
Game Overview, Tips & Analysis
Vehicles
If you wish to view damage inflicted by vehicles to equipment, armour classes,
turrets, vehicles etc then visit the Health & Shield
Damage Analysis section. If you
wish to view strategies for vehicles, both piloting and map specific then be sure to
visit W2K's Tribes2 Pilot Guide ,
Mushroom's
Tankinomicon and the
Poor
Man's Guide to the Beowulf Assault Tank.
| Ground Vehicles |
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Wildcat Class Grav Cycle Can only be used by scout class armour, it is often used by players to either pursue a flag runner or to evade pursuit as a flag runner. Excellent for getting to any part of the map quickly for other tasks such as sniping. Health points of 600 with shield points of 2000 make it fairly easy to destoy. However at full speed it is very hard for weapons such as handheld missile launchers to keep a lock on the vehicle long enough to fire. |
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Beowulf Class Grav Tank Can only be used by scout or assault class armour, one pilot and one gunner. Heavily shielded with two weapon types, forward mounted chainguns or mortar, it's firepower is useful in both mobile base defence and extended assaults on enemy base. Health points of 3150 with shield points of 2965 and the ability to be used on water or terrain make this the vehicle of choice for attrition. Special weapon capacitors from patch 23669 onwards separate weapon energy usage from shield/thruster energy usage. Shields are powered by the same energy as booster so take that into account if you are under heavy fire or evading pursuit. Pilots should assist the gunner by keeping the vehicle on level terrain and at a constant speed. The gunner when using the mortar will no doubt find it easier if the target is painted using a targeting laser, this can be a role for another player or the pilot can disembark to paint a target if needed. Assault class pilots and gunners be sure to carry a missile launcher as the weapon is useful to defend against Shrikes while you are repairing or stationary outside of the vehicle. A repair pack is essential, it is also useful to deploy an inventory station in a secluded area on route so you can repair the tank and regroup if needed. A sensor jammer pack can be used to hide the crew from sensors while you repair/regroup. If you are the pilot and waiting on the vehicle station for a gunner then move the vehicle off the vehicle station spawn pad. Not doing so will hinder your team as they will not be able to spawn other vehicles. |
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Jericho Class Forward Base Can only be piloted by scout or assault class armour, one pilot and no other crew. It carries a full inventory station, sensor jammer that is always active and a missile turret once deployed. The missile turret can be left on automatic or be controlled via the command circuit. Health points of 3850 with shield points of 4800 make it very hard to destoy. The Jericho is very useful in attack when deployed close to enemy territory so that other players can fully regroup, repair and rearm without having to return to base. Once deployed it will automatically have a marker beacon so that players on your team can easily find the forward base. If used in defence it can help counter ground and air assaults by the enemy, defend vital assets such as vehicle pads or generator buildings and is very useful in providing a full inventory station for perimeter base areas that do not normally have one. |
| Air Vehicles |
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Shrike Class Fighter Can only be used by scout or assault class armour, one pilot and no other crew. Lightly shielded, fast, armed with heavy blasters and an advanced sensor that transmits information back to the main sensor net this vehicle is extremely versatile and can be used for many roles. Health points of 1400 with shield points of 1750 make it a formidable opponent. However in patches 23115 and above acceleration is slower and the heavy blasters are less effective against some targets such as the Thundersword Class Bomber. Water can be used to hide from ground based sensors, use that to your advantage as and when needed. Can be used in an attack role as attrition, distraction or reconnaissance, the higher you fly the more area the advanced sensor can cover to transmit to the main sensor net. This is very useful for tracking the enemy and provide early warning for defence, extended defence or attack. Just do not expect to destroy base turrets, concentrate on other targets. In a defence role is usually used to patrol your airspace or pursue enemy flag runners. It is very useful for escorting other vehicles such as the bomber and transport. Assault class pilots should carry a missile launcher as the weapon is useful to defend against Shrikes while you are repairing or stationary outside of the vehicle. Be sure to carry a repair pack or deploy an inventory station in a secluded area on route so you can repair and regroup if needed. Shields are powered by the same energy as the weapons and booster so take that into account if you are under heavy fire or evading pursuit. |
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Thundersword Class Bomber Can be used by all classes but the pilot or bombardier can only be scout or assault class armour. The Thundersword is a three person tactical bomber, carrying a pilot, tailgunner and a bombardier. Better shields (2665 points) and health (2800 points) than the Shrike but much slower and less defence against other air vehicles due to it's weaker blasters, needs escort in heavily defended air space. Carpet bombing is the vehicles speciality and it's plasma bombs are especially useful against shielded targets. Pilots should try to evade the enemy by flying as high as possible or use the hills and valleys on route to evade detection by the enemy. Be sure to keep an eye for the target painted by the bombardier, shown as a line with a circle at the top. Make a run over the painted area by flying towards the circle so the bombardier can carpet bomb the area. Try to keep the bomber in a straight line and do not fly too fast (180 KPH is usually ideal) or the bombardier will have a hard time completing the task. Special weapon capacitors from patch 23669 onwards separate blaster and plasma bomb weapon energy usage from shield/thruster energy usage. Shields are powered by the same energy as booster so take that into account if you are under heavy fire or evading pursuit. Always take a repair pack, once you have made a successful bomb run retreat, rearm and repair if needed. Pilots waiting on the vehicle station for a tailgunner and/or bombardier should move the bomber off the vehicle station spawn pad. Not doing so will hinder your team as they will not be able to spawn other vehicles. Assault class pilots and bombardiers be sure to carry a missile launcher as the weapon is useful to defend against Shrikes while you are repairing or stationary outside of the vehicle. Bombardiers, take a repair pack if possible. Bombardiers should always paint a target for the pilot so that the pilot knows where to fly for the bombing run. The turret has a targeting laser, simply pulse the laser at your target and it will create a red reticle that you and the pilot can see on the HUD. Keep an eye on your target by watching the ground directly in front of the bomber, just before you reach the target start bombing and keep bombing until you have just passed the area you wish to carpet bomb. Special weapon capacitors from patch 23669 onwards separate weapon energy usage from shield/thruster energy usage. The on board blasters can now be used to assist a tailgunner when being attacked by an enemy Shrike. It is still wise to try and get a Shrike to escort you instead, combined with a good tailgunner you should not need to use the blasters at all. A tailgunner is essential, they are there to support and protect the bomber against aircraft, missiles and other threats. The best armour class for a tailgunner is the juggernaut, it is very well protected and will allow you to carry more weapons and ammunition than other armour class. Take at least a plasma rifle, fusion mortar, missile launcher and ELF with you. The missile launcher will be useful for taking out Shrikes who pursue you. If they get too close to lockon with the missile launcher then use the plasma rifle or try to ELF the Shrike so they lose just enough booster energy to back off, then lockon with missile. Always take flares, if an enemy missile locks on drop a flare to decoy it. One flare per missile in the current patch so use them wisely. An ammunition or sensor jammer or repair pack is recommended instead of any other pack as they will help the bomber and crew survive prolonged bomb runs. An ammunition pack will allow you to carry more flares and ammunition, a sensor jammer pack will hide your crew from sensors and automatic base defences such as turrets if needed and a repair pack can be used to heal the crew or repair the vehicle. If you initially pickup an inventory pack you can deploy it in a secluded area close to enemy base before starting your first bombing run, make sure you mark it with a marker beacon and/or waypoint it in the command circuit. Get the pack you wish to use from the deployed inventory station and start your bombing run. The bomber can retreat to the deployed inventory station so that crew and vehicle can regroup, rearm and repair without having to go back to base. |
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Havoc Class Transport Can be used by all classes but the pilot can only be scout or assault class armour. Slow but very heavily shielded at 2750 points the Havoc has no on board weaponry, just the ability to carry four passengers in addition to a tailgunner and the pilot. Although the health points are high at 3500, with no weaponry this vehicle can need Shrike escort in heavily defended air space. Extremely useful for transporting Juggernaut class armour players for a base assault or to retake a friendly perimeter base area overrun by the enemy. Pilots should try to evade the enemy by flying as high as possible or use the hills and valleys on route to evade detection by the enemy. Assault class pilots should carry a missile launcher as the weapon is useful to defend against Shrikes while you are repairing or stationary outside of the vehicle. Pilots waiting on the vehicle station for a tailgunner and/or crew should move the transport off the vehicle station spawn pad. Not doing so will hinder your team as they will not be able to spawn other vehicles. A tailgunner is essential, they are there to support and protect the transport against aircraft, missiles and other threats. The best armour class for a tailgunner is the juggernaut, it is very well protected and will allow you to carry more weapons and ammunition than other armour class. The missile launcher will be useful for taking out Shrikes who pursue you. If they get too close to lockon with the missile launcher then use the plasma rifle or try to ELF the Shrike so they lose just enough booster energy to back off, then lockon with missile. Always take flares, if an enemy missile locks on drop a flare to decoy it. One flare per missile in the current patch so use them wisely. A sensor jammer or an ammunition pack is recommended instead of other packs. A sensor jammer pack will hide the crew from sensors and automatic base defences such as turrets while they are on the vehicle or in range, while an ammunition pack will allow you to carry more flares and ammunition. The transport will normally return to base after dropping off other players so a repair pack is not usually required. |
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