Starsiege: Tribes

Platform

zScore

45%

Starsiege: Tribes

Developer:Dynamix Genre:Action Release Date: Download Games Free Now!

About The Game

Sierra Online used to be the biggest thing going for online action games. One of the favorite titles from their catalog was the online sci-fi shooter Tribes. Players flew around in jetpacks, launching energy discs at each other in intense online matches. Long before Counter-Strike, Battlefield, and a host of other imitators, Tribes offered up more than 32 player support, different player classes, a variety of weapon kits and a handful of multi-passenger vehicles. Loads of gameplay types, a wide variety of maps, and plenty of team-oriented features (and a lack of copy protection) made Tribes one of the most popular online shooters around.

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Starsiege: Tribes

Starsiege: Tribes Review

By Adrienne Dudek |

I have to admit that when I first heard that Starsiege: Tribes was to be an on-line only game, I was a little disappointed. I wasn't sure that I really wanted to spend that much time playing against human opponents and thought that the game would loose some of its allure without offering anything for a single player to do on his own. Boy was I wrong. In the last month, Starsiege: Tribes has become one of my favorite PC games and one of the only ones that was capable of pulling both Tal and myself away from the charms of Everquest. Even so, the game does have a few problems that gamers should be aware of before they go and snatch a copy of the shelf.

Starsiege: Tribes takes place in the Starsiege and CyberStorm universe long after Diaspora that spread human colonists all over the galaxy. In this distant future, different tribes of colonists have emerged as a military band dedicated to one way of life or another. While there's a lot more to the story, the bottom line is this several major clans and countless minor clans are competing with each other for control of various planets. As with most action titles, it doesn't really matter why you're fighting, it's just matters how you're fighting.

The game itself is played differently depending on which type of scenario you've selected. In Capture-The-Flag mode (so far the most common type of game you'll see on-line and our personal favorite) you're job is to grab the enemy's flag and bring it back to your own as many times as possible before the clock runs out. This is a lot more difficult than it may seem as both flags are necessary to score a point. If your enemy is currently in possession of your flag and you have his, neither one of you can score until one of the flags has been returned to its home base. Capture-The-Flag quickly separates the men from the boys, and if the teams aren't matched well the final scores can be downright ridiculous.

The next game type is Capture and Hold, a mission type better suited to those who know how to use teamwork and are willing to take on both offensive and defensive roles during the course of a game. During a Capture and Hold mission, you are awarded points for how many areas your team holds and how long it has been holding them. Obviously, quick in and out tactics won't work here. You have to take a base with enough strength to be able to keep it. These battles are usually the most heated with extremely bloody skirmishes over central holdings.

If you're really starving for blood, you'll want to take on a Defend and Destroy mission, in which you have to destroy all of the 'goal' items in and around the enemy's base while keeping them from doing the same to you. Every time I played one of these missions it involved huge groups of soldiers killing each other in massive battles. A great mission type for the organized.

Find and Retrieve is a weird variant that I didn't get to play but once or twice since I couldn't find anyone running a game. The basic idea is that your team has to grab as many 'items' placed around the screens as they can and bring them back to their base. If anyone gets all of the items, they win. If time runs out before then, the folks with the highest score win. This is a good level for players who prefer speed over firepower to show off their stuff.

The final type of game, and the one that doesn't really work as well in Tribes as it does in other games is the Deathmatch. You can set this up to either be team-oriented in which the team with the most kills wins, or a free for all in which the individual player with the most points wins. Either way, it'll seem pretty bland stuff after you've tasted the depth of play in Capture the Flag or Defend and Destroy.

Now that you know what you're trying to do, you're probably pretty interested in the tools you have at your disposal. Unlike most action games, the weapons and armor in Tribes don't really follow any sort of hierarchy. They're all just different. Some players will amaze you by using weapons that you thought were useless to mow you down again and again, while those who insist on using high-powered guns that are slow and unwieldy will most likely blow themselves up a dozen times before they manage to hit a foe. Still, in the interest of getting on with it, we'll just describe the items in the order they appear on the keyboard.

First off there's your armor selection. The three choices available to you are light, medium and heavy, each of which is very good for a specific purpose. The light armor is very mobile, allows you to jump long distances and move very quickly, but provides only basic protection from attacks and doesn't offer much in the way of storage space. The medium armor can hold a bit more and offers better protection from attacks, but moves a little bit slower and makes it harder to fly long distances. The last choice, heavy armor, allows you to carry the biggest weapons and makes you very resistant to most weapons, but also slows you down to the point where you're an easy target and makes it nearly impossible for you to fly at all. Heavy armor is best used only when you have a faster friend to watch your pack, or inside your own base where you can put a safe wall at your back. Once you've picked the basic suit you'll be wearing, it's time to pick out some weapons.

The first of the guns is the blaster. Although it's bullets are fairly slow and don't do as much damage as some of the other arms in the game, the blaster has the advantage of a fairly large impact radius and the fact that it doesn't require any ammo. I've also seen people use blasters to fill the air around the top of a base with loads of deadly energy balls in order to discourage snipers from parking up there. Believe me, it works.

The second weapon on your numeric menu is the plasma gun. It requires ammo and its bullets waft through the air fairly slowly, but this powerful gun can lay a serious whoopin' on a foe who doesn't get out of the way. Look for experienced players to surprise you in the midst of a short-range fire-fight by switching over to this damage dealing monster when they have you so close that you can't run away.

Next up is the chain-gun, a short-range powerhouse that's an excellent back-up weapon in case you find yourself in trouble. The thing to remember here is short-range the bullets come out of this weapon in a spray pattern that makes hitting far away targets nearly impossible. Up close, on the other hand, the chain-gun can rub out an enemy in seconds. I like to use it with a sniper rifle to finish off enemies I've already tagged. The real downside of the chain-gun is that it requires ammo (bullets) and it runs out of them very quickly. There's nothing worse than pulling out this monster on a charging enemy and discovering that it's empty.

The disc launcher is usually a very frustrating weapon to beginners, but in experienced hands it is one of the most deadly arms available in the game. The disc launcher slings out a Frisbee shaped charge that explodes on contact with an opponent or the ground. Its advantages are that you don't have to be all that accurate (it hurts anything within its blast radius) and that its shots travel pretty quickly. Its drawbacks are that it's very slow to reload between shots, it requires ammunition (and you can't carry very much), and its large area of effect often causes you to hit your friends as often as your enemies. The technique used most often is to use the jump jets to try an fly over an enemy and then fire the discs straight down from above. This attack method is very hard to escape from and is equally hard to master.

The grenade launcher fires pout canisters that bounce a couple of times and then explode in a very large ball of flame. Although hand-to-hand fighter eschew this weapon (it's not very accurate), it can be a real heart-stopper when you lob in a few shots into an enemy base. Things to remember here its slow, its heavy and its hard to judge where your grenade is going to finally explode, but it makes up for all of this by being very, very, lethal. Don't fire anywhere near your friends.

Those "lone-gunmen" in the group will want to take advantage of the laser rifle, my personal favorite. By using your scope (which any weapon has access to at 5X, 10X and 20X) you can train your crosshairs on a foe and hit him with a beam from nearly a mile away. So what are the disadvantages of such a powerful weapon? First off, every time you fire everyone on the board can see where the beam came from. Second, since the laser requires you to carry an energy pack to make it work, you can't carry too many other weapons and remain quick enough to get away from a fight should you have to. Third, since you're going to spend a lot of time looking at the game through that scope (it's really hard to hit a target with the laser freehand), you're going to be an easy kill for anyone who sneaks up behind you. Finally, since the laser depletes your energy bar every time its fired, you won't be able to use your jump-jets for a few seconds. Still, one shot in the head can reduce a full powered enemy to a sliver of health and the gun has unlimited ammo. Find a friend and go on a killing spree.

One of the hardest weapons to love in the game is the ELF or electron flux gun. A very short range weapon, the ELF sends out a persistent bolt that drains away an enemy's energy. Most of the time this means nothing at all. Still, I've seen a warrior come in with this weapon to keep a large group from being able to jump out while his friends with chain-guns rub everyone out. Interesting, but often useless.

The heavy mortar can only be carried by those in heavy armor and is not a good choice for anyone who wants to survive a hand-to-hand firefight. Still, its brilliant green shells are so unbelievably powerful that they can damage a target even if its shielded. Unfortunately, this gun is highly visible when fired, requires a very heavy ammunition type, and is grossly inaccurate unless you have a pal lasing targets for you.

To lase those targets you'll need a targeting laser, the last of the hand held weapons. Although it does absolutely no damage on its own, the targeting laser allows any user of the heavy mortar to get a fix on a location for an extremely accurate shot. Two people working in tandem with these two guns can lay waste to an entire base compound in moments. Unfortunately, everyone on the screen can see when you're painting a target and will very likely try to kill you before the damage is done.

There are plenty of other objects in the game for you to goof around with. Weapons like the hand-grenade and the land mine can help make a seemingly innocuous sniper downright deadly. Other items encourage you to join into more team like activities the repair pack for instance will make you a big hero by allowing you to fix damage done to your base. Other items include the energy pack, which enables your energy levels to recharge faster after a drain, the shield pack which uses up your energy in order to make you resistant to damage, the jammer, which makes you invisible to enemy radar, and the battleground repair kit which will replenish some of your health bar when used.

So how does the game actually play? (You knew I was going to get around to that sooner or later didn't you?) Other first person shooters have done team-play before, but Tribes has found a formula that forces people to work together without ever making them feel that they've lost their individual freedom. How? By creating both individual and team-based solutions to each problem and by making the team-based methods easier.

Let me give an example... Let's say you're trying to get into an enemy base and keep getting fragged by one of the fortress' large cannons. One option is to try and take out the unit yourself by infiltrating the enemy base, finding their power generators and blowing them to kingdom come. This will render the enemies radar, base defense and inventory control inoperative until someone manages to repair the aforementioned generators. While all of this may sound cut and dried, on most levels it's a near impossible task. Not only will you have to make it past that same cannon that was bothering you earlier, but you'll be inside your enemy's base for a long period of time trying to kill or avoid a host of foes who are able to resupply themselves at anytime and reappear nearby when they perish.

If you instead decide on the teamwork route, you have two options. You can either attempt the same infiltration attack described above with a team of four or five well-equipped teammates or you can put together a mortar team. As described above, the mortar is the only weapon capable of delivering enough damage to blow shielded objects. Although you can, in theory, use them alone, the fact that you be crossing a lot of terrain in really slow armor will make you an easy target for any fool with a chain-gun. Your best bet is to equip a team of at least three people each with their own task. The first soldier carries the mortar. His job is simply to pull the trigger when the time is right. Your second team member should wear the light armor and carry a targeting laser (as well as a chain gun and possibly a disc launcher for defense). His job is to use the laser to target the shielded item so the mortar launcher knows exactly where he needs to fire. Finally you'll need one or more well armed soldiers to guard these two while they do their job. These guys should carry whatever weapons they are best with in order to lay waste to the inevitable attack that will come when your enemy notices a targeting laser falling on his equipment.

For those who are willing to play with another partner but aren't too into the idea of running with a crowd, there's the very effective sniper/guardian team. One player takes light armor, a sniper rifle and an energy pack (necessary for making that sniper rifle work) and the other takes light armor and a series of anti-personell weapons (as far as I'm concerned, that chain-gun/disc launcher combo just can't be beat) and they head out towards key enemy locations. The sniper picks off guards, the back-up keeps him from getting killed while he's looking through his scope. These are just a few examples of the myriad of different teamwork opportunities that the game delivers to even the most introverted of on-line warriors.

Still, as I stated earlier, Tribes has its share of problems. Tal and I both found the weapon selection to be rather narrow. It seems that there are large variety of different weapons that could have been added to the game that would have suited different situations a little bit better. On top of that, many of the weapons, while slightly different, are used for just about the same thing. Still, the game is so well designed for the most part that this is just nit picking reserved for those who do nothing else but talk about how games could be improved. The real soul-stealer for Tribes is its occasional, crippling lag. During some point in nearly every game, slow-down will make the game almost unplayable. Good connection doesn't really help very much with this situation either. We played nearly all of our games from a T-1 and still found the lag to be a significant issue. I can't tell you how frustrating it is to have an enemy in the sights of your sniper rifle only to watch him disappear and reappear a few meters away while you sit unable to move. Hopefully this is a problem that Dynamix will continue to work on in the coming months.

Okay, I've gone on for about 3,000 words now and there are still dozens of things I didn't have time to cover. Let me just end with this - even with its slow down and light weapon selection, Tribes is one of the best action games I've ever played. If you have Internet access and you don't mind having your life ruined by an absolutely addictive new hobby, you owe it to yourself to go out and pick up a copy of this game. We're still hooked, and there doesn't seem to be any end in sight...

-- Trent C. Ward

Starsiege: Tribes Cheats

If you want an interesting way to badly maim or kill your own team, then I suggest using one of the tips below.

In Raindance, get into the large Rocket Turret in front of your base. Wait until someone gets in a scout(works best) or any other vehicle. Hit them once as it appears on the vehicle pad then as they hit the throttle to full speed to try to get away hit them again. If done right, the scout or other vehicle will explode and they will continue "flying" which is good if you are getting bored.

Although I warn you, after a couple minutes of doing this, the team will come after you! But it is still hilarious to watch the little green arrow pointing to your teammate flying into the distance.

Starsiege: Tribes Game Walkthrough

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                                     Tribes

Copyright 2004, Apathetic Aardvark            Email: sinenomine@gmail.com
All rights reserved                           Version 1.2    9/08/2004


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                           Index/Table of Contents
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   Disclaimer.........................................................i
   Version History....................................................ii
   Armor Types........................................................iii
   Weapons............................................................iv
   Backpacks..........................................................v
   Deployables........................................................vi
   Vehicles...........................................................vii
   Stations & Base Defenses...........................................viii
   Frequently Asked Questions & Tips..................................ix
   Credits............................................................x

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                       i)  Disclaimer (Legal stuff)
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Copyright 2004, Apathetic Aardvark
All rights reserved.

The following sites have my permission to post this;


Any site, magazine, or other form of media, that is not included on this list
caught hosting this guide without my written consent is in violation of 
copyright laws and will be prosecuted to the full extent of the laws.  In 
addition, a terrible curse will be placed upon you and any subsequent 
generations of your family. 

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                             ii) Version History
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3/10/2004 - Wrote the guide
9/08/2004 - updated
12/2004 - Finished FAQ section

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                              iii) Armor Types
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There are three classes of armor in Tribes.  Each hold distinctive advantages
and disadvantages over the others.

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Light Armor 

Light Armor allows an user to carry up to three weapons.  Mortar guns can not 
be used in light armor, though mortar ammunition can be.  The Laser Rifle is
exclusive only to light armor as well.  Light armor offers minimal protection
against wounds, however, it does allow for the easiest movement.

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Medium Armor

Medium Armor allows an user to carry four weapons, but not Mortar Guns or Laser
rifles.  Medium armor is optimal for deploying objects like turrets as you can
move around with them faster than in the heavy armor.  While movement is 
considerably lower than in light armor, the protection is substantially better.

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Heavy Armor

Heavy armor greatly hampers most movements, however, it can wield four weapons
including the powerful mortar launcher.  Heavy armor can hold any deployable as
well.  Heavy armor users make great base and flag defenders as well as base
attackers.

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                              iv) Weapons
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Tribes has an arsenal of eight primary weapons along with many assisting 
weapons as well.  Some of these weapons feed off of the users jetpack energy 
rather than take standard ammunition.  Also, if you die with your finger on the
trigger you will continue to discharge two or three more shots of most weapons,
even if you don't have that much ammo left.

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Blaster 

One of three standard guns you will always have when you respawn.  The blaster
draws energy from the jetpack.  The blaster fires in somewhat quick pulses.  
This is pretty much a horrible weapon and should be discarded for anything else
in the arsenal.  

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Plasma Gun

The plasma gun shoots similar projectiles to the blaster.  They move much
slower but are much larger and have a small range of splash damage to damage
nearby targets.  This weapon is most effective when used to detonate a mine at
close range, anything beyond this range and the projectiles dissipate too 
quickly.  This gun draws off of normal ammunition rather than the jetpack
energy supply.  Recommended for a solid melee weapon when using heavy armor.

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Chaingun

Depending on your Internet connection, this is either the most useful or
useless gun in the game.  The chain gun is highly destructive at close range.
However, at long range only about two of the eight shots will come anywhere 
near the location of the crosshair.  These are the first two shots so of course
people have written scripts [not cheats] to auto fire the chain gun only two
bullets at a time.  This gun of course takes bullets and does not feed off of
your jetpack energy supply.

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Disk Launcher

This gun goes by many names, such as the stormhammer and spinfusor.  This is
without any doubt the best all around gun in the game.  Discs are quite strong,
able to kill light armor combatants in two shots.  They travel fast and have a
large splash radius.  For best results, try to aim for the enemies feet as the
blast radius will do extra as they are pushed upward and into it again.  The
stormhammer is also good for stopping people dead in their tracks.  Hit someone
with a mid air disc whom is charging at you and most of their momentum will be
lost.  This weapon, along with the chain gun, are the most common weapons used
for dueling.

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Grenade Launcher

Talk about carnage.  The grenade launcher fires grenades long distances and 
they generally explode on contact.  If fired into the ground they will bounce
some before exploding.  This becomes the greatest asset of this gun, fire it in
to an enemy bunker and you will likely damage everything inside.  This is one
of the more popular guns as it works well for base busting and for chasing some
one down.

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Laser Rifle

This gun may only be used by someone in light armor.  It also requires the use
of an energy pack backpack.  The Laser Rifle is the sniping weapon of tribes.
Compared to other games it is relatively weak though.  A head shot does deal
more damage than a body shot, but still fails to kill even a light armored
combatant in one hit.  Firing this will deplete your entire jetpack supply so a
quick escape is seldom possible when using this weapon.

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Electron Flux Gun [ELF Gun]

The elf fun is one of the more underrated weapons.  While it does very little
damage to targets, it will drain their energy supplies quickly.  This is most
useful for holding someone who is trying to escape down, but also plays a big
roll in knocking down the shield on turrets, which will also prevent them from
firing.  The range on this weapon is rather short, so you'll need to be in a
pretty close proximity.  This weapon will drain your energy while in use, but
VERY slowly.

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Mortar Gun

In terms of raw power, nothing can match the mortar gun.  This gun lobs green
shells of death up to very long distances which explode with a vengeance.  This
weapon is able to kill any light armored combatant in a single shot with a hit
which registers close.  It has an enormous splash radius which allows it to 
decimate enemy bases.  Be careful not to fire one off in your own base, even
with team damage off you'll probably blow up some deployables!

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Grenades

Not a true gun like the others, hand grenades can be tossed directly in front
of you at short to medium distance.  These do about the same damage as grenades
from the launcher but are much more difficult to score a hit with.  Grenades do
not count against your weapon total as you only need your hand to fire them.

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Mines

Anyone may deploy mines as well.  Mines will burrow into the ground as best as
possible when deployed.  They deal enough damage to kill a light armored person
in a single shot and do splash damage as well.  They will only blow up if 
stepped near or shot at.  They are best used in mine/disc or mine/plasma 
explosions as they will do more damage with the projectiles aide.  Use your
mines wisely, you can only hold a few!

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Targeting Laser

Not really a weapon, it does no damage at all while giving your position away
with a green line!  This was initially designed for painting the distance to a
turret, but, it is more frequently used to spot incoming enemies or to lead
allies to a flag carrier.  This will slowly drain your jetpack while in use.


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                            v) Backpacks
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In addition to the weapon one may carry, one backpack [or deployable] may also
be worn at a time.  Backpacks are very useful.  Most use your jetpacks energy
to do their task though.

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Ammo Pack - The ammo pack roughly doubles the amount of ammunition you may 
carry.  Shown below is the chart for ammunition you may carry in a particular
armor with and without an ammo pack.  Mines and throwing grenades are also
increased.  Keep in mind, if you die with ammo remaining other people may pick
it up and use it, so try not to die in enemy territory with a full load of 
goodies for them!

B = Bullet   P = Plasma  D = Disc  G = Grenade  M = Mortar

[no ammo pack/ammo pack]
Heavy Armor
B-200/350
P-50/80
D-15/30
G-15/30
M-10/20

Medium Armor
B-150/300
P-40/70
D-15/30
G-10/25
M-10/20 {can not use mortar}

Light Armor
B-100/250
P-30/60
D-15/30
G-10/25
M-10/20 {can not use mortar}

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Energy Pack - By far and away the best pack in the game.  The energy pack
allows you to fly farther for longer.  It also allows you to use the laser 
rifle when in light armor and maintain and ELF Gun attack longer.  Most flag
capturing routes are designed for an energy pack.  You are at a severe 
disadvantage without one.

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Shield Pack - The shield pack is great for defending.  When active, it slowly
drains the jetpack battery of energy.  But when hit, instead of dealing damage
to your life, it will drain it from your energy until you are out of it.  This
is great for door or flag defense.  It may also come in useful in duels, but
realize you would be sacrificing mobility for defense, which is generally a no
no.

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Sensor Jammer Pack - This is by far and away the most useless backpack in the
game.  This pack jams the ability of pulse sensors, so you won't appear on a
radar unless someone can actually see you.  However, this will not stop motion
sensors from picking you up as you move by.  This pack drains your energy when
active as well.  The only bonus to this is you can keep many people nearby
invisible to sensors as well, so if you're moving a convoy in an APC, you can
keep them blind unless someone notices a hulking behemoth flying by....

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Repair Pack - One of the more under rated packs.  These packs float around near
bases so they may be repaired.  You can repair any person, vehicle, deployable
or station with one of these.  You need to be reasonably close to the target
and your energy will be slowly drained.  Do not presume someone is a newbie
just because they run around with one.  While rocket turrets get blown to bits
quite frequently, they are the most useful turret which is why they are an 
attractive target.

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                           vi) Deployables
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Rather than using a pack, some people may wish to use deployables.  Almost all
of them are in some way beneficial to the defensive setup of your allies.  Most
armors can carry the items, except for the turrets, and remote stations, which
only medium and heavy armor can hold.  Most of the deployables stop to function
when damaged more than 50% of their health.  

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Remote Pulse Sensor - Much like their large and medium pulse sensor brothers, 
these will detect anything which has energy which is not obstructed by a wall
or mountain.  They can be jammed just like other pulse sensors can.  One very
peculiar use for these I have found is the ability to imprison a flag.  Since
these are generally not able to be destroyed in one or two shots you can 
impede on someone skiing right off of the pedestal.  However, the primary use
of allowing you to see things coming far sooner is far more valuable.

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Remote Motion Sensor - These may sound similar to pulse sensors but they are
not at all.  Motion Sensors only pick up on objects that move.  You can usually
walk a step or two before one will notice you.  Deploying these are pretty much
a waste of time as they have small range and their most common use, next to 
remote turrets, is useless as remote turrets have them built in!

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Remote Sensor Jammer - Similar to the Sensor Jammer Pack, the remote sensor 
jammer  blocks all pulse sensors within a small area.  Any friendly item or
object in that very small radius can only be seen by motion sensors and of 
course people with eyes.

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Remote Camera - Although this first seems good in some way, the camera has a
very limited use.  You can place them in places and see them later using a
command screen, but, it has no ability to damage other objects and just seeing
what your enemies are doing puts you down an useful man.  The only plus is they
can be deployed pretty much anywhere, so you can make nice sniper ledges if you
so desire.

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Remote Turret - These little buggers are equipped with motion sensors, so it is
difficult to get by them without them shooting.  However, baby steps will work
if there is nothing else to shoot at you.  Otherwise, just peg these things
with some gun.  They have no shielding and are easily destroyed.  if you find
one in the middle of no where, hit it enough to prevent it from shooting, but
not enough to destroy it.  Remember, teams can only have ten remote turrets out
at one time, why give them the ability to place it somewhere useful?  Also, to
prevent turret stacking, only so many turrets can be placed in too close of a
proximity.  These may not be deployed in light armor.

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Remote Ammo Station - These are just like your base ammo stations except they
may be placed anywhere.  They have about 3000 energy to start with and will
supply you until they run out.  They are great on flag perches for a quick 
resupply so you don't need to go back into the main base.  They may not be
deployed by light armor.

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Remote Inventory Station - Just like the big stations, remote inventory 
stations allow you to buy and sell weapons and packs.  You can NOT change your
armor class in these stations though, nor can you buy more stations.  They have
a set amount of energy and will be useless once emptied [unless you sell things
to it].   These are great for use in the middle of a turret field so you can 
resupply them when needed, or out behind the mission area to give your flag
cappers an edge even if you have no main base!  Use the energy wisely!

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Beacons - Not really a true deployable as it doesn't take up a backpack room,
you can use these to paint a target to shoot at or just place it at the start
of a route so you don't get lost the next time around.  These are small and 
blow up pretty easily.

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Health Patch/Kit - These also are not deployables but are quite useful.  The
patch is small and gives a very small amount of life back, they are generally
only on levels without stations.  Kits are given to you when you spawn, it will
bring back about 40% of your life in light armor, less in heavier ones, and you
may only hold one.  Try not to die with it still on you as you can essentially
refill your enemies!

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                            vii) Vehicles
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Tribes was one of the first FPS's to involve the use of vehicles.  While they
are simplistic and more or less useless compared to the vehicles of today, they
are still worthy of mention.  Only light armors may PILOT the vehicles.  When
the vehicle explodes, all personnel inside will have damage assessed to them,
often fatal to light armor.

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LPC - Light Personnel Carrier, these may carry two passengers around.  They are
pretty damn slow and very bulky making them easy targets.  If Disc Launching
[more on this later] didn't exist these might be an useful way to move troops,
instead they are just a laughing stock.

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HPC - Heavy Personnel Carrier. these can carry up to four passengers!  They are
bigger and slower than the LPC.  Again, if better forms of moving around for
heavy armor didn't exist, these may be more useful.

-------------------------------------------------------------------------------

Scout - This is a single man vehicle [though there are tricks to fit more in 
it!  It moves are very quickly and is pretty small.  It can fire rockets which
do a good deal of damage but are hard to aim.  On some maps you can try to 
capture flags with these.  Another great use is jumping out just before hitting
 someone and making them part of your bumper.

*******************************************************************************
                   viii) Stations & Base Defenses
*******************************************************************************

A crucial aspect to most maps is the base.  Without a base you are unable to
get supplies, save for a few remote stations and scavenging.  While you don't
get any points or win games because you keep your base up, you'll find they 
often go together that way [in most maps, some are not meant to be defended].
While base defenders and automated turrets go unrecognized in the scoring
field, they do matter.  All turrets may be controlled by human players but do
not necessarily need to be.

-------------------------------------------------------------------------------

Fusion [Plasma] Turret 

The most frequent turret you'll see playing Tribes.  Plasma turrets shoot large
balls which do considerable damage.  They are however very slow moving balls of
death and do not have a very good aim, missing almost all of the time.  Other
than this they do provide a small boost to the sensor network.  Unlike the 
Plasma gun, the projectiles of the turret to not dissipate nearly as quick. The
plasma bolts take littler energy which gives them a good amount of shield
protection against attacks.

-------------------------------------------------------------------------------

ELF Turret 

Very similar to the ELF Gun, the elf turret shoots out beams of energy which
drain opponents of energy [and often momentum].  They deal slightly more 
physical damage to Tribesmen while draining their energy packs less quickly
than their handheld counterparts.  Since these turrets use virtually no energy
to fire, they are shielded very well.

-------------------------------------------------------------------------------

Mini-Fusion [Plasma] Turret

Oddly the mini plasma turrets are far more dangerous than their larger brother.
They use motion sensors instead of Pulse sensors, which greatly increases their
accuracy but does not add to your sensor grid.  They are less damaging but 
their attacks fire much faster.  They are heavily defended and a real pain to
destroy at times when they are sitting on a ceiling.  

-------------------------------------------------------------------------------

Rocket [Missile] Turret

These turrets can be nasty if you don't know what you're doing.  They use pulse
sensors to locate a target and then fire powerful rockets at them.  If you are
not generating any heat [IE Jetpack] the missile will have virtually an 
impossible time locking on to you.  If you see one come at you, stop jetting at
once and it will probably fly over you harmlessly, or at just scratch you. They
fire very slowly as each rocket takes a good two thirds of its energy supply.
This makes the shielding weaker than the other turrets, so they are much easier
to blow up with weapons you wouldn't normally use to blow up other turrets.

-------------------------------------------------------------------------------

Mortar Turret 

This is the only turret which is not automated.  These shoot mortars from an
energy supply which is also connect to their shielding.  These are generally
placed in terrible locations in which you can't strike any target of value. The
only real upside is the unlimited ammunition.

-------------------------------------------------------------------------------

Pulse Sensors

Most bases come equipped with a medium or larger pulse sensor.  These have very
large fields of scanning which will detect any un-obstructed energy source
which is not being jammed.  They can be blown up just like anything else.  It
is recommended to keep these functional as without them you can only see 
enemies with direct eye contact.

-------------------------------------------------------------------------------

Ammo Station 

These will refill any ammunition you are depleted of from the guns you are
holding.  They also recharge health and give you a health kit if you do not
have one.  They will not replace deployed objects though.

-------------------------------------------------------------------------------

Command Station 

From this station you can issue orders to your team, which is dreadfully
annoying to players or control any of your teams deployed devices and turrets.
While controlling a turret may be fun, it is generally useless unless you are
VERY good at it.

-------------------------------------------------------------------------------

Inventory Station

The most crowded of all the stations, from here you can buy and sell pretty
much any object in the game.  Listed below is a price listing for inventory 
stations.  Most of these items may also be bought and sold to remote inventory
stations as well.  If you buy a new armor or weapon to replace one you have, 
you will auto sell the items you have in most cases.  Prices for ammunition are
PER unit, so it will cost more to fill up totally.

Item              Cost
----------------------
Armor
----------------------
Light Armor        175
Medium Armor       250
Heavy Armor        400
----------------------
Weapons
----------------------
Blaster             85
Chaingun           125
Plasma Gun         175
Grenade Launcher   150
Mortar             375
Disc Launcher      150
Laser Rifle        200
Targeting Laser     50
ELF Gun            500
----------------------
Backpacks
----------------------
Energy Pack        150
Repair Pack        125
Shield Pack        175
Sensor Jammer Pack 200
Ammo Pack          325
----------------------
Deployables
----------------------
Inventory Station 3200
Ammo Station      2500
Motion Sensor      125
Pulse Sensor       125
Sensor Jammer      125
Camera             100
Turret             350
----------------------
Miscellany
----------------------
Repair Kit          35
Mine                10
Grenade              5
Beacon               5
----------------------
Ammunition
----------------------
Bullet               1
Plasma Bolt          2
Grenade Ammo         2
Mortar Ammo          5
Disc                 2

-------------------------------------------------------------------------------

Vehicle Pad and Station

These are two different targets and either of them not working will result in
you not being able to buy a vehicle.  The vehicle will also be unable to spawn
if something is standing on or directly above the pad.  Anyone may buy a 
vehicle but only light armors can pilot them.

-------------------------------------------------------------------------------

Generator - This/These are the heart and sole of any base.  Without them, no
main equipment will work.  Make sure you guard these as well as you can.  Not
all maps have generators, some maps have many.  They come in full size and
portable [though you can't move it] sizes.  They need to be at least at half
health to supply power to everything else.


*******************************************************************************
                 ix) Frequently Asked Questions and Tips
*******************************************************************************

1) What modes of play are there?

Capture the flag - You try to get your opponents flag a set number of times
while defending your own.  Either capture the most when time expires or hit the
set number to win.

Capture and Hold - You take possession of various switches, generally inside
of a small bunker and gain points for every several seconds you hold them. The
first team with the required number of points wins.

Defend and Destroy - Each team will have a few targets to destroy in the enemy
base.  You win when all of the targets are down AT THE SAME TIME.  In most of 
the maps the targets can be repaired.  

Find and Retrieve - There will be a certain amount of flags scattered around
the map.  You need to get them all to your base at the same time.  Unlike CTF
missions, the flag will not be returned upon touching it, you will need to
manually return the flag to the base.

Deathmatch - Just kill like mad, most kills = winner.

There are other modes which people have created as well, the most common are
dueling and duel tournament.

2) What's the best armor class?

Probably light, though heavy does have a lot of useful roles as well.  Disk
jumping gives them the speed of light armor, but they still lack the quickness
gained from lower weight.  

3) What's a disc jump?

This is somewhat hard to explain, but basically point the disc launcher into
the ground and fire while jumping at jet packing at the same time, you will get
an enormous lift off which can be used to ski very well.  You can do these just
pointing into the ground or by launching off backwards.  This gives heavy armor
equal speed to most light armors.

4) You just said ski, how can I do that?

Skiing is accomplished by rapidly jumping as you slide down a hill.  If done
properly you'll gain great boosts of speed, if done wrong you'll just stop
entirely.  A script called jump.cs is frequently used by everyone to just hold
the jump button down, rather than break it.  This aspect was built directly in
to Tribes 2.

5) What's an MA?

An MA is a mid air shot with a disc, grenade, plasma or mortar shot.  These
particular weapons are generally difficult to score one with, as opposed to a
sniping weapon or an elf gun.  MA's are effective at stopping someone’s 
momentum and bringing them to the ground in a hurry for a follow up shot.

6) Help, our generator was destroyed and no one had a repair backpack, how do
we get more?

Repair Backpacks are often found in the generator room just hovering there. 
When taken, they will not return for a half minute or so. 

7) What is no fog?

No fog is a cheat which people started using when maps such as Obfuscation were
added to the CTF rotation.  Using glitches in the video card people were able
to see clearly rather than have to play on sensor readings, giving them a HUGE
advantage.  Fog maps were removed from most server rotations to keep this fair.

8) Where can I get auto aim?

You can't.  The closest thing is a script which fires two chain gun bullets so
the crosshair remains accurate.  This is not considered a cheat as it is able
to be done just by clicking shoot rapidly enough.

9) What is a Mine-Disc?

A mine disc is when you toss a mine out in front of you and detonate it with a
disc almost immediately.  While you may damage, or even kill yourself, it is a
very solid and cheap way to cream the crap out of most anyone near you.

10) How do I do those fancy voices?

Hit v to bring up the voice menu and work the submenus from there.  Learning
the more useful ones is recommended to save time.  Do not be annoying and spam
them though.

11) How do I avoid Rockets from turrets?

When in its range, release the jetpack when it rises up to fire, or, after it
has fired, release the jets immediately and you *should* be able to fall under
the path of the rocket, but not always.

12) I heard there are ways to hide inside of the ground, is this true?

In the demo, yes, it was possible and in earlier version of the game.  However
they have been patched to my knowledge.

13) How do I say cool things like everyone else?!  

Press the "v" button to bring up a few lists of what you can say.  Using the
default voices, anyone in the game will be able to hear you.  There are many
voicespacks which others have made which allow them to say and hear additional
and often non-sensical things.

14) Should I even bother playing the single player training missions?

I wouldn't, the computer offers little in the way of challenge, as its bots
don't even leave the ground or switch weapons.  The only fancy thing is a
hidden "level" in one of the training missions.

15) Is there any praticle use to sensor jammers and other deployables other
than turrets and remote sensors?

Not really, they generally die in one hit from most weapons and have very
limited ranges.  In any form of clan match your team will be playing a man
down, essentially, if someone runs around deploying unneeded objects.

----Tips-----

- Always mine your flag, even though most players know well enough to clear the
mines, it does force them to take a shot at the mine instead of you, provided
you are not standing directly near it.  This gives an extra free shot on them.

- Do not forget to clear the mines from your flag when teammates come back with
the enemies flag.

- Destroy Rocket Turrets early and often.  They are generally placed in the
worst of positions and keeping it down will allow much easier access to an
enemies base.  Likewise, taking offline pulse sensors will limit the enemies
ability to see your team coming, until it is too late.

- Always fire a few grenades or mortars into an enemy base before going in
yourself if time permits.  This will damage or disable most internal defenses.

- While going around repairing objects and placing defenses is rather boring,
every good team needs a person to do this task.

- Once all the generators are down, most defensive structures powered by them
become destroyable in a few shots.

- Always send at least one person to "Bum Rush" an enemy base immediately once
the map begins, with any luck, that person will be able to damage some stations
causing the other team to have to repair right away, while fighting over who 
gets to use the station.

- If you knock out an enemy generator in a dark room, toss a few mines around
it, the poor repairman will get a blast out of them.

- When playing on Stonehenge, do not bother to repair... it is a waste of time
entirely.  The ski routes are better designed for no energy packs anyway.

- If your teammate with the flag has virtually no life, is being chased and
seems to be moving slow, just kill him or her.  If you can kill them while the
enemies are still a ways away, you're in better shape.  It's far more difficult
to get a "sitting" flag when everyone around you has a red arrow over their
head.


*******************************************************************************
                             x) Credits
*******************************************************************************

CJayC - for creating GameFAQs.com, the best site on the Internet!

[KSoD]Darkslayer - Former teammate and good friend for supplying me with the 
inventory station shopping list!

___________________________
Apathetic Aardvark - 2004 |
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