Game Overview, Tips & Analysis
Deployables



If you wish to view damage inflicted by deployable turrets and satchel charges to equipment,
armour classes, vehicles etc then visit the Health & Shield Damage Analysis section.

deployables_turret_barrel.gif (5347 bytes) Base Turret Barrel
Can only be deployed by assault or juggernaut classes, has the ability to change a base's turret barrel so that it is more effective against the enemy's tactics. Example, if the enemy are mostly using air assaults then swap out one of the base turrets for an anti-aircraft turret. You can change the base turret barrel to an Anti-Aircraft, Electron Flux, Fusion Mortar, Guided Missile or Plasma barrel. More infromation on the various turrets can be found in the base turrets section.

deployables_inv_station.gif (6192 bytes) Remote Inventory Station
Can only be deployed by assault or juggernaut classes and are a smaller version of the base inventory pad. Players can obtain any item except armour class and another inventory station. Very useful when used in attack, health/shield points are low (700/455) so be sure to deploy out of sight but close to enemy base. This will enable players/vehicles to retreat and then regroup/rearm/repair quickly without having to return to base. They are also useful for extended defence players who are not close to a base inventory pad or in a base outpost that has no inventory pad. Inventory stations must be placed at least 20 meters apart. Teams are limited in the amount of inventory stations they can deploy, 5 maximum so choose locations carefully. 

deployables_motion_sensor.gif (2499 bytes) Motion Sensor
Can be deployed by any armour class, has the ability to detect normal movement through walls within its detection radius, albeit a limited range of 60 meters. Useful against cloaked players if hidden out of sight, the cloaked player will have an enemy triangle shown once detected. Sensors can easily be destroyed (455 health points), jammed by a player using a sensor jammer pack or bypassed by a player; cloaked or not, who moves very slowly. Teams are limited in the amount of sensors they can deploy, 15 maximum so choose locations carefully.

deployabes_pulse_sensor.gif (5610 bytes) Pulse Sensor
Can be deployed by any armour class, has the ability to extend turret and player detection range by feeding sensor data into the teams sensor net. Detection radius is 150 meters with health points of 455. Place them outside of your normal sensor net range, hidden in enemy territory or anywhere that is normally 'blind' to the default sensor net. Teams are limited in the amount of pulse sensors they can deploy, 15 maximum so choose locations carefully.

deployables_indoor_turret.gif (4555 bytes) Spider Clamp Turret
Can only be deployed by assault or juggernaut classes and placed on any building surface or rock, but not on grass or other terrain. Turrets on their own can detect players within a 40 meter radius. Combined with motion sensors these make for good defence of flag, vital equipment, enemy flag runner escape routes or other vital areas. An enemy player with a sensor jammer pack will not be detected or fired upon. Similarly a cloaked enemy player who moves slowly enough to not be detected by motion sensors will not be fired upon. Teams are limited in the amount of turrets they can deploy and with health/shield points of 270/500 you should choose locations carefully. Turrets must be placed at least 20 meters apart and no more than 4 in a 50 meter radius. A team can deploy 1 spider clamp turret for every 2 players on the largest team or a maximum of 10 if players exceed 20 on the largest team. If the largest team has 1 to 8 players then 4 turrets can be deployed.

deployabes_outdoor_turret.gif (4209 bytes) Landspike Turret
Can only be deployed by assault or juggernaut classes and can only be placed on level terrain. Turrets on their own can detect players within a 60 meter radius. Combined with motion sensors these make for good defence of flag, enemy flag runner escape routes or other vital areas. An enemy player with a sensor jammer pack will not be detected or fired upon. Similarly a cloaked enemy player who moves slowly enough to not be detected by motion sensors will not be fired upon. Turrets must be placed at least 20 meters apart and no more than 4 in a 60 meter radius. Teams are limited in the amount of turrets they can deploy and with health/shield points of 540/800 you should choose locations carefully. A team can deploy 1 landspike turret for every 2 players on the largest team or a maximum of 10 if players exceed 20 on the largest team. If the largest team has 1 to 8 players then 4 turrets can be deployed.

deployabes_satchel.gif (3324 bytes) Satchel Charge
Can be carried and deployed by any armour class. Once deployed and armed it can be remotely detonated. The resulting explosion of upto 3000 health points can easily clear a small room or small area and destroy base equipment. The ability to remotely detonate the pack at any time can be of use for co-ordinated attacks, distraction or general attrition. You can only have one satchel pack deployed at any given time but satchels can be destroyed like any other equipment(600 health points). If you deploy another satchel charge then the original satchel will be removed from the map.


Contact Us | SavageUK | UpsetChaps
All Rights Reserved. Copyright © 2000-2007 Requ!em