Tribes 2 Guide Version 1.1b - Last Updated on 09/23/2001 Created and maintained by fadeaway Best viewed at 800x600 or above. Optimized for 79 column viewing. You may find the current version of this guide at these respectable sites: http://www.gamefaqs.com NOTE: I no longer play Tribes 2 so this guide will no longer be updated. The reasons for me leaving are the same reasons fir almost everyone who was around in the beginning leaving. Simply put, Tribed 2 is no longer the same fun game I bought at release. The community is not the same, friendly group of people. I don't like the direction the game going, and I no longer have fun playing. If anyone would like to continue to update this guide, or use it as a basis for their own, please contact me at fadeawayx@rogers.com. Thanks. [Dedication] ################################################################## # While I was building the initial version of this guide # # it was announced that the Dynamix studio would cease operations# # as of August 13th, 2001. This shocked the gaming community as # # a whole. Dynamix has, as long as I can remember, been a # # shining example of what quality gaming is all about. From the # # days of "A-10 Tank Killer" it's been apparent that they # # honestly cared about the software they released, and the # # enjoyment of the gamers. # # This guide is dedicated to the staff of Dynamix and the # # original Dev team of T2. I wish them all the best in their # # future projects. I would also like to thank them for the # # countless hours they put into T2, and for the patience and # # respect they showed the community. While corporate America # # may not appreciate all you've done, the community always will. # ################################################################## [Contact] /-----------------------------------------------------------------------------\ | email: fadeawayx@rogers.com | | tmail: fadeaway | | ICQ: 15868455 | | You can also catch me in the game as [CDN]fadeaway. | | Please check the FAQ section BEFORE emailing me with a question. | | Please be sure to note in the subject that the email is regarding the T2 | | Newbie Guide. Thanks. | \-----------------------------------------------------------------------------/ [Introduction - Please Read] A Note to T2 Vets: ------------------ I have a favor to ask. Check this stuff over. If you see any mistakes, or anything I've missed, let me know. Also, if you have any tips or tricks, anything that would help a new player out, send them in and I'll add them. You'll get full credit for anything you send in, and you'll be helping out the newbs learn from our mistakes. My vision for this guide is to ultimately be a compilation of our collective experience for the benefit of new players. Thanks. A Note to the Newbie: --------------------- This guide is intended to help out all the Tribes 2 newbies. If you can't figure it out, if it's not in the manual, you can bet it'll be in here. This guide assumes you have read the manual, played the single player tutorial missions, and have a basic understanding of the controls and mechanics of the game. Tribes 2 is unlike any first person shooter you'll encounter. First and foremost, it's an mainly an online game. This means that you'll be playing with REAL people. Understand that your actions will affect others while you're playing. This is why it's so important to have a good grasp on how the game works before entering into the community. Second, there is a strong emphasis on teamplay and strategy in T2. Understanding these concepts is essential to being a valuable member to a team or Tribe. Study the strategy and gameplay sections of this guide, and you'll have a good basic grasp on the game from which you can expand your skills. Welcome to bootcamp, warrior. ############################################################################### **PLEASE NOTE** - This guide covers only BASE and mods that use base settings. No other mods will be covered in this guide. - This guide will not cover any scripts. - The author of this guide will not respond to any questions regarding technical support, troubleshooting, or hardware issues. (Not because I'm an asshole, but because I'm not qualified. There's such an overwhelming number of possible system configurations that I can't possibly know how to make T2 work properly for everyone.) ############################################################################### --------[Table of Contents A "*" Denotes an unfinished section of the guide. Section 1 - Tools of the Trade 1) Armor 2) Packs 2a) Armor Packs 2b) Deployable Packs 3) Weapons & Misc Equipment 3a) Primary Weapons * 3b) Grenades 3c) Belt Gear 4) Vehicles 4a) Ground Vehicles 4b) Air Vehicles 5) Base Equipment Section 2 - Playing the Game 1) Game Rules * 1a) Bounty 1b) Capture and Hold 1c) Capture the Flag 1d) Deathmatch 1e) Hunters/Team Hunters 1f) Rabbit 1g) Siege 2) Basic Strategy * 2a) General 2b) Offence 2c) Defence 2d) Equipment Loadouts 2e) Sniping 2f) Ground Vehicles 2g) Air Vehicles 2h) Deploying Equipment 2i) Capping 3) Game Etiquette Section 3 - Everything Else 1) FAQ 1a) Gameplay Questions 1b) Community Questions 1c) Questions NOT To Ask 2) Glossary 3) Voicebinds 4) Misc Info. 4a) Credits 4b) Copyright & Usage 4c) Other T2 Resources ################################## Section 1 - Tools of the Trade ################################## This section is mostly a rehash of information that is readily available in the manual and on the web site. In an effort to be thorough I decided to include it. It's pretty encylopedic and boring, but it's good stuff to know. This section, being so large, has just basic information and quick descriptions at the moment. I plan on including further information in the future. T2 Vets: Please give this section a once over for me.. make sure I'm getting everything right. Thanks. ==================================================================== ----------------------------------------------------------[1 - Armor ==================================================================== There are 3 different classes of armor that can be used. Scout, Assault, and Juggernaut. Each has it's own advantages and disadvantages, and each is suited for it's own set of tasks. --------[Scout Armor The Scout class armor is the lightest and fastest armor available for use. If mobility and agility are your thing, then Scout armor is what you'll need. A Scout can be in, flatten an enemy, and be gone before the enemy knows what hit them. Scout armor is limited in that it may not use certain heavy weapons, cannot carry certain deployables, and may only carry 3 weapons at a time. Durability: Low Mobility: High Weapon Capacity: 3 Ammunition Capacity: Low Specialties: Laser Rifle, Grav Cycle, Cloaking Pack Restricted: Fusion Mortar, Missile Launcher, Remote Inventory, Landspike & Spider-Clamp Turrets, Turret Barrels Pros: + Fastest and most agile + Only armor class that can use the Laser Rifle + Can pilot ALL vehicles Cons: - Can take the least damage of all armors - Cannot use some heavy weapons - Cannot carry certain deployables --------[Assault Armor The Assault class armor is the all around mix of the best of the Scout and the Juggernaut. It can take more damage than the scout, isn't as slow as the Juggernaut, and has only minor limitations compared to the other two. On the flip side, the Assault is not nearly as fast as the Scout, and can't sustain as much damage as the Juggernaut. Durability: Medium Mobility: Medium Weapon Capacity: 4 Ammunition Capacity: Medium Specialties: None Restricted: Fusion Mortar, Laser Rifle, Grav Cycle Pros: + Can take more hits and carry more weapons than the Scout + Faster and more agile than the Juggernaut + Minor restrictions Cons: - Slower than the Scout - Not as durable as the Juggernaut - Suitable for almost all tasks, but excels at few --------[Juggernaut Armor The Juggernaut is the big boy. When it comes to raw firepower, the Juggernaut is the only choice. A walking fortress, the Jug can flatten the opposition in a matter of seconds. Capable of carrying 5 weapons, including all heavy weapons, the Jug is a fearsome sight. It's main weakness is that it suffers a huge penalty in speed, making it easy pickins for a Scout or Assault class warrior. Durability: High Mobility: Low Weapon Capacity: 5 Ammunition Capacity: High Specialties: Fusion Mortar Restricted: Laser Rifle, Cannot Pilot Vehicles Pros: + Ability to sustain the most damage + Able to equip all heavy weapons + Able to carry the most ammunition of all Armors Cons: - Painfully slow, minimum mobility - Cannot pilot vehicles - Can be a walking target for lighter armors ==================================================================== ----------------------------------------------------------[2 - Packs ==================================================================== =================== 2a [Armor Packs] =================== Armor packs are essentially upgrades to a users armor. They supplement the basic armor by allowing special functions to be used, or by giving the user a performance increase in a specific area. All packs, with the exception of the Energy and Ammo packs which do not need to be activated, are powered by the users energy reserve. Armor packs may be used by any armor class. --------[Sensor Jammer Pack] This pack will "cloak" all players within a 20 meter radius from all forms of mechanical detection. This means that turrets, sensors, and motion sensors can't see you, but other players can. This pack also disrupts enemy cloaking packs, making the enemy user visible if they happen to wander into it's range. Pros: + User will not appear on enemy Command Screen + User will not be detected by enemy sensors or targeted by enemy turrets + Ability to detect enemy cloakers Cons: - Still visible by sight to enemy - Fast energy drain Use For: Infiltration, Cloaker detection --------[Cloaking Pack] When this pack is activated, it will make the user invisible to other players, turrets, and sensors. The drawback of using the cloaking pack, aside from it's fast energy drain, is that enemy motion sensors and sensor jammers are not affected by it and will render the user visible to the opposition's players, turrets, and sensors. Note: May only be used by warriors in Scout armor. Pros: + Invisibility = stealth o' plenty + Ability to infiltrate enemy installations undetected by enemy players Cons: - Fast energy drain, can leave player visible without any jetting energy - Can be foiled by a well placed motion sensor or user wearing sensor jammer - Tell-tale humming can be heard by enemy at close range - One shot death if hit by Plasma Rifle Use For: Infiltration --------[Energy Pack] The energy pack give a boost to the users energy reserves by increasing the regeneration rate by ??%. This creates greater mobility by allowing for longer jet use, and increases the amount of shots that can be spent by energy based weapons. The energy pack is also required to enable use of some weapons such as the laser rifle. Pros: + Greater mobility + Able to fire energy based weapons longer Cons: - No "special" ability Use For: Flag runs!!, flag chasing --------[Shield Pack] The shield pack, when activated, will created a physical barrier around the player that absorbs any damage taken. The amount of damage that can be absorbed is equal to the amount of energy in the players reserves. Blasters and Plasma Rifles are able to penetrate the shield. Pros: + Makes user invincible as long as energy lasts Cons: - Can wear out quickly in close range battle, leaving user with no shield and no jetting mobility - Blaster and Plasma Rifle penetrate shields Use For: Defence, Penetrating enemy defences --------[Repair Pack] Exactly what it sounds like. ;) When activated, it repairs damage to the user, teammates, and equipment. Use For: Repairing stuff. =P --------[Ammo Pack] Another no brainer. Increases the amount of ammo a user can carry for limited ammo weapons such as the disc launcher or chaingun. Use For: More ammo. =P ======================== 2b [Deployable Packs] ======================== Deployable packs are equipment that is carried to a location and deployed by a user. These items are the backbone of a teams defence; proper placement of them can render a base almost impenetrable. Most deployable packs, most notably turrets, have a limit on the number a team can have deployed at any given time. --------[Landspike Turret] The Landspike turret is used for outdoor defence. It is more powerful than the Spider-Clamp, and has superior shielding than it's indoor counterpart. It can only be deployed on flat, outdoor terrain. Due to interference created by turrets, the Landspike must be deployed ?? meters away from any other turret. Note: May only be equipped by Assault and Juggernaut class armors. --------[Spider-Clamp Turret] The Spider-Clamp turret is primarily used for indoor defence. It can, however, be deployed on any building surface including in/outdoor walls, ceiling, and roofs. It can also be deployed on rocks outdoors. Due to interference created by turrets, the Spider-Clamp must be deployed ?? meters away from any other turret. Note: May only be equipped by Assault and Juggernaut class armors. --------[Remote Inventory Station] The Remote Inventory Station functions like a normal Inventory Station, with the exceptions that it may not be used to change armor class or to obtain another Remote Inventory Station. Due to interference generated by them, Remote Inventory Stations must be placed ?? meters away from each other. Note: May only be equipped by Assault and Juggernaut class armors. --------[Motion Sensors] The Motion Sensor is primarily used as a defensive placement, as it can detect enemies using the Cloaking Pack. An enemy using the Cloaking Pack can avoid detection by the Motion Sensors if moving slowly enough. --------[Turret Barrels] This one tends to cause a bit of confusion. Base Turret Barrels are used with base turrets (the bigger turrets that are part of the map) to alter the type of ammunition the turret fires. They MAY NOT be used on Spider-Clamp and Landspike turrets. The types of Base Turret Barrels are as follows: - Anti-Aircraft Heavy blaster suitable for air targets. - Electron Flux (ELF) More powerful version of the handheld unit. - Fusion Mortar More powerful and longer range than the handheld unit. - Guided Missile Suitable for air targets. - Plasma More powerful version of the handheld unit. --------[Remote Pulse Sensors] Remote Pulse Sensors are used to supplement the teams sensor network. Deploying a Remote Pulse Sensor in an area not covered by other sensors will allow the team to view enemy activity in that area via the Command Circuit. --------[Remote Detonation Satchel Charge] The Satchel is a powerful explosive charge that can be deployed by the user and detonated at any time thereafter. When triggered, there is a ?? second delay and audible beeping before detonation occurs. The blast from a Satchel is so powerful that at close range it can instantly kill a healthy Juggernaut using a Shield Pack. =============================================================================== -------------------------------------------------[3 - Weapons & Misc. Equipment =============================================================================== ======================= 3a [Primary Weapons] ======================= Primary weapons are the weapons a warrior carries in his hands. These can be divided into two types; Energy and limited ammo. Energy based weapons have unlimited ammo due to the fact that they draw from the users energy reserve to fire. Limited ammo weapons have a finite amount of ammunition that depends on the armor of the user. Weapon damage is broken into two categories. Direct Contact and Splash. Direct Contact means that the weapons projectile must physically touch the enemy to inflict damage. Splash damage indicates that direct contact with the target is not necessary to inflict damage. The projectile will explode on whatever it hits first; enemy, wall, ground, etc. The resulting explosion inflicts the most damage at "ground zero", with decreasing damage inflicted in the area surrounding the explosion. --------[Blaster] The blaster is an energy based weapon with a high rate of fire. Think Star Wars.. same idea. The blast emitted from the blaster bounces off walls making it an effective indoor weapon. Ammo: Energy Rate of Fire: Fast Projectile Speed: Very Fast Damage: Low Damage Type: Direct Contact Aim: Manual Max Effective Range: Medium Use For: Indoor fights, can be good for taking out snipers at med. range --------[Chaingun] The chaingun is a limited ammo weapon that fires explosive bullets in a spread pattern. Due to the spread pattern of the projectiles fired, the chainguns effectiveness severely deteriorates as range increases. The chaingun is useful for picking off damaged airborne enemies. Ammo: Limited Rate of Fire: Very Fast Projectile Speed: Very Fast Damage: High at close range, decreases with distance Damage Type: Direct Contact Aim: Manual Max Effective Range: Medium Use For: Picking off damaged enemies, close range/indoor fights --------[Electron Flex Projector (ELF)] The ELF gun is an energy based weapon that causes no damage to the target. Instead, it drains the targets energy reserve, severely limiting the targets mobility. Caution should be used when using the ELF gun, as it will attack the closest target be it friend or foe. Ammo: Energy Rate of Fire: Continuous Projectile Speed: Instant Damage: None Damage Type: Direct Contact Aim: Auto Max Effective Range: Very Short Restrictions: Non-functional under water Use For: Especially useful for flag defence --------[Fusion Mortar] The most devastating weapon in Tribes 2, the Fusion Mortar is a limited ammo weapon that lobs large mortars at the enemy. The mortar is primarily used as an offensive weapon, as it easily wipes out enemy defenses. Ammo: Limited Rate of Fire: Slow Projectile Speed: Medium Damage: Very High Damage Type: Splash Aim: Manual, Lead Calculation with Targeting Laser/Beacon Max Effective Range: Very Long Use For: Long range bombardment --------[Grenade Launcher] The Grenade Launcher fires standard explosive grenades at high velocity. It is a limited ammo weapon that is well rounded for both indoor and outdoor use. One of the main advantages of the Grenade launcher is that the grenades can be bounced off walls and around corners, making it ideal for clearing indoor rooms. Ammo: Limited Rate of Fire: Slow Projectile Speed: Medium Damage: High Damage Type: Explosive Spread Aim: Manual, Lead Calculator with Targeting Laser/Beacon Max Effective Range: Medium Use For: Clearing rooms, medium range bombardment --------[Laser Rifle] The Laser Rifle is the snipers best friend. This energy based weapon shoots a extremely high velocity laser in a straight line with almost unlimited range and precise accuracy. The damage inflicted by this laser depends on the location of the hit, the armor of the target, and the amount of energy the user has in reserve. The drawback of the Laser Rifle is that it it completely drains the users energy reserve with each shot. A head shot at full energy will instantly kill a Scout. Unfortunately, it takes ?? full powered head shots to bring down an Assault, and ?? to kill a Juggernaut. Less damage is taken by the target for body shots. Ammo: Energy Rate of Fire: Slow Projectile Speed: Instant Damage: Varies on location Damage Type: Direct Contact Aim: Manual Max Effective Range: Very Long Restrictions: Requires Energy Pack Use For: Er.. Sniping ;) --------[Missile Launcher] The Missile Launcher is a very versatile weapon. With it's ability to automatically lock on to suitable targets, it can be used for both offensive and defensive purposes. Targets that can be locked on to are enemy sensors and base turrets, enemy vehicles, and enemy players who's jet packs are heated from use. Ammo: Limited Rate of Fire: Slow Projectile Speed: Medium Damage: Very High Aim: Manual until lock-on, missile follows target automatically Damage Type: Splash Max Effective Range: Very Long Use For: Anti-Vehicle, flag defence, Attacking enemy sensors & base turrets --------[Plasma Rifle] The Plasma Rifle shoots super-heated balls of burning plasma at the enemy. Ammo: Limited Rate of Fire: Medium Projectile Speed: Low Damage: High Aim: Manual Damage Type: Splash Max Effective Range: Medium Restrictions: Non-functional under water Use For: Indoor combat, enemies using Shield Pack --------[Shocklance] Ammo: Energy Rate of Fire: Slow Projectile Speed: Instant Damage: Varies on location Aim: Manual Damage Type: Direct Contact Max Effective Range: Very Short Restrictions: Non-functional under water --------[Spinfusor] Ammo: Limited Rate of Fire: Slow Projectile Speed: Very Fast Damage: High Aim: Manual Damage Type: Splash Max Effective Range: Long ================= 3b [Grenades] ================= --------[Basic Grenade] The Basic Grenade is an explosive grenade that detonates after a few second delay. The resulting explosion inflicts moderate damage to the enemy; the severity of which depends on the enemies proximity to the explosion. --------[Concussion Grenade] This grenade inflicts minimal damage to the enemy. Instead, it creates a concussion blast that causes the enemy to drop weapons, packs, and flags. Caution should be used with the Concussion Grenade, as it can also cause the user and any teammates within range to drop their equipment. --------[Flare Grenade] This grenade inflicts no damage to the enemy. Instead, it creates a bright flare that serves two main purposes. The first and most useful is that it will decoy any missiles that are locked on to the user or his vehicle, drawing the missile away and disabling it's lock. Alternatively it can be used to signal teammates to a location. --------[Whiteout Grenade] This grenade inflicts minimal damage to the enemy. Instead, it creates a blinding flash that can distract the enemy for a few seconds. The severity of the blindness depends on the enemies proximity to the detonation. The Whiteout Grenade has an effective range of 20 meters. Caution should be used with the Whiteout Grenade, as it will also blind teammates. --------[Deployable Camera] This item is not actually a grenade, but it's included here because it is equipped in place of grenades, and activated by pressing the grenade button. The Deployable Camera, when activated, will be tossed like a grenade and stick to whatever surface it comes in contact with. The user can then leave the location and remotely view activity in the area via the Command Circuit. ================ 3c [Belt Gear] ================ --------[Targeting Laser] (L) The Targeting Laser is used for marking targets from a distance. When a target is marked by the laser, teammates are able to instantly lock on with the Missile Launcher, and will have lead calculation enabled with the Mortar and Grenade Launcher. It is also useful for defence by pointing out targets that need to be defended or the flag carrier. --------[Mine] (B) The Mine is a weapon that is dropped on the ground. Once deployed the mine lies in wait for a passing warrior or vehicle to run over it. When this happens, the mine explodes causing moderate to severe damage. Mines will explode regardless of friend or foe coming in contact with it. Only 3 mines may be carried at a time by a user, regardless of armor equipped. --------[Beacon] (H) The Beacon works like the Targeting Laser, but it can only be deployed by physically being in range of the target. Once in range, the user deploys the beacon which then allows for teammates to instantly lock on with the Missile Launcher, and lead calculation for the Mortar and Grenade Launcher. The beacon can also be used as a marker. If the user immediately presses H again after deploying the beacon, it will switch to marker mode. Marker mode removes the lead calculation on a target and simply marks it by a small circle. This signifies to the team that the beacon is not displaying a target for attack, but rather a position on the map that could, for example, have a Remote Inventory Station available for use. --------[Health Kit] (Q) The Health Kit is an item that will restore a small amount of damage to the user. A Health Kit may only be used once and only one may be carried at a time regardless of the armor equipped. The exception is if the user is wearing an Ammo Pack in which case two Health Kits are allotted for use. ======================================================================= ----------------------------------------------------------[4 - Vehicles ======================================================================= ===================== 4a [Ground Vehicles] ====================== --------[Wildcat Grav Cycle] The Grav Cycle is the fastest vehicle available in the game. It can easily outrun any pursuing enemies on the ground or in the air. This ground vehicle is not very durable, however, and can't take much punishment from the enemy.. if they're able to land a shot on it. This vehicle is a favourite of lone wolfs and flag runners, as it requires a crew of only 1. Crew: 1 (pilot) Speed: Very High Agility: High Durability: Low Weapons: None --------[Beowulf Grav Tank] The Grav Tank is a heavily armed and extremely durable machine that carries a Fusion Mortar and Chaingun turret. This vehicle can be absolutely devestating to the enemy, quickly reducing their defencive placements to rubble. While not very fast or agile, this ground vehicle certainly makes up for it in brute force. Crew: 2 (pilot, gunner) Speed: Medium Agility: Low Durability: High Weapons: Fusion Mortar Turret, Chaingun Turret --------[Jericho Forward Base] The Jericho is an MPB (Mobile Point Base), meaning when deployed it acts as a forward base from which teammates can mount an attack. It is equipped with a Sensor Jammer, which is always active, and an Inventory Station and Missile Turret when deployed. The MPB is slow, not at all agile, and will explode when submerged in water. It makes up for these limitations with it's impressive shielding and durability. You will often see a Shrike and possibly several warriors escorting a Jericho until it deploys as it is an easy target until it does so. To deploy a Jerico (One of THE most frequently asked questions) you simply need to eject from it on suitable, flat terrain. It will not deploy near turret placements due to turret interference. It will also not deploy if it is too close to a building or structure. Crew: 1 (pilot) Speed: Low Mobility: Low Durability: Very High Weapons: Missile Turret (once deployed) Equipment: Sensor Jammer (always active), Inventory Station (once deployed) =================== 4b [Air Vehicles] =================== --------[Shrike Fighter] Also called a Scout, this vehicle is one of the most used vehicles in Tribes 2. It is the fastest air vehicle in the game making it the bane of Bombers and Transports. It is also an effective ground support unit, as it can make quick work of the slower ground vehicles and enemy equipment. While not the most durable of vehicles, it's agility and speed make it a difficult target to hit from the ground or air. Mounted with twin Heavy Blasters, it can quickly eliminate enemy vehicles and equipment. Crew: 1 (pilot) Speed: High Agility: High Durability: Medium Weapons: Twin Heavy Blasters --------[Thundersword Bomber] The Bomber is another favourite vehicle in Tribes 2. Able to instantly cripple an enemies defence, the bomber is used primarily as an offensive vehicle. While able to sustain fairly high speeds, the Bomber is not very agile which leaves it open to quick destruction by enemy Shrikes and Missile Launchers. With a full crew of three, however, the Bomber can be a force to be feared. While the tailgunner handles incoming missiles and enemy shrikes, the bombadier and pilot can concentrate on the task at hand; blowing stuff up. ;) Crew: 3 (pilot, bombadier, tailgunner) Speed: High Agility: Medium Durability: Medium Weapons: Plasma Bombs, Blaster Cannons --------[Havoc Transport] The Transport has earned the nickname "Gunship" due to the fact that can carry up to 5 fully loaded Juggernauts. A loaded Transport heading toward your base is a sight that will make almost any warrior nervous. Passengers are fully able to fire while aboard the Transport. Being slow and not at all agile, the transport often requires air support in the form of a Shrike to ensure it's safety. It is one of the most durable vehicles in the game, however, as it is designed to be able to take a beating. Crew: 2 (pilot, tailgunner) and 4 passengers Speed: Medium Agility: Low Durability: High Weapons: None ============================================================================= ----------------------------------------------------------[5 - Base Equipment ============================================================================= Base Equipment is a teams basic defensive and offensive structure. It is all the equipment provided to a team with which they can build a stronger and more effective tactical situation. All Base Equipment can be disabled, but not destroyed. When disabled, Base Equipment remains ineffective until repaired with the Repair Pack. --------[Generators & Solar Panels] The Generator, barring your teams flag, is THE most important target to defend. If your teams Generator is disabled, ALL other Base Equipment goes dead.Turrets, Inventory Stations, Vehicle Stations, and Sensors will become non-functional. The protective shielding on these units also drops if your Generator is destroyed, making them easy to destroy. There are also maps with Generators that fulfill one specific task. Force Field Generators supply power to your teams protective force fields. If the Force Field Generator is disabled, the force field goes down leaving your team open to attack. Some maps also have Generators that supply power only to the Vehicle Stations. The Solar Panel acts as a supplement and backup to the Generator. It should be noted that only BASE equipment is powered by the Generators and Solar Panels. All Deployable equipment has it's own internal power source and will continue to function even if the Generators should become disabled. --------[Inventory Station] The Inventory Station is where your team re-supplies and changes their loadouts. If all Inventory Stations are disabled your entire team is limited to Scout armor until they are repaired as Remote Inventory Stations are unable to change a users armor selection. Inventory Stations are an essential part of maintaining tactical superiority, and should be kept in good repair at all times. --------[Vehicle Station] The Vehicle Station is where a user obtains vehicles for use. If disabled, it can leave your team without vehicles and at a serious tactical disadvantage. --------[Pulse Sensor] The Pulse Sensor is the primary source of a teams Sensor Net. Sensors allow enemy movement within range of the Sensor to be detected and monitored via the Command Circuit. This gives the user early warning of an impending attack, and keeps the team on top of enemy positions. If the Pulse Sensor should become disabled, the team is effectively blinded, making any long range surveillance impossible. --------[Base Turrets] Base Turrets are the basic defence provided to a team at the beginning of a map. They track enemies using the Sensor Net, and attempt to destroy them. The type of shot that a Base Turret fires depends on the Base Turret Barrel mounted on it. They generally start out as Plasma Turrets. ############################## Section 2 - Playing The Game ############################## This section will provide you with the essential basic knowledge of how to properly play Tribes 2. If you're new to the game, I suggest you read through this entire section. It will answer many if not all of the questions you may have. ========================================================================= ----------------------------------------------------------[1 - Game Rules ========================================================================= There are 8 types of games you can play in Base Tribes 2. Each has it's own set of rules, and own set of objectives. The gameplay is very different depending on what you're playing, so it's best to know these rules before heading into a game. Some basic rules that apply to all games: - Note the triangle above a players head. Green is friendly, red is enemy. - Note if Team Damage is ON or OFF. When it's on, your fire will hurt your teammates. So be careful. - Remember that even if Team Damage is off, you can still destroy and damage your teams equipment. - Remember that your own fire will ALWAYS hurt you. Be careful with Splash Damage weapons at close range. ============== 1a [Bounty] ============== The main goal in Bounty is to kill all players in the order they are assigned to you. You have a "Target Pool" of all the other players in the game. At any given time you will have a Target from the Target Pool. Your Target is the person that you are currently assigned to kill. When you kill your Target, a new person is assigned to you from the Target Pool and you then attempt to kill them. You will suffer a penalty if you kill people other than your Target. Also, if you kill someone that you've already killed as your Target, they will be put back into your Target pool. While you're hunting your Targets, remember that YOU are also someone elses Target. They will be attempting to kill you while you're Hunting your Target. If you manage to kill your Hunter, you get 1 point. Your Hunter does not change until they manage to kill you, when a new Hunter will be assigned to you. You can distinguish between who's who by the triangles above the players head. A Green triangle means that the player is a bystander, and you should not attack. Be careful, however, as your Hunter will have a Green triangle until they damage you. At this point, your Hunter will have NO triangle over their head. Your current Target will have a Red triangle over his head. The game ends when a player kills all Targets in their Target Pool. The winner is decided based on who has the most points. Scoring Points: - Killing a Target = 1 point - Killing your Hunter = 1 point Losing Points: - Killing a Bystander (A player that's currently not your Target) = -1 point - Suicide = -1 point ======================== 1b [Capture and Hold] ======================== Capture and Hold is a team based game. The object of the game is to gain control as many objectives as possible on the map. Once control is gained, the objectives must be defended so that the enemy team can't capture them. Objectives are marked on the map as waypoints. Objectives are captured by touching the objectives switch. When touched control of the objective and all surrounding equipment fall under your teams possession. Your team scores 2 points for every second that an objective is in your possession. The game ends either when time runs out, or when a team reaches the target amount of points. Gaining Points: - Holding a captured objective for 12 seconds = 1 point - Defending an objective = 1 point - Killing an enemy = 1 point Losing Points: - Killing a teammate = -1 point - Suicide = -1 point ======================== 1c [Capture the Flag] ======================== Capture the Flag is easily the most popular type of game in Tribes 2. CTF is a team based game where the objective is to get the enemies flag from their flag while ensuring that your own flag is defended. To capture you must grab the enemies flag by touching it and return it to your flagstand. Your flag MUST be at it's stand in order to capture. If a player is killed while in possession of the flag the flag drops to the ground. Unless it's grabbed by another teammate it will remain on the ground until it is returned to the flag stand by either the enemy touching it or the time limit running out. It should be noted that if a player goes out of bounds while in possession of the flag that the flag will be dropped on the edge of the out of bounds boundary. When the flag is captured the capturing team receives 100 points. When the flag is grabbed from the enemy flag stand the grabbing team receives 1 point. The game ends either when time runs out (in which case the team with the most points wins) or when the target number of captures have been met by a team. Scoring Points: - Capturing the Flag = 2 points - Defending the Flag = 1 point - Defending the Generator = 1 point - Destroying the enemy Generator = 1 point - Repairing the Generator = 1 point - Killing an enemy = 1 point Losing Points: - Killing a teammate = -1 point - Suicide = -1 point ================= 1d [Deathmatch] ================= Deathmatch is the most simple and straight forward mode of play in T2. The object is to kill other players while attempting to die as little as possible. Scoring is a little different in Deathmatch. There's not a point system but rather a kill to death ratio. Player scores are calculated by the following formula: kills / deaths = score. The game ends when time runs out, and the player with the highest kill to death ratio wins. ============== 1e [Hunters] ============== =================== 1f [Team Hunters] =================== ============= 1g [Rabbit] ============= ============ 1h [Siege] ============ ============================================================================= ----------------------------------------------------------[2 - Basic Strategy ============================================================================= Strategy. THE most underlooked aspect of the game by newbies. You have to remember that THIS IS NOT YOUR STANDARD FPS. T2 is not just a run and gun shoot `em up. It's a thinking mans game, and if you don't act accordingly you won't last long. =============== 2a [General] =============== This section covers things that should always be kept in mind no matter what type of game or position you're playing, or what type of game it is. COMMUNICATE! ------------ In *any* team based game communication is essential. Let your team know what you're doing. Tell them the status of the enemy base. Give them as much information as possible so they know where your team stands and what they should be doing. Also, listen to what they're telling you. If the flag carrier is requesting backup, go give him a hand. If someone informs you of an enemy attacking the generators, go assist them. Respond to your teams requests whenever possible. I assure you it's worth the time and effort. Move, Move, Move. ----------------- As the title suggests, keep yourself mobile. A stationary target is an easy target, something you don't want to be. The obvious exceptions here are when you're in need of greater accuracy for, say, locking on with a Missile Launcher, or using the chaingun to pick off a damaged airborne enemy. Even still, in these situations keep aware of enemy positions. If you see an inbound Scout with his Disc Launcher pointed at you, get outta there. At any time when you're in the open and not moving, you make a very tempting target for snipers. This can be a problem, especially when in Scout armor. Keep this in mind when using outdoor Inv. Stations and Vehicle Pads as they are hotspots for sniper attacks. Dress For Success ----------------- Equipment loadouts need to be suited to the task at hand. Going on a flag run? It's a good idea not to be wearing Juggernaut armor, as speed and mobility are essential. Defending indoors? Leave the Scout at home and get yourself some Jug. Think about what you're doing, what is required to do it, and equip yourself accordingly. Further discussion on this topic can be found in the "Equipment Loadouts" area in this section. Loot the Corpses ---------------- When you kill a player he drops all of his equipment, ammo, and packs. When you run over said corpses you automatically pick up any needed equipment and ammo. This can be extremely valuable as running over every corpse you see will keep you well supplied and prolong your battle readiness. There's nothing worse than running out of ammo in the middle of a duel, so make sure you're well supplied at all times. Remember the Health Kit ----------------------- A number of times I've been in a duel with a player, and when I kill him I'll run over his corpse and pick up a health kit. This shouldn't be happening. The health kit can give you that little extra edge that means survival. Use it. Know Your Role -------------- Yeah, The Rock knows his stuff. Pick a task and stay with it. Decide what you're going to do, attack, defend, deploy equipment, and let your team know. When possible try to fill in where it's needed. If your flag is being captured every 2 minutes, defend. If no one is attacking, go offence. Try to be where you're most useful. =============== 2b [Offence] =============== The art of attack. Strike fast, strike hard, give the opposition no warning. It requires skill, cunning, and a little luck to pull off an effective offensive strike. The reward is a weakened enemy, while the price can be your own demise. A fair trade as far as I'm concerned.. ;) 2 Discs Are Better Than 1 ------------------------- Alone against a well planned defence you are weak. Many new players suffer from the "lone wolf" mentality, thinking that they'll be able to land a successful blow by themselves. This is true in some cases, but in general if you charge enemy installations solo you'll end up nothing more than an easy target. Communication is key here. Request backup when attacking. Comply with other teammates requests when they're attacking. Failing that, just watch from your base for other players moving out and cover them. Even if you're attacking only in pairs you're greatly increasing your chance of success. Keep Them Guessing ------------------ The first and foremost thing you want to remember when attacking is that the element of surprise can mean the difference between utter failure and complete victory. When the enemy is unaware of your attack he is often unprepared and will be scrambling to recover. Keep a low profile on your approach. Try to remain unnoticed by enemy forces. Use the terrain to your advantage by keeping behind hills or under water. Try to vary your attack location. Often the enemy will concentrate defences on the front side of an installation as this is where most attacks occur. Try coming in from behind or from the sides and you may encounter less resistance. Know your Objective ------------------- Before you head out, decide exactly what it is you'll be attacking. Pick a target and stick to it. Be it the Generator, Sensors, or Flag, make sure you're focused on a specific objective. When that objective is completed, pick another and go to it. This will keep you organized and focused which can only enhance your performance. =============== 2d [Defence] =============== It's often said that the best offence is a good defence. This holds true in T2 as some basic defensive steps can go a long way towards holding off the enemy. Watch the Friendly Fire ----------------------- Defending usually involves a whole lot of indoor combat. Indoor combat involves a high risk for friendly fire and friendly equipment destruction. Use caution when using splash damage weapons, especially mortars. One carelessly placed mortar can take out your own generators and really aggrivate your team. Be Where the Action Is ---------------------- When defending it's essential to be in areas where attack is most probable. Hotspots for attack are the flag, generators, and base entrances. Don't bother defending the Remote Inventory Station that's deployed 800m away from your base. ========================= 2d [Equipment Loadouts] ========================= =============== 2e [Sniping] =============== The following Sniping tips were contributed by Sleef Barmer: ------------------------------------------------------------------------------- Okay, crash course in sniping: Look for the most dangerous target and shoot it first. Don't shoot up a near-dead Light with a chaingun; do shoot up other snipers and heavies who are standing still. Generally, if an enemy is standing still for no apparent reason, they have a laser rifle, missile launcher, or mortar. Don't expect to score a lot of points. You're not sniping to kill the enemy; you're sniping to make the enemy nervous and keep their heads down. If you do that, the game is much easier to win. A disorganized enemy is, for all intents and purposes, a defeated enemy. Move around. Sniping from the same spot, unless it's a REALLY good one, will generally just get some angry enemy sneaking up behind you with a shocklance or somesuch nasty device to waste you. Aim carefully. Take headshots whenever possible, but only on motionless or grounded enemies. If the target is flying, lead them along the arc of their flight path, and aim for the torso, as best you can. Whenever a target is moving, lead them. Even though your laser moves at the speed of light, it might still miss. ------------------------------------------------------------------------------- ====================== 2f [Ground Vehicles] ====================== =================== 2g [Air Vehicles] =================== ScratchMonkey@sewingwitch.com explains the use of the Bombers targeting laser: ------------------------------------------------------------------------------- "The bombadier tags a spot on the ground with the laser, and the pilot is then presented with a red marker similar to a green targeting beacon to attempt to fly through. This is the optimum spot to fly through to get the bombing cursor over the tagged spot." ------------------------------------------------------------------------------- Remember, however, that the enemy can also see the laser and it will alert them to your Bombers position. This will give any defenders ample time to prepare a proper missile laden welcome for you. If stealth is an issue, or you know that there's a number of heavy defenders at the enemy base, it might be a good idea to forgoe the targeting laser. These tips on poloting the Havok Transport were sent in by Doh!: ------------------------------------------------------------------------------- Well since I'm currently in love with piloting things in T2 more then anything, I'll give a few suggestions on the HAVOK Personel carrier. Although not the most popular craft to pilot, it has it's rewards, and will make you popular amongst your heavy friends. When piloting the HAVOK, remember that it is slow and cannot outrun missles, therefore piloting it directly over an enemy installation is not wise. Keep in mind that the soul purpose of the transport is to get people from one place to another, or at least close. When it comes to enemy bases, close is where you want to be, not directly on it. HAVOK PILOTING 101: LOW STEALTH The most common and safest way to pilot your HAVOK is to stay low and in the hills, and out of site of enemy shrikes. This not only keeps you below radar and enemy sight, it is a safeguard that if you are shot down, chances are your passangers will survive the crash. Again do not land right on top of a base, the best thing to do is pick a spot that is out of the way but near the base and come in from a direction that will have the least chance of detection. (A good tactic for this is to have someone scout ahead and mark beacon every "safe" LZ. Another good tactic is to set up an out of the way INV station to make repairs and/or resupply your passangers/tailgunner) When you deliver your passangers to the desired point, do not sit and wait on them unless it has been decided to do so ahead of time and discussed. Drop your passangers and pull out low and out of sight. Remember if an enemy spots a HAVOK take off from behind a hill there is a good chance that he/she will know that there is something up and come investigate. STAY LOW. Return to base for another load of passangers. ------------------------------------------------------------------------------- ========================== 2h [Deploying Equipment] ========================== =============== 2i [Capping] =============== ============================================================================= ----------------------------------------------------------[3 - Game Etiquette ============================================================================= ############################# Section 3 - Everything Else ############################# =============================================================================== ------------------------------------------------[1 - Frequently Asked Questions =============================================================================== ========================= 1a [Gameplay Questions] ========================= Q: How do I deploy the MPB? A: All that you need to do is jump out of it. I'm serious. The catch is that you need to be far enough away from any other turrets or buildings that there is no interference. Also, you need to be on flat terrain. Q: How do I change my armor/guns/packs? A: First, set your inventory selections using the ENTER key on the numeric keypad. Select your loadout either using the preset combos or by using the pulldown menus, then use an inventory station. Q: How do I get vehicles? A: Use the vehicle station! Just run up to it, stand on it, and select your vehicle. To pilot you have to be wearing Scout or Assault armor, and you can't be carrying any deployable packs. Q: How do I use my packs/deploy items? A: Press R to activate packs and deploy items. If you get an error message when trying to deploy, move and try to deploy the item elsewhere. Q: How do I use the Command Circuit? A: Check out Qix's "Command Circuit" FAQ in the "FAQ" forum in the community. Q: What is "Calculated Lead"? A: When a target is beaconed or targeted with the Targeting Laser, a lead calculator for the Mortar and Grenade Launcher will appear. It looks like a long skinny green line with a small circle at the top. The circle at the top is the point at which you are to fire to hit the target. Q: How do I enable a FPS counter? A: Activate the console using the tilde key (~), and type in: show("framecounter()"); To deactivate the frame counter, re-enter the colsole and type: show(); DigitalBlaze on the Tribes 2 Forum adds these gameplay FAQ's: ------------------------------------------------------------------------------- Q: How do I use Voice Chat? A: Simply press and hold the x key, say what you want to say, and release it. Note that this only goes to YOUR team. Q: How do I Dance? A: That's an animation, hit VGA to see the list of animations you can do. Q: How do I capture the flag? A: Run over the enemy flag to grab it, and touch it to yours to win. Q: How do I hit the switch (Siege)? A: Take out any generators that must be destroyed, then run for the control switch. Q: What are these little circles on the floor? A: They're beacons, usually denoting mines nearby. Just look around before you walk =) ------------------------------------------------------------------------------- ========================== 1b [Community Questions] ========================== Q: How do I find a Tribe to join? A: There are a number of Tribes that accept new players and will help train them. Check out the recruitment forums and chat rooms and look around. Don't expect to join the best Tribe when you're a new player. In general the better competitive Tribes will come to you if they think you have what they need. Q: How do I get those cool signatures that everyone uses at the end of their posts and t-mails? A: Download PJ's Community Script from www.planettribes.com/depot/ =========================== 1c [Questions NOT To Ask] =========================== Q: I lost my serial/broke my T2 CD. Will you send me a copy of yours? A: Hell no. ;) Q: I have a with 256 megs of Ram, and a . I'm only getting 15 FPS! What's wrong? A: Read the intro at the top. I don't do tech support. ;) Your best bet is to post in the troubleshooting forum. It's likely that someone has had the same problem you have and can help out. Q: Where do I get the auto-aim script? A: I don't know. I don't care. I doubt it works anyway. Also, I've heard reports that it does all sorts of nasty things to T2 and your system. It *does* however exist. I've seen it. Does it work? I couldn't tell you. I didn't d/l it. =P I recommend that you just forget about it.. it's not worth possibly screwing up your computer. Q: How do I cheat? A: Aargh! You don't! While there *may* be ways to cheat in T2, I don't know about them.. and if I did I would tell ONLY the Dev team. Cheating has destroyed a number of online games, and I certainly don't want to see it happen to T2. But, since I'm a softy at heart, I'll help you out. If you REALLY want to cheat, do this. Start up a single player game. When in it, activate the console by pressing tilde (~). Then type: $testcheats=1; hit enter, then type: giveall(); There you go. You'll have ALL weapons and huge amounts of ammo. This ONLY works in local games, so don't bother trying on other peoples servers. ======================================================================= ----------------------------------------------------------[2 - Glossary ======================================================================= Here are some expressions you'll run into in the Tribes 2 community. Knowing these will help you look less confused when someone tells you that "Your D sucks because you're a n00b HPB llama." Camp, Camper Waiting in a high traffic area for enemies to kill. Cap Short for Capture (as in Capture the Flag) CC Abbreviation: Command Circuit CTF Abbreviation: Capture the Flag D Abbreviation: Defence FF Short for Force Field FPS Abbreviation: Frames per Second Abbreviation: First Person Shooter GEN Short for Generator HPB Abbreviation: High Ping Bastard People with ping over 200. INV Short for Inventory Station JUG Short for Juggernaut Lag A delay in the time between your actions and when they happen on the server. Lag is caused by high ping and/or packet loss. Lamer, llama A person who displays childish/ignorant behavior. An insult. LPB Abbreviation: Low Ping Bastard People with ping under 200. MOD A modification of the game created by a player. Modifications can range from basic administrative functions to complete redesign of the game. MPB Abbreviation: Mobile Point Base MS Abbreviation: Motion Sensor Newb, newbie, newblood, noob, n00b A person who is new to the game and generally doesn't know what they're doing. OOB Abbreviation: Out of Bounds O Abbreviation: Offence Packet Loss The amount of information that is lost in transit between you and a server. Ping The time it takes for information to travel between you and a server. The higher the ping, the worse the lag. PS Abbreviation: Pulse Sensor RTFM Abbreviation: Read The F***ing Manual Scrim Short for scrimmage. Shazbot A cry of displeasure or frustration. Sig Short for Signature Spawn When you die, you "Spawn" in another location on the map with full life. STFU Abbreviation: Shut The F*** Up Teamkill, teamkiller, TK, TKer The art of killing ones teammates. Not a good thing. See lamer. ======================================================================== ---------------------------------------------------------[4 - Voicebinds ======================================================================== Attacking VAA - Attack VAB - Attack the enemy base VAC - Retrieve our flag VAG - Attack the enemy generator VAO - Attack the enemy objective VAR - Reinforce the offence VAS - Attack the enemy sensors VAT - Attack the enemy turrets VAV - Attack the enemy vehicle VAW - Wait for my signal to attack Defending VDB - Defend our base VDC - Defend our flag carrier VDE - Defend the entrances VDF - Defend our flag VDG - Defend our generator VDM - Defend me VDN - Defend the nexus VDO - Defend our objective VDR - Reinforce our defence VDS - Defend our sensors VDT - Defend our turrets VDV - Defend our vehicle Repairing VRB - Repair our base VRG - Repair our generator VRM - Repair me VRS - Repair our sensors VRT - Repair our turrets VRV - Repair our vehicle station Base Status VBC - Our base is clear VBE - The enemy is in our base VBR - Retake our base VBS - Our base is secure Enemy Status VEB - Enemy base is disables VED - The enemy is disrupted VEG - Enemy generator is disabled VER - Enemy remote equipment destroyed VES - Enemy sensors disabled VET - Enemy turrets disabled VEV - Enemy vehicle station is disabled Flag VFF - I have the enemy flag VFG - Give me the flag VFR - Retrieve our flag VFS - Our flag is secure VFT - Take the flag from me VFO - Give me the flag Need VNB - Need a bombardier VNC - Need covering fire VND - Need driver for vehicle VNE - Need escort for vehicle VNG - Gunship ready VNH - Hold that vehicle for me VNP - Need pilot for vehicle VNR - I need a ride VNS - Need vehicle support VNT - Need a tailgunner VNW - Where to? Target VTA - Target aquired VTB - Target the enemy base VTD - Target destroyed VTF - Target the enemy flag VTM - Fire on my target VTN - Need a target VTS - Target the enemy sensors VTT - Target the enemy turrets VTW - Self VSAA - I'll attack VSAB - I'll attack the enemy base VSAF - I'll go for the enemy flag VSAG - I'll attack the enemy generator VSAS - I'll attack the enemy sensors VSAT - I'll attack the enemy turrets VSAV - I'll attack the enemy vehicle station VSDB - I'll defend our base VSDD - I'll defend VSDF - I'll defend our flag VSDG - I'll defend our generator VSDN - I'll defend the nexus VSDS - I'll defend our sensors VSDT - I'll defend our turrets VSDV - I'll defend our vehicle station VSRB - I'll repair our base VSRE - I'll repair our equipment VSRG - I'll repair our generator VSRR - I'm on repairs VSRS - I'll repair our sensors VSRT - I'll repair our turrets VSRV - I'll repair our vehicle station VSTC - I'll cover you VSTD - I'll set up defences VSTO - I'm on it VSTR - I'll deploy remote equipment VSTS - I'll deploy sensors VSTT - I'll deploy turrets VSTV - I'll get a vehicle ready Warning VWB - Incoming bomber VWE - Incoming enemies VWV - Incoming vehicles VWW - Watch where you're shooting Command VCA - Command acknowledged VCD - Command declined VCC - Command completed VCW - What's your assignment? Very Quick VVY - Yes VVN - No VVA - Anytime VVB - Is our base secure? VVC - Cease fire VVD - I don't know VVH - Help VVM - Move VVS - Sorry VVT - Thanks VVW - Wait Note that everything from this point on is heard by ALL players in the game, your team and the enemy. Global VGY - Yes VGN - No VGH - Hi VGB - Bye VGO - Oops VGQ - Quiet VGS - Shazbot VGW - Woohoo VGCA - Awesome VGCG - Good game VGCN - Nice move VGCR - You rock VGCS - Nice shot VGRA - Anytime VGRD - I don't know VGRT - Thanks VGRW - Wait VGTA - Aww VGTB - Is that the best you can do? VGTG - I am the greatest VGTT - That was graceful VGTW - When are you gonna learn? Animations VGAA - Move (waving away) VGAG - I am the greatest (dance) VGAB - Woohoo (dance) VGAS - I'm on it (salute) VGAW - Hi (waving) VGAZ - Take that (dance) VGAX - Too bad (dance) VGAC - Awesome (dance) ======================================================================== ---------------------------------------------------------[4 - Misc. Info ======================================================================== =============== 4a [Credits] =============== ScratchMonkey - First person to submit a tip and info. Thanks man! =) Sleef Barmer - Sent in some good sniping tips. Doh! - Havok Piloting tips. DigitalBlaze - Contributed some FAQ's that I should've remembered to add. ;) Greets: ================= 4b [Copyright] ================= This is an UNOFFICIAL guide to the game Tribes 2. In no way is the author affiliated with Tribes 2, Sierra Studios, or Dynamix. The collection of the information, it's wording, and formatting are the property of the author and respective contributors. This document is intended for PERSONAL and PRIVATE use ONLY. It may NOT be used for any COMMERCIAL purposes under ANY circumstances. Any for profit use it strictly prohibited. This guide may not be copied in whole or in part in any for profit publication. I DO own this guide and CAN prove it, so I don't want to find any part of it in your dirty thieving magazine. What you're looking at is a representation of _HOURS_ of labour, and as such I'm mighty protective of it. Not for profit, personal web sites may post this guide under the following conditions: - You have requested permission from me via email, and I granted it. - You DO NOT alter the guide in any way. - You make reasonable attempts to ensure that the current version is posted. ================= 4c [Resources] ================= http://vindicar.dopplegangers.com/ - Lots of good info, nice tech support section. http://www.planettribes.com/depot/ - Huge amounts of Tribes 2 scripts for download. http://www.dansdata.com/t2bastard.htm - The Annoying Bastards Guide to T2. Some great tactics, and a fun read. http://guides.barrysworld.com/tribes2.php - Nice guide, walkthrough for solo missions. http://ucguides.savagehelp.com/Tribes2/Tribes2Guide.htm - Excellent guide with tech support and advanced gameplay info. http://www.leviathan.org/~kage/Bomber.html - In depth Bomber tactics