Tribes 2




Tribes 2

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

About The Game

Tribes 2 isn't easy to master, and it won't play well on every gaming PC, but when you're up and running it's a tremendous amount of fun.
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Tribes 2

Tribes 2 Review

By Daniel Lampkin |

When Starsiege: Tribes came out at the very end of 1998, it was the first of its kind: a retail first-person shooter designed specifically for multiplayer competition. The intervening years have seen other popular action games focused primarily on multiplayer competition, but none have had the same emphasis on teamplay in large, wide-open areas, with plenty of players participating in each match. Not until Tribes 2. Experienced Tribes players will find that the sequel makes relatively few changes to the successful core mechanics of the original but that it features substantially improved graphics, even larger network games, and more items, vehicles, and equipment to use in battle. For those new to the series, Tribes 2 also offers extensive offline training options. Unfortunately, a number of technical problems in the initial retail release have dampened some players' enthusiasm for what is otherwise an outstanding multiplayer action game.

The environments in Tribes 2 are bigger than ever.

Tribes 2 inherits its sci-fi setting from Dynamix's series of mech games, including Earthsiege and Starsiege. Much of what distinguishes Tribes 2's style from that of other first-person shooters stems from this background, including the distinctively large outdoor settings in the game, and also the focus on high-tech equipment such as jump jets and mobile armor suits. Most of the contextual story built up in the earlier games has since fallen away, along with the "Starsiege" surname, since most players came to refer to the original simply as "Tribes" anyway. But the context of Tribes 2 still lends some coherence to the in-game taunts and the mix of harsh environments that will become your playground. You have the choice of three classes of mobile armor suits to wear in battle--the light scout, medium assault, and heavy juggernaut--and they differ in mobility and arsenal. All the classes have a lot of equipment choices and can carry three to five weapons, plus grenades, mines, and a special equipment pack all at once. The inventory system has been significantly streamlined in the new game, so you can set up equipment presets that go into effect when you use a base inventory station anytime during a match.

Tribes 2's different style extends to its pacing, which is somewhat slower and more deliberate than what you'd find in some other popular shooters such as Unreal Tournament and Counter-Strike. The first thing you'll notice in comparison is the effect that the jetpack has on combat. The jetpack gives you limited upward or directional thrust, and though it takes a while to learn how to combine this with ordinary ground movement, the combination is potent, so players in light and medium suits move very quickly over rough terrain. Players jetting through the air are quite difficult to hit with the game's slow projectile weapons, so combat between aerial players often focuses on trying to lead an opponent's landing to deliver explosive splash damage. The game's direct attack weapons make it possible to fell a flying opponent, and the new heat-seeking missile launcher adds an additional threat that's hard to shake once it locks on. The net effect of the game's mobile armors suits and jetpacks is to make combat less decisive and less deadly in wide-open outdoor terrain, while the explosive heavy weapons and turret defenses tend to keep indoor brawls vicious and short. But there's room for you to play various niche roles, such as when you're equipped with the cloaking pack and the game's new melee weapon, the shocklance--a combination that can be used to sneak up on enemies inside their own base for a fatal backstab.

The game's designers have made it easier to "ski" in Tribes 2, a technique discovered in the original game that let you move very quickly over hillsides by jumping repeatedly while running along the surface. Now you merely hold down the jump key to maintain flight momentum when you touch the ground. Skiing has been balanced to more strongly define the mobility distinction between the player classes and ensure that heavy suits aren't as fast on the slopes as they were in the first game. Tribes 2's maps are generally quite large, so heavy suits now have to rely much more on vehicles to go on the offensive and travel to the enemy base. This is key, because most of the action occurs in and around the map's bases and towers, where the objectives for the team games--like the eminently popular capture-the-flag mode--can be heavily defended, requiring heavy-suited players to break through the enemy lines.

A number of new vehicles add even more depth and tactics to the game.

The game offers a lot more than just deathmatch and capture-the-flag game modes. The free-for-all variations derived from popular Starsiege: Tribes mods are good for games with fewer players and make the most of Tribes 2's map style. Rabbit is a single-flag game where the player who carries the flag is "it." There's often a terrific scrimmage as other players try to grab the flag and make a run back to their bases. Hunters is reminiscent of the headhunter mods for other multiplayer games. As players die, they drop flags that can be collected for points at a central location. The real scramble happens when someone who's gathered a lot of flags is fragged, an event that's greeted with a jubilant "Yard sale!" voice-over as opponents gather to fight over the remains.

However, it's with the large team games that Tribes 2 is really impressive. The scale of these games is unmatched; there will often be 40 to 60 (or even more) players on a single server. The game's network code is quite good and supports these numbers well on servers with sufficient dedicated bandwidth, but some warping does occur in games containing many more than 60 players. The larger maps easily accommodate this many players and generally feature vehicle pads so that a portion of each team spends its time in the game's six vehicles.

There are many roles you can fill during a game of Tribes 2: these include sniping, setting up defenses, and going on runs in the three-man bomber to destroy enemy structures and turrets. It's easy enough to switch roles to do whatever needs to be done to help the team, so casual matches without explicit team planning can still be quite enjoyable. The game's command map makes the chaos of the battlefield a little easier to understand. It shows the status of teammates, base facilities, and the team sensor network that ties into each player's HUD. While the command interface is cumbersome, it does give you a fairly effective system for suggesting what team tasks need to be accomplished.

Each of the three types of armor has its own distinct advantages.

While having vehicles in smaller games, those with fewer than 20 people, can dilute the action, overall they add an extra dimension to the combat in Tribes 2. There are three ground vehicles and three air vehicles, divided among scout, assault, and support craft. Half of these (the larger ones) let two or more players jump on board, which can require some coordination around a map's vehicle pad. However, the tank and bomber craft require such particular cooperation between the pilot and gunner that it can be very frustrating to pair up with someone who's less experienced. Additionally, the larger vehicles are sluggish and can be fairly difficult to control, and you may even find that the nose of the larger ground vehicles will occasionally pitch up or down unrealistically on rough but relatively level terrain, seemingly due to problems with the game's physics. It's also frustrating that a mere brush with a tree at low speeds can inflict inordinate damage to the most imposing hovertank.

To make it easier to talk to other players in between games and organize teams, Tribes 2 has a number of online community features built right into the game. The active Starsiege: Tribes community is a strong point in favor of Tribes 2, and right from the start there have been hundreds of game servers to choose from. In fact, high loads on the central authentication and community servers since the release of Tribes 2 have made it impossible for Dynamix to run all the community services, but the game finder, news, and chat functions are up and working. The other features, like pages for team and player information as well as integrated e-mail and Web browsing, were working in the beta tests but have been temporarily disabled until the servers can be upgraded.

Tribes 2 is primarily an online game, but it does include more solo options than its predecessor. It includes five tutorials to ease the learning curve and introduce new players to the game's unique movement, numerous items, and command options. Many of the maps can also be played against computer-controlled bot opponents, which can help you get used to the game before jumping online. The bots aren't really capable enough to make offline games very interesting, and though they do manage to carry out team functions, like setting up basic defenses and executing flag runs, they aren't particularly good at it. They also seem to stand in place more often than you'd expect.

The tactical overview can help coordinate assaults.

The most obvious difference between Tribes and Tribes 2 is the new graphics engine in the sequel, which was completely reworked to take advantage of hardware acceleration and more powerful PCs. If you do have a high-end system, the game looks good. On the maps that aren't fogged in by design, the visible horizon is distant and sharp. The explosions are suitably impressive, and there are some nice effects like footsteps on snow maps and variable precipitation. A fractal system also produces smoothly varying terrain textures that have a surprising amount of detail up close. However, as a result of these effects and the game's large environments, many mainstream systems play the game sluggishly unless many of the effects are turned off and textures are turned down. At these lower levels of detail, the game doesn't look particularly good at all, even compared to the original Tribes. To play the game well, we'd recommend a system with at least a 600MHz Pentium III and a GeForce or Radeon graphics card. As ambitious shooters tend to, the Tribes 2 engine has room to grow as faster systems become more common. For example, one of the systems we tried the game on, a Pentium 4 1.5GHz with GeForce2 Ultra, had no trouble maintaining a very smooth frame rate at 1024x768 with maximum detail turned on.

A lot of effort obviously went into rounding out the game, but it still has some rough edges. The game's sound is quite polished, including many prerecorded voice taunts that you can use in-game by selecting them from a series of quick chat menus. Tribes 2 includes a custom soundtrack--an unsurprising mix of electronica and guitar that you'll probably turn down before long. But the game's biggest shortcoming is that it released with several significant technical problems, which Dynamix is progressively addressing in frequent patches. The game runs without problems on many systems, but some players have had difficulty getting it to work at all.

Tribes 2 is an ambitious follow-up to the game that single-handedly led the charge of multiplayer-only action games into retail. The deep teamplay that you can find in large matches is incredibly addicting and offers some interesting opportunities to cobble together team strategies. The game takes advantage of skills developed in twitch shooters like Quake, but its slower pacing requires a more deliberate and diverse range of tactics. In the end, this will help give Tribes 2 tremendous longevity, especially considering that the original Tribes still rivals both Unreal Tournament and Quake III Arena as one of the most played multiplayer action games. Tribes 2 isn't easy to master, and it won't play well on every gaming PC, but when you're up and running it's a tremendous amount of fun.

Tribes 2 Cheats

Press '~' to bring up the debug menu, then type ''$testcheats=1;''. Open the debug menu again and enter the following code:CheatEffectgiveall();All weapons will have 999 ammunition

Tribes 2 Game Walkthrough

Tribes 2
A FAQ/Guide by Loogie_Man/Ninja_Munkey2001/Great_Punjabi
Version 1.0

Table of Contents

1. Introduction
2. FAQ
3. The World of Tribes 2
4. Armor
   4A. Scout "Peltast" Armor
   4B. Assault "Hoplite" Armor
   4C. Juggernaut "Myrmidon" Armor
5. Weapons
   5A. Starloc Wiren (Blaster)
   5B. Chaingun
   5C. Decimator-VI (Spinfusor)
   5D. Vulcarion (Plasma Gun)
   5E. Hachiman (Laser Rifle)
   5F. GateCrasher (Grenade Launcher)
   5G. Fusion Mortar
   5H. Electronic Flux Gun
   5I. Shock Lance
   5J. Headhunter (Missile Launcher)
   5K. Targeting Laser
6. Packs
   6A. Ammunition Pack
   6B. Energy Pack
   6C. Shield Pack
   6D. Sensor Jammer Pack
   6E. Repair Pack
   6F. Cloak Pack
   6G. Pulse Sensor
   6H. Motion Sensor
   6I. LandSpike Turret
   6J. SpiderClamp Turret
   6K. Remote Inventory Station
   6L. Satchel Charge
   6M. Modular Base Turret Barrel
7. Utility Belt
   7A. Repair Kit
   7B. Mines
   7C. Grenade
   7D. Concussive Grenade
   7E. Whiteout Grenade
   7F. Flare Grenade
   7G. Deployable Camera
   7H. Beacon
8. Vehicles
    8A. Wildcat (Grav Cycle)
    8B. Beowulf (Assault Tank)
    8C. Jericho (Mobile Point Base)
    8D. Shrike (Aerial Fighter)
    8E. Thundersword (Bomber)
    8F. Havok (Transport)
9. Roles
   9A. Scout Sniper
   9B. Scout Assassin
   9C. Scout Defense
   9D. Assault Offense
   9E. Assault Deployer
   9F. Assault Defense
   9G. Tailgunner
   9H. Juggernaut Offense
   9I. Juggernaut Deployer
   9J. Juggernaut Defense
   9K. Scout Flag Chaser
   9L. Assault Destroyer
   9M. LandSpike Deployer
   9N. Inventory Deployer
   9O. Forward Assault
   9P. Early Warning
   9Q. Heavy Love
   9R. Flag Defender
   9S. Decoy
   9T. Infiltrator
10. Command Circuit
   10A. Category Lists
   10B. Map Settings
   10C. Giving Commands
   10D. Setting Waypoints
   10E. Controlling Turrets
11. Standard Guide Stuff
   11A. Legal
   11B. E-mail Guidelines
   11C. Credits
   11D. Version Updates
   11E. Epitaph

1. Introduction

Hola amigos, como estan! Welcome to my guide on what I consider to be one of
the greatest examples of cooperative gaming, Tribes 2. Anyway it is clearly
obvious that this is the sequel to the popular Starsiege: Tribes and it
shows by carrying the same core gameplay that made its predecessor so
addicting. Anyway there is some story behind this game but considering that
this game is multiplayer centric there really isn't a point in explaining it.
If you really want to know, a new faction called the Bio-Derm Hordes has swept
into the Wilderzone. Anyway the human tribes, Starwolf, Diamond Sword, Blood
Eagle, and the Harbingers of Phoenix must put aside their differences in order
to face this wave of pure destruction. I know it is very cheesy but the
story has no impact whatsoever on the Internet. This guide will (hopefully)
introduce you to the team aspect of Tribes 2 and hopefully lead you into
the life of a group instead of an individual. Anyway have fun, and good

2. Frequently Answered Questions

Q: What is Tribes 2?
A: You didn't read the intro did you? *Sigh*, Tribes 2 is the sequel to the
popular Starsiege Tribes. It is a First-Person Shooter that places a great
emphasis on fast-paced action and cooperative gameplay instead of the "Lone
Wolf" mentality of other shooters.

Q: Cooperative Gameplay?
A: Indeed this is the very same element that seems to be all the rage in the
gaming community these days. Games like Battlefield 2 and Savage: Battle for
Newerth are all based on this sole concept. Alright lets imagine for a minute
that you are part of a group. There that's the idea. Not to hard was it?

Q: Is there any difference between this and Tribes 1?
A: And it is here that we meet one of Tribes 2's tragic flaws. Many video
game reviewers were quick to point out that the sequel did not introduce
anything truly groundbreaking that seperated it from the original Tribes.
Tribes 2, in my opinion (flame shield on), is more of an expansion or
remake of Tribes 1 but don't let that discourage you! That's actually a
good thing because the core gameplay of both these titles is very fun indeed!

Q: What's this about jetpacks?
A: This is probably the clear defining apsect of the Tribes series. The jetpack
enables you to essentially fly short to moderate distances in a small amount
of time. Essentially this not only allows greater maneuverability but it
showcases the fast-paced action I was telling you about. If there was one thing
that dominates your skill at this game, it would be the proper use of your

Q: Okay, so how many people are online?
A: Ummm, so I need to tell you something. I'm not good at counting things, but
lucky for you mister/miss I have an average. It isn't very hard to notice that
probably a hundred people are playing every day and that is actually a pretty
big number considering that players flock to two servers: Miami Vehicles and
{Rebels} Katabatic. Personally I tend to migrate to Miami because it cycles
through maps and it seems apparent from the get go that Miami is the one stop
shop for your Tribal needs.

Q: I hear there are vehicles too...
A: You heard right. Unlike the original which had essentially 1 vehicle, Tribes
2 has about 6. They are pretty fun to use and they are essential to victory. It
is often the case that the losing team lost because they did not field enough
vehicles or they were complete turnips...

Q: Umm, okay so I played the game but I didn't notice any team aspect...
A: Again this is one of Tribes 2's tragic flaws but the sole blame does not
fall on the game alone but the genre as well. You see cooperative gameplay
hinges on a certain random factor: people. As we all know people are stupid,
wily, and stupid. You will notice in all games that are formed from this
concpet, that there are those individuals who are out for themselves and no one
else. The "thrill of the kill" is what drives these rogues and quite frankly
there isn't much of a solution to this behavior. This is why I created this
guide so as to hopefully instill some drive or instinct to force people into
playing as a team. Occasionally once in a while you will find cases where
people will work together. Savor these moments and try to relive these moments
in every game that you play...

Q: Pretty deep man...
A: I'm listening to Nickelback right now, give me a break...

3. The World of Tribes 2

"You are all a lost generation"
-Getrude Stein

Indeed you all must be lost if you are playing this for several hours straight
but I don't blame you. Anyway welcome to the fire soldier. Tribes 2 is
essentially merciless, unforgiving, and occasionally downright frustrating.
If you read the FAQ then you should already know what this game is about.
This game is multiplayer centric so the only reason you either purchased or
illegally downloaded this game was to play multiplayer. If you were looking for
a solo experience, then take your CD and toss it out the window. Now Tribes 2
offers plenty of game types. Recently they added in new ones however there are
only two in my experience and opinion that really shape this game.

Capture the Flag is...well...Capture the Flag. This is the prime, dominant,
main, center, or whatever that makes up this game. I guarantee you that this is
arguably the most popular game type in almost any game of this genre. In Tribes
2, you are split into two teams. Your sole objective is to capture the enemy
flag but this is no easy task, unless you are either God himself or the other
team has an attention span of a rock. Anyway victory on this game type is
directly influenced by your ability to operate in unison with other
individuals and should you fail in this endeavour than I can probably guarantee
your defeat however dismal or glorious the game was.

Siege, which is kind of cool in its own personal way, is the second most
popular game type but that really isn't saying much considering there is only
one server of importance that specializes in this game type: The Pond-Siege.
Anyway lets focus shall we? Like Capture the Flag, there exists two teams, one
Offense and one Defense, no more and no less. The primary objective for both
teams is the control switch, a digital flag of sorts. Anyway the Offense must
capture the switch that is usually tucked somewhere within a base of some sort
depending on the map. The Defense's goal is quite obvious. Protect the switch
at all costs. If you thought Capture the Flag was chaotic enough this will
probably blow up your computer. Anyway depending on your position, work with
your team and you should pull through with no problems but I must insist that
you do not, under any circumstances act in such a way that is contradictory to
your standing position. What I mean to say is that you do not go Offense while
on Defense. Now this can sometimes work in your favor but I believe it is in
your best interest that you stick to whatever you were assigned to. It's
fun and mutually beneficial to your mates in the process...

You may have noticed in your time playing that people were flying all over the
place weren't you? Well this brings us to what many consider to be the main
dish of the Tribes series: the jetpack. It does exactly what you think it does
but only for short periods of time. You do have an energy bar and it isn't very
smart to go full blast all the time either. Anyway your jetpack is essential
not only to your mobility but to your fighting potential. Your jetpack is key
to your success as a Tribal and if you don't believe me tell me how often you
see a Spinfusor disc sending you into oblivion while you stay on the ground.
Careful use, or should I say smart use of your jetpack and energy system is not
an advantage but a necessity in your continued survival in the dangerous
Wilderzone. Believe it...

In every game you will sometimes notice that there will be individuals always
focusing on one task that may seem ridiculously mundane. I tell you now that
these are the top notch players of Tribes 2 and should be declared celebrities.
Your ability in choosing a specific role to play in a match is essential to
your team's victory on the battlefield. Going all over the place is not going
to get you any kudos from me or anyone else, unless of course you are very good
at that then you can safely ignore this entire paragraph. Anyway focus on a
certain role and stick to it. Are you going to be the base repair man? Then go
for it! Will you try your hand at being a defensive sniper? Have at it!

Now if you start playing for a while you will notice that there will be
players bearing these odd bracketed tags of sort in front of their names. This
is the mark of a Tribe or clan. Now to get this off my chest, I am not part of
a clan and I don't know if I ever will. Why is this the case? Because every
clan I have joined has the lifespan of a red blood cell and many of them don't
do anything but have their members wear their tag around. Should you enter into
this anomaly, a word of warning. These are people, just like you and me with no
real time on their hands for anything else be it a girlfriend/boyfriend (if you
are into that sort of thing) or a personal life. This is a double edged sword
but lets look at the other side. Should you join a good clan, you will
undoubtedly experience the fullness of cooperative gameplay. Because you are in
a permanent group of sorts then you will have a clear opportunity to engage in
some seriously kick ass team games. Though I wouldn't hold my breath on
actually finding a good clan though...

4. Armor

Alrighty then, we are right in the thick of things. There are a total of three
seperate armors with their own advantages and disadvantages and it is
imperative that you choose an armor typ that coincides with your specific role.
If you plan to grab the enemy flag with Juggernaut armor and get away with it,
then I pray you have 30 something Tribesmen guarding your back because there
will be an equivalent number of projectiles riding up your tailpipe in about
one to two seconds...

4A. Scout "Peltast" Armor

Protection: Not very hot, I'm afraid.
Mobility: Spicy hot, actually.
Weapon Capacity: Three's Company
Ammuntion Capacity: You can't fit a bazooka in your purse maam...
Specialties: Hachimen (Laser Rifle) and Wildcat (Grav Cycle)
Restrictions: Fusion Mortar, Headhunter (Missile Launcher), Remote Inventory
Packs, Both Remote Turrets, and Modular Turret Barrel. (Phew!)

Pros: +Fastest armor you will get your grubby hands on
      +Maneuverable as well
      +Can pilot all vehicles

Cons: -Can take as much damage as an ant
      -Can't carry big stuff, see restrictions

What's to say? This is the lightest, fastest, and most maneuverable armor you
will get your body into. If you are big into getting into some deathmatch like
fights out in the open field then take this with you and hope for the best.
What is actually the biggest contribution this armor can make is to engage in
the always honorable act of flag capping which will be discussed later.
Anyway this can perform a variety of roles if need be, but try to stay a little
offensive with this one.

4B. Assault "Hoplite" Armor

Protection: Just your Average Joe here.
Mobility: Would you like to try a size Medium?
Weapon Capacity: Four for the show
Ammuntion Capacity: Obviously larger than the Scout's right?
Specialties: None
Restricted: Fusion Mortar, Hachimen (Laser Rifle), and Wildcat (Grav Cycle).

Pros: +Faster than a Juggernaut
      +More protection than a Scout
      *Can perform many roles
      *Ideal pilot

Cons: -Not as tough as the Juggy
      -Not as fast as the Scout
      -Excels at only a few roles

Well, this is the middle of the road armor so yeah. Why it's called Assault is
anyone's guess but this is your all-around average guy. It can be fielded
in defensive and offensive roles with equal success and has no problem in
fulfilling a variey of roles if need be. This does not mean that you should go
off flag capping however! If you are in this armor don't bite off more than you
can chew. Remember that though you represent some of the best of both worlds
it is only some! In any case this is the prime armor for those who specialize
in deploying things and is a superb candidate for piloting as you can still be
a viable threat outside of your vehicle.

4C. Juggernaut "Myrmidon" Armor

Protection: Can you say "Brick Wall"?
Mobility: Can you say "Snail"?
Weapon Capacity: Five to get ready
Ammunition Capacity: A walking weapons depot
Specialities: Fusion Mortar
Restricted: Hachimen (Laser Rifle), Cannot pilot anything

Pros: +Highest in terms of protection
      +Can carry the most in terms of weaponry and ammuntion
      +Is capable in all ranges of combat: short, medium, and long

Cons: -Did I say snail?
      -Cannot pilot vehicles
      -Vulnerable to lighter armors in one on one scenarios

Ahh, yes the heavy of the heavies. Indeed this is essentially the powerhouse in
any confrontation. The Juggernaut is very specific in terms of offense and
defense unlike the Assault Armor. The Juggernaut is not very mobile so you'll
find youself standing stationary in many situations but this allows you to
focus more on your primal aspect: pure destruction. Once you step foot into
this thing, you are a mobile weapons platform so treat it as such and let the
hail of mortars fall! Of course please watchout for you allies and your
deployed assets will you?

5. Weapons
Where would a First-Person Shooter be without shooters? Who knows, but
Tribes 2 features some truly destructive weaponry that will satisfy all those
pyrotechnics and bomb jockeys out there. Just be careful where you aim, okay?

5A. Starloc Wiren (Blaster)

Ammo: Unlimited (This takes juice directly from your rechargable enery bar)
Rate of Fire: Pretty fast considering it's a pea shooter
Projectile Speed: Moderately fast
Damage: Pretty low but what are you expecting?
Aim: Point and shoot, simple enough.
Range: Short to Medium

Pros: +It's unlimited. Go crazy.
      +It's an effective sidearm for indoor situations
      +It can ricochet off walls. Cool beans!
      +Bypasses shields

Cons: -It's a pea shooter. Do peas hurt?
      -Drains your energy reserves and in turn your mobility
      -Pretty low priority in terms of the other weapons at your disposal

Ahh, the fabled blaster. This seems to become a staple sidearm for any would
be weapons man. Anyway since no one in the Tribes universe has the common sense
in developing a proper pistol this will do I suppose. I honestly don't care
much for this little thing but don't go off not using it! It can be pretty
effective for room clearing if you don't have a grenade or mortar in your
disposal so have at it!

5B. Chaingun

Ammo: Bullets (What else?)
Rate of Fire: Insane
Projectile Speed: Very fast (Insane would sound corny)
Damage: Low (It builds up considering the whole "Hail of Bullets" Thing)
Aim: Pray and Spray
Max Effective Range: Close Range

Pros: +It has a very high rate of fire. Go crazy...
      +Can chew through Scout armor like ummm Chewbacca?

Cons: -... but don't go so crazy that you go right through your ammo.
      -Chewing through other heavier armors might be an issue
      -Significant delay before firing (Warm-up period)
      -Don't expect to hit anything at long range

Whoo, the weapon of my dreams! Despite some of its drawbacks, do not be fooled.
The chaingun is a very dangerous weapon and in the right hands can mean the
end of any Tribal warrior. While the damage is comparable to the almighty
blaster, it will kick up pretty fast considering that your dishing out hundreds
of those little bullets a second. Now what they don't tell you is that this
weapon is good for those situations when an enemy has taken to the skies
directly above you. Many of your weapons are slow firing and too precise to
hit him/her so use your chaingun and spray you fire in his general direction.
He/She should at least suffer some damage before landing and you can then pelt
him with a disc round of your own.

5C. Decimator-VI (Spinfusor)

Ammo: Explosive Discs (Why?)
Rate of Fire: Slower than you grandparents' aerobic classes
Projectile Speed: Fast enough
Damage: Low to high depending on the proximity of where the disc landed
Aim: Pray that you actually hit something
Max Effective Range: Medium to Long Range

Pros: +Splash damage
      +High damage dealing weapon that anyone can wield
      +Perfect for dealing death from above

Cons: -Very, very precise weapon
      -Slow rate of fire
      -It's blue...

There's a reason this is the bread and butter weapon of Tribes 2. This should
be in your inventory at all times except when your mission profile disallows
it. Why is this weapon so great? First off, it has splash damage, secondly it
is very powerful, and finally anyone can wield it even the lowly Scout. Anyway
it is preferable that you use this while airborne because it is more likely
that you will actually hit anything, at least with its impressive splash
damage. Get it, learn it, and love it. You have to, it's in your job

5D. Vulcarion (Plasma Gun)

Ammo: Super heated plasma
Rate of Fire: Moderate
Projectile Speed: Moderately fast
Damage: Low to moderately high
Aim: Point, click, and watch the fireworks
Max Effective Range: Close to medium range

Pros: +Splash damage
      +High refire rate considering its damage potential
      +Ideal for indoor environments for its street sweeper capability
      +Bypasses those pesky shields

Cons: -Poorman's Spinfusor
      -Small area of splash damage
      -Almost useless in outdoor situations

This is probably one of the weapons I always pack in my inventory, though
I urge you not to do this if it doesn't fit your mission profile. The plasma
gun can be considered to be the shotgun of Tribes 2. Though it may not function
exactly like it, it is ideal for close range situations and can be fired soo
fast that you can sweep an entire room. Those on the offensive side of things
should pack this weapon if you plan to do some raids on enemy equipment as this
little gem is perfect for destroying tactical assets. On the defensive side,
this baby is perfect for killing those little cloakers and marauding Juggies as
they tend to eschew close range weaponry for the long range variety.

5E. Hachiman (Laser Rifle)

Ammo: Unlimited (This baby takes juice straight from your energy bank)
Rate of Fire: Slow, very slow
Projectile Speed: Almost instantaneous
Damage: Very high to very low depending on the amount of energy used
Aim: Line up your target and let her rip
Max Effective Range: Long range

Pros: +Very precise weapon
      +Incredible damage potential when used effectively
      +Can utilize headshots for added effectiveness
      +Unlimited Ammo

Cons: -Perhaps a little too precise
      -Sucks energy directly from your energy reserves leaving you immobile
      -Fires a tracer round so the enemy can see where you are
      -Not very effective against armor that is heavier than Scout

What's a FPS without a sniping weapon. This can be one of the most gratifying
or most frustrating weapons in your arsenal and it does require a certain
degree of skill to be fielded effectively. The one thing you must realize is
that it's damage potential is directly relational to your enery meter. If your
energy bar is full, the Hachiman will deliver full damage, but if it is low
then your Laser Rifle will deliver something as proportional in terms of
damage. First and foremost, this is a long range weapon. Using it in short
range will result in nothing more than the gnashing and gritting of your teeth.
Aside from all its drawbacks, this weapon is great for defensive and offensive
operations. For defensive scenarios, you can pick off unwary enemy snipers and
weaken heavier armors looking to engage in a full frontal assault. For
offensive duty, you should keep your enemy on their toes by targetting damaged
Scouts and other armors. Not only does this reduce morale but your enemy will
be disrupted in the process, leaving the rest of your team able to mount a more
effective assault.

5F. Gatecrasher (Grenade Launcher)

Ammo: Grenades (What else?)
Rate of Fire: Moderately fast
Projectile Speed: Depends on the arc of the projectile and the explosion delay
Damage: Low to high depending on proximity to blast radius
Aim: Calculate trajectory, distance, and let her fly high
Max Effective Range: Medium to long range

Pros: +High rate of fire coupled with high damage potential
      +Ideal for indoor combat
      +Effective suppression device
      +Lighter alternative to the Fusion Mortar

Cons: -Aiming is a little difficult as the grenade is lobbed in an arc
      -Not very useful in outdoor duels
      -Can be a little too dangerous to use at times
      -Not as menacing as the Fusion Mortar
      -Not a very good defensive weapon

What can I say, this is a great weapon for those on the offensive. It's high
rate of fire and high damage potential makes this a worthy alternative to that
bulky monstrosity known as the Fusion Mortar. Anyway this is great for room
cleaning and indoor combat because once you let these babies rip, there
shouldn't be any room for the enemy to manuever around. Now you may have
noticed the term suppression used. Don't know what that is? Well it forces your
opponent to take cover and thus be rendered totally immobile. Anyway this is
great as you can lob probably about one every second or so and saturate an
entire area with explosions. Even better, if you cooperate with a teammate you
can effectively "sanitize" an enemy base with this thing, destroying all
outdoor assets. Learn to love this weapon, and it will requite thy love a
hundred fold.

5G. Fusion Mortar

Ammo: Mortar Shells (Very big and green)
Rate of Fire: Very, very slow
Projectile Speed: Again, pretty slow
Damage: Moderate to High depending on proximity to blast radius
Aim: Calculate trajectory, gauge distance, adjust sights, and commence firing
Max Effective Range: Long range

Pros: +Extremely high damage potential
      +Ideal for destroying base assets
      +Suppression capability off the charts

Cons: -Did I say slow?
      -Pretty clunky to use
      -Juggernaut only weapon
      -Not effective in dueling, not at all, don't use, repeat, don't use

Arguably, the most destructive weapon in your arsenal. The Fusion Mortar is a
big, big danger out on the battlefield and if used correctly can actually win
victory for your team. The biggest problem I have with this weapon is the
players who use it. They tend to use it as a deathmatch weapon and earn results
that way. No, no, and no! This weapon was designed so as to lay artillery fire
over a particular location, either to destroy a base asset or suppress an area.
Anyway it is imperative that you use this in conjunction with the Targeting
Laser. With that someone using that device, you should have no problem in
using the Fusion Mortar to its full potential.

5H. Electronic Flux Gun

Ammo: Unlimited (It sucks ammo directly from your energy reserves)
Rate of Fire: It is a stream of energy, enough said
Projectile Speed: Didn't I say it is a continous stream?
Damage: None, though it does drain your target's energy reserves moderately
Aim: Point and click
Max Effective Range: Close range

Pros: +Tactical weapon
      +Ideal for stopping pesky flag runners
      +Can drain the shields of any object, including base assets
      +Excellent when working with a partner in taking out an individual enemy
      +Unlimited Ammo

Cons: -Delivers absolutely no damage
      -Sucks energy away from your precious energy pack
      -Useless if used one on one

Quite possibly the second most underrated weapon next to the Targeting Laser.
The ELF Gun is a tactical weapon of sorts and it steadily drains its target of
precious energy. What does this mean for you? Well for starters you can
effectively ground a target and prevent it from flying anywhere. You also have
the ability to drain the shields off any target that is currently using it like
say, a Large Sensor. It's pretty useful from the get go, but this weapon has
one fatal flaw and that it is useless unless you work together with a teammate
in accomplishing your objective whether it be retrieving your flag or
fatally dispatching an adversary. Anyway if you really want to be a team player
than pick up this weapon if you have the chance and learn to appreciate its

5I. Shock Lance

Ammo: Unlimited (It sucks energy right out of your energy bank)
Rate of Fire: Low
Projectile Speed: What projectile?
Damage: Depends on where you strike the target and how much energy you have
Aim: Get within melee distance and zap em
Max Effective Range: Close Range

Pros: +Instaneous death if struck from behind with a full energy bar
      +Ideal for assignments requiring a stealthy finesse
      +Unlimited ammo

Cons: -Close range only
      -Useless if used in a head on assault
      -Drains valuable energy from your reserves

The Chainsaw, the Impact Hammer, and the crowbar are signature melee weapons in
FPSs. This is Tribes 2 take on that in the form of a super charged cattle prod.
This is the standard armament of Assasins and Infiltrators so if you plan to
make a career in these roles you must learn the basics of stealth and
subterfuge. The shocklance is the embodiment of the stealth gameplay in Tribes
2. If you are carrying around a cloaking pack, then it should be required
almost that you carry this around with you too. I have seen some unorthodox
methods of utilizing this weapon like lancing vehicles out of the air but I
recommend you practice the basics of this weapon until you can lance with the
best of em.

5J. Headhunter (Missile Launcher)

Ammo: Missiles (Kind of redundant, no?)
Rate of Fire: Low, unless aided by a Targeting Laser
Projectile Speed: Fast
Damage: Pretty high up there
Aim: Attain missile lock and fire
Max Effective Range: Medium to long range

Pros: +High damage dealing weapon
      +Superb defensive weapon and good for destroying base assets
      +Effective vehicle killer

Cons: -Slow rate of fire unless aided by a Targeting Laser
      -Flare Grenades will render the missile useless
      -Can be tricky to aquire lock on enemies

If there was a number one rule for playing on the defensive than it should be
required that this weapon must be brought along on any engagement. The Missile
Launcher is great for Tribals looking for that extra oomph in a precise
defensive weapon. This weapon can safely take out those pesky turbogravs that
will harass your base constantly but it can also take out any dimwitted
Tribal who is jetting in full blast at your base. If there was any
recommendation I could give, it would be to find someone to point a Targeting
Laser at something because the missile would ignore the flare. Anyway if you
are smart with this weapon you should have no problem.

5K. Targeting Laser

Ammo: Unlimited (It drains energy from your energy reserves)
Rate of Fire: It is a continous stream of coherent light, get it?
Projectile Speed: It's a freaking laser!
Damage: Apart from eventual eye damage, this thing does no damage at all
Aim: Point and click
Max Effective Range: Long range

Pros: +Can vastly improve the accuracy of arc weapons like the Fusion Mortar
      +Missile Launchers can target the spot and instantly lock on and fire
      +Can also steer missiles away from flares and redirect them
      +Included armament with every armor
      +Unlimited ammo

Cons: -Does no damage whatsoever
      -Practically gives away your location
      -Must be utilized with a teammate in order to be effective

Remember how I said the ELF is the most overlooked weapon in the Tribes 2
arsenal. This is its older brother. The Targeting Laser is undoubtedly the most
underrated item in the game and it can be said that if this was actually used,
games could actually be won. Not only does this provide direction for those
horribly inaccurate mortar shells but it negates the impact of flares entirely!
You see this gem actually is a remote control for those missiles and can
redirect them towards a given target. Cool Beans!

6. Packs

If there's one thing you should never go without, it would be a pack. Packs
grant you certain special abilities whether they be deployable turrets or a
repair gun that can heal both you and your allies. Packs essentially can define
your role in the game all by itself so choose wisely and do not by any means
go off and fight in your default Scout loadout. You're just begging for death.

6A. Ammunition Pack

I'm sure you can guess what this is by first glance. If not, then shame on you
sir! This essentially provides a passive benefit in that it allows you to carry
much more ammunition for your arsenal. I'm not sure but I think it provides
a semi-upgrade of sorts in terms of armor. What I mean to say is that a Scout
wearing this will be able to carry as much ammunition as an Assault and an
Assault armor will be able to carry as much as a Juggernaut. I'm sure you get
the idea. Anyway this is perfect for Tribals who are looking to pack some
serious weaponry but do not have access to an Inventory Station. It is usually
recommended that this be carried by the heavier armors like Assault and
Juggernauts because their weapon capacity is significantly higher than the
Scout. I would also recommend this be part of the standard loadout of
Tailgunners because they definitely need those extra Flare Grenades in a pinch.

6B. Energy Pack

This is probably the most popular pack amongst Tribals everywhere. The energy
pack is another passive item that offers an increased regeneration rate for
your standard energy reserves. This is perfect for warriors on the move as they
now have greater jetting mobility with less down time for recharging. Another
reason is that this pack is required to operate the Hachiman (Laser Rifle) so
you will probably see almost every Scout wielding this thing. It is often
recommended that Scouts and Assault armors pack this thing because they have
enough manueverability and speed to get from Point A to Point B quickly
unlike the Juggernaut. I have noticed that Juggernauts will pack this with them
on base raids so that they may get that extra speed to get in and mortar the
place but it doesn't seem very practical given the circumstances.

6C. Shield Pack

This will be any Tribals' best friend if he or she can use it properly. The
Shield Pack offers an active benefit compared to the previously passive ones.
When activated, it draws energy from you reserves to create a, you guessed it,
shield to protect you from all kinds of damage. Now because it draws energy
from your reserves, you are essentially grounded unless you deactivate it. Also
the energy bar actually functions as a second health bar when this is active,
so when the shield becomes overloaded you have no chance of jetting anywhere
unless you wait to recharge. It is preferred that Shield users remain on the
defensive with this one but it can be used offensively. Assault Destroyers can
cause all sorts of damage indoors where flying is an impossibility so the
Shield is actually pretty useful in those situations. It is also recommended
that only Assault and Juggernaut armors carry this pack because they tend to be
less speedy and agile than the Scout. Considering the Scout's survival is
based on its agility it wouldn't be very practical for Scouts to carry this
thing around.

6D. Sensor Jammer Pack

Consider this pack as the Cloak Pack alternative. Whereas the Cloak pack hides
a Tribal from human eyes, the Jammer Pack hides you from electronic and
mechanical observation. You might not see that as a good thing but you may
find that turrets and sensors can be more of a threat than actual warriors. If
you find yourself using this device, try to work with other teammates in the
field by activating this pack in close proximity of them. You see this pack
functions as a jamming field and wil effectively shroud you and your fellow
Tribals from enemy radar. Pretty nifty huh? What really takes the cake is that
this renders you totally invisible by enemy turrets. Say the place is defended
by a slew of turrets waiting to chew you out at a moments notice and the flag
is right there in plain sight waiting to be taken. Take this with you and start
playing Decoy while you blast all those turrets away with impunity. Hopefully
one of your teammates will seize the moment and take the flag.

6E. Repair Pack

Ahh, the wonders of a simple mechanic. This pack is pretty self-explanatory
but if you are still in the dark let me lay it down for you. This allows you
to repair and friendly asset or teammate in the field. You can also repair
yourself but I wouldn't advise this in the heat of combat for obvious reasons.
A good repairman is very much needed in this game as there is absolutely a 100%
chance that your base assets will be destroyed from time to time. Try to repair
these items as soon as possible and you will most certaintly ear the respect of
your teammates. That or either some self respect but that's just as good,
right? It's also helpful to repair some of your friendly teammates who are on
stationary defensive or offensive roles as they are quite susceptible to damage
from opposing forces. I would generally advise Assault armors to pack this if
they are on defense and don't have anything else to do, but Scouts can pack
this and essentially be a field medic if required.

6F. Cloak Pack

This is a scary pack if used correctly. When activated, a tribal remains
virtually invisible to the human or bio-derm eye. If you're planning on being
an assassin than you cannot ignore this baby. This pack coupled with the
shocklance is probably one of the most deadliest combinations in the entire
game. What is so interesting about this pack though, is that if you are spotted
with this by the enemy, then be prepared to respawn as you won't have alot of
energy to move and close range plasma does not do wonders for the skin. The
cloak pack can be used in either offensive or defensive roles but it depends
entirely on the situation. I suggest Scout armors pack this, since they are
highly mobile and can get in and out very quickly after an assassination.

6G. Pulse Sensor

Here we are at the deployables and here we meet on of the most underrated of
the entire batch, the remote sensor. I'm sure you have noticed that on every
map there exists a large pulse sensor. If you remembered the tutorial, if you
actually played it, you learned that the sensor essentially provided a radar
for pinpointing enemies on the command circuit. This would be its little
cousin as the pulse sensor is just a shortened version of it. You usually can
plant up to 30 of these and that should be enough for creating a sensor net for
your team. These things are designed so that you tribesmen can get a heads up
regarding incoming hostiles and the like. Also this thing upgrades all of your
turrets if used correctly. You see what happens is that turrets will be able to
react to incoming enemies quicker when used in conjunction with a sensor net
allowing a more potent defense. Not everyone knows this but now that you do,
be glad that you know now. This item is not, and I repeat not, for creating
"walls" for blocking flag cappers and enemies from important base assets. If
you see anyone doing this, please inform them what this thing is used for and
promptly make a fool out of them in the chat box. Deciding what armor to use
when deploying these is a toss between Assault and Scout but that will be
covered in a later section.

6H. Motion Sensor

The motion sensor is your best friend against enemy cloakers. What this doo-
hickie does is it reveals any cloaked enemy foolish enough to walk in proximity
of this device. Motion Sensors are small and hard to see so try to place them
in practical locations like entryways and near turrets. Putting them near
turrets, lets them take free pot shots against any enemy cloaker walking by
them. Like pulse sensors, your team has plenty of these on hand so go liberal
with them. It doesn't matter whether an Assault or Scout armor carries these,
just get it done so that your base isn't vulnerable to cloaked assault. There's
nothing worse than finding out your generators are destroyed because of a lowly
Scout Assassin. With proper motion sensors, happy faces are guaranteed.

6I. Landspike Turret

What Tribes game is without turrets? Turrets are essential you continued
success in the Tribes universe as they allow you to provide an adequate defense
against enemies while the rest of your force is away. Landspike Turrets are
turrets that can be deployed on flat even terrain. It packs more of a punch
than the Spiderclamp but it sacrifices its refire rate in the process.
When deploying landspikes be sure to deploy them in an area where they have
full weapon coverage. Putting them at the base of a cliff can be a bad idea
since it has only one arc to fire in. Try to deploy them in groups for maximum
effectiveness. Also if you can, deploy pulse sensors near them as they take
advantage of the sensor net to track incoming enemies more quickly than without
a proper sensor net. Depending on the map, Landspike deployment may vary. It
may seem that it would be more prudent to deploy them near base entrances but
it also may seem prudent to deploy them in a circular formation around the
flag. Whatever the case, try to follow the enemy's pattern of attack and adjust
your defenses accordingly.

6J. Spiderclamp Turret

What's the difference between the Spiderclamp and the Landspike you ask? Well,
the spiderclamp can only be deployed on buildings like a base or tower. It
doesn't pack the same punch as the landspike but it does pack a faster refire
rate and that actually will do wonders against unwary enemies. Like landspikes
try to deploy them in areas where they can have full weapon coverage like an
open room. You can place them on a ceiling in the middle of the room and it
should be able to function like a Sentry turret. These are primarily designed
for indoor defenses, tripping up enemies as they try to destroy vital base
assets like generators or inventory stations. Depending on the map, however,
it is possible to deploy these in outdoor environments like a ledge or on
a wall. It actually can work wonders if your landspike defense just won't cut
it. I've seen some seriously great results with this tactic on maps like
Katabatic and Beggar's Run. Anyway whatever approach the enemy takes, just try
to readjust your defenses each time and you should do fine. Be aware that your
turrets aren't as tough as they appear and will need constant replacing over

6K. Remote Inventory Stations

Do you remember those big Inventory Stations they have in base? These are the
small siblings of those suckers. The remote inventory station functions as a
mobile repair and rearm point for Tribals on the frontline or on the defensive
front. While it is a mobile version of the inventory station, it can't give
out certain equipment like base turret barrels or different armor. You will
often see this used in a defensive role and that's all well and good in my
honest opinion. Missile defenders benefit from this greatly as they can reload
fast and get back to active duty quickly without having too sacrifice too much
time going back and forth to an inventory station. It also provides a safety
net for your base, in case that your base assets are all destroyed, you can
rearm yourself with a repair pack and start repairing your base back to
optimal efficiency. Now enough about defense, lets talk offense. To be honest
not many Tribals will use these in an offensive situation and I think that is a
shame. It is actually perfect for mortar spammers much in the same way as it
was great for missile defenders as they can continue their jobs with virtually
no downtime. Snipers can last a little longer in the field with these as it
takes two shots to kill them, so they can repair and rearm and get right back
in to the fray. When deploying these it is advisable you be practicable and
take into consideration that you must make the station accesible but you must
also make sure that the enemy does not see it lest they destroy it. Try to
deploy them near trees or at the base of a hill and also mark their positions
with a beacon.

6L. Satchel Charge

This is probabably one of the most destructive weapons in the game. The satchel
is a remote detonation device, that when planted and activated creates a very
large explosion that is instant kill to anyone and anything standing near. This
is the perfect pack for Infiltrators as it is their job to infiltrate enemy
lines and locate important base assets to destroy or damage severely. The
satchel charge is easily deployed but the hard part is actually getting into
the enemy base. You aren't going to have the benefit of a Cloak pack so you're
going to have to utilize ever stealth trick at your disposal. How do you so
however is your problem because many maps have many strategies. Anyway once
you are in the enemy base huff it and get your satchel placed as soon as
possible, then detonate. This is an offensive weapon and should be used as
such. Occasionally you will realize that his totally disrupts the enemy defense
and leaves it wide open for flag capping. If there is one thing that makes me
mad about these is when people use these to defend the flag. For starters it
has a time delay before detonation and it requires skilled timing to blow it
up right. If you miss then goodbye flag, unless you have some good dedicated
flag chasers. Also the large explosion is sure to damage or destroy base assets
nearby and if you screw up you will look like a bigger idiot. Also you are a
jerk for destroying your team's farm...

6M. Modular Base Turret Barrel

I'm sure you know what base turrets are right? Well if you don't then it's
those large black turrets that tend to be placed on some small pillar,
pedestal, or on some roof. They usually have a preset loadout before the game
begins and it is usually anything from a plasma turret to an anti-aircraft gun.
Anyway they can be switched by any tribal in the heat of combat and it is
usually advised to do so in regards to the situation. Is the enemy fielding a
large amount of vehicles or aircraft? Switch that turret out with a missile or
anti-aircraft gun. Is there alot of infantry and flag chasers giving you
trouble? Switch yourself out with either a plasma or ELF gun. Want to lay down
some hurt before the enemy reaches your base? Grab a mortar turret and lay down
pain from afar. Remember that you must choose the right turret for the right
scenario or else you might have problems with specific attacks in general.

7. Utility Belt

Sadly the utility belt of the Tribes universe is not up to par with the fabled
Batman but it will do nicely considering the massive death that lingers over
you like a shadow. Anyway the utility belt is standard equipment for all
tribals and depending on the armor, certain items will come in greater
quantities. There are several useful items in the belt, but sadly not many
people use them. Anyway hopefully this guide will teach how essential your
utility belt really is.

7A. Repair Kit

Ho, ho this is your lifeblood warrior! If you are unaware of what this is, then
what hope do you have on the field? This repairs or heals a certain amount of
armor over a small period of time. When I say a period of time I mean the
effect is not instantaneous. Your health bar gradually heals itself by what I
presume to be 1/4 or 1/3. You should always use this not only for your own
health but also to deny your enemy from looting this from your corpse
afterwards. Should you die without using this then promptly slap yourself.
Asides from that its important that using this in a heated fire fight may not
be the best idea as your health is bound to hit zero in no time at all. Now
that doesn't you shouldn't use it, but try to be a little smart with this
health cookie.

7B. Mines

Now I certainly don't mean mines from which you harvest resources from, no
siree. These mines are little boomsticks to go actually. Mines are little
proximity detonation thingies that go boom whenever a tribal walks over or near
one. You can obviously see the tactical opportunities that persist but there
are some things to remember with these babies. They do not differentiate their
allies or enemies and will go boom boom if you or your buddy mistakenly go over
them. Also, you can only deploy these things in limited quantities so they
function somewhat like a deployable asset. Finally you can't place them near
one another since it will go boom as soon as you try to do so, so there. Aside
from those issues though, it is essential that you place minefields at key
entrances or places of tactical importance like flags or in a generator room.
Also it may be a bit nice if you can mark those minefields with a beacon of
some sort as it will make it easier for you and your team if you didn't set off
your own minefield.

7C. Grenade

The first grenade type available in your arsenal. While the grenade launcher is
a bit more effective than this, if you don't have one this is a worthy
substitute. This is pretty similar to your typical frag grenade. Just press and
pray it causes any damage. This is good for clearing out rooms before entry so
you can go firing away like a maniac. If there is someone in a bunker pop a few
of these in and you're guaranteed a kill. I wouldn't advise you use these in
the open as they are proven less effective when your enemy has more room to
maneuver. Remember that the longer you hold the button, the farther it will
go, kapeesh?

7D. Concussive Grenade

The second grenade type in your belt. You don't see these used that often and
it is a shame too. These cause minor damage but here's the special feature. It
will knock your opponents back and simultaneously kick their weapon right out
of their hands. This is a great alternative to the whiteout grenade and it is
perfect for taking out an indoor sentry guardsman as they will be too
disoriented to fight back. Anyway try to experiment with these and like the
frags, try not to use them in the open. You're just asking for trouble if you

7E. Whiteout Grenade

If you haven't figured out what this grenade does by its name then I pity you
greatly. Anyway this functions pretty much like any standard flashbang as it
will temporarily blind your adversaries for a period of time depending on the
proximity of the grenade. This is a great tool for both base raiders and flag
cappers. Flag cappers can just toss this behind them and his or her pursuers
will be blinded in the process. Base attackers can toss this prior to entering
the base and inside if they wish to disorient the defenders and destroy
unhindered. This is a great weapon that should be used anytime you get the
chance. Be wary though that you don't look like a complete turnip when you
toss this directly at your friends. I guarantee that they won't be as amused as
you are.

7F. Flare Grenade

Quite possibly the most useful grenade around. Whne you think flare you usually
think of the little fireworks gizmo that signals nearby peeps of your location.
Here they can distract pesky missiles from blowing you into tiny giblets. These
are perfect for those on the fly as you're bound to be acquired by any tribal
on an anti-air role. I recommend these to any serious flag capper as you're
liable to have maybe a dozen missile streaking up your tail pipe. Also these
are practically a requirement for tailgunners since missiles present the most
serious threat to turbogrvs like the bomber or transport. Just remember to pack
an ammunition pack so you have plenty of flares to toss around.

7G. Deployable Camera

Not technically a grenade but for some reason it occupies your grenade slot so
there you have it. Deployable cameras function precisely as their name implies.
Toss this on a wall somewhere and you will have a little unmovable surveillance
camera. This is a little more specialized toy made for those who like to plan
and then act, perfect for infiltrators. If you can plop a few of these in the
enemy base, you should have a good idea of enemy positions and even patrol
routes if your enemy is smart. Once you have a general idea of everything just
proceed to lay down the quiet riot and hopefully you will be succesful. Since
this item is pretty specific in terms of use, I don't see much point if it used
in any other fashion, but that's just me.

7H. Beacon

Learn to love these little guys since they can reduce the downtime for you to
actually look for things. Beacons can mark certain positions like a remote
inventory station or even better, can function similar to a targeting laser,
directing where explosives should go boom. It's advised that you place these
where you've deployed any tactical assets like a minefield or an inventory
station so some unwary soul as a better chance of finding them. If you want to
be a little bit offensive with these, then you can place them near enemy
positions so you greenlight 'em for artillery strikes. On a side note, please
remember that the beacon has two modes, targeting and non-targeting. Double-
clicking will activate the non-targeting mode so be a little smart with each
one, okay?

8. Vehicles

I'm sure you all remember the paltry selection of vehicles in Starsiege: Tribes
that were offered to you. Tirbes 2, thankfully, offers a much larger and more
varied selection of armor to cause mucho havoc. In fact, vehicles are very
essential in that they can literally decide who wins or who doesn't. Just
remember what each vehicle does best and do it to the best of your ability so
you don't look like a complete turnip.

8A. Wildcat (Grav Cycle)

Crew: Uno amigo
Speed: High for a hovering motorcycle
Handling: It's like ice skating, and that's pretty hard for some people
Protection: Pretty low but what did you expect?
Armament: No guns to speak of
Restrictions: Scouts only
Specialty: Light transport

Pros: +Very fast and hard to hit
      +If you hit someone make sure it's your enemy
      +Very unpredictable so a big distraction

Cons: -If hit, expect to go from green to red very quick
      -The handling is very tricky
      -Occasionally a juggernaut can be a human roadblock to this thing

You won't see many of these on the field but they can be pretty darned useful
if need be. Many opt for the Shrike seeing as it is faster plus it has weapons
but this is perfect for Scouts who are on the go. It's low profile also makes
it much less conspicous than said Shrike so you don't have to worry about being
blown out of the sky prematurely. Flag-runners will find this useful when they
need to get out in a hurry and snipers will love this for traversing different
firing positions. Other roles also can use this like sensor farmers and
infiltrators who in all honestly don't need to be killed by incoming enemies.
The grav cycle is also perfect for a distraction as we all know, tribals thrill
for the kill and will try to blow this sucker up for a chance to score. In the
meantime, you can have the pleasure of running down unwary tribals so everybody
wins, everyone except your enemy.

8B. Beowulf (Assault Tank)

Crew: Two (pilot and gunner)
Speed: Moderate
Handling: A little less moderate as some would guess
Protection: High
Armament: Fusion mortar cannon and vulcan chaingun
Restrictions: Juggernauts may not pass
Specialty: Long-range artillery and short-range ground combatant

Pros: +Good armor with good weapons to boot
      +Handling isn't so bad that you accidently kill yourself
      +Perfect for long range death from afar

Cons: -Accuracy is not very great
      -The mortar doesn't do much for short range fighting
      -The chaingun is pretty bad when countered with lag

The fabled tank. This is certainly better than that stupid Landmaster Tank of
Star Fox 64. At least this one packs some punch to it. Anyway this doesn't
function much like a tank and that can be contributed to its weaponry. The
mortar cannon it has is obviously relegated to more long-range work while its
chaingun, while nice, doesn't pack a considerable amount of punch for an anti-
infantry weapon. It would be more benefical for you to use this as either an
artillery piece, raining death from far away, or as close-range brawler,
getting yourself in to the thick of it, causing as much damage as possible.
I would very much like to mention that this vehicle is made for pure offense,
so it would kind of be useless to use this in a purely defensive role. The
weapons as I said restrict it ground combat only, and seeing as how everyone
attacking your base is bound to be airborne you chaingun is the only viable
weapon, and it isn't even that good.

8C. Jericho (Mobile Point Base)

Crew: One is all you need in life, right?
Speed: Can someone say snail?
Handling: Like running....underwater
Protection: Pretty high up in the sky
Armament: When deployed, it has a missile base turret watching the skies
Restrictions: A juggernaut can't fit in the pilot seat
Specialty: Forward supply point and rear supply point

Pros: +It's like a home away from home
      +Armor is thick like a moving fortress
      +A dangerous threat to leave ignored
      +Has a built in sensor jammer field

Cons: -Vulnerable, even when deployed
      -Large profile makes this easily spotted and targeted
      -Not available in large numbers

If you're going for non-stop offense, then take this along with you. The
Jericho functions like a small base complete with a turret, sensor jammer, and
an inventory station. It would be best advised that when piloting this, you
bring an escort along with you so you don't get prematurely killed on the
field. I've occasionally seen convoys in games where two Beowulfs brought up
the front and rear of the Jericho. It is also advised that you park and deploy
this in a place that isn't so easily seen, like behind a cliff or something.
If this is seen, you can be sure some Shrike or bomber will ruin your day fast.
If you are the pilot, then it is your job to defend your vehicle so please
don't leave it unattended. It may seem unglamourus, but in the end you're in a
better position for a long siege, provided your teammates cooperate with you.

8D. Shrike (Aerial Fighter)

Crew: One is a lonely number
Speed: Rip the skies a n 

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