
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. |
| Scout Class Armour |
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![]() Male |
![]() BioDerm |
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Protection: |
Low |
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| Mobility: | High |
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| Health: | 66 points (0.66 | 660) |
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| Energy: |
60 points with 129ms recharge time per point. With energy pack it
takes 79ms recharge time per point |
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| 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. |
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| 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. |
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| Packs: | All packs except
Inventory and Turrets. This is the only armour class that can use the cloaking pack |
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| Vehicles: | This is the only armour class that can pilot all
vehicles |
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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. |
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| Assault Class Armour |
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|
![]() Male |
![]() BioDerm |
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Protection: |
Medium |
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| Mobility: | Medium |
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| Health: | 110 points (1.10 | 1110) |
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| Energy: | 80 points with 129ms recharge
time per point. With energy pack it takes 80ms recharge time per point |
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| Weapons: | All weapons except
Fusion Mortar and Laser Rifle. Ability to carry 4 primary weapons. |
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| 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. |
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| Packs: | All packs except the
cloaking pack. |
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| Vehicles: | All vehicles except
piloting the Wildcat class Grav cycle. |
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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. |
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| Juggernaut Class Armour |
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|
![]() BioDerm |
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Protection: |
High |
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| Mobility: | Low |
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| Health: | 132 points (1.32 | 1320) |
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| Energy: | 110 points with 129ms recharge
time per point. With energy pack it takes 79ms recharge time per point |
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| Weapons: | All weapons except the
Laser Rifle. Ability to carry 5 primary weapons. |
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| Ammunition: | PlasmaRifle Spinfusor GrenadeLauncher Mortar MissileLauncher Chaingun |
50 15 15 10 8 200 |
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| Grenades & Mines | All grenades and mines,
ability to carry 8 grenades and 3 mines. |
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| Packs: | All packs except the
cloaking pack. |
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| 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. |
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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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