Game Overview, Tips & Analysis
Armour



Selecting the correct armour type for your role in Tribes2 is important, each have their own advantages, disadvantages and therefore strengths and weaknesses. The lighter armour has less protection and limits the range of packs and weapons you can carry. However light armour benefits include more speed and agility. In contrast the heavier armour has more protection, allows the user to carry more weapons and select from the full range of packs. Heavier armour however has very much reduced speed and mobility. It is also the case that some roles, packs and weapons are restricted to an armour type. You may find the Gameplay Roles, Tips & Tricks of help once you have decided on a role.

If you wish to view damage inflicted on different armour classes by weapons, turrets, vehicles etc then visit the Health & Shield Damage Analysis section.

If you are from a Quake1, Quake2, Quake3 or Unreal Tournament background then the Assault armour class is perhaps the best choice while you get a feel for Tribes2.


Scout Class Armour

armour_lightfemale.jpg (6290 bytes)

Female

armour_lightmale.jpg (7431 bytes)

Male

armour_lightbioderm.jpg (9340 bytes)

BioDerm

Protection:

Low
Mobility: High
Health: 66 points (0.66 | 660)
Energy:

60 points with 129ms recharge time per point. With energy pack it takes 79ms recharge time per point

Weapons: All weapons except Fusion Mortar and Missile Launcher. Scout is the only armour class that can carry the Laser Rifle. Ability to carry 3 primary weapons.
Ammunition: PlasmaRifle
Spinfusor
GrenadeLauncher
Mortar
MissileLauncher
Chaingun
20
15
10
N/A
N/A
N/A
Grenades & Mines All grenades and mines, ability to carry 5 grenades and 3 mines.
Packs: All packs except Inventory and Turrets. This is the only armour class that can use the cloaking pack
Vehicles: This is the only armour class that can pilot all vehicles

The scout armour is light, speed and mobility are a major advantage. The armour does not offer much protection so a sensor jammer, shield, cloak or energy pack can be used to help counter the disadvantage. If you wish to view damage inflicted on scout class armour by weapons, turrets, vehicles etc then visit the Health & Shield Damage Analysis section. Roles of this class include sniper, flag runner, assassin, distracter and any others that require stealth and/or speed such as deploying beacons, target painting, spy or reconnaissance.





Assault Class Armour

armour_mediumfemale.jpg (7620 bytes)

Female

armour_mediummale.jpg (9950 bytes)

Male

armour_mediumbioderm.jpg (10810 bytes)

BioDerm

Protection:

Medium
Mobility: Medium
Health: 110 points (1.10 | 1110)
Energy: 80 points with 129ms recharge time per point. With energy pack it takes 80ms recharge time per point
Weapons: All weapons except Fusion Mortar and Laser Rifle. Ability to carry 4 primary weapons.
Ammunition: PlasmaRifle
Spinfusor
GrenadeLauncher
Mortar
MissileLauncher
Chaingun
40
15
12
N/A
4
150
Grenades & Mines All grenades and mines, ability to carry 6 grenades and 3 mines.
Packs: All packs except the cloaking pack.
Vehicles: All vehicles except piloting the Wildcat class Grav cycle.

The assault armour falls between the scout and juggernaut armour in both speed and mobility. It is a good all round class that can be used in defence, support or attack. The armour does not offer as much protection as the juggernaut armour or mobility as the scout armour so a sensor jammer, shield or energy pack is usually used to help counter the disadvantage. If you wish to view damage inflicted on assault class armour by weapons, turrets, vehicles etc then visit the Health & Shield Damage Analysis section. Roles of this class include sensor and turret repair/deployment, pilot/bombardier, flag recovery, distracter and any role that requires good protection and speed such as attrition or distracter.





Juggernaut Class Armour

armour_heavy.jpg (11422 bytes)

Female & Male

armour_bioderm.jpg (12178 bytes)

BioDerm

Protection:

High
Mobility: Low
Health: 132 points (1.32 | 1320)
Energy: 110 points with 129ms recharge time per point. With energy pack it takes 79ms recharge time per point
Weapons: All weapons except the Laser Rifle. Ability to carry 5 primary weapons.
Ammunition: PlasmaRifle
Spinfusor
GrenadeLauncher
Mortar
MissileLauncher
Chaingun
50
15
15
10
8
200
Grenades & Mines All grenades and mines, ability to carry 8 grenades and 3 mines.
Packs: All packs except the cloaking pack.
Vehicles: Cannot pilot any vehicles or take on roles such as gunner or bombardier. Usually used as tailgunner in the Thundersword Class Bomber or Havoc Class Transport.

The juggernaut armour class is heavy, slow moving and has a lack of mobility. Excellent for friendly base defence or guarding of important friendly/enemy base items and areas where the advantages of the class outweigh the disadvantages. The armour offers great protection at the cost of speed and mobility so a sensor jammer, shield, ammunition or energy pack is used to help counter the disadvantages. If you wish to view damage inflicted on juggernaut class armour by weapons, turrets, vehicles etc then visit the Health & Shield Damage Analysis section. Roles of this class include base defence, flag defence, tailgunner, holding enemy areas such as generator rooms and with transport or target painting can be used on attack as attrition/support.


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