Game Overview, Tips & Analysis

Weapons



Blade
Not as powerful as the shocklance in Tribes 2 and really should only be used as a last resort. A single blow can no longer kill a player no matter what their armour class. Has unlimited 'ammunition' as it draws from your energy. 

Blaster
Standard for all armour classes, has unlimited ammunition as it draws from your energy. Fire multiple projectiles that bounce off walls or fan out as the range increases. This makes the weapon useful at both close and medium range. Has unlimited 'ammunition' as it draws from your energy. 

Buckler
New to the Tribes universe, the Buckler has two main modes, as a front shield that deflects projectiles / other players and as a weapon that is used much like a frisbee, albeit you can influence its direction and it returns to you after use as long as it is not shot down. Useful to body block flag runners if you are in defending the flag. Does not need ammunition.

Plasma Burner
Can be used by all armour classes and has good rate of fire. Leaves a burning plasma residue that can cause more long term damage than other weapons, this makes it useful for taking out some base equipment as well as heavy armoured/shielded players. Has unlimited 'ammunition' as it draws from your energy. 

ChainGun
Similar to the chaingun in previous Tribes games, having a very high rate of fire but only useful at close to medium range due to the projectile's spread. Be wary of continuous use as the chaingun now has a tendency to overheat which reduces accuracy. Requires ammunition. The chaingun can be cooled down by stopping firing or submerging in water.

Grappler
New to the Tribes universe, the Grappler may sound familiar to CTF players in Quake1 and Quake2 and has a similar function, albeit requiring ammunition. Enables players to move around the base by firing the grappler at base walls / equipment. It can also attach itself to players and/or dislodge objects. Can be used to distract / annoy flag runners, attach to vehicles to do flag runs, transport heavy armour players in any vehicle by grappling to it. Opens up new possibilities for Tribes Vengeance players.  

Grenade Launcher
The Grenade Launcher has a much longer range than the basic handheld grenades, however range varies depending on angle and player motion when firing. Useful for clearing rooms, corridors or anywhere the enemy has limited mobility.  Grenades can be bounced off walls and floors so are of some use for clearing deployable enemy turrets etc. Requires ammunition.

Hand Grenade
Useful for clearing rooms, corridors or anywhere the enemy has limited mobility.  Grenades can be bounced off walls and floors so are of some use for clearing deployable enemy turrets etc.

Mortar
Can only be carried by heavy class armour, has an unmatched destructive capability with a wide splash damage radius. Ideal for destroying shielded vehicles and base equipments such as turrets/sensors. It can however be very inaccurate, particularly at range. Projectile range varies depending on angle and player motion when firing. Very useful in offense, easily destroying enemy equipment and deployables.  Requires ammunition.

Rocket Pod
Only really of use against slow moving or stationary vehicles or base structures such as turrets/sensors the Rocket Pod simultaneously fires a barrage of rockets that can be 'guided' to their target. When used with the speed pack the Rocket Pod can destroy base structures quickly. Requires ammunition.

Sniper Rifle
Can only be used by light armour. Draws energy and requires ammunition. Unlike the laser rifle in Tribes 2 it has a limited range and you must 'lead' your target. Head shots do more damage. 

Spinfusor
Can be used by all armour classes, has high splash damage radius but slow reload rate. This weapon is usually the weapon of choice for air to ground battles, master using the Spinfusor in the air and you will be a formidable opponent.  Requires ammunition.


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