This guide is intended to help out all the Tribes 2 newbies. If you
can't figure it out, if it's not in the manual, you can bet it'll be in here.
This guide assumes you have read the manual, played the single player tutorial
missions, and have a basic understanding of the controls and mechanics of the
game.
Tribes 2 is unlike any first person shooter you'll encounter. First and
foremost, it's an mainly an online game. This means that you'll be playing with
REAL people. Understand that your actions will affect others while you're
playing. This is why it's so important to have a good grasp on how the game
works before entering into the community.
Second, there is a strong emphasis on teamplay and strategy in T2.
Understanding these concepts is essential to being a valuable member to a team
or Tribe. Study the strategy and gameplay sections of this guide, and you'll
have a good basic grasp on the game from which you can expand your skills.
Welcome to bootcamp, warrior.
###############################################################################
**PLEASE NOTE**
- This guide covers only BASE and mods that use base settings. No
other mods will be covered in this guide.
- This guide will not cover any scripts.
- The author of this guide will not respond to any questions regarding
technical support, troubleshooting, or hardware issues. (Not because
I'm an asshole, but because I'm not qualified. There's such an
overwhelming number of possible system configurations that I can't
possibly know how to make T2 work properly for everyone.)
###############################################################################
--------[Table of Contents
A "*" Denotes an unfinished section of the guide.
Section 1 - Tools of the Trade
1) Armor
2) Packs
2a) Armor Packs
2b) Deployable Packs
3) Weapons & Misc Equipment
3a) Primary Weapons *
3b) Grenades
3c) Belt Gear
4) Vehicles
4a) Ground Vehicles
4b) Air Vehicles
5) Base Equipment
Section 2 - Playing the Game
1) Game Rules *
1a) Bounty
1b) Capture and Hold
1c) Capture the Flag
1d) Deathmatch
1e) Hunters/Team Hunters
1f) Rabbit
1g) Siege
2) Basic Strategy *
2a) General
2b) Offence
2c) Defence
2d) Equipment Loadouts
2e) Sniping
2f) Ground Vehicles
2g) Air Vehicles
2h) Deploying Equipment
2i) Capping
3) Game Etiquette
Section 3 - Everything Else
1) FAQ
1a) Gameplay Questions
1b) Community Questions
1c) Questions NOT To Ask
2) Glossary
3) Voicebinds
4) Misc Info.
4a) Credits
4b) Copyright & Usage
4c) Other T2 Resources
##################################
Section 1 - Tools of the Trade
##################################
This section is mostly a rehash of information that is readily
available in the manual and on the web site. In an effort to be thorough
I decided to include it. It's pretty encylopedic and boring, but it's good
stuff to know.
This section, being so large, has just basic information and quick
descriptions at the moment. I plan on including further information in the
future.
T2 Vets: Please give this section a once over for me.. make sure I'm getting
everything right. Thanks.
====================================================================
----------------------------------------------------------[1 - Armor
====================================================================
There are 3 different classes of armor that can be used. Scout,
Assault, and Juggernaut. Each has it's own advantages and disadvantages, and
each is suited for it's own set of tasks.
--------[Scout Armor
The Scout class armor is the lightest and fastest armor available for
use. If mobility and agility are your thing, then Scout armor is what
you'll need. A Scout can be in, flatten an enemy, and be gone before
the enemy knows what hit them. Scout armor is limited in that it may
not use certain heavy weapons, cannot carry certain deployables, and
may only carry 3 weapons at a time.
Durability: Low
Mobility: High
Weapon Capacity: 3
Ammunition Capacity: Low
Specialties: Laser Rifle, Grav Cycle, Cloaking Pack
Restricted: Fusion Mortar, Missile Launcher, Remote Inventory,
Landspike & Spider-Clamp Turrets, Turret Barrels
Pros:
+ Fastest and most agile
+ Only armor class that can use the Laser Rifle
+ Can pilot ALL vehicles
Cons:
- Can take the least damage of all armors
- Cannot use some heavy weapons
- Cannot carry certain deployables
--------[Assault Armor
The Assault class armor is the all around mix of the best of the
Scout and the Juggernaut. It can take more damage than the scout, isn't as
slow as the Juggernaut, and has only minor limitations compared to the other
two. On the flip side, the Assault is not nearly as fast as the Scout, and
can't sustain as much damage as the Juggernaut.
Durability: Medium
Mobility: Medium
Weapon Capacity: 4
Ammunition Capacity: Medium
Specialties: None
Restricted: Fusion Mortar, Laser Rifle, Grav Cycle
Pros:
+ Can take more hits and carry more weapons than the Scout
+ Faster and more agile than the Juggernaut
+ Minor restrictions
Cons:
- Slower than the Scout
- Not as durable as the Juggernaut
- Suitable for almost all tasks, but excels at few
--------[Juggernaut Armor
The Juggernaut is the big boy. When it comes to raw firepower, the
Juggernaut is the only choice. A walking fortress, the Jug can flatten
the opposition in a matter of seconds. Capable of carrying 5 weapons,
including all heavy weapons, the Jug is a fearsome sight. It's main
weakness is that it suffers a huge penalty in speed, making it easy pickins
for a Scout or Assault class warrior.
Durability: High
Mobility: Low
Weapon Capacity: 5
Ammunition Capacity: High
Specialties: Fusion Mortar
Restricted: Laser Rifle, Cannot Pilot Vehicles
Pros:
+ Ability to sustain the most damage
+ Able to equip all heavy weapons
+ Able to carry the most ammunition of all Armors
Cons:
- Painfully slow, minimum mobility
- Cannot pilot vehicles
- Can be a walking target for lighter armors
====================================================================
----------------------------------------------------------[2 - Packs
====================================================================
===================
2a [Armor Packs]
===================
Armor packs are essentially upgrades to a users armor. They supplement
the basic armor by allowing special functions to be used, or by giving the user
a performance increase in a specific area. All packs, with the exception of the
Energy and Ammo packs which do not need to be activated, are powered by the
users energy reserve. Armor packs may be used by any armor class.
--------[Sensor Jammer Pack]
This pack will "cloak" all players within a 20 meter radius from all
forms of mechanical detection. This means that turrets, sensors, and motion
sensors can't see you, but other players can. This pack also disrupts enemy
cloaking packs, making the enemy user visible if they happen to wander into
it's range.
Pros:
+ User will not appear on enemy Command Screen
+ User will not be detected by enemy sensors or
targeted by enemy turrets
+ Ability to detect enemy cloakers
Cons:
- Still visible by sight to enemy
- Fast energy drain
Use For: Infiltration, Cloaker detection
--------[Cloaking Pack]
When this pack is activated, it will make the user invisible to other
players, turrets, and sensors. The drawback of using the cloaking pack, aside
from it's fast energy drain, is that enemy motion sensors and sensor jammers
are not affected by it and will render the user visible to the opposition's
players, turrets, and sensors.
Note: May only be used by warriors in Scout armor.
Pros:
+ Invisibility = stealth o' plenty
+ Ability to infiltrate enemy installations undetected
by enemy players
Cons:
- Fast energy drain, can leave player visible without any
jetting energy
- Can be foiled by a well placed motion sensor or user
wearing sensor jammer
- Tell-tale humming can be heard by enemy at close range
- One shot death if hit by Plasma Rifle
Use For: Infiltration
--------[Energy Pack]
The energy pack give a boost to the users energy reserves by increasing
the regeneration rate by ??%. This creates greater mobility by allowing for
longer jet use, and increases the amount of shots that can be spent by energy
based weapons. The energy pack is also required to enable use of some weapons
such as the laser rifle.
Pros:
+ Greater mobility
+ Able to fire energy based weapons longer
Cons:
- No "special" ability
Use For: Flag runs!!, flag chasing
--------[Shield Pack]
The shield pack, when activated, will created a physical barrier around
the player that absorbs any damage taken. The amount of damage that can be
absorbed is equal to the amount of energy in the players reserves. Blasters and
Plasma Rifles are able to penetrate the shield.
Pros:
+ Makes user invincible as long as energy lasts
Cons:
- Can wear out quickly in close range battle, leaving user
with no shield and no jetting mobility
- Blaster and Plasma Rifle penetrate shields
Use For: Defence, Penetrating enemy defences
--------[Repair Pack]
Exactly what it sounds like.
When activated, it repairs damage to
the user, teammates, and equipment.
Use For: Repairing stuff. =P
--------[Ammo Pack]
Another no brainer. Increases the amount of ammo a user can carry for
limited ammo weapons such as the disc launcher or chaingun.
Use For: More ammo. =P
========================
2b [Deployable Packs]
========================
Deployable packs are equipment that is carried to a location and
deployed by a user. These items are the backbone of a teams defence; proper
placement of them can render a base almost impenetrable. Most deployable
packs, most notably turrets, have a limit on the number a team can have
deployed at any given time.
--------[Landspike Turret]
The Landspike turret is used for outdoor defence. It is more
powerful than the Spider-Clamp, and has superior shielding than it's indoor
counterpart. It can only be deployed on flat, outdoor terrain. Due to
interference created by turrets, the Landspike must be deployed ?? meters
away from any other turret.
Note: May only be equipped by Assault and Juggernaut class armors.
--------[Spider-Clamp Turret]
The Spider-Clamp turret is primarily used for indoor defence. It
can, however, be deployed on any building surface including in/outdoor walls,
ceiling, and roofs. It can also be deployed on rocks outdoors. Due to
interference created by turrets, the Spider-Clamp must be deployed ?? meters
away from any other turret.
Note: May only be equipped by Assault and Juggernaut class armors.
--------[Remote Inventory Station]
The Remote Inventory Station functions like a normal Inventory
Station, with the exceptions that it may not be used to change armor class or
to obtain another Remote Inventory Station. Due to interference generated by
them, Remote Inventory Stations must be placed ?? meters away from each other.
Note: May only be equipped by Assault and Juggernaut class armors.
--------[Motion Sensors]
The Motion Sensor is primarily used as a defensive placement, as it
can detect enemies using the Cloaking Pack. An enemy using the Cloaking Pack
can avoid detection by the Motion Sensors if moving slowly enough.
--------[Turret Barrels]
This one tends to cause a bit of confusion. Base Turret Barrels are
used with base turrets (the bigger turrets that are part of the map) to alter
the type of ammunition the turret fires. They MAY NOT be used on Spider-Clamp
and Landspike turrets. The types of Base Turret Barrels are as follows:
- Anti-Aircraft
Heavy blaster suitable for air targets.
- Electron Flux (ELF)
More powerful version of the handheld unit.
- Fusion Mortar
More powerful and longer range than the handheld unit.
- Guided Missile
Suitable for air targets.
- Plasma
More powerful version of the handheld unit.
--------[Remote Pulse Sensors]
Remote Pulse Sensors are used to supplement the teams sensor network.
Deploying a Remote Pulse Sensor in an area not covered by other sensors will
allow the team to view enemy activity in that area via the Command Circuit.
--------[Remote Detonation Satchel Charge]
The Satchel is a powerful explosive charge that can be deployed by the
user and detonated at any time thereafter. When triggered, there is a ?? second
delay and audible beeping before detonation occurs. The blast from a Satchel
is so powerful that at close range it can instantly kill a healthy Juggernaut
using a Shield Pack.
===============================================================================
-------------------------------------------------[3 - Weapons & Misc. Equipment
===============================================================================
=======================
3a [Primary Weapons]
=======================
Primary weapons are the weapons a warrior carries in his hands. These
can be divided into two types; Energy and limited ammo. Energy based weapons
have unlimited ammo due to the fact that they draw from the users energy
reserve to fire. Limited ammo weapons have a finite amount of ammunition that
depends on the armor of the user.
Weapon damage is broken into two categories. Direct Contact and Splash.
Direct Contact means that the weapons projectile must physically touch
the enemy to inflict damage. Splash damage indicates that direct contact with
the target is not necessary to inflict damage. The projectile will explode on
whatever it hits first; enemy, wall, ground, etc. The resulting explosion
inflicts the most damage at "ground zero", with decreasing damage inflicted
in the area surrounding the explosion.
--------[Blaster]
The blaster is an energy based weapon with a high rate of fire. Think
Star Wars.. same idea. The blast emitted from the blaster bounces off walls
making it an effective indoor weapon.
Ammo: Energy
Rate of Fire: Fast
Projectile Speed: Very Fast
Damage: Low
Damage Type: Direct Contact
Aim: Manual
Max Effective Range: Medium
Use For: Indoor fights, can be good for taking out snipers at med.
range
--------[Chaingun]
The chaingun is a limited ammo weapon that fires explosive bullets in a
spread pattern. Due to the spread pattern of the projectiles fired, the
chainguns effectiveness severely deteriorates as range increases. The chaingun
is useful for picking off damaged airborne enemies.
Ammo: Limited
Rate of Fire: Very Fast
Projectile Speed: Very Fast
Damage: High at close range, decreases with distance
Damage Type: Direct Contact
Aim: Manual
Max Effective Range: Medium
Use For: Picking off damaged enemies, close range/indoor fights
--------[Electron Flex Projector (ELF)]
The ELF gun is an energy based weapon that causes no damage to the
target. Instead, it drains the targets energy reserve, severely limiting the
targets mobility. Caution should be used when using the ELF gun, as it will
attack the closest target be it friend or foe.
Ammo: Energy
Rate of Fire: Continuous
Projectile Speed: Instant
Damage: None
Damage Type: Direct Contact
Aim: Auto
Max Effective Range: Very Short
Restrictions: Non-functional under water
Use For: Especially useful for flag defence
--------[Fusion Mortar]
The most devastating weapon in Tribes 2, the Fusion Mortar is a limited
ammo weapon that lobs large mortars at the enemy. The mortar is primarily used
as an offensive weapon, as it easily wipes out enemy defenses.
Ammo: Limited
Rate of Fire: Slow
Projectile Speed: Medium
Damage: Very High
Damage Type: Splash
Aim: Manual, Lead Calculation with Targeting Laser/Beacon
Max Effective Range: Very Long
Use For: Long range bombardment
--------[Grenade Launcher]
The Grenade Launcher fires standard explosive grenades at high
velocity. It is a limited ammo weapon that is well rounded for both indoor and
outdoor use. One of the main advantages of the Grenade launcher is that the
grenades can be bounced off walls and around corners, making it ideal for
clearing indoor rooms.
Ammo: Limited
Rate of Fire: Slow
Projectile Speed: Medium
Damage: High
Damage Type: Explosive Spread
Aim: Manual, Lead Calculator with Targeting Laser/Beacon
Max Effective Range: Medium
Use For: Clearing rooms, medium range bombardment
--------[Laser Rifle]
The Laser Rifle is the snipers best friend. This energy based weapon
shoots a extremely high velocity laser in a straight line with almost unlimited
range and precise accuracy. The damage inflicted by this laser depends on the
location of the hit, the armor of the target, and the amount of energy the user
has in reserve. The drawback of the Laser Rifle is that it it completely drains
the users energy reserve with each shot. A head shot at full energy will
instantly kill a Scout. Unfortunately, it takes ?? full powered head shots to
bring down an Assault, and ?? to kill a Juggernaut. Less damage is taken by the
target for body shots.
Ammo: Energy
Rate of Fire: Slow
Projectile Speed: Instant
Damage: Varies on location
Damage Type: Direct Contact
Aim: Manual
Max Effective Range: Very Long
Restrictions: Requires Energy Pack
Use For: Er.. Sniping
--------[Missile Launcher]
The Missile Launcher is a very versatile weapon. With it's ability to
automatically lock on to suitable targets, it can be used for both offensive
and defensive purposes.
Targets that can be locked on to are enemy sensors and base turrets,
enemy vehicles, and enemy players who's jet packs are heated from use.
Ammo: Limited
Rate of Fire: Slow
Projectile Speed: Medium
Damage: Very High
Aim: Manual until lock-on, missile follows target automatically
Damage Type: Splash
Max Effective Range: Very Long
Use For: Anti-Vehicle, flag defence, Attacking enemy sensors & base
turrets
--------[Plasma Rifle]
The Plasma Rifle shoots super-heated balls of burning plasma at the
enemy.
Ammo: Limited
Rate of Fire: Medium
Projectile Speed: Low
Damage: High
Aim: Manual
Damage Type: Splash
Max Effective Range: Medium
Restrictions: Non-functional under water
Use For: Indoor combat, enemies using Shield Pack
--------[Shocklance]
Ammo: Energy
Rate of Fire: Slow
Projectile Speed: Instant
Damage: Varies on location
Aim: Manual
Damage Type: Direct Contact
Max Effective Range: Very Short
Restrictions: Non-functional under water
--------[Spinfusor]
Ammo: Limited
Rate of Fire: Slow
Projectile Speed: Very Fast
Damage: High
Aim: Manual
Damage Type: Splash
Max Effective Range: Long
=================
3b [Grenades]
=================
--------[Basic Grenade]
The Basic Grenade is an explosive grenade that detonates after a few
second delay. The resulting explosion inflicts moderate damage to the enemy;
the severity of which depends on the enemies proximity to the explosion.
--------[Concussion Grenade]
This grenade inflicts minimal damage to the enemy. Instead, it creates
a concussion blast that causes the enemy to drop weapons, packs, and flags.
Caution should be used with the Concussion Grenade, as it can also cause the
user and any teammates within range to drop their equipment.
--------[Flare Grenade]
This grenade inflicts no damage to the enemy. Instead, it creates a
bright flare that serves two main purposes. The first and most useful is that
it will decoy any missiles that are locked on to the user or his vehicle,
drawing the missile away and disabling it's lock. Alternatively it can be used
to signal teammates to a location.
--------[Whiteout Grenade]
This grenade inflicts minimal damage to the enemy. Instead, it creates
a blinding flash that can distract the enemy for a few seconds. The severity of
the blindness depends on the enemies proximity to the detonation. The Whiteout
Grenade has an effective range of 20 meters. Caution should be used with the
Whiteout Grenade, as it will also blind teammates.
--------[Deployable Camera]
This item is not actually a grenade, but it's included here because it
is equipped in place of grenades, and activated by pressing the grenade button.
The Deployable Camera, when activated, will be tossed like a grenade
and stick to whatever surface it comes in contact with. The user can then leave
the location and remotely view activity in the area via the Command Circuit.
================
3c [Belt Gear]
================
--------[Targeting Laser] (L)
The Targeting Laser is used for marking targets from a distance. When a
target is marked by the laser, teammates are able to instantly lock on with the
Missile Launcher, and will have lead calculation enabled with the Mortar and
Grenade Launcher. It is also useful for defence by pointing out targets that
need to be defended or the flag carrier.
--------[Mine] (B)
The Mine is a weapon that is dropped on the ground. Once deployed the
mine lies in wait for a passing warrior or vehicle to run over it. When this
happens, the mine explodes causing moderate to severe damage. Mines will
explode regardless of friend or foe coming in contact with it. Only 3 mines may
be carried at a time by a user, regardless of armor equipped.
--------[Beacon] (H)
The Beacon works like the Targeting Laser, but it can only be deployed
by physically being in range of the target. Once in range, the user deploys the
beacon which then allows for teammates to instantly lock on with the Missile
Launcher, and lead calculation for the Mortar and Grenade Launcher.
The beacon can also be used as a marker. If the user immediately
presses H again after deploying the beacon, it will switch to marker mode.
Marker mode removes the lead calculation on a target and simply marks it by a
small circle. This signifies to the team that the beacon is not displaying a
target for attack, but rather a position on the map that could, for example,
have a Remote Inventory Station available for use.
--------[Health Kit] (Q)
The Health Kit is an item that will restore a small amount of damage
to the user. A Health Kit may only be used once and only one may be carried at
a time regardless of the armor equipped. The exception is if the user is
wearing an Ammo Pack in which case two Health Kits are allotted for use.
=======================================================================
----------------------------------------------------------[4 - Vehicles
=======================================================================
=====================
4a [Ground Vehicles]
======================
--------[Wildcat Grav Cycle]
The Grav Cycle is the fastest vehicle available in the game. It can
easily outrun any pursuing enemies on the ground or in the air. This ground
vehicle is not very durable, however, and can't take much punishment from the
enemy.. if they're able to land a shot on it. This vehicle is a favourite of
lone wolfs and flag runners, as it requires a crew of only 1.
Crew: 1 (pilot)
Speed: Very High
Agility: High
Durability: Low
Weapons: None
--------[Beowulf Grav Tank]
The Grav Tank is a heavily armed and extremely durable machine that
carries a Fusion Mortar and Chaingun turret. This vehicle can be absolutely
devestating to the enemy, quickly reducing their defencive placements to
rubble. While not very fast or agile, this ground vehicle certainly makes up
for it in brute force.
Crew: 2 (pilot, gunner)
Speed: Medium
Agility: Low
Durability: High
Weapons: Fusion Mortar Turret, Chaingun Turret
--------[Jericho Forward Base]
The Jericho is an MPB (Mobile Point Base), meaning when deployed it
acts as a forward base from which teammates can mount an attack. It is equipped
with a Sensor Jammer, which is always active, and an Inventory Station and
Missile Turret when deployed.
The MPB is slow, not at all agile, and will explode when submerged in
water. It makes up for these limitations with it's impressive shielding and
durability. You will often see a Shrike and possibly several warriors escorting
a Jericho until it deploys as it is an easy target until it does so.
To deploy a Jerico (One of THE most frequently asked questions) you
simply need to eject from it on suitable, flat terrain. It will not deploy near
turret placements due to turret interference. It will also not deploy if it is
too close to a building or structure.
Crew: 1 (pilot)
Speed: Low
Mobility: Low
Durability: Very High
Weapons: Missile Turret (once deployed)
Equipment: Sensor Jammer (always active), Inventory Station (once
deployed)
===================
4b [Air Vehicles]
===================
--------[Shrike Fighter]
Also called a Scout, this vehicle is one of the most used vehicles in
Tribes 2. It is the fastest air vehicle in the game making it the bane of
Bombers and Transports. It is also an effective ground support unit, as it can
make quick work of the slower ground vehicles and enemy equipment.
While not the most durable of vehicles, it's agility and speed make it
a difficult target to hit from the ground or air. Mounted with twin Heavy
Blasters, it can quickly eliminate enemy vehicles and equipment.
Crew: 1 (pilot)
Speed: High
Agility: High
Durability: Medium
Weapons: Twin Heavy Blasters
--------[Thundersword Bomber]
The Bomber is another favourite vehicle in Tribes 2. Able to instantly
cripple an enemies defence, the bomber is used primarily as an offensive
vehicle. While able to sustain fairly high speeds, the Bomber is not very agile
which leaves it open to quick destruction by enemy Shrikes and Missile
Launchers.
With a full crew of three, however, the Bomber can be a force to be
feared. While the tailgunner handles incoming missiles and enemy shrikes, the
bombadier and pilot can concentrate on the task at hand; blowing stuff up.
Crew: 3 (pilot, bombadier, tailgunner)
Speed: High
Agility: Medium
Durability: Medium
Weapons: Plasma Bombs, Blaster Cannons
--------[Havoc Transport]
The Transport has earned the nickname "Gunship" due to the fact that
can carry up to 5 fully loaded Juggernauts. A loaded Transport heading toward
your base is a sight that will make almost any warrior nervous. Passengers are
fully able to fire while aboard the Transport.
Being slow and not at all agile, the transport often requires air
support in the form of a Shrike to ensure it's safety. It is one of the most
durable vehicles in the game, however, as it is designed to be able to take a
beating.
Crew: 2 (pilot, tailgunner) and 4 passengers
Speed: Medium
Agility: Low
Durability: High
Weapons: None
=============================================================================
----------------------------------------------------------[5 - Base Equipment
=============================================================================
Base Equipment is a teams basic defensive and offensive structure. It
is all the equipment provided to a team with which they can build a stronger
and more effective tactical situation.
All Base Equipment can be disabled, but not destroyed. When disabled,
Base Equipment remains ineffective until repaired with the Repair Pack.
--------[Generators & Solar Panels]
The Generator, barring your teams flag, is THE most important target to
defend. If your teams Generator is disabled, ALL other Base Equipment goes
dead.Turrets, Inventory Stations, Vehicle Stations, and Sensors will become
non-functional. The protective shielding on these units also drops if your
Generator is destroyed, making them easy to destroy.
There are also maps with Generators that fulfill one specific task.
Force Field Generators supply power to your teams protective force fields. If
the Force Field Generator is disabled, the force field goes down leaving your
team open to attack. Some maps also have Generators that supply power only to
the Vehicle Stations.
The Solar Panel acts as a supplement and backup to the Generator.
It should be noted that only BASE equipment is powered by the
Generators and Solar Panels. All Deployable equipment has it's own internal
power source and will continue to function even if the Generators should become
disabled.
--------[Inventory Station]
The Inventory Station is where your team re-supplies and changes their
loadouts. If all Inventory Stations are disabled your entire team is limited to
Scout armor until they are repaired as Remote Inventory Stations are unable to
change a users armor selection.
Inventory Stations are an essential part of maintaining tactical
superiority, and should be kept in good repair at all times.
--------[Vehicle Station]
The Vehicle Station is where a user obtains vehicles for use. If
disabled, it can leave your team without vehicles and at a serious tactical
disadvantage.
--------[Pulse Sensor]
The Pulse Sensor is the primary source of a teams Sensor Net. Sensors
allow enemy movement within range of the Sensor to be detected and monitored
via the Command Circuit. This gives the user early warning of an impending
attack, and keeps the team on top of enemy positions. If the Pulse Sensor
should become disabled, the team is effectively blinded, making any long range
surveillance impossible.
--------[Base Turrets]
Base Turrets are the basic defence provided to a team at the beginning
of a map. They track enemies using the Sensor Net, and attempt to destroy them.
The type of shot that a Base Turret fires depends on the Base Turret Barrel
mounted on it. They generally start out as Plasma Turrets.
##############################
Section 2 - Playing The Game
##############################
This section will provide you with the essential basic knowledge of how
to properly play Tribes 2. If you're new to the game, I suggest you read
through this entire section. It will answer many if not all of the questions
you may have.
=========================================================================
----------------------------------------------------------[1 - Game Rules
=========================================================================
There are 8 types of games you can play in Base Tribes 2. Each has it's
own set of rules, and own set of objectives. The gameplay is very different
depending on what you're playing, so it's best to know these rules before
heading into a game.
Some basic rules that apply to all games:
- Note the triangle above a players head. Green is friendly,
red is enemy.
- Note if Team Damage is ON or OFF. When it's on, your fire will
hurt your teammates. So be careful.
- Remember that even if Team Damage is off, you can still destroy
and damage your teams equipment.
- Remember that your own fire will ALWAYS hurt you. Be careful with
Splash Damage weapons at close range.
==============
1a [Bounty]
==============
The main goal in Bounty is to kill all players in the order they are
assigned to you. You have a "Target Pool" of all the other players in the game.
At any given time you will have a Target from the Target Pool. Your Target is
the person that you are currently assigned to kill. When you kill your Target,
a new person is assigned to you from the Target Pool and you then attempt to
kill them.
You will suffer a penalty if you kill people other than your Target.
Also, if you kill someone that you've already killed as your Target, they will
be put back into your Target pool.
While you're hunting your Targets, remember that YOU are also someone
elses Target. They will be attempting to kill you while you're Hunting your
Target. If you manage to kill your Hunter, you get 1 point. Your Hunter does
not change until they manage to kill you, when a new Hunter will be assigned to
you.
You can distinguish between who's who by the triangles above the
players head. A Green triangle means that the player is a bystander, and you
should not attack. Be careful, however, as your Hunter will have a Green
triangle until they damage you. At this point, your Hunter will have NO
triangle over their head. Your current Target will have a Red triangle over
his head.
The game ends when a player kills all Targets in their Target Pool. The
winner is decided based on who has the most points.
Scoring Points:
- Killing a Target = 1 point
- Killing your Hunter = 1 point
Losing Points:
- Killing a Bystander (A player that's currently not
your Target) = -1 point
- Suicide = -1 point
========================
1b [Capture and Hold]
========================
Capture and Hold is a team based game. The object of the game is to
gain control as many objectives as possible on the map. Once control is gained,
the objectives must be defended so that the enemy team can't capture them.
Objectives are marked on the map as waypoints.
Objectives are captured by touching the objectives switch. When touched
control of the objective and all surrounding equipment fall under your teams
possession.
Your team scores 2 points for every second that an objective is in
your possession. The game ends either when time runs out, or when a team
reaches the target amount of points.
Gaining Points:
- Holding a captured objective for 12 seconds = 1 point
- Defending an objective = 1 point
- Killing an enemy = 1 point
Losing Points:
- Killing a teammate = -1 point
- Suicide = -1 point
========================
1c [Capture the Flag]
========================
Capture the Flag is easily the most popular type of game in Tribes 2.
CTF is a team based game where the objective is to get the enemies flag from
their flag while ensuring that your own flag is defended.
To capture you must grab the enemies flag by touching it and return it
to your flagstand. Your flag MUST be at it's stand in order to capture. If a
player is killed while in possession of the flag the flag drops to the ground.
Unless it's grabbed by another teammate it will remain on the ground until it
is returned to the flag stand by either the enemy touching it or the time limit
running out.
It should be noted that if a player goes out of bounds while in
possession of the flag that the flag will be dropped on the edge of the out of
bounds boundary.
When the flag is captured the capturing team receives 100 points. When
the flag is grabbed from the enemy flag stand the grabbing team receives 1
point. The game ends either when time runs out (in which case the team with
the most points wins) or when the target number of captures have been met by
a team.
Scoring Points:
- Capturing the Flag = 2 points
- Defending the Flag = 1 point
- Defending the Generator = 1 point
- Destroying the enemy Generator = 1 point
- Repairing the Generator = 1 point
- Killing an enemy = 1 point
Losing Points:
- Killing a teammate = -1 point
- Suicide = -1 point
=================
1d [Deathmatch]
=================
Deathmatch is the most simple and straight forward mode of play in T2.
The object is to kill other players while attempting to die as little as
possible.
Scoring is a little different in Deathmatch. There's not a point system
but rather a kill to death ratio. Player scores are calculated by the following
formula: kills / deaths = score.
The game ends when time runs out, and the player with the highest kill
to death ratio wins.
==============
1e [Hunters]
==============
===================
1f [Team Hunters]
===================
=============
1g [Rabbit]
=============
============
1h [Siege]
============
=============================================================================
----------------------------------------------------------[2 - Basic Strategy
=============================================================================
Strategy. THE most underlooked aspect of the game by newbies. You have
to remember that THIS IS NOT YOUR STANDARD FPS. T2 is not just a run and gun
shoot `em up. It's a thinking mans game, and if you don't act accordingly you
won't last long.
===============
2a [General]
===============
This section covers things that should always be kept in mind no matter
what type of game or position you're playing, or what type of game it is.
COMMUNICATE!
------------
In *any* team based game communication is essential. Let your team know
what you're doing. Tell them the status of the enemy base. Give them as much
information as possible so they know where your team stands and what they
should be doing.
Also, listen to what they're telling you. If the flag carrier is
requesting backup, go give him a hand. If someone informs you of an enemy
attacking the generators, go assist them. Respond to your teams requests
whenever possible. I assure you it's worth the time and effort.
Move, Move, Move.
-----------------
As the title suggests, keep yourself mobile. A stationary target is an
easy target, something you don't want to be. The obvious exceptions here are
when you're in need of greater accuracy for, say, locking on with a Missile
Launcher, or using the chaingun to pick off a damaged airborne enemy. Even
still, in these situations keep aware of enemy positions. If you see an inbound
Scout with his Disc Launcher pointed at you, get outta there.
At any time when you're in the open and not moving, you make a very
tempting target for snipers. This can be a problem, especially when in Scout
armor. Keep this in mind when using outdoor Inv. Stations and Vehicle Pads as
they are hotspots for sniper attacks.
Dress For Success
-----------------
Equipment loadouts need to be suited to the task at hand. Going on a
flag run? It's a good idea not to be wearing Juggernaut armor, as speed and
mobility are essential. Defending indoors? Leave the Scout at home and get
yourself some Jug. Think about what you're doing, what is required to do it,
and equip yourself accordingly.
Further discussion on this topic can be found in the "Equipment
Loadouts" area in this section.
Loot the Corpses
----------------
When you kill a player he drops all of his equipment, ammo, and packs.
When you run over said corpses you automatically pick up any needed equipment
and ammo. This can be extremely valuable as running over every corpse you see
will keep you well supplied and prolong your battle readiness. There's nothing
worse than running out of ammo in the middle of a duel, so make sure you're
well supplied at all times.
Remember the Health Kit
-----------------------
A number of times I've been in a duel with a player, and when I kill
him I'll run over his corpse and pick up a health kit. This shouldn't be
happening. The health kit can give you that little extra edge that means
survival. Use it.
Know Your Role
--------------
Yeah, The Rock knows his stuff. Pick a task and stay with it. Decide
what you're going to do, attack, defend, deploy equipment, and let your team
know. When possible try to fill in where it's needed. If your flag is being
captured every 2 minutes, defend. If no one is attacking, go offence. Try to
be where you're most useful.
===============
2b [Offence]
===============
The art of attack. Strike fast, strike hard, give the opposition no
warning. It requires skill, cunning, and a little luck to pull off an effective
offensive strike. The reward is a weakened enemy, while the price can be your
own demise. A fair trade as far as I'm concerned..
2 Discs Are Better Than 1
-------------------------
Alone against a well planned defence you are weak. Many new players
suffer from the "lone wolf" mentality, thinking that they'll be able to land a
successful blow by themselves. This is true in some cases, but in general if
you charge enemy installations solo you'll end up nothing more than an easy
target.
Communication is key here. Request backup when attacking. Comply with
other teammates requests when they're attacking. Failing that, just watch from
your base for other players moving out and cover them. Even if you're attacking
only in pairs you're greatly increasing your chance of success.
Keep Them Guessing
------------------
The first and foremost thing you want to remember when attacking is
that the element of surprise can mean the difference between utter failure and
complete victory. When the enemy is unaware of your attack he is often
unprepared and will be scrambling to recover.
Keep a low profile on your approach. Try to remain unnoticed by enemy
forces. Use the terrain to your advantage by keeping behind hills or under
water.
Try to vary your attack location. Often the enemy will concentrate
defences on the front side of an installation as this is where most attacks
occur. Try coming in from behind or from the sides and you may encounter less
resistance.
Know your Objective
-------------------
Before you head out, decide exactly what it is you'll be attacking.
Pick a target and stick to it. Be it the Generator, Sensors, or Flag, make sure
you're focused on a specific objective. When that objective is completed, pick
another and go to it. This will keep you organized and focused which can only
enhance your performance.
can't figure it out, if it's not in the manual, you can bet it'll be in here.
This guide assumes you have read the manual, played the single player tutorial
missions, and have a basic understanding of the controls and mechanics of the
game.
Tribes 2 is unlike any first person shooter you'll encounter. First and
foremost, it's an mainly an online game. This means that you'll be playing with
REAL people. Understand that your actions will affect others while you're
playing. This is why it's so important to have a good grasp on how the game
works before entering into the community.
Second, there is a strong emphasis on teamplay and strategy in T2.
Understanding these concepts is essential to being a valuable member to a team
or Tribe. Study the strategy and gameplay sections of this guide, and you'll
have a good basic grasp on the game from which you can expand your skills.
Welcome to bootcamp, warrior.
###############################################################################
**PLEASE NOTE**
- This guide covers only BASE and mods that use base settings. No
other mods will be covered in this guide.
- This guide will not cover any scripts.
- The author of this guide will not respond to any questions regarding
technical support, troubleshooting, or hardware issues. (Not because
I'm an asshole, but because I'm not qualified. There's such an
overwhelming number of possible system configurations that I can't
possibly know how to make T2 work properly for everyone.)
###############################################################################
--------[Table of Contents
A "*" Denotes an unfinished section of the guide.
Section 1 - Tools of the Trade
1) Armor
2) Packs
2a) Armor Packs
2b) Deployable Packs
3) Weapons & Misc Equipment
3a) Primary Weapons *
3b) Grenades
3c) Belt Gear
4) Vehicles
4a) Ground Vehicles
4b) Air Vehicles
5) Base Equipment
Section 2 - Playing the Game
1) Game Rules *
1a) Bounty
1b) Capture and Hold
1c) Capture the Flag
1d) Deathmatch
1e) Hunters/Team Hunters
1f) Rabbit
1g) Siege
2) Basic Strategy *
2a) General
2b) Offence
2c) Defence
2d) Equipment Loadouts
2e) Sniping
2f) Ground Vehicles
2g) Air Vehicles
2h) Deploying Equipment
2i) Capping
3) Game Etiquette
Section 3 - Everything Else
1) FAQ
1a) Gameplay Questions
1b) Community Questions
1c) Questions NOT To Ask
2) Glossary
3) Voicebinds
4) Misc Info.
4a) Credits
4b) Copyright & Usage
4c) Other T2 Resources
##################################
Section 1 - Tools of the Trade
##################################
This section is mostly a rehash of information that is readily
available in the manual and on the web site. In an effort to be thorough
I decided to include it. It's pretty encylopedic and boring, but it's good
stuff to know.
This section, being so large, has just basic information and quick
descriptions at the moment. I plan on including further information in the
future.
T2 Vets: Please give this section a once over for me.. make sure I'm getting
everything right. Thanks.
====================================================================
----------------------------------------------------------[1 - Armor
====================================================================
There are 3 different classes of armor that can be used. Scout,
Assault, and Juggernaut. Each has it's own advantages and disadvantages, and
each is suited for it's own set of tasks.
--------[Scout Armor
The Scout class armor is the lightest and fastest armor available for
use. If mobility and agility are your thing, then Scout armor is what
you'll need. A Scout can be in, flatten an enemy, and be gone before
the enemy knows what hit them. Scout armor is limited in that it may
not use certain heavy weapons, cannot carry certain deployables, and
may only carry 3 weapons at a time.
Durability: Low
Mobility: High
Weapon Capacity: 3
Ammunition Capacity: Low
Specialties: Laser Rifle, Grav Cycle, Cloaking Pack
Restricted: Fusion Mortar, Missile Launcher, Remote Inventory,
Landspike & Spider-Clamp Turrets, Turret Barrels
Pros:
+ Fastest and most agile
+ Only armor class that can use the Laser Rifle
+ Can pilot ALL vehicles
Cons:
- Can take the least damage of all armors
- Cannot use some heavy weapons
- Cannot carry certain deployables
--------[Assault Armor
The Assault class armor is the all around mix of the best of the
Scout and the Juggernaut. It can take more damage than the scout, isn't as
slow as the Juggernaut, and has only minor limitations compared to the other
two. On the flip side, the Assault is not nearly as fast as the Scout, and
can't sustain as much damage as the Juggernaut.
Durability: Medium
Mobility: Medium
Weapon Capacity: 4
Ammunition Capacity: Medium
Specialties: None
Restricted: Fusion Mortar, Laser Rifle, Grav Cycle
Pros:
+ Can take more hits and carry more weapons than the Scout
+ Faster and more agile than the Juggernaut
+ Minor restrictions
Cons:
- Slower than the Scout
- Not as durable as the Juggernaut
- Suitable for almost all tasks, but excels at few
--------[Juggernaut Armor
The Juggernaut is the big boy. When it comes to raw firepower, the
Juggernaut is the only choice. A walking fortress, the Jug can flatten
the opposition in a matter of seconds. Capable of carrying 5 weapons,
including all heavy weapons, the Jug is a fearsome sight. It's main
weakness is that it suffers a huge penalty in speed, making it easy pickins
for a Scout or Assault class warrior.
Durability: High
Mobility: Low
Weapon Capacity: 5
Ammunition Capacity: High
Specialties: Fusion Mortar
Restricted: Laser Rifle, Cannot Pilot Vehicles
Pros:
+ Ability to sustain the most damage
+ Able to equip all heavy weapons
+ Able to carry the most ammunition of all Armors
Cons:
- Painfully slow, minimum mobility
- Cannot pilot vehicles
- Can be a walking target for lighter armors
====================================================================
----------------------------------------------------------[2 - Packs
====================================================================
===================
2a [Armor Packs]
===================
Armor packs are essentially upgrades to a users armor. They supplement
the basic armor by allowing special functions to be used, or by giving the user
a performance increase in a specific area. All packs, with the exception of the
Energy and Ammo packs which do not need to be activated, are powered by the
users energy reserve. Armor packs may be used by any armor class.
--------[Sensor Jammer Pack]
This pack will "cloak" all players within a 20 meter radius from all
forms of mechanical detection. This means that turrets, sensors, and motion
sensors can't see you, but other players can. This pack also disrupts enemy
cloaking packs, making the enemy user visible if they happen to wander into
it's range.
Pros:
+ User will not appear on enemy Command Screen
+ User will not be detected by enemy sensors or
targeted by enemy turrets
+ Ability to detect enemy cloakers
Cons:
- Still visible by sight to enemy
- Fast energy drain
Use For: Infiltration, Cloaker detection
--------[Cloaking Pack]
When this pack is activated, it will make the user invisible to other
players, turrets, and sensors. The drawback of using the cloaking pack, aside
from it's fast energy drain, is that enemy motion sensors and sensor jammers
are not affected by it and will render the user visible to the opposition's
players, turrets, and sensors.
Note: May only be used by warriors in Scout armor.
Pros:
+ Invisibility = stealth o' plenty
+ Ability to infiltrate enemy installations undetected
by enemy players
Cons:
- Fast energy drain, can leave player visible without any
jetting energy
- Can be foiled by a well placed motion sensor or user
wearing sensor jammer
- Tell-tale humming can be heard by enemy at close range
- One shot death if hit by Plasma Rifle
Use For: Infiltration
--------[Energy Pack]
The energy pack give a boost to the users energy reserves by increasing
the regeneration rate by ??%. This creates greater mobility by allowing for
longer jet use, and increases the amount of shots that can be spent by energy
based weapons. The energy pack is also required to enable use of some weapons
such as the laser rifle.
Pros:
+ Greater mobility
+ Able to fire energy based weapons longer
Cons:
- No "special" ability
Use For: Flag runs!!, flag chasing
--------[Shield Pack]
The shield pack, when activated, will created a physical barrier around
the player that absorbs any damage taken. The amount of damage that can be
absorbed is equal to the amount of energy in the players reserves. Blasters and
Plasma Rifles are able to penetrate the shield.
Pros:
+ Makes user invincible as long as energy lasts
Cons:
- Can wear out quickly in close range battle, leaving user
with no shield and no jetting mobility
- Blaster and Plasma Rifle penetrate shields
Use For: Defence, Penetrating enemy defences
--------[Repair Pack]
Exactly what it sounds like.

the user, teammates, and equipment.
Use For: Repairing stuff. =P
--------[Ammo Pack]
Another no brainer. Increases the amount of ammo a user can carry for
limited ammo weapons such as the disc launcher or chaingun.
Use For: More ammo. =P
========================
2b [Deployable Packs]
========================
Deployable packs are equipment that is carried to a location and
deployed by a user. These items are the backbone of a teams defence; proper
placement of them can render a base almost impenetrable. Most deployable
packs, most notably turrets, have a limit on the number a team can have
deployed at any given time.
--------[Landspike Turret]
The Landspike turret is used for outdoor defence. It is more
powerful than the Spider-Clamp, and has superior shielding than it's indoor
counterpart. It can only be deployed on flat, outdoor terrain. Due to
interference created by turrets, the Landspike must be deployed ?? meters
away from any other turret.
Note: May only be equipped by Assault and Juggernaut class armors.
--------[Spider-Clamp Turret]
The Spider-Clamp turret is primarily used for indoor defence. It
can, however, be deployed on any building surface including in/outdoor walls,
ceiling, and roofs. It can also be deployed on rocks outdoors. Due to
interference created by turrets, the Spider-Clamp must be deployed ?? meters
away from any other turret.
Note: May only be equipped by Assault and Juggernaut class armors.
--------[Remote Inventory Station]
The Remote Inventory Station functions like a normal Inventory
Station, with the exceptions that it may not be used to change armor class or
to obtain another Remote Inventory Station. Due to interference generated by
them, Remote Inventory Stations must be placed ?? meters away from each other.
Note: May only be equipped by Assault and Juggernaut class armors.
--------[Motion Sensors]
The Motion Sensor is primarily used as a defensive placement, as it
can detect enemies using the Cloaking Pack. An enemy using the Cloaking Pack
can avoid detection by the Motion Sensors if moving slowly enough.
--------[Turret Barrels]
This one tends to cause a bit of confusion. Base Turret Barrels are
used with base turrets (the bigger turrets that are part of the map) to alter
the type of ammunition the turret fires. They MAY NOT be used on Spider-Clamp
and Landspike turrets. The types of Base Turret Barrels are as follows:
- Anti-Aircraft
Heavy blaster suitable for air targets.
- Electron Flux (ELF)
More powerful version of the handheld unit.
- Fusion Mortar
More powerful and longer range than the handheld unit.
- Guided Missile
Suitable for air targets.
- Plasma
More powerful version of the handheld unit.
--------[Remote Pulse Sensors]
Remote Pulse Sensors are used to supplement the teams sensor network.
Deploying a Remote Pulse Sensor in an area not covered by other sensors will
allow the team to view enemy activity in that area via the Command Circuit.
--------[Remote Detonation Satchel Charge]
The Satchel is a powerful explosive charge that can be deployed by the
user and detonated at any time thereafter. When triggered, there is a ?? second
delay and audible beeping before detonation occurs. The blast from a Satchel
is so powerful that at close range it can instantly kill a healthy Juggernaut
using a Shield Pack.
===============================================================================
-------------------------------------------------[3 - Weapons & Misc. Equipment
===============================================================================
=======================
3a [Primary Weapons]
=======================
Primary weapons are the weapons a warrior carries in his hands. These
can be divided into two types; Energy and limited ammo. Energy based weapons
have unlimited ammo due to the fact that they draw from the users energy
reserve to fire. Limited ammo weapons have a finite amount of ammunition that
depends on the armor of the user.
Weapon damage is broken into two categories. Direct Contact and Splash.
Direct Contact means that the weapons projectile must physically touch
the enemy to inflict damage. Splash damage indicates that direct contact with
the target is not necessary to inflict damage. The projectile will explode on
whatever it hits first; enemy, wall, ground, etc. The resulting explosion
inflicts the most damage at "ground zero", with decreasing damage inflicted
in the area surrounding the explosion.
--------[Blaster]
The blaster is an energy based weapon with a high rate of fire. Think
Star Wars.. same idea. The blast emitted from the blaster bounces off walls
making it an effective indoor weapon.
Ammo: Energy
Rate of Fire: Fast
Projectile Speed: Very Fast
Damage: Low
Damage Type: Direct Contact
Aim: Manual
Max Effective Range: Medium
Use For: Indoor fights, can be good for taking out snipers at med.
range
--------[Chaingun]
The chaingun is a limited ammo weapon that fires explosive bullets in a
spread pattern. Due to the spread pattern of the projectiles fired, the
chainguns effectiveness severely deteriorates as range increases. The chaingun
is useful for picking off damaged airborne enemies.
Ammo: Limited
Rate of Fire: Very Fast
Projectile Speed: Very Fast
Damage: High at close range, decreases with distance
Damage Type: Direct Contact
Aim: Manual
Max Effective Range: Medium
Use For: Picking off damaged enemies, close range/indoor fights
--------[Electron Flex Projector (ELF)]
The ELF gun is an energy based weapon that causes no damage to the
target. Instead, it drains the targets energy reserve, severely limiting the
targets mobility. Caution should be used when using the ELF gun, as it will
attack the closest target be it friend or foe.
Ammo: Energy
Rate of Fire: Continuous
Projectile Speed: Instant
Damage: None
Damage Type: Direct Contact
Aim: Auto
Max Effective Range: Very Short
Restrictions: Non-functional under water
Use For: Especially useful for flag defence
--------[Fusion Mortar]
The most devastating weapon in Tribes 2, the Fusion Mortar is a limited
ammo weapon that lobs large mortars at the enemy. The mortar is primarily used
as an offensive weapon, as it easily wipes out enemy defenses.
Ammo: Limited
Rate of Fire: Slow
Projectile Speed: Medium
Damage: Very High
Damage Type: Splash
Aim: Manual, Lead Calculation with Targeting Laser/Beacon
Max Effective Range: Very Long
Use For: Long range bombardment
--------[Grenade Launcher]
The Grenade Launcher fires standard explosive grenades at high
velocity. It is a limited ammo weapon that is well rounded for both indoor and
outdoor use. One of the main advantages of the Grenade launcher is that the
grenades can be bounced off walls and around corners, making it ideal for
clearing indoor rooms.
Ammo: Limited
Rate of Fire: Slow
Projectile Speed: Medium
Damage: High
Damage Type: Explosive Spread
Aim: Manual, Lead Calculator with Targeting Laser/Beacon
Max Effective Range: Medium
Use For: Clearing rooms, medium range bombardment
--------[Laser Rifle]
The Laser Rifle is the snipers best friend. This energy based weapon
shoots a extremely high velocity laser in a straight line with almost unlimited
range and precise accuracy. The damage inflicted by this laser depends on the
location of the hit, the armor of the target, and the amount of energy the user
has in reserve. The drawback of the Laser Rifle is that it it completely drains
the users energy reserve with each shot. A head shot at full energy will
instantly kill a Scout. Unfortunately, it takes ?? full powered head shots to
bring down an Assault, and ?? to kill a Juggernaut. Less damage is taken by the
target for body shots.
Ammo: Energy
Rate of Fire: Slow
Projectile Speed: Instant
Damage: Varies on location
Damage Type: Direct Contact
Aim: Manual
Max Effective Range: Very Long
Restrictions: Requires Energy Pack
Use For: Er.. Sniping

--------[Missile Launcher]
The Missile Launcher is a very versatile weapon. With it's ability to
automatically lock on to suitable targets, it can be used for both offensive
and defensive purposes.
Targets that can be locked on to are enemy sensors and base turrets,
enemy vehicles, and enemy players who's jet packs are heated from use.
Ammo: Limited
Rate of Fire: Slow
Projectile Speed: Medium
Damage: Very High
Aim: Manual until lock-on, missile follows target automatically
Damage Type: Splash
Max Effective Range: Very Long
Use For: Anti-Vehicle, flag defence, Attacking enemy sensors & base
turrets
--------[Plasma Rifle]
The Plasma Rifle shoots super-heated balls of burning plasma at the
enemy.
Ammo: Limited
Rate of Fire: Medium
Projectile Speed: Low
Damage: High
Aim: Manual
Damage Type: Splash
Max Effective Range: Medium
Restrictions: Non-functional under water
Use For: Indoor combat, enemies using Shield Pack
--------[Shocklance]
Ammo: Energy
Rate of Fire: Slow
Projectile Speed: Instant
Damage: Varies on location
Aim: Manual
Damage Type: Direct Contact
Max Effective Range: Very Short
Restrictions: Non-functional under water
--------[Spinfusor]
Ammo: Limited
Rate of Fire: Slow
Projectile Speed: Very Fast
Damage: High
Aim: Manual
Damage Type: Splash
Max Effective Range: Long
=================
3b [Grenades]
=================
--------[Basic Grenade]
The Basic Grenade is an explosive grenade that detonates after a few
second delay. The resulting explosion inflicts moderate damage to the enemy;
the severity of which depends on the enemies proximity to the explosion.
--------[Concussion Grenade]
This grenade inflicts minimal damage to the enemy. Instead, it creates
a concussion blast that causes the enemy to drop weapons, packs, and flags.
Caution should be used with the Concussion Grenade, as it can also cause the
user and any teammates within range to drop their equipment.
--------[Flare Grenade]
This grenade inflicts no damage to the enemy. Instead, it creates a
bright flare that serves two main purposes. The first and most useful is that
it will decoy any missiles that are locked on to the user or his vehicle,
drawing the missile away and disabling it's lock. Alternatively it can be used
to signal teammates to a location.
--------[Whiteout Grenade]
This grenade inflicts minimal damage to the enemy. Instead, it creates
a blinding flash that can distract the enemy for a few seconds. The severity of
the blindness depends on the enemies proximity to the detonation. The Whiteout
Grenade has an effective range of 20 meters. Caution should be used with the
Whiteout Grenade, as it will also blind teammates.
--------[Deployable Camera]
This item is not actually a grenade, but it's included here because it
is equipped in place of grenades, and activated by pressing the grenade button.
The Deployable Camera, when activated, will be tossed like a grenade
and stick to whatever surface it comes in contact with. The user can then leave
the location and remotely view activity in the area via the Command Circuit.
================
3c [Belt Gear]
================
--------[Targeting Laser] (L)
The Targeting Laser is used for marking targets from a distance. When a
target is marked by the laser, teammates are able to instantly lock on with the
Missile Launcher, and will have lead calculation enabled with the Mortar and
Grenade Launcher. It is also useful for defence by pointing out targets that
need to be defended or the flag carrier.
--------[Mine] (B)
The Mine is a weapon that is dropped on the ground. Once deployed the
mine lies in wait for a passing warrior or vehicle to run over it. When this
happens, the mine explodes causing moderate to severe damage. Mines will
explode regardless of friend or foe coming in contact with it. Only 3 mines may
be carried at a time by a user, regardless of armor equipped.
--------[Beacon] (H)
The Beacon works like the Targeting Laser, but it can only be deployed
by physically being in range of the target. Once in range, the user deploys the
beacon which then allows for teammates to instantly lock on with the Missile
Launcher, and lead calculation for the Mortar and Grenade Launcher.
The beacon can also be used as a marker. If the user immediately
presses H again after deploying the beacon, it will switch to marker mode.
Marker mode removes the lead calculation on a target and simply marks it by a
small circle. This signifies to the team that the beacon is not displaying a
target for attack, but rather a position on the map that could, for example,
have a Remote Inventory Station available for use.
--------[Health Kit] (Q)
The Health Kit is an item that will restore a small amount of damage
to the user. A Health Kit may only be used once and only one may be carried at
a time regardless of the armor equipped. The exception is if the user is
wearing an Ammo Pack in which case two Health Kits are allotted for use.
=======================================================================
----------------------------------------------------------[4 - Vehicles
=======================================================================
=====================
4a [Ground Vehicles]
======================
--------[Wildcat Grav Cycle]
The Grav Cycle is the fastest vehicle available in the game. It can
easily outrun any pursuing enemies on the ground or in the air. This ground
vehicle is not very durable, however, and can't take much punishment from the
enemy.. if they're able to land a shot on it. This vehicle is a favourite of
lone wolfs and flag runners, as it requires a crew of only 1.
Crew: 1 (pilot)
Speed: Very High
Agility: High
Durability: Low
Weapons: None
--------[Beowulf Grav Tank]
The Grav Tank is a heavily armed and extremely durable machine that
carries a Fusion Mortar and Chaingun turret. This vehicle can be absolutely
devestating to the enemy, quickly reducing their defencive placements to
rubble. While not very fast or agile, this ground vehicle certainly makes up
for it in brute force.
Crew: 2 (pilot, gunner)
Speed: Medium
Agility: Low
Durability: High
Weapons: Fusion Mortar Turret, Chaingun Turret
--------[Jericho Forward Base]
The Jericho is an MPB (Mobile Point Base), meaning when deployed it
acts as a forward base from which teammates can mount an attack. It is equipped
with a Sensor Jammer, which is always active, and an Inventory Station and
Missile Turret when deployed.
The MPB is slow, not at all agile, and will explode when submerged in
water. It makes up for these limitations with it's impressive shielding and
durability. You will often see a Shrike and possibly several warriors escorting
a Jericho until it deploys as it is an easy target until it does so.
To deploy a Jerico (One of THE most frequently asked questions) you
simply need to eject from it on suitable, flat terrain. It will not deploy near
turret placements due to turret interference. It will also not deploy if it is
too close to a building or structure.
Crew: 1 (pilot)
Speed: Low
Mobility: Low
Durability: Very High
Weapons: Missile Turret (once deployed)
Equipment: Sensor Jammer (always active), Inventory Station (once
deployed)
===================
4b [Air Vehicles]
===================
--------[Shrike Fighter]
Also called a Scout, this vehicle is one of the most used vehicles in
Tribes 2. It is the fastest air vehicle in the game making it the bane of
Bombers and Transports. It is also an effective ground support unit, as it can
make quick work of the slower ground vehicles and enemy equipment.
While not the most durable of vehicles, it's agility and speed make it
a difficult target to hit from the ground or air. Mounted with twin Heavy
Blasters, it can quickly eliminate enemy vehicles and equipment.
Crew: 1 (pilot)
Speed: High
Agility: High
Durability: Medium
Weapons: Twin Heavy Blasters
--------[Thundersword Bomber]
The Bomber is another favourite vehicle in Tribes 2. Able to instantly
cripple an enemies defence, the bomber is used primarily as an offensive
vehicle. While able to sustain fairly high speeds, the Bomber is not very agile
which leaves it open to quick destruction by enemy Shrikes and Missile
Launchers.
With a full crew of three, however, the Bomber can be a force to be
feared. While the tailgunner handles incoming missiles and enemy shrikes, the
bombadier and pilot can concentrate on the task at hand; blowing stuff up.

Crew: 3 (pilot, bombadier, tailgunner)
Speed: High
Agility: Medium
Durability: Medium
Weapons: Plasma Bombs, Blaster Cannons
--------[Havoc Transport]
The Transport has earned the nickname "Gunship" due to the fact that
can carry up to 5 fully loaded Juggernauts. A loaded Transport heading toward
your base is a sight that will make almost any warrior nervous. Passengers are
fully able to fire while aboard the Transport.
Being slow and not at all agile, the transport often requires air
support in the form of a Shrike to ensure it's safety. It is one of the most
durable vehicles in the game, however, as it is designed to be able to take a
beating.
Crew: 2 (pilot, tailgunner) and 4 passengers
Speed: Medium
Agility: Low
Durability: High
Weapons: None
=============================================================================
----------------------------------------------------------[5 - Base Equipment
=============================================================================
Base Equipment is a teams basic defensive and offensive structure. It
is all the equipment provided to a team with which they can build a stronger
and more effective tactical situation.
All Base Equipment can be disabled, but not destroyed. When disabled,
Base Equipment remains ineffective until repaired with the Repair Pack.
--------[Generators & Solar Panels]
The Generator, barring your teams flag, is THE most important target to
defend. If your teams Generator is disabled, ALL other Base Equipment goes
dead.Turrets, Inventory Stations, Vehicle Stations, and Sensors will become
non-functional. The protective shielding on these units also drops if your
Generator is destroyed, making them easy to destroy.
There are also maps with Generators that fulfill one specific task.
Force Field Generators supply power to your teams protective force fields. If
the Force Field Generator is disabled, the force field goes down leaving your
team open to attack. Some maps also have Generators that supply power only to
the Vehicle Stations.
The Solar Panel acts as a supplement and backup to the Generator.
It should be noted that only BASE equipment is powered by the
Generators and Solar Panels. All Deployable equipment has it's own internal
power source and will continue to function even if the Generators should become
disabled.
--------[Inventory Station]
The Inventory Station is where your team re-supplies and changes their
loadouts. If all Inventory Stations are disabled your entire team is limited to
Scout armor until they are repaired as Remote Inventory Stations are unable to
change a users armor selection.
Inventory Stations are an essential part of maintaining tactical
superiority, and should be kept in good repair at all times.
--------[Vehicle Station]
The Vehicle Station is where a user obtains vehicles for use. If
disabled, it can leave your team without vehicles and at a serious tactical
disadvantage.
--------[Pulse Sensor]
The Pulse Sensor is the primary source of a teams Sensor Net. Sensors
allow enemy movement within range of the Sensor to be detected and monitored
via the Command Circuit. This gives the user early warning of an impending
attack, and keeps the team on top of enemy positions. If the Pulse Sensor
should become disabled, the team is effectively blinded, making any long range
surveillance impossible.
--------[Base Turrets]
Base Turrets are the basic defence provided to a team at the beginning
of a map. They track enemies using the Sensor Net, and attempt to destroy them.
The type of shot that a Base Turret fires depends on the Base Turret Barrel
mounted on it. They generally start out as Plasma Turrets.
##############################
Section 2 - Playing The Game
##############################
This section will provide you with the essential basic knowledge of how
to properly play Tribes 2. If you're new to the game, I suggest you read
through this entire section. It will answer many if not all of the questions
you may have.
=========================================================================
----------------------------------------------------------[1 - Game Rules
=========================================================================
There are 8 types of games you can play in Base Tribes 2. Each has it's
own set of rules, and own set of objectives. The gameplay is very different
depending on what you're playing, so it's best to know these rules before
heading into a game.
Some basic rules that apply to all games:
- Note the triangle above a players head. Green is friendly,
red is enemy.
- Note if Team Damage is ON or OFF. When it's on, your fire will
hurt your teammates. So be careful.
- Remember that even if Team Damage is off, you can still destroy
and damage your teams equipment.
- Remember that your own fire will ALWAYS hurt you. Be careful with
Splash Damage weapons at close range.
==============
1a [Bounty]
==============
The main goal in Bounty is to kill all players in the order they are
assigned to you. You have a "Target Pool" of all the other players in the game.
At any given time you will have a Target from the Target Pool. Your Target is
the person that you are currently assigned to kill. When you kill your Target,
a new person is assigned to you from the Target Pool and you then attempt to
kill them.
You will suffer a penalty if you kill people other than your Target.
Also, if you kill someone that you've already killed as your Target, they will
be put back into your Target pool.
While you're hunting your Targets, remember that YOU are also someone
elses Target. They will be attempting to kill you while you're Hunting your
Target. If you manage to kill your Hunter, you get 1 point. Your Hunter does
not change until they manage to kill you, when a new Hunter will be assigned to
you.
You can distinguish between who's who by the triangles above the
players head. A Green triangle means that the player is a bystander, and you
should not attack. Be careful, however, as your Hunter will have a Green
triangle until they damage you. At this point, your Hunter will have NO
triangle over their head. Your current Target will have a Red triangle over
his head.
The game ends when a player kills all Targets in their Target Pool. The
winner is decided based on who has the most points.
Scoring Points:
- Killing a Target = 1 point
- Killing your Hunter = 1 point
Losing Points:
- Killing a Bystander (A player that's currently not
your Target) = -1 point
- Suicide = -1 point
========================
1b [Capture and Hold]
========================
Capture and Hold is a team based game. The object of the game is to
gain control as many objectives as possible on the map. Once control is gained,
the objectives must be defended so that the enemy team can't capture them.
Objectives are marked on the map as waypoints.
Objectives are captured by touching the objectives switch. When touched
control of the objective and all surrounding equipment fall under your teams
possession.
Your team scores 2 points for every second that an objective is in
your possession. The game ends either when time runs out, or when a team
reaches the target amount of points.
Gaining Points:
- Holding a captured objective for 12 seconds = 1 point
- Defending an objective = 1 point
- Killing an enemy = 1 point
Losing Points:
- Killing a teammate = -1 point
- Suicide = -1 point
========================
1c [Capture the Flag]
========================
Capture the Flag is easily the most popular type of game in Tribes 2.
CTF is a team based game where the objective is to get the enemies flag from
their flag while ensuring that your own flag is defended.
To capture you must grab the enemies flag by touching it and return it
to your flagstand. Your flag MUST be at it's stand in order to capture. If a
player is killed while in possession of the flag the flag drops to the ground.
Unless it's grabbed by another teammate it will remain on the ground until it
is returned to the flag stand by either the enemy touching it or the time limit
running out.
It should be noted that if a player goes out of bounds while in
possession of the flag that the flag will be dropped on the edge of the out of
bounds boundary.
When the flag is captured the capturing team receives 100 points. When
the flag is grabbed from the enemy flag stand the grabbing team receives 1
point. The game ends either when time runs out (in which case the team with
the most points wins) or when the target number of captures have been met by
a team.
Scoring Points:
- Capturing the Flag = 2 points
- Defending the Flag = 1 point
- Defending the Generator = 1 point
- Destroying the enemy Generator = 1 point
- Repairing the Generator = 1 point
- Killing an enemy = 1 point
Losing Points:
- Killing a teammate = -1 point
- Suicide = -1 point
=================
1d [Deathmatch]
=================
Deathmatch is the most simple and straight forward mode of play in T2.
The object is to kill other players while attempting to die as little as
possible.
Scoring is a little different in Deathmatch. There's not a point system
but rather a kill to death ratio. Player scores are calculated by the following
formula: kills / deaths = score.
The game ends when time runs out, and the player with the highest kill
to death ratio wins.
==============
1e [Hunters]
==============
===================
1f [Team Hunters]
===================
=============
1g [Rabbit]
=============
============
1h [Siege]
============
=============================================================================
----------------------------------------------------------[2 - Basic Strategy
=============================================================================
Strategy. THE most underlooked aspect of the game by newbies. You have
to remember that THIS IS NOT YOUR STANDARD FPS. T2 is not just a run and gun
shoot `em up. It's a thinking mans game, and if you don't act accordingly you
won't last long.
===============
2a [General]
===============
This section covers things that should always be kept in mind no matter
what type of game or position you're playing, or what type of game it is.
COMMUNICATE!
------------
In *any* team based game communication is essential. Let your team know
what you're doing. Tell them the status of the enemy base. Give them as much
information as possible so they know where your team stands and what they
should be doing.
Also, listen to what they're telling you. If the flag carrier is
requesting backup, go give him a hand. If someone informs you of an enemy
attacking the generators, go assist them. Respond to your teams requests
whenever possible. I assure you it's worth the time and effort.
Move, Move, Move.
-----------------
As the title suggests, keep yourself mobile. A stationary target is an
easy target, something you don't want to be. The obvious exceptions here are
when you're in need of greater accuracy for, say, locking on with a Missile
Launcher, or using the chaingun to pick off a damaged airborne enemy. Even
still, in these situations keep aware of enemy positions. If you see an inbound
Scout with his Disc Launcher pointed at you, get outta there.
At any time when you're in the open and not moving, you make a very
tempting target for snipers. This can be a problem, especially when in Scout
armor. Keep this in mind when using outdoor Inv. Stations and Vehicle Pads as
they are hotspots for sniper attacks.
Dress For Success
-----------------
Equipment loadouts need to be suited to the task at hand. Going on a
flag run? It's a good idea not to be wearing Juggernaut armor, as speed and
mobility are essential. Defending indoors? Leave the Scout at home and get
yourself some Jug. Think about what you're doing, what is required to do it,
and equip yourself accordingly.
Further discussion on this topic can be found in the "Equipment
Loadouts" area in this section.
Loot the Corpses
----------------
When you kill a player he drops all of his equipment, ammo, and packs.
When you run over said corpses you automatically pick up any needed equipment
and ammo. This can be extremely valuable as running over every corpse you see
will keep you well supplied and prolong your battle readiness. There's nothing
worse than running out of ammo in the middle of a duel, so make sure you're
well supplied at all times.
Remember the Health Kit
-----------------------
A number of times I've been in a duel with a player, and when I kill
him I'll run over his corpse and pick up a health kit. This shouldn't be
happening. The health kit can give you that little extra edge that means
survival. Use it.
Know Your Role
--------------
Yeah, The Rock knows his stuff. Pick a task and stay with it. Decide
what you're going to do, attack, defend, deploy equipment, and let your team
know. When possible try to fill in where it's needed. If your flag is being
captured every 2 minutes, defend. If no one is attacking, go offence. Try to
be where you're most useful.
===============
2b [Offence]
===============
The art of attack. Strike fast, strike hard, give the opposition no
warning. It requires skill, cunning, and a little luck to pull off an effective
offensive strike. The reward is a weakened enemy, while the price can be your
own demise. A fair trade as far as I'm concerned..

2 Discs Are Better Than 1
-------------------------
Alone against a well planned defence you are weak. Many new players
suffer from the "lone wolf" mentality, thinking that they'll be able to land a
successful blow by themselves. This is true in some cases, but in general if
you charge enemy installations solo you'll end up nothing more than an easy
target.
Communication is key here. Request backup when attacking. Comply with
other teammates requests when they're attacking. Failing that, just watch from
your base for other players moving out and cover them. Even if you're attacking
only in pairs you're greatly increasing your chance of success.
Keep Them Guessing
------------------
The first and foremost thing you want to remember when attacking is
that the element of surprise can mean the difference between utter failure and
complete victory. When the enemy is unaware of your attack he is often
unprepared and will be scrambling to recover.
Keep a low profile on your approach. Try to remain unnoticed by enemy
forces. Use the terrain to your advantage by keeping behind hills or under
water.
Try to vary your attack location. Often the enemy will concentrate
defences on the front side of an installation as this is where most attacks
occur. Try coming in from behind or from the sides and you may encounter less
resistance.
Know your Objective
-------------------
Before you head out, decide exactly what it is you'll be attacking.
Pick a target and stick to it. Be it the Generator, Sensors, or Flag, make sure
you're focused on a specific objective. When that objective is completed, pick
another and go to it. This will keep you organized and focused which can only
enhance your performance.