick up the dislodged pack or weapon to
complete the insult!

-Flare Grenade-
Flare grenades use a slow-burning thermal charge to provide light. They are
used to mark a spot with bright light or decoy a guided missle away from its
target.

You'll primarily use flare grenades to distract missiles that have been fired
from missile launchers or antiair missile turrets. Flare grenades are an
essential piece of equipment for the Thundersword tailgunner. Toss a flare
grenade every time you hear a missile lock to keep the bomber protected. And in
case you need a bit of light, drop a flare grenade to illuminate a dark hallway
or room--they could prove to be invaluable if your generators have been knocked
out!

-Whiteout Grenade-
Whiteout grenades are hand grenades that blind nearby warriors (friend and foe
alike) who happen to face the blast. The severity of the blindness afflicting
a warrior depends on how close he was to the point of detonation. Ineffective
beyond 20 meters.

Drop a whiteout grenade to create a blinding white explosion that is perfect
for distracting and disorienting pursuers. Better yet, toss a whiteout grenade
in a small room of defenders. The resulting blinding light can create the
diversion you need to scamper by or inflict damage on the defenders inside with
a few mines, grenades, or projectiles from your plasma rifle. Don't stare at
the explosion with your victims, though--the blinding light affects you as well
as any other players that are happening to stare into the explosion.

-Mine-
A warrior may carry up to three mines. Once deployed, a mine burrows into the
ground and arms itself. Thereafter, it will explode when any warrior or
vehicle enters its detection radius.

Mines are planted on exterior and interior surfaces and detonate when any
player happens to touch them--make sure you realize that any player can set off
the mine! So, don't litter your own base with randomly placed mines. Your
teammates won't appreciate the gesture! Instead, deposit some mines near the
flag in capture the flag to protect the important asset. You'll even hear a
distinct result from the activity: "Your flag has been mined." When you hear
that, don't step near or on the flag or you may set off the mines and cause
damage to yourself and others--and annoy the player who took the time to plant
those mines!

Don't forget to mine other important base structures as well. Place mines
around the generators to protect them from infiltrators. Deposit some mines
around exterior base turrets in case some enemies equipped with sensor jammer
packs attempt to disable them with ELF projectors and plasma rifles. Drop some
mines off a bomber or transport around the perimeter of the enemy base--or
simply on top of them--to cause some minor havoc and score some quick kills.
 

Neo

Administrator
Staff member
Vehicles

Tribes 2's array of land and air vehicles sets it apart from typical
team-oriented first-person shooters. Effective vehicle use can turn the tide in
any team game. Furthermore, it's wise to learn the ins and outs of each vehicle
(such as a Thundersword bomber or the Jericho forward base) before assuming a
role in it. This section provides strategies for each vehicle and important
role.

Some important things to remember about vehicles:

-If one of your teammates just created a Shrike, don't hop in it and fly away!
That's just rude! Tribes 2 is a team game! You're there to support your team,
not steal from them. Enemy vehicles, however? Steal them! If your enemy
disembarks his Shrike near your base, hop in and take it for a test drive!
Locate that enemy and shoot him with his own vehicle!

-Here's something fun to try: it's possible to get inside the weapon crew seat
of a vehicle driven by the enemy. For instance, the enemy drives up a Beowulf
tank lacking a gunner in the crew seat. Hop in! You now control the guns on a
tank driven by the enemy! Naturally, don't fire on your teammates--blast away
at the enemies within range!

-On vehicles, the turbo meter (the blue meter) also represents your vehicle's
shields. If you are constantly using the turbo (sometimes called afterburner in
this guide), it drains your vehicle's shields leaving your vehicle's hull more
susceptible to damage. Don't overload on the turbo, especially in
enemy-populated areas. For a bomber, this is especially important. The bomber
needs that energy to fire the primary weapon as well as drop the devastating
bombs.

-Don't forget you can simply ram enemies (at least those scout and assault
enemies!) while inside a vehicle. Run an enemy over with the grav cycle or
flatten them with the Beowulf tank!

-If you're out of flare grenades, you can sometimes evade an enemy missile by
flying toward the missile and turning sharply before the point of impact. This
is very difficult but possible in a pinch.

Ground Vehicles:

-Wildcat-Class Grav Cycle-
A favorite of snipers and flag-runners, the Wildcat is a ground-hugging
"Terragrav" built for blazing speed. Skilled Wildcat pilots build reputations
as fearless daredevils... or absolute psychopaths.
Crew: 1 (pilot), Scout-class Armor only!
Speed: High
Protection: Low
Armament: None

Only the scout armor class can pilot the small, quick Wildcat grav cycle.
You'll use the grav cycle to reach specific areas quickly. You may wish to
drive around to the rear of the enemy base and use the area as a staging point
for your cloaked base infiltration. Then again, you may wish to drive up to a
high hill and use the area as a sniper perch.

The grav cycle is one of the easier vehicles to pilot, but it can prove
challenging on rough terrain. Large hills have a tendency to bounce the grav
cycle around, disorienting the driver and possibly even damaging the cycle.
Watch your speed through large hill and valley swings. Press the right mouse
button to activate the grav cycle's turbo. Use the turbo on flatter terrain--a
turbo boast in a hilly area could cause enough damage to destroy the cycle and
the driver onboard!

Use the grav cycle to reach the enemy flag position quickly. Hop off, steal the
flag, then hop back on the grav cycle and drive home! Don't expect this
technique to be consistently successful--it requires small-to-no flag defense
to work! You can also use grav cycles to quickly chase down enemy flag
carriers. Instead of jumping off and fighting them with weapons, try running
them over with the cycle! Just make sure they enemy isn't a juggernaut!

-Beowulf-Class Grav Tank-
Heavily armed and shielded, the Beowulf Terragrav is a fearsome mobile assault
fire platform that crosses terrain and water with equal ease.
Crew: 2 (driver, gunner)
Speed: Moderate
Protection: Hight
Armament: Turret-mounted chainguns and fusion mortar. Toggle between them by
pressing "W", or press "1" for the chainguns and "2" for the fusion mortar.

The Beowulf grav tank offers excellent heavy-weapon ground support for your
team's offense or defense. The tank offers slots for two crew members--a driver
and a gunner (both must wear scout or assault armor). Don't drive the tank
without a gunner! It's a pointless exercise that serves no purpose other than
transporting one player to another area of the map. Wait for a gunner. Then
you're both a transport and an offensive force to be reckoned with!

The Beowulf tank boasts two weapons, a machine gun and a mortar launcher. Mow
down enemy players with the machine gun, then cycle to the mortar launcher to
combat other vehicles and base structures (or to dish out heavy damage to enemy
players). Look for strategic locations for the tank. For instance, ascend a
hill beside or behind the enemy base and shell the enemy's vehicle station with
mortar fire. Every time an enemy player comes on the station to grab a vehicle,
fire off a mortar round to destroy the vehicle, player, or both. Use this
tactic in combination with the repair pack. You can repair the tank after it
sustains damage then resume crushing the enemy with the mortar in artillery
fashion!

Support offensive tanks with ground troops armed with missile launchers (to
combat air units attempting to destroy the tank) and deathmatch combat weaponry
to help clear out enemy players who are attacking the tank. Also, don't forget:
flatten enemies!

-Jericho-Class Forward Base-
Slow but heavily shielded, the Jericho carries an inventory station and lets a
team establish a forward base virtually anywhere on the map. At the desired
location, the base plants itself and deploys its equipment.
Crew: 1 (driver)
Speed: Low
Protection: High
Armament: Missile Turret (only when base is deployed)
Equipment: Inventory Pad, Sensor Jammer (always activated)

The Jericho forward base deploys a remote inventory station (with the ability
to switch armor, weapons, equipment, and items) and an automatic missile turret
defense system. It has a crew of one, a single driver who must decide where
best to place the forward base.

You may want the Jericho positioned near the enemy base to use as a forward
setup station to rearm front-line teammates as they assault the enemy
stronghold. However, it may be just as wise to use the Jericho near your own
base to help bolster your defenses.

Destroy an enemy Jericho forward base with a Thundersword bombing run or an ELF
projector followed by grenades and the plasma rifle. You can even try ramming
the base with your own Jericho, though you'll probably find that other methods
are more successful and more in line with your team's goal and vehicle usage.

Turbograv Vehicles:

-Shrike-Class Fighter-
The Shrike is often typecast as an anti-Turbograv vehicle. However, its
agility and heavy blasters make it quite effective in a ground support role.
It also carries an advanced sensor suite that links into the Command Circuit
and provides detailed intelligence on enemy movement.
Crew: 1 (pilot)
Speed: High
Protection: Moderate
Armament: Twin heavy blasters

The Shrike fighter is a multipurpose single-player fighter that is useful for
taking out land and air vehicles. The Shrike is equipped with twin blasters
that cause moderate damage. Piloting the Shrike can take some practice. Use the
afterburner to gain altitude before you attempt to steer the Shrike or fly
forward. The turbo essentially allows the Shrike pilot to hover in the air, an
effective method of supporting your team's offense (taking shots at enemy
defenders) and defense (firing on incoming enemies).

If you're an assault armor class player, you can use the Shrike as a means of
quick transport (since you can't utilize the Wildcat grav cycle). Ram the
Shrike into a mountain as you disembark so the vehicle is made available at the
vehicle station for other teammates to use. Make sure you stay clear of antiair
turrets and players; the Shrike has no tailgunner position, meaning you're
heavily exposed to missile fire. You have no means of decoying guided
missiles--just outrunning or maneuvering them!

The Shrike is extremely maneuverable. You can hover and turn around quickly
without using forward movement. Use this ability to avoid other air vehicles or
to change direction and targets on the fly. Intercept enemy bombers and take
aim. Keep in mind that the bomber may be equipped with a tailgunner using a
missile launcher--not a good situation for the pursuing Shrike!

-Thundersword-Class Bomber-
The Thundersword delivers massive firepower to the battlefield and it is
particulary effective against shielded targets.
Crew: 3 (pilot, bombardier, and tailgunner)
Speed: Moderate
Protection: High
Armament: Coherent-plasma bombs, central turret with dual-mount blaster
cannons.
Notes: The bombardier controls the turret, bombs, and a targeting laser to
point out targets to the pilot. Press "W" to toggle between them, or press "1"
for the turret and "2" for the bombs.

The Thundersword bomber is arguably the most important vehicle; effective,
repeated use of the Thundersword bomber can decimate an enemy team's defenses,
which allows your offense to remain in control of the enemy's side of the map.
The Thundersword bomber contains three crew slots--all crewmembers are vital to
the bomber's survival and effectiveness. Below are tips for each Thundersword
bomber role.

Pilot

Naturally it's the pilot's job to set up the best possible bombing run. Do this
by avoiding common routes where you are likely to encounter antiair turrets or
players. Instead, swing along the outskirts of the map (away from the central
action and near the area where you will be told you've left the mission area)
and approach the base target from the side or rear.

During a bombing run, don't turn the Thundersword around immediately. You need
to give the bombardier time to drop his payload. Be careful, though--the longer
you hover near the enemy base, the more likely you will come under fire from
antiair turrets or players. Give the bombardier the time he or she needs, then
try to fly beyond the target and around a nearby mountain to shield yourself
from missile locks.

Fly high and as slow as possible to give your bombardier time to devastate the
enemy. Naturally base defenses may require a fast flyover. However, if you look
for good bombing routes and avoid the common paths, you should be able to avoid
most antiair fire, enabling a slower, more effective bombing run.

Order teammates to take out any well-placed missile turrets, clearing the way
for your bombing run.

Bombardier

Select the bomb by pressing the default 2 key. Scan the ground and you will
notice a red crosshairs--this is where a dropped bomb will land. Line up the
crosshairs with the path of your intended target. As soon as the crosshairs
appear on the intended target, start dropping bombs. Don't stop dropping bombs
until the crosshairs clear the target completely.

Communicate with your pilot about what you see below and what you need him or
her to do so you can successfully bomb the target. Is your pilot going too
fast? Tell him to slow down on the next run! Do you spot antiair players up
ahead? Tell your pilot to steer around them and look for another route!

Bomb enemy turrets, sensors, and the vehicle station. Clear out as much of the
enemy's defenses as possible to give your offensive players a chance to move
in.

Tailgunner

The tailgunner's primary duty isn't to support the bombardier with more
payload, it's to keep the Thundersword bomber safe from antiair and aerial
attacks. Optimally, the tailgunner should be a juggernaut equipped with an
ammunition pack, flare grenades, the missile launcher, and the fusion mortar at
a minimum. The juggernaut armor offers the largest ammunition capacity of the
three classes, which is then doubled by the ammo pack.

Use the flare grenades to decoy antiair fire and missile launchers. As soon as
you hear a lock, drop a flare grenade to keep the bomber intact. Cycle to the
missile launcher if the bomber comes under attack from enemy Shrike craft.
Finally, if the Thundersword is safe from antiair and aerial assaults, cycle to
the fusion mortar and assist in the bombardier in pounding ground targets.

-Havoc-Class Transport-
The Havoc allows aerial transport of personnel across any terain. Though
unarmed, the ship can carry up to five Juggernaut armors, thus sometimes
earning the nickname "gunship".
Crew: 2 (pilot, tailgunner)
Speed: Low
Protection: High
Armament: None
Capacity: Four passenger slots as well as crew positions.

Pilot the Havoc transport to escort juggernauts and offensive assault players
to the battle's front line. Don't leave without a full load! Transport as many
offensive players as possible to put pressure on the other team. If you're the
pilot, guide the transport around antiair defenses so you aren't shot down,
which could kill every passenger. Avoid the common routes, where you would
likely encounter an antiair turret or player. Swing wide to the left or right
and approach the enemy base from the side or behind. Deposit the other players
safely on the ground, then head back and pick up more!

Likewise, you can use the Havoc transport to pick up players from enemy
territory. For instance, place a marking beacon somewhere on the map as a guide
for your team's flag runner. The flag runner heads there instead of the home
base. Pick up the flag runner there with the transport and escort him back to
base for a safer flag cap. Defend the marking beacon with turrets, a player
equipped with a sensor jammer pack (to hide the area from the enemy sensor
net), and a deployable inventory station to restock ammunition and replenish
health.

When flying near the enemy base, allow your juggernauts onboard to face the
enemy base--this way your teammates can shell the enemy base with mortar rounds
while you look for a place to land. The havoc transport also contains a spot
for a tailgunner. Employ a juggernaut equipped with an ammo pack and armed to
the teeth with flare grenades in this position to protect the transport from
missile and antiair turret fire.
 

Neo

Administrator
Staff member
Deployables

Packs:
-Ammunition-
Increases your armor's magazine capacity for all limited ammunition weapons.
Has no impact on your armor's energy supply.

Wear the ammunition pack to double your ammunition capacity and even increase
the number of repair packs you can hold. You may find this useful in both
offensive and defensive support roles. The extra ammunition comes in handy on
offense so you can outlast opponents in one-on-one battles or if you have the
opportunity to take out several enemy generators or turrets. You may wish to
use the ammunition pack on defense to eliminate the need for frequent trips to
an inventory station to restock ammunition.

The ammunition pack is especially useful for the juggernaut armor class on the
front line. Doubling the amount of mortar shells and missiles can be
devastating, especially with a teammate to provide targeting laser support. A
tailgunner should also strap on the ammunition pack to increase the number of
flare grenades and missiles he or she has to defend the bomber from aerial and
guided-missile assaults.


-Cloaking-
While inactive, this pack jams sensors so the wearer is invisible to pulse
sensors. When activated, it also makes the user invisible to visual detection
(i.e., cameras and players). It has no effect on motion sensors. Deployable
turrets cannot detect a warrior wearing a cloaking pack.

Wear the cloaking pack if you prefer stealth to combat. The cloaking pack makes
the user nearly invisible to enemy players and pulse sensors. You'll be able to
avoid turrets and most players, but you will have trouble sneaking by motion
sensors, particularly if they're well hidden and you can't do something about
them before you approach. The cloaker's worst nightmare: motion sensors
alongside spider-clamp turrets. Find a way to knock out the motion sensors
before you attempt to bypass the turrets.

Use a teammate and outfit him with the sensor jammer pack--this will protect
the cloaked player from the motion sensors as well as both users from the
turrets and pulse sensors. You will still have to hide from visual detection,
though--the sensor jammer pack user will be visible to enemy players.

Only a scout can use the cloaking pack, and the pack also consumes a lot of
energy from your armor's supply. Activate the cloaking pack when you're moving
into enemy sensor territory. If enemy sensors don't detect you (the green
indicator in the upper-right corner of the screen), don't use the cloaking
pack. Conserve the energy for when you move into enemy sensor range.

Use the cloaking pack as a means of sniper assassination. Activate the cloaking
pack and sneak up to enemy snipers; equip the shocklance for a close-range
"shocking" elimination.

-Energy-
Increases the rate of energy regeneration, thereby increasing jet mobility and
use of weapons that draw off the energy cell. Required in order to equip with
the laser rifle.

The energy pack is a jump-jet player's best friend. The pack is always
activated and serves to regenerate the player's energy meter quickly. The
energy pack allows you to ascend higher as well as use the jump jet much more
often. It's an excellent tool for the flag runner in a capture the flag game.
The energy pack helps scouts reach areas that an assault armor player equipped
with another pack might not be able to reach.

The energy pack also makes escape easier by making it easier to traverse steep
terrain--simply press the jump button once and activate the jump jet to ascend
to amazing heights. Be careful, though. If you go too high, the landing becomes
a painful freefall. Use short to long bursts of the jump jet (depending on the
energy remaining) to soften the landing.

A sniper player must equip the energy pack to use the laser rifle. This gives
the sniper more options than just stationary sniping, though. For instance, if
you notice from your sniper perch that most of the enemy defenses have been
destroyed, switch to flag runner mode. Cycle weapons to the spinfusor or plasma
rifle and start toward the flag with the aid of your energy pack.


-Repair-
The Repair Pack lets you restore an item or player to full health. To repair a
targe, you must have energy available and be at short range. Press "R" to
access the pack's repair projector. Aim it at the target and trigger it with
the left mouse button. Aiming at nothing heals you instead.

Strap on the repair pack to aid in base defense or provide you with means of
healing yourself and your teammates on the front line (especially juggernauts
bombarding the enemy base). In a capture the flag game, it's extremely
important to repair vital base structures after an enemy attack. Should the
enemy destroy the generators, base operations (vehicle stations, turrets,
inventory stations, and so on) cease to operate. You must use a repair pack to
repair the generators and return to base to operating order.

You can also take the repair pack along during assaults. Hide in between
battles and use the pack to repair any damage you have sustained. It's a valid
tactic, but you may find another pack more useful, especially during battles.
It's virtually impossible to repair yourself during a battle. While using the
repair pack, you can't fire other weapons (except tossing a grenade or mine)
and the repair pack uses your armor's energy to operate. This means escaping
using the jump jet won't be possible during a repair.

-Sensor Jammer-
When not activated, this pack does nothing. When activated, it projects a
field of approximately 30 meters radius and hides ALL players within the field
from all MECHANICAL observation (cameras, pulse, and motion sensors).
Therefore, turrets will NOT fire at a jammed person, though other players can
still see the pack user. NOTE: IFF colored triangles will not appear for
anyone in the sensor jamming radisu, so be careful!

The sensor jammer pack envelops the user in a shroud with a 30-meter radius;
the shroud hides the user from all mechanical observation, including motion
sensors. The sensor jammer pack is an excellent means of getting close enough
to base, landspike, and spider-clamp turrets to take them out with an ELF
projector and plasma rifle. The turrets won't fire upon someone hidden by the
sensor jammer pack. Like many other packs, though, the sensor jammer pack feeds
off power from your armor's energy meter. Once that energy runs out, the sensor
jammer pack must deactivate while the energy recharges.

Take the sensor jammer pack and stand near a sniper perch or a Jericho forward
base and juggernaut bombarder to help protect your teammates from sensor
detection. The longer a juggernaut can bombard the base without harassment, the
more devastation and damage he or she can cause. You can also use the sensor
jammer pack to accompany a cloaked teammate and protect him or her from motion
sensors.

The sensor jammer pack can also expose a cloaked enemy standing within the
30-meter radius.

-Shield-
When activated, this pack provides you with complete protection from all damage
save the Blaster, the ELF, or lava. Protection only lasts as long as energy is
available.

The shield pack assists in battle situations by projecting a protective shield
around the user. The shield pack draws its power from the armor's energy meter;
the shield slowly drains the energy until it has to shut off and allow the
energy to regenerate. However, the shield draws more energy each time it's
struck by enemy fire. Therefore, the more hits you take, the faster the shield
depletes, until you're vulnerable to enemy fire.

A flag runner in capture the flag will find the shield pack especially useful,
primarily in getting inside the base defenses in the first place. When you're
fleeing with the flag, you will likely be using the jump jet, which will drain
the shield pack's power, nullifying the pack completely. If you prefer superior
jump-jet efficiency to shield protection when going for the enemy flag,
consider the energy pack--which can assist in both capture and escape through
quick energy regeneration--instead.

Deployable Packs:

-Base Turret Barrel-
This pack enables a warrior to change out the barrels on a base turret to
customize his base defenses. For example, you might mix anti-aircraft turrets
with mortar turrets if you like that combination. Each barrel type constitutes
a different pack. Only Assault and Juggernaut armors can carry it.

Grab a base turret barrel (listed by turret type in the inventory station menu)
to replace a current fixed base turret with a different type. For instance, if
you're constantly being pummeled by ground assaults and the enemy hasn't used a
single bomber the entire mission, switch out the antiair turret for a plasma
turret to help defend the base against ground attack. Conversely, you may wish
to switch out the current base turret for an antiair turret if you're being
attacked by bombers and Shrikes.

-Remote Inventory Station-
Only Assault and Juggernaut armors can carry this smaller cersion of a base
inventory pad. Teammates may obtain any inventory from this station except
armors or another Remote Inventory Station.

Deploy a remote inventory station in specific spots so teammates won't have to
return to the base structures to switch out ammunition or replenish health
quickly. The remote inventory station can't alter armor, but it can be used to
repair wounds and change weapons, packs, and equipment.

Here are some suggestions for effective remote inventory station usage:

-When farming defenses around your base, place a remote inventory station
outside and use the device to replace deployed landspike turrets. This saves
you the time of returning inside the base, locating the nearest station, and
returning to where you wish to deploy the landspikes.

-Place a remote inventory station on the front lines to keep juggernaut
bombarders or flag runners stocked with ammunition and in good repair.

-Block flag route exits with remote inventory stations. The device can serve as
a station as well as a means of trapping a flag runner inside, giving your
defenders extra time to catch up and return the flag.

-Remote Motion Sensor-
This item detects movement within a limited range. A warrior can fool it by
moving slowly and carefully. It is especially useful in detecting cloaked
enemies.

Deploy motion sensors around your flag, generators, turrets, large sensor
arrays, chokepoints, and other important base structures. Motion sensors
protect you from cloaked enemies. Place spider-clamp or landspike turrets near
the motion sensors so the turrets fire upon the detected cloaked enemy.

Place the motion sensor and the nearby turret in such a way as to provide the
best line of sight on a potential cloaked target (such as placing the turret on
the ceiling and the motion sensor focused on the center of the room). That way
a cloaked enemy must enter the entire room to gauge the room's defenses. By
that time, the sensor has detected the cloaked enemy and the turret begins to
fire. Don't let the cloaked enemy inch forward, slowing taking out each motion
sensor and turret along the way.

-Remote Pulse Sensor-
An advanced form of radar, the Remote Pulse Sensor feeds data into the team's
sensor net the same way as larger base sensors. Expanding your sensor net
helps increase your turrets' effective range.

Grab and deploy pulse sensors to enhance your team's sensor net, which will
allow you to spot enemies (the red arrow above their head) from a greater
distance. Plus, these enemies will appear on the command circuit; you can use
the screen to give position orders to your team and adjust your offense or
defense depending on the enemy location.

A better sensor net also helps turrets react to incoming enemies--the better
the sensor net, the faster the turrets will react. You can't underestimate the
importance of a solid sensor net. Spotting your enemies from a distance
provides the time necessary to adjust to their position and attack strength.
Without a viable sensor net, the enemy can approach undetected or arrive with
numbers you can't defend against.

Place pulse sensors on top of hills for maximum coverage. Realize, though, that
these pulse sensors will be easily spotted by the enemy, who will probably
destroyed them. Try to hide pulse sensors around ground material, like bushes
and trees. You definitely want to bolster your base defenses with pulse sensors
so you're always aware of nearby enemy movement and their plan of attack
against your base.


-Spider-Clamp Turret & Landspike Turret-
Spider:
This turret detects its targets using a pulse sensor. It is less formidable
than the Landspike, but can be placed on any building surface or rock, but not
on terrain. Note that "any building surface" includes walls, ceilings, and
exteriors.

Landspike:
This turret uses a pulse sensor to detect targets. It carries heavier shields
and delivers more firepower then the Spider Clamp. It cannot be placed on
rocks or any artificial structure, but must be deployed on level terrain.

In a game like capture the flag, it's important for one or more players to take
the time to set up an adequate base defense. This means returning over and over
to an inventory station to restock on spider-clamp or landspike deployable
packs. Spider-clamp turrets can be attached to base surfaces, such as floors,
walls, and ceilings; landspike turrets are attached to exterior landscape
surfaces.

Each map and game carries a limited number of turrets--you can't simply litter
your base with spider-clamp and landspike turrets to create an impenetrable
stronghold. Because they're limited, take the time to place the turrets
strategically to provide the most coverage. Also, you can't place turrets too
close together (they have a range of interference) and you must also place them
away from certain devices. Keep the turrets spread--which is wise anyway. Since
they are limited in number, putting the turrets too close together will make
for poor coverage and leave an area of the base vulnerable to infiltration and
attack.

Place spider-clamp and landspike turrets around the flag and important base
structures, specifically generators, as well as inside favored enemy routes or
chokepoints. Don't neglect motion sensors to protect your turrets and the
objects the turrets protect from cloaked enemies. If you stick with the farming
role, you may wish to equip a repair pack every so often to repair your array
of turrets and sensors to keep the base well defended from all types of
attacks.

-Remote Detonation Satchel Charge-
After deploying this powerful explosive, the user may detonate it by pressing
"R" again. The charge requires a few seconds to arm after deployment.

The satchel charge offers devastating explosive potential when used correctly.
It's not an item to waste--the satchel charge occupies your pack slot, which
could otherwise by filled by a shield, energy, repair, or sensor jammer pack.
Any of those other packs could come in handy and might extend your life longer
than simply carrying around a satchel charge. Therefore, don't waste the
opportunity. Carry the satchel charge around with a goal in mind--the goal
being a huge explosion somewhere in the enemy base!

An important note regarding the satchel charge: if you deploy the satchel
charge, then return to an inventory station without detonating the charge, it
disappears.

Here are some ideas for satchel charge usage. These are by no means all the
uses for the device.

-Place a satchel charge on near your flag. Stand back from your flag so it
appears relatively undefended. When the enemy runs across, detonate the satchel
charge to score a flag defense score. Pick up the flag for further points. It's
also effective to drop the satchel charge at your base entrance. Detonate the
charge when an enemy runs through the entrance; the large blast radius should
kill or significantly damage the enemy. Head to an inventory station and
replenish your satchel charge.

-Drop the satchel charge along the enemy flag runner's escape route for similar
results.

-Place a satchel charge on the enemy's vehicle station and knock out a group of
players attempting to board a bomber or transport.

-Place the satchel charge on bridges and areas that enemies frequent. Stand
back at a distance and wait for enemies to approach, then detonate the
explosion.

-Use the satchel charge to blow up enemy generators, inventory stations, or
turrets.

-Destroy the enemy generators with your plasma rifle, then place the satchel
charge in the center of the room. Hide in a corner and wait for an enemy to
come repair the generators. Just as the enemy finishes repairing the
generators, detonate the satchel charge, killing him or her and destroying the
generators again.

Belt Gear:

-Beacon-
This item transmits a lead indicator to your team's HUDs so that targeting the
location is easier. Press "H" to deploy a beacon. You can swap the beacon to
"marker" rather than "targeting" status if you immediately press "H" again
without moving your reticle.

Beacons are a means of designating an important location (such as a meeting
point, an important item, an inventory station, or a Jericho base out in the
middle of nowhere) or painting an enemy target for the fusion mortar or missile
launcher. To use a marking beacon, hit the default "H" key twice. To use a
targeting beacon, hit the default "H" key once.

Here are several uses for beacons, both targeting and marking:


-vSince the beacon is deployed, it won't reveal your position to an enemy
player like the targeting laser does. Drop the beacon near an enemy turret and
let the juggernaut shell from long range under the shroud of a sensor jammer
pack. This should keep him safe a bit longer than if you were pointing a bright
green targeting laser at the turret.

-The targeting laser consumes your armor's energy and must regenerate. If your
targeting laser deactivates while projectiles are in the air, they could miss
their target. You won't have this problem with a beacon.

-Mark minefields so teammates won't move through them or, in a friendly fire
game, step on them and kill themselves. If you're coming in to capture the
enemy's flag and your own is mined, fire a projectile to clear the minefield
before capturing.

-Mark base structures that need repair so teammates can quickly locate them.

-Mark a remote inventory station concealed in enemy territory.

-Mark an important route to the enemy base.

-Mark your vehicle station so you can locate it quickly after respawning.

-Mark an inventory station within your base so you can locate it quickly after
respawning.

-Mark your team's generators so you can locate them quickly if they require
repair.

-Mark your base's repair pack so you can find it quickly if your inventory
stations are disabled.

-Deployable Camera-
This item provides a visual link to the sensor net. It cannot see actively
cloaked warriors. To use it, throw it like a grenade. It sticks to walls or
other surfaces and thereafter works like any other camera accessed through the
CC.

Drop cameras to monitor certain areas of the map. For instance, you may wish to
drop cameras around your own generators to monitor enemy movement inside the
area. You can spot how the enemy is bypassing your defenses and adjust them as
necessary. You can place cameras in the middle of the map to monitor enemy
troop movement. Deploy a camera inside the enemy generator room so you can be
aware of when enemies are attempting repairs. Scamper inside the room quickly
and surprise them with a satchel charge or barrage of spinfusor discs.

-Health Kit-
A one-use, armor-carried item that restores some of the user's health upon
activation. Press "Q" to activate it.

You possess one health kit after each respawn and can gain a second if you
utilize the ammunition pack. Health is scarce in Tribes 2, so it's important to
use the health kit during battle as necessary. Wait until your health has
fallen to around 50 percent and activate the health kit to mend some wounds.
Don't forget to look for health kits dropped by fallen enemies.

-Health Patch-
The Health Patch is a one-use item that functions like the Health Kit, except
the user must run over it in the field to use it. It cannot be carried.

Some maps feature health patches scattered around the map. Pick up a health
patch to replenish a portion of your health. The health patch is used
immediately upon picking it up.
 

Neo

Administrator
Staff member
Strategy

Scout


Offensive:

Sniper

A sniper will naturally need the sniping weapon, the laser rifle. The other two
weapons may differ depending on your preference. You may wish to select the
spinfusor, an excellent weapon for softening up a long-range target before you
unleash a laser rifle strike. Since the laser rifle often can't kill in a
single shot (especially against enemies with full health), it's wise to try to
soften the target up. Use the spinfusor, then switch to the laser rifle quickly
and strike the target just as the spinfusor hits. The chaingun is a solid third
selection--it's extremely effective at close to medium range, which means it's
a good weapon choice if you're under attack from a sniper killer.

The basic, concussion, and whiteout grenades allow you to damage or disorient
your enemies, depending on the situation. For instance, you may need the
concussion grenade to dislodge the weapon and pack from an approaching sniper
killer. Then again, the whiteout grenade may assist in a quick escape--drop the
whiteout grenade to blind sniper killers or pursuers while you flee and return
to the safety of teammates or your base.
You also may need flares. If any enemy lobs a missle at you, the flare is
needed to guide it away from you. A succesful flare will result in you living;
a missle hit will result in you dying.

There's only one pack available for the sniper: the energy pack. You must equip
the energy pack if you wish to use the laser rifle. Each time you fire the
laser rifle, it consumes all the available energy--the more energy available,
the more powerful the shot. The sniper role is limited in terms of pack
selection, but that makes the role somewhat versatile. The energy pack
drastically improves jump-jet efficiency, therefore boosting mobility. With it,
you can switch to a flag-runner role or chase after enemy flag grabbers. Just
remember that the laser rifle is basically useless outside of its sniper
role--equip weapons that can assist in flag running or chasing if you wish to
change roles on the fly.

Infiltrator or Assassin

An infiltrator may attempt to get inside an enemy base and disrupt power by
destroying generators or hinder the sensor net by taking out a sensor array.
Because it's the only armor class able to use the cloaking device, the scout is
well suited to this role. In terms of weapons, the infiltrator can use just
about anything, but the electron flux projector is nearly mandatory. You can
use the electron flux projector to drain the shields of generators, inventory
stations, and sensors, then follow up with the plasma rifle (best choice),
spinfusor, or grenade launcher. We suggest the plasma rifle to complement the
ELF and either the spinfusor for exterior deathmatch situations or the grenade
launcher for clearing rooms.

Any grenades will do. Basic grenades add some punch to your explosions (if
needed), and concussion and whiteout grenades can assist in any escape
situations. If you're spotted inside the enemy base, drop a concussion or
whiteout grenade to disorient any pursuers, hopefully providing an opportunity
to make a quick getaway. Activate your cloak and retreat to a safe distance
before making another infiltration run.

If you want to be consistently successful as an infiltrator, your pack choices
are limited. Select the cloaking pack or the sensor jammer pack. The cloaking
pack makes you invisible to cameras, pulse sensors, and other players, but you
remain visible to motion sensors. A motion sensor placed next to a turret
spells doom for the cloaked infiltrator (unless the motion sensors are
destroyed first or the cloaked player is accompanied by someone with a sensor
jammer pack on). The sensor jammer pack makes you invisible to all sensors,
including motion sensors, but you remain visible to other players.

Once you're inside an enemy base, drain the power of an enemy structure
(generators, stations, and so on) with the ELF and then finish it off with the
plasma rifle. It's likely you won't have much time to complete your
mission--keep on the lookout for others around you or bring along a mate to be
a lookout or, better yet, equip him or her with the sensor jammer pack to fool
motion sensors. Taking out important enemy structures and devices can have a
devastating effect on the enemies' ability to defend their base, generate
vehicles, and change roles.

Most of these same principles apply to the assassin, or sniper killer, role.
Though you may wish to switch the spinfusor for the shocklance. Nothing
"shocks" a sniper more than a cloaked scout approaching from behind with the
shocklance equipped and ready. The strategy is easy: Get into the enemy base
cloaked. Hide behind a corner and turn your cloak off to regain energy. When
full, turn the pack back on and move cautiously. If you move too fast your
body will create a blur that the enemies can see. Also, if you move too close
to any enemy they can hear the whirring of the pack and blast you into
oblivion. When you see a stagnant sniper near one of the openings of the base,
creep up to him. You want to hit him from the back, because that's the weakest
part of the armor. A front shot won't kill him. Aim for the head, and you
should put him down. The shocklance can put down a fully-healthy juggernaut in
one shot.

Base Raper

This position is pretty exhilarating to play. Your load-out should be as
follows: Scout Armor, Spinfusor, Chaingun, Grenade Launcher, Concussion
grenade, satchel charge, and mines. A cloaking pack is an alternative to the
satchel, but a little more work is required. Get in a Shrike or Grav Cycle and
head on over to the enemy base. You can park it in a secluded location behind
the base.

Now enter the base through the exit that seems least guarded. If you have the
cloaking pack, turn it on now. You'll need to stop briefly at corners and
empty rooms to recharge your energy pack. If you have the satchel charge, you
need to try your best to go undetected. If you're successful and you reach the
enemy generator, your attempts have been successful and the hardest part is
over. When you reach the generator, you'll notice it may have an alcove or a
little ledge jutting out from over it. You can either satchel the generator
and run, shooting inventory stations as you exit, or you could go for a more
in-depth attack. I naturally recommend the more in-depth approach, because
you'll get a ton more kills. What you do is shoot the generators with the
grenade launcher or chaingun, and blow them up. Blow up the inventory stations
and mine them. Now jump up to that alcove above the generator and throw your
satchel by the generator and wait. When the enemy comes to repair the
generator don't let them see you. Wait until they're done with the generator
and when they are, detonate the satchel. You'll kill enemies as well as
destroy the generator again. Since your satchel is gone, there's nothing left
for you to do. Run out of the base, killing everything in your path. If not
successful in leaving, it doesn't matter. If you do escape, it's salt in the
wound. Attack the enemies outside the base with the Shrike or Grav Cycle,
whatever you chose. Run enemies down with the Terragrav, or shoot turrets and
tanks with the Shrike. Congratulations, your mission is over.

Defense:

Flag Defender

Yes, it is possible to defend the flag with Scout gear. Here's the loadout
required. Inventory station or MPB by the flag is mandatory, unless you want
to run back and forth to the base. There are a number of different loadouts,
and I'll list the best ones.

1) Scout gear, ELF projector, Spinfusor, Chaingun, Concussion Grenades,
Satchel Charge, and Mines
First, deploy the satchel on the flag. Now, wait patiently near the flag.
When the enemy capper comes, let the satchel rip. You have to time it right
because the capper is fast and the satchel takes a moment to detonate. If you
hit him, he'll die and you get points for the kill and defending your flag. If
you miss, chase him with the ELF and drain his energy. After he's grounded
chain him or send a well-placed disc his way. You should be able to kill him,
especially if the Satchel harmed him. You should also mine the routes he's
most likely to take and toss Concussion grenades at him to knock weapons and
packs off him, thus taking away his jet-mobility.

2) Scout gear, Laser Rifle, Chaingun, ELF projector, Concussion Grenades,
Energy Pack, Mines
Mine the flag, Now wait somewhere near the flag. When the capper takes the
flag, toss a grenade at him. He should be disoriented somewhat. Take good aim
with the laser rifle and snipe him down. The mine blast should have harmed him
enough for the laser to kill him. If you suck with the laser, don't bother.
Use the chaingun if you don't kill him with the laser. If he's not dead after
your attack, use the advantage of your energy pack to chase him down and chain
him.

Covering Fire/Escort

During non-vehicle-centric missions, the Juggernauts are forced to run to the
enemy base. They can't defend themselves against a pack of quick Scouts.
That's why you need to follow them or stay a few yards ahead of them. If a
situation arises the task is on you to protect them. A trained Scout can rip 5
Juggernauts to pieces in a few minutes. Especially if he has flares to deflect
the missiles. You have to take out any hostiles in a radius and take care of
your "heavies."

If the mission is vehicle-centric, you may need to hop in a Shrike and cover
the Havoc. Nothing is worse then watching 6 perfectly healthy teammates go
down to a barrage of enemy fire. A covering Shrike can follow the slow Havoc
and destroy any enemy planes. A Shrike can cover a bomber or tank as well.

You should either carry a repair pack, an energy pack, or a sensor jammer pack.
Following the Juggernauts in an MPB isn't bad either. It's a sensor jammer as
well as an instantaneous turret/inventory station.



Assault


Offense:

Turret Killer

The assault armor class can excel at clearing out enemy base turrets--the
assault armor's added durability (over the scout class) and decent speed (over
the juggernaut class) gives it the edge in clearing enemy base defenses for the
faster scouts to charge in and infiltrate the base or go for the flag,
depending on the game and situation. The turret killer can even work as a
deployer--drop a remote inventory station nearby and use the station to switch
packs and restock ammunition, grenades, and mines.

A turret killer will first need to disable a turret's shields--thus, don't
leave an inventory station without the electron flux projector (ELF). Use the
ELF to drain the turret's heavy shielding, then follow up with the plasma rifle
(the optimum choice) to take down the turret in a matter of seconds. Place
mines around the turret to knock out any enemy repairers, further slowing down
the enemy's ability to maintain its defenses.

Grenades can assist in the destruction of turrets, or you can use deployable
cameras to keep an eye on enemy base turrets. Return once the turret has been
repaired and enemies aren't lurking nearby. You can also use the cameras to
monitor what defenses have been placed nearby in case you need to deal with
them before going after the turret.

To avoid turrets, you'll need the sensor jammer pack. When activated, the
sensor jammer pack hides you from all mechanical observation, which includes
the pulse sensors that help target base turrets. Without the sensor jammer
pack, you won't last long against ground-based base turrets, such as the plasma
turret. You may be able to disable antiair turrets, but plasma turrets will rip
you to shreds before you can drain their shields.

Avoid a direct approach by employing a vehicle. Man a Shrike fighter and fly it
near the edge of the mission area to remain as hidden as possible from the
enemy sensors. Disengage the craft and engage the sensor jammer pack as you
approach. Use hills to hide from the enemy while your energy levels recharge.
Approach the turret with the ELF weapon selected and the sensor jammer pack
enabled.

Vehicle Killer

You'll need Assault Gear, a Missile Launcher, a Chaingun, an ELF Projector, a
Spinfusor, an Ammunition Pack, Grenades, and Mines.

When you see a ground vehicle, ELF it. It should be severely slowed, so chain
it or missile it. If you're good with the Spinfusor, you can do more damage
with it. Missiles are better because they do A LOT of damage. Plus they
should be easier to lock on with depleted energy of the vehicle. For aerial
vehicles, a simple missile followed by a barrage of chaingun bullets should put
it down. Run over to the fallen plane and attack the weakened enemies. They
should be a few easy kills for you. This position is best coupled with a main
ELF turret, to take down energy. If you see a Shrike flying low, ELF it or
throw a grenade in the cockpit. It works wonders. Some people jump out when
the grenade is in their cockpit, making another easy kill for you.

Base Raper

Good mobility coupled with a deadly arsenal of weapons and good health make
Assault base raping a good tactic. What you want to do is take Assault armor
with a cloaking pack, spinfusor, grenade launcher, missile launcher, and
chaingun with mines and whiteout grenades. Lob grenades into the base and take
out any spider clamp turrets and hostiles. Shoot out turrets with the missile
launcher, and launch discs at stationary targets and outdoor equipment. After
you clear the perimeter, make a run for the base, cloaked of course. Take out
the gens with any weapons you have left, and get out of there. Alternatively,
you may want to take an ammunition pack and a juggernaut to back you up and
launch a massive firepower attack on the base. If you have air support such as
a Shrike and a Bomber, you can take out the whole base in a matter of minutes.
You can also take a satchel or sensor jammer and work your way from the inside.
A base without energy is a fallen base, right?

Assault ELFing and shocklancing isn't a bad strategy either, because you can
take more hits then a Scout, so you don't have to be as careful and you can
take out more enemies in a shorter amount of time. Use the same shocking
strategies as a Scout, but still take caution. You may be stronger then the
Scout, but a Juggernaut can take you out in a few moments.

Defense:

Deployer
The assault armor excels as an all-around deployer, both of turrets and
sensors. Ignore weaponry for a second and concentrate on inventory. You should
immediately grab a remote inventory station and place it close to where you
plan to deploy the series of turrets and sensors. This way you only have to
return to the remote inventory station to restock on deployable turrets or
sensors.

With the remote inventory station in place, grab landspike or spider-clamp
turrets and start placing them on land and base walls, respectively. Do the
same with remote motion and pulse sensors. Place the motion sensors near the
generators and flag to sniff out cloaked infiltrators. Bolster the sensor net
with pulse sensors around the base and other important locations.

The deployer can select virtually any weaponry to fill the four assault armor
slots. You may be required to defend your structures from attack, so it's wise
to select the spinfusor (an excellent deathmatch weapon) or the chaingun (to
use against airborne scouts). You may also want the missile launcher to use
against incoming vehicles that may attempt to disrupt your deployed stations
and turrets.

Deployable cameras may be more appropriate than grenades for the deployer role.
Place cameras near your flag or at choke points leading to your flag to monitor
what sort of offense the other team employs. This way you can adjust deployable
items as necessary (move turrets and sensors to specific spots). You can also
use cameras to monitor vital structures, such as base generators, then adjust
your deployable tactics as necessary to keep them guarded and intact. View
cameras by activating the command screen, which defaults to the C key.

A deployer may select any pack and still be effective--I suggest the repair
pack to complete the role of deployer, protector, and repairer of vital base
components. With the repair pack, the deployer can repair damaged stations,
generators, turrets, and sensors. And, if you're not fast enough to repair, you
can head to an inventory station, stock up on the particular item, and return
to deploy another in its place.

Farmer

A farmer is basically a person who runs around with a repair pack and repairs
injured troops, turrets, sensors, etc. He also deploys turrets which have been
destroyed. This position is much like a deployer, except he is exclusive to
repairing. Most deployers do their job and switch to another loadout. TWL
rules require you to have one farmer on your team at all times. Sometimes
people farm in juggernaut armor, but I don't like that idea. A Juggernaut
can't run around as well as an Assault warrior.

Carry a repair pack, obviously. Weapons should include Spinfusor, Chaingun,
Grenade Launcher, and a Shocklance. Shocklance is useful for incoming enemies.
If you're good with it, it'll prove useful. You'll also need flare grenades
and mines. If you see a juggernaut shooting missiles at your turrets, shoot a
couple of flares up to guide them away from their target. Then launch a few
discs his way to show him you mean business.

You should have a good knowledge of the base to farm. If you're running around
aimlessly, the attackers can take out the gens in a few seconds. To quickly
familiarize yourself with the base, beacon the key areas in the base. For
example, beacon the repair pack and the generators. Also beacon any
deployables you have placed. Also beacon inventory stations. You'll need
quick access to them if the enemy attacks them. You may want to carry flares
in case the enemy destroys your generator. It's hard to see in the dark with
the generators destroyed; the flares should provide some light.

Also, you should have some knowledge as to where to place the turrets. A good
system of turrets and mines outside the base you keep the enemy on their toes
and looking for an entrance. A well-placed spider turret above the gens should
get rid of the attacker before he destroys them. Also turret the flag well if
you're playing CTF. It's the main objective in the game. Think about where
you want the MPB. If your team is on a full-strike offensive, drive it far
into enemy territory to create a forward base. If you need the extra defense,
place it near your base. An extra turret and inventory station should be
helpful. Put turrets near the routes where the enemies are most likely to
attack. A few turrets should kill any snipers. The tops of hills are good
places for killing snipers.

Lastly, a good sensor network is crucial. It fully uses the turrets'
potentials and keeps you informed as to where the enemies are. You may want to
send a Scout in a Shrike to scout enemies. The Shrike has a build in sensor
and it detects where the enemies are. Use the Voice Binds and commands in the
CC to inform teammates as to where the hostiles are. If they are close to you,
ask for assistance. Don't act like a fool. You may be a lone wolf while
you're farming, but you'll need backup if someone is attacking. If you're on a
good team, they'll back you up because they realize how crucial the base is.



Juggernaut


Offense:

Bombardment
One of the juggernaut's chief roles is long-range base bombardment. Couple the
fusion mortar and missile launcher with the juggernaut's durability and large
ammunition capacity, and you basically have a mobile turret. Other players must
support the bombarding juggernaut, however, for optimum success. The juggernaut
will need a targeting laser to "paint" the designated targets for the missile
launcher and fusion mortar. Plus, it's wise to have a repair pack handy to keep
the juggernaut in tip-top shape.

Naturally, the bombardment juggernaut will need to equip the fusion mortar and
missile launcher at a minimum. The other three weapon slots can be filled
according to personal preference. The plasma rifle offers a nice complement to
the other weapons, and it can also inflict some significant damage on base
structures. The chaingun can help keep airborne scouts from harassing
you--you'll find the chaingun the most useful weapon against airborne players
if they're too fast for your missile launcher to lock on to.

The selection of pack can also vary greatly from player to player. You may wish
to set out with a deployable inventory station and place it near your
bombardment point. You can then restock ammunition and health and change packs
as often as necessary by simply utilizing the station. An ammunition pack will
increase your important mortar and missile ammunition, decreasing the number of
trips you'll need to make to the inventory station. A shield pack can help
protect you during a counterattack.

As mentioned previously, you'll need at least one teammate with you. Your
teammate should use the targeting laser to paint important base targets or even
airborne targets flying overhead. You can also equip the teammate with a repair
pack so he or she can repair any damage to his or her armor, the juggernaut's
armor, or any deployed items, such as the inventory station. Additional
teammates can be used to enhance the bombardment through sensor jamming and
defensive turret protection.

Tailgunner

The juggernaut's ability to carry the missile launcher and fusion mortar, as
well more ammunition than the other classes, makes the armor class an excellent
tailgunner inside the Thundersword bomber. You'll need the tailgunner to assist
in the assault on base structures and keep the bomber protected from antiair
fire and other airborne vehicles. The tailgunner can drop flares as decoys
against the antiair missile turrets and use the missile launcher to repel enemy
Shrike pursuers.

Equip the juggernaut tailgunner with the missile launcher and fusion mortar for
sure. You'll use the missile launcher against pursing Shrike fighters and
employ the mortar in aerial bombardment to enhance the Thundersword's bombing
runs. The other weapons are up to you. It's possible you may have to ditch the
Thundersword bomber if it's headed for a crash. Be prepared with close-range
weapons--such as the spinfusor, chaingun, and plasma rifle--so you can defend
yourself in such a situation.

The tailgunner has just one grenade option--the flare grenade. Without them,
your role as tailgunner is nearly worthless. Use the flare grenades as decoys
against the antiair missile turrets that may surround the enemy base. You may
also encounter enemy players using the missile launcher--use the flares to
decoy these projectiles as well.

The ammunition pack is the wisest choice for the juggernaut tailgunner. Its
ability to increase your ammunition capacity will serve the bomber well. It
increases your available missiles to better defend the bomber against Shrike
pursuers, it adds additional flare grenades to your inventory to protect the
bomber from missile fire, and it increases the number of mortar shells you have
for use in aerial bombardment. Alternatively, the tailgunner can select the
repair pack to repair damage to the bomber.

As soon as you hear a missile lock, drop a flare. Keeping the bomber alive as
long as possible can significantly enhance your team's position in the game.
Multiple bombing runs against an enemy base, vehicle station, or turret
emplacements can be devastating. Keep the bomber safe using flares and the
missile launcher--this is your top priority! Only switch to the fusion mortar
and start bombarding the base below once all hostiles have been cleared.


Defense:




-Other Positions-

Flag Capper
The scout is best equipped for consistent flag capturing and scoring, though
expect to see skilled assault-armor and juggernaut-armor (if carried by a
transport, perhaps!) players have occasional success. A flag capper may wish to
equip the spinfusor (excellent all-around weapon), grenade launcher (to clear
out defenders without entering the room), and plasma rifle (all purpose plus
good base-structure and turret killer). Naturally you may have equal success
with a chaingun or even a blaster!

Concussion grenades or whiteout grenades will serve the flag capper well. The
concussion grenades can knock weapons and packs out of enemy hands. This could
buy you extra time when escaping with the flag or give you an advantage when
clearing out base defenses. Whiteout grenade explosions blind viewers with a
flash of bright white light--the explosions can blind you as well, so look away
from the flash! Use these to disorient pursuers or blind defenders positioned
around the flag. Flares are also useful to track missiles away from you.

There are several different packs that might prove useful. You may wish to
experiment with different packs on the same map to test what works best against
certain defenses. For instance, the cloaking pack may prove effective if the
enemy's defenses lack motion sensors. Then again, the energy pack's ability to
increase energy regeneration provides nearly limitless jump-jet usage, which
can greatly aid in both escape and the ability to ascend to high mountains or
to the top of a base to infiltrate from alternate routes. The sensor jammer
pack hides all players within its 30-meter range from all mechanical
observation (pulse sensors, motion sensors, cameras, turrets), which can be
effective if the enemy's defense relies on machines alone.

You'll need to play the mission beforehand to find "routes" for capping.
Finding an easy route to run through is critical in capping. Play the mission
and ask yourself if you think the enemy will set up a turret network there.
It's wise to have more then one route. Never go through the same route twice.

Another strategy is to park a Shrike in a pit or behind a hill near the flag.
Grab the flag and jump into the Shrike for an easy cap.

-My Favorite Loadouts-

Here is a list of my favorite loadouts and what I do with them.
Favorite #1 is:

Scout Gear
Spinfusor
Grenade Launcher
Chaingun
Energy Pack
Flare Grenades
Mines

I'm using this loadout around 25-30% of the time. The three weapons make the
perfect killing competition. If you're surrounded by more then 2 enemies,
clear them out with grenades and finish off with Spinfusor and Chaingun.
Flares might be useful if someone shoots a missile at you. The Spinfusor is a
great all around weapon and should be in your arsenal at ALL TIMES. Chaingun
is very useful for killing weakened enemies and taking down planes. It's also
useful for taking out generators and turrets.

-Aiming-

This part of the guide will tell you where to aim with each weapon. Pay close
attention to the Spinfusor, Laser Rifle, Chaingun, Plasma Rifle, and Grenade
Launcher, because I really know what I'm doing with those.

Spinfusor- For mid air shots, the spinfusor is a great weapon. I've improved
my MA shots to around 30%, which is excellent. It's hard to get used to
because you have to compensate for a lot of things including the distance from
you to the enemy, the angle at which you're facing the enemy, how fast the
enemy is going, and the pattern of the enemy movements. If in air, aim above
him if he's going up, and below him if he's going down. If he's moving to the
left, aim to the left of him so the disc is lined up with him when it reaches
him. If you're above him and he's on the ground, aim for splash damage. If
you're on the ground and he's landing, shoot at the spot he's going to land a
second before he actually touches the ground. The spinfusor makes a great
combination weapon with the laser rifle.

Chaingun- Being extremely talented with the chaingun is crucial. The more far
the enemy is away from you, the farther the recticle has to be from him.
You'll notice the recticle has three circles. If he's close to you, shoot at
him from the smaller circle. If he's farther, aim with the second circle. If
he's more then 100 yards away, aim with the third circle. If he's more then
150 yards away, the chaingun bullets scatter too much, so pick another weapon.
If he's moving to the left, aim slightly to the left of him. The chaingun
bullets don't take long to reach so make sure you don't aim too far to the
left. Some goes for the other directions. If the enemy is on the ground and
you're in the air, pick a spinfusor or something. It's hard to take them out
from the air because you're moving. Also, you'll want the conserve bullets.
The weapon spits out bullets extremely fast. You'll get through 100 in no
time.

Grenade Launcher- Aim for splash damage. Also shoot grenades in packs. Try
to cover every route the enemy might go. For example, he might be in the
middle of an area. Shoot grenades at him, behind him, to the left and right of
him, and behind him. You should at least hit him with one. One good grenade
shot should drain half a Scout's energy, setting up an easy spinfusor or
chaingun kill. You can also shoot grenades in planes. It'll blow it up or at
least knock it off course. Grenade launcher is a very useful weapon and does
major damage if you know how to use it right. It's very versatile and can take
out a whole pack of enemies in a few moments.

Laser Rifle- Ah, my favorite weapon. This is relatively easy to shoot. You
only have one shot per few seconds so don't miss it. If you miss it and it
drains your energy the enemy can kill you quickly. Also, don't shoot the enemy
with this unless they're damaged. The developers made it so that you can't
kill a Scout with one shot. My advice is to chain him at least twice and wait.
You can take him out with a quick laser shot after that. If you miss, take
out your spinfusor and try your best to dodge the incoming barrage of bullets.
To aim it, shoot a few millimeters in front of the enemy's movement. Aim for
the head when you can. If you see a stagnant enemy, you can hit him with a
combo. Shoot a spinfusor disc at him. Then right before it hits him, shoot
him in the head with the laser rifle. If done correctly, you should be able to
kill a warrior in Assault armor in one combo.

Plasma Gun-

-Inventories-

The number one gold-star all-time best way to productively annoy the enemy in
Tribes 2 is by deploying inventory stations all around the opposing base. Being
able to resupply and repair while you annoy people is ever so convenient.

Getting inventories to the enemy base is, often, a bit of a pain. The inventory
pack makes you too big for any drivers' seat, so you're reduced to standing
around near the vehicle station and hollering about how you need a ride. If
you've got bus-driver teammates that'll help you out, then great - but on the
average public server, you'll get there faster if you just schlep the inventory
station across the map on foot.

The current version of Tribes 2 makes inventory deploying a rather fiddly
affair; the difference between "too close" and "out of reach" is a small one.
Just waving the crosshair around and pounding on your "pack" key ought to do
it.

Inventory stations should be deployed somewhere fairly close to the enemy base
- say, 300 meters or so - and out of line-of-sight of the bad guys. And to let
your buddies find the thing, stick a beacon in front of the inventory.
You'll look rather n00b-y if you just hit the beacon key once, and thereby
deploy the beacon in "targeting" mode. It's fairly unlikely that anybody will
unload missiles or mortars at the inventory as a result, but it's possible;
press the beacon key again without moving the crosshair and the beacon switches
to "marker" mode.

The secret to long deployable inventory station life is partly to put the
things in suitably out of the way places, but mainly to avoid drawing attention
to them.

Don't kit up at your inventory station, then run straight to the top of the
hill it's deployed behind and start unloading missiles at the enemy base. Move
a decent distance away from the inventory before you draw attention to
yourself. And when the bad guys come for you, run away from the inventory. If
you survive, you can come back later.

Similarly, don't deploy a turret farm around your inventory station. A storm of
turret fire from the neighborhood of a tree which does not otherwise have any
obvious strategic value is a bit of a giveaway.

Underwater inventory station deployment can be an exception, here. No n00b
seems to realize that deployables can be deployed on the bottom of lakes and
oceans as easily as they can on land. Underwater turrets are harder to dispose
of, and they're a great calling card.

-Fun Strategies (They're good too!)-

Your loadout

Standard suit is Assault (medium) armor, armed with the blaster, spinfusor,
chain gun and missile launcher. I accessorize with a repair pack, flash
grenades and mines.

When I am not lugging an inventory station around, I should usually be wearing
a repair pack. The repair pack doesn't let you fly high or vanish from enemy
sensors or make a really big explosion on demand, but it does render you
practically immortal, if you're not being fired on from multiple locations,
bombed, or closely pursued by very angry defenders. Assault armor can take one
hit from just about anything; whenever you're damaged, you can just duck into a
hidey-hole and repair yourself.

And, of course, you can repair colleagues, vehicles, friendly deployable stuff
and so on. Which also annoys the enemy.

The flash grenades are handy little critters when a quantity of bad guys are
all over you like a polyester safari suit. Just fling every last one of the
grenades while you run randomly among your attackers.

You're running, not jumping, because at moments like these you generally have
the pointy bit of your repair pack stuck down your pants and are using all of
your energy to reduce the size of the chunks of your buttocks that your enemies
can blast off.

Six flash grenades in close proximity will of course probably blind you as well
as them, but that's OK. Once everyone's blind, you just have to run in a
straight line, hopefully away from the enemy base. On many levels, you'll end
up far enough away from the people hunting you by the time you can all see
again that you'll have a decent chance of survival.

Why's the blaster in my loadout? Because it's groovy, that's why.

Blasting for fun and profit

The humble blaster is the best gun in the game, for certain jobs. It can be
very annoying indeed.

Which is not to say that n00bs don't use blasters pointlessly, all the time.

Firing one blaster shot when you respawn because you're still all excited about
the battle that just killed you is forgivable.

Spraying-and-praying with the blaster at a moving target is, unless you're a
Grand Ass Kicker who can actually hit that target, not forgivable.

If you want to hurl generalized nastiness at a hard-to-hit enemy, like a flag
runner who's already 250 meters away, you spawn with a perfectly good chaingun
for that exact purpose. A crowd of distant spray-and-prayers with chainguns can
hammer down a flag runner from extraordinary ranges, with a bit of luck. Or, at
least, weaken him enough that one disc near-miss from a closer pursuer will
finish him off.

A crowd of blaster n00bs trying the same trick might as well be angrily tossing
cotton balls. In its place, though, the blaster is a marvelous gun.

It doesn't need ammunition, has decent range, and can rapidly dispose of a
variety of things that have the decency to not move.

Like enemy deployables of all flavors, for instance. And enemy missile launcher
dudes. And enemy snipers who take too long to figure out that now is the time
to drop out of maximum zoom and get moving.

Top-class snipers only stand still when they're actually lining up a shot. Most
snipers, though, behave as if their feet take root every time they whip out
their Big Gun.

Blasters are also great for zotting any bad guy who's buying a vehicle. Vehicle
station kills are a staple of the diet.

The way T2 vehicle buying now works, with the buyer teleporting into the
pilot's seat if he's wearing armor that'll let him fit there means the vehicle
station's less of a turkey shoot than it used to be. People used to have to
hang around the station to get into their vehicle; now, they don't. Sensible
vehicle buyers make their purchase and then bugger off at great speed, since
there's no limit to the teleport distance.

But it still takes a significant amount of time to buy a vehicle, and a light
or medium armor can still be blastered out of existence in that time. Even if
they're using a shield pack; the blaster will ignore it.

The blaster's chief disadvantage, besides the fact that it usually can't shoot
as far as you can see, is that the stream of red bullets makes your location
really obvious. On the plus side, that means it's great when you want to draw
fire.
When one of the bad guys is dishing out Heavy Love from the ridge line directly
above your artfully deployed inventory station, and you really don't want him
having a look down there at the bottom of the hill, hit him with a stream of
look-at-me blaster fire.

Wave the gun around for a nice conspicuous ineffective spray so you look like a
n00b, if necessary.

Just as long as he starts lumbering his heavily armed behind in your direction,
and away from Mister Inventory.

Once you've distributed an inventory station or three around the enemy base,
and picked off their most useful turrets and sensors and deployables, it's time
to encourage some defenders to take a trip to a far-off country with you - or,
at least, to buzz around their base searching for you, and getting nothing else
done.

The aim in life is not to rack up a zillion kills. If you see an easy target or
get engaged by a persistent and faster foe then a certain amount of killing is
likely to be on the menu, but you're there to help your team win the game, and
zapping people who are standing around their own base and will therefore just
respawn in the same place does not, in itself, achieve much. OK, so they may
have to take another trip to an inventory station to kit up again, but it's
hardly worth the bother.

For that reason, single discs are a fun thing to shoot. A single disc explosion
won't kill anybody who's not already damaged, but it will cause them and the
people near them to get all excited about where the attack came from. Discs
have very long range, so you can launch 'em at maximum zoom from a hilltop in
the distance and then just slide down and relocate.

The goal of disc-and-blaster harassment strategies is to get as many bad guys
as possible focused on killing you - preferably after a long and irritating
chase - and not on more useful tasks. Like, for instance, Stopping The Other
Guys From Capturing Our Darn Flag Every Ten Freaking Seconds.

Shooting people on the vehicle station's a great way to get yourself a fan
club. Shooting people on inventory stations and launching missiles at enemy
Havocs that're waiting for passengers is good, too.

And remember - while several people are ineffectually hurling ordnance at you
from extreme range, an inexpensive way to induce them to have a go from closer
up is to shine your targeting laser in their faces.

If one guy on the enemy team makes it his mission in life to kill you whenever
he sees you, that only helps if he's their star player and you're hopelessly
uncoordinated. Their team loses a star, your team loses a turkey, and there's a
small net gain for the good guys.

But if you get a dozen of their players so annoyed that they drop whatever
they're doing to chase you to Venezuela every time you pop out from behind a
tree and point out that it's your sincere belief that their father smelled of
elderberries, then you're a real asset to your team.

A warrior who finds him or herself up against enemies who have their act very
thoroughly together is going to have to change strategies, though.

Quality clan players are like the Borg. Any time they see you do something
annoying but not too dangerous, they'll ignore you as much as they can. Any
time they see you do something that poses a genuine risk to them, they'll fall
on you like a coal scuttle full of tiny anvils.

Some public servers tend to be tougher for Annoying Bastards than others. When
I play on public servers, I can generally annoy all the live-long day and
manage about a 50% win rate against defenders who try to kill me. But every
time I've played on a BattleTopJapan server, though, the defenders hand me my
gluteus maximus with a small parsley garnish whenever I do something
impertinent.

Accordingly, warriors who want to live for a while near a base crawling with
expert players have to keep their heads down and restrict themselves to
deploying inventories - lots of inventories, because the bad guys will find and
kill them - missiling sensors and turrets, and sneakily zapping the odd
deployable. And absolutely not doing things like hopefully solo-missiling the
tank in which the enemy flag carrier's sitting during a flag deadlock.

If a friendly Havoc full of heavies is coming in, then by all means pop your
head up and make a huge nuisance of yourself, even if the enemy's the Harlem
Globetrotters of the Tribes 2 world. Any bad guy who then spends the next 30
seconds joining the Smack You Down Square Dance won't be helping the rest of
their team fight off the sudden infestation of airborne heavies.
But unless your death can mean something, don't invite it.

Caveats

Warriors should not become so focused on their chosen role in life that they
never do anything else. If stuff needs fixing all over your base, fix it. If
someone needs a bombardier, go and do it, provided you've got the minimal
skillz required to actually (a) drop bombs and not just warm up the landscape
with the belly gun and (b) drop bombs when the red doohickey's near something
worth bombing.

Similarly, if you see a Jericho getting mobbed by bad guys, what the heck. Pick
your Plasma-Disc-Chaingun-Missile-Mortar-On-A-Sesame-Seed-Bun heavy loadout and
be Mister Defense for a while.

And, of course, if the flag runner passes by, do everything in your power to
keep him trucking. If you've got an ELF gun, use it to suck the people chasing
him down onto the ground. Shoot at 'em with your chaingun and hope they decide
to fight you rather than keep chasing. Unzip your pants and show 'em what
you've got. Anything. When the game is Capture The Flag, flag-capturing takes
precedence over everything else, including whatever diabolical plans you happen
to have on the boil.

Besides - if you think you annoy people when you shoot 'em dead while they're
buying a vehicle, just imagine how irked they'll be when you plunk your fat
medium-armored behind in their face while they're trying to stop someone from
escaping with their flag.

"I hate to interrupt your pursuit of our flag carrier, but have you ever read
any of these informative pamphlets about Jesus?"

Know your foe

The natural enemy of the Annoying Bastard is the Heroic Deathmatcher. I try to
avoid these guys, because they're usually not much value to their team even
when they're not wasting their lives pursuing me.

Heroic Deathmatchers invariably buy light armor with an energy pack, though
they don't necessarily tote a sniper rifle as well. The sniper rifle eats their
energy, after all, and the Deathmatcher loves his jump pack.

A couple of Deathmatchers on a team can be useful enough for blunting the force
of enemy thrusts, but they tend to play Tribes 2 as if it were Quake 3. They're
more interested in their personal score than their team's success. If you're
in medium armor with a repair pack and you get in a toe-to-toe with an
assailant in light armor with an energy pack, and he's even slightly got his
act together, and there are no deep ponds or mountain crevices for you to hide
your miserable rear in while you repair, you really ought to be toast. But it's
amazing how often fights like this on public servers end up with the Assault
victorious. Eventually.

Heroic Deathmatchers don't always carry flare grenades, for a start. So when
they're a mile in the air, you can just fire a missile up one leg of their
pants and then continue with your mission.

A surprising number of Heroic Deathmatchers also seem to have a really hard
time hitting you, if you pay attention to dodging their Discs From On High and
don't bother shooting at them. Well, not unless they're obviously about to
touch down somewhere, and you can put a disc there to meet them when they
arrive.
Why just avoid their fire? Because people used to plain deathmatch games waste
their ammo, that's why.

Captain Klingon the Deathmatcher only has 15 discs to shoot at you. Letting him
use them all up will somewhat spoil his value as a walking ammunition
repository (lousy deathmatchers are a great help when you want to live off the
land...), but it'll reduce him to using his grenade launcher or plasma gun or
whatever else he's carrying. The ammo for that won't last, either.

For entertainment, I have occasionally dodged fire from puddingheaded
deathmatchers until they ran out of ammo for everything they were carrying. If
you do that, you're left wondering whether you should actually bother to kill
the guy at all.

If he doesn't have a blaster or a laser rifle or an ELF gun, he's going to have
to nick off and resupply. Or petition the patch developers to include a "throw
rocks" key in the next update. Either way, he's no immediate danger to you, and
more of his time will be wasted if you leave him alive.
Plus, it's hilarious.

Getting silly

If you're in the happy position of being on a winning team with a healthy
points advantage, you can do the sporting thing and switch to the other side.
Or you can start being cheeky.

Deploying turrets near enemy buildings is a good cheeky trick. It's
strategically nearly useless, of course. Getting in and out on such a mission
without getting nailed by a horde of irritated bad guys is very difficult on
any well-populated server, and the turret won't live long, and whoever it kills
will just respawn nearby anyway.

But what it says to the other guys is "I'm not even taking you clowns seriously
any more."

Nothing caps off a perfect day for a downtrodden player who's already watched
his team's flag get carried away over and over like stepping out of a doorway
and straight into a spike turret blast.

There are some places on some levels where you can effectively deploy turrets
near or on enemy buildings. And deploying them inside enemy buildings is a
perfectly OK strategy for advanced base-rapers who've managed to get an
inventory station into an enemy structure.

But, generally, the value you'll get from a turret deployed in the middle of a
crowd of bad guys isn't worth carrying the thing over a hill, much less from
the other side of the map, as n00bs have been known to do.

There's a particularly advanced strategy, best done with a team of two, in
which you deploy a turret somewhere important to the enemy - like a spider
clamp turret in the generator room, say. Then the other guy, who's standing
somewhere far away and perfectly safe, immediately takes control of the turret
via the command interface. In the generator-room permutation of this tactic,
the turret-deploying guy blows up the generators with the help of the
human-controlled turret, and heads off to have fun elsewhere. The other guy
sits and waits.

Sooner or later, an enemy repair guy will show up and fix the generators. The
turret-controlling guy does not shoot this fine team player. He waits for him
to go away.

Then he disables the generators again, with turret fire. A single spider clamp
turret takes a while to kill a generator, but it can do it. You don't have to
actually blow the generators up; they stop working when the oscillating
whatsits on the front stop moving. Stopping shooting the generator then saves
time, and also saves your turret from getting damaged by the
exploding-equipment blast.
With the generators disabled again, back will come the angry repairer, scouting
around to find the base-raper that he presumes must have done the deed. He'll
fail to find anyone, almost certainly fail to suspect the apparently completely
inert spider clamp turret hanging on the wall (or high on the ceiling, by
preference), and he'll fix the generators and go away again. And shortly
afterwards discover that all of the lights are out once more.
 

Neo

Administrator
Staff member
Suggested Strategies

-Adventurous warriors can play their trade with a sniper loadout - they'll need
an inventory station to heal themselves at, but light armor with an energy pack
lets you lead defenders away from their base further and faster, and if you get
far ahead of them you can turn around and snipe at them. That's really
irritating.

-The sniper rifle also gives you another way to imitate a n00b, by shooting
constantly without giving your energy time to recharge. Uncharged sniper shots
do about as much damage as a handful of grass clippings, but every one of them
draws a nice red line pointing right back to you, and someone's going to run
out of patience soon enough.

-If you're on a map with lousy visibility, there's a lot to be said for toting
a shocklance, as long as you're brave. When you see a bomber or transport
waiting for crew, sneak in next to it and give it a darn good lancing.

If you haven't seen how spectacular the effects of a shocklance hit on an air
vehicle are, you'll be impressed.

Of course, once the thing's flipped and exploded there will be a heavy
precipitation of half-dead crew members with a very bad attitude, and your
shocklance will have eaten most of your energy and left you with no juice to
run your cloak pack, if that's what you used to sneak in there in the first
place. So good freakin' luck getting out alive.

But if you manage this a few times, wrecking a fully loaded transport that took
a minute or two to get together every time, team-playing Havoc-buyers may just
give up in disgust.

-This segues into one of the cheekiest tricks in the game - hopping into a seat
on an enemy vehicle.

In the unlikely event that you get the driver's seat then you can crash the
vehicle (a quick vertical half-loop followed by a bail-out is the fastest way
to trash an aircraft), but you're more likely to only be able to find a seat
somewhere else. The single most stylish way to capture the enemy flag is by
sitting in the tailgunner's seat on a bomber or transport and letting the bad
guys fly you back to your own base.

If the pilot's in first person view and nobody else looks at you hard enough,
then the people in the aircraft can remain completely unaware that one of the
crew has a red triangle over his head. A sensor jammer pack can be handy, here,
but you don't have to have one; a surprising number of players recognize nearby
bad guys by their behavior, not their Identification-Friend-or-Foe triangle,
which is why it's often so easy to walk right into an enemy base on a public
server, as long as you don't go in shooting.

The crew may be oblivious to the fact that they're carrying an enemy with them,
but there are more people outside the vehicle, and they can easily see what's
going on. They're typically not very pleased about it.

If you buy a transport or bomber, and your whole team starts shooting at you as
you cruise away, that probably doesn't mean they've just decided that they
don't like your Biggles scarf.

-Speedy warriors can even steal Jerichos. When a Mobile Point Base has deployed
itself, there's a green shield over the driver's seat that'll only let
friendlies in to drive the thing away. Before the MPB deploys, though - and
it'll never deploy if it's parked on even slightly uneven or sloping terrain -
anybody who can fit in the driver's seat can hop in and drive off.
If you manage this trick, it doesn't make the Jericho yours; it'll still belong
to the team that bought it if you hop out and let it deploy. But nothing but
your threshold of patience, or considerable enemy firepower, is stopping you
from driving it to North Yemen and deploying it there. Or dumping it down a
canyon, for that matter; done carefully, this can wedge a Jericho so it can't
get out but won't explode, and if nobody blows it up (killing a Jericho
one-handed is easier said than done...) it'll keep that team MPB-less for the
duration.

There's also an intermittent bug that causes Jerichos to fall between the
ground polygons and end up a very, very long way underground - but not dead. I
don't know of any way to force that to happen, but if it happens to an enemy
Jericho, they're not going to be able to buy another one for the rest of that
game.

-It's been pointed out to me that if waving your targeting laser around to
create your own personal rave light show doesn't get you the enemy attention
you crave, you can of course actually use the darn thing the way it's meant to
be used. Point it at enemy vehicles, turrets or what have you, to help
friendlies with Big Fat Guns turn the area into a smoking grease spot.
Illuminating a target with the laser will allow missiles to home on it even if
someone's frantically tossing flares around nearby.

Shining the laser on enemy faces almost certainly won't get 'em shot, because
unless they're a total hypnotised-chicken n00b then they're likely to, you
know, move. But enemy heavy armour guys standing on top of buildings can be
great candidates for illumination of their backs.

Sure, that's not likely to work too often. But it'll certainly draw fire your
way. And every now and then a missile will slam into the kidneys of Mister
Immovable Object on top of the clocktower.

-One get-'em-angry strategy about which I'm not so sure is taunt-spamming. Yes,
it will indeed fill the enemy team with a great desire to punt you all over the
map if you decide to hold forth on the subject of how you've got their number,
you've got all their numbers, over and over. But even if you only jabber away
with messages that only people nearby can hear, and don't flood every voice
channel with nonsense ("Defend the nexus!" "Hahahahahaha!" "Woohoo!" "Woohoo!"
"Woohoo!" "There's a snake in my boots!"), you're still likely to invite a kick
vote.

-Fire away at an enemy inventory station until its lights go off and it stops
working - which also means its shields don't regenerate any more - and then
drop a mine on it. Anybody walking on the mine will blow up both the mine and
the inventory station, and the combined explosion is likely to kill them.

-Some people like to specialize in vehicular homicide. A tank can turn a light
or medium armor into a skid mark on the ground quite easily, and a skilful
Shrike pilot can slam straight through anybody who's standing on a ridge having
a look around.

I'm not a particularly artistic tank driver, myself, but I've been pursued by a
few. The ones that don't even bother with a gunner can be profitably irritated
by a person who manages to drop himself into the empty seat, but the ones who
use a fully manned tank can be spookily difficult to avoid, if you're not on a
level with sharp terrain that tanks can't climb. Those guys must rule at
Carmageddon.

-In this description, I shall put the exact ways in which you're likely to
embarrass yourself in [square brackets].

Wearing light armour and toting whiteout grenades, a satchel charge, and
whatever else takes your fancy for beating people up near a vehicle station,
buy yo'self a Shrike and tear off towards the enemy base at maximum warp.

[You get missiled on the way because you're afterburning and thus have no
shields; you plough into a mountain because you are a n00b.]

When you get to the enemy base, yell "Banzai!" and afterburn down at their
vehicle station, preferably at a fairly steep angle. Unless their vehicle
station is deserted, in which case you should fly around and see the sights
until some victims turn up.

[You fluff your dive and ram the ground; you get shot off course by a missile
or lucky disc and ram the ground; you are overcome by ennui and ram the
ground.]

At an appropriate juncture in your guided-bomb dive, you eject from your Shrike
and, while still in the air, activate your satchel charge and toss a couple of
your grenades.

[You eject too late and die in the explosion caused by the crashing Shrike; you
get the keys wrong in all of the excitement and die with your targeting laser
on and a pile of mines under your corpse.]

If all goes well - for you, at least - this leaves the enemy with a thoroughly
discombobulated vehicle pad, somewhat damaged and strewn with corpses and
flash-blind live players. You have bounced off the pad, not taking too much
damage, and skied onwards and away.

[The fall kills you; the Shrike explosion kills you; in the general disc-fest
you've encouraged someone shoots your satchel charge a couple of times and that
explosion kills you; you hit a pillar on the back of the vehicle pad and stop
dead with a sheepish grin on your face, whereupon the entire enemy team really,
really kills you.]

When the satchel charge arms, you immediately let it off, effectively
daisy-cutting the vehicle station area. If that vehicle station ain't dead now,
it never will be.

[Someone nails you before you can press the Big Red Button.]

This is your cue to about-face and return to the blasted vehicle station, so
you can lay mines all over it. Now you hang about and kill anybody else who
shows up, until someone finally smacks you down.
Lather. Rinse. Repeat.

-You know what the problem with targeting beacons is?

People tend to shoot 'em.

Now, that's kind of what they're for, I know. But wouldn't it be nice if you
could beacon something and have the beacon survive bombardment (by
mortar-toting heavies, heavies and mediums with missile launchers who can be on
the other side of a hill and still shoot a beaconed target, and of course
random hopeful buggers with grenade launchers too)?

Hey, while you're wishing, why not wish for beacons that'll survive the tender
attentions of the enemy repair dudes who clean up your mess afterwards, too?

This is, as a couple of readers have pointed out to me, possible. What you want
to do is beacon the underside of an important elevated enemy position, like for
instance the vehicle platform on Recalescence. Just scurry under the thing and
stick a beacon or three as close to the vehicle station plinth as you can. Set
a waypoint there if you want to be really sure you've placed the beacon right.
Now you've got yourself a targeting beacon that the bad guys can't see unless
they really go looking for it, but which is perfectly visible to your team and
will guide fire immaculately onto the top of the surface under which it's
hiding. Said surface will also, of course, prevent the Hail Of Death(tm)
impacting on the top side of the platform from blowing up the beacon(s).

The Recalescence vehicle platform's an ideal candidate for this strategy,
because people generally ski down the slope onto it, and seldom approach it
uphill from the far side. So nobody's likely to see your beacon by accident,
and it may take a while for them to figure out what's going on even if there
are cruise missiles zipping over the hills all around them.

You can pull a similar trick on Katabatic. The vehicle stations there are the
normal attached-to-the-ground type, but the turret on the roof of the base
building has a convenient attic room under it. A Bastard is likely to be able
to enter this room through the slanting window without too much trouble, if he
or she bolts for the enemy base at the beginning of the match and doesn't
attract any attention by shooting at people on the way in.

If bad guys see you going into the attic and follow, they're not likely to
notice the innocent-looking beacon you've just stuck like a mortar-attracting
smoke detector on the ceiling under the turret. They'll probably be
concentrating on chasing you down the chute into the rest of their base.
More elaborate versions of this strategy, involving deploying an inventory
station among the girders under a vehicle station and making the place into a
little home away from home, are possible. But the return on investment from a
simple lightning beaconing run is hard to beat.
 
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