Team Combat on an epic scale!


Capture the Flag is easily the most popular type of game in Tribes 2. CTF is a team based game where the objective is to get the enemies flag from their base while ensuring that your own flag is defended.

To capture, you must grab the enemies flag by touching it and return it to your flagstand. Your flag MUST be at it's stand in order to capture. If a player is killed while in possession of the flag, the flag drops to the ground. Unless it's grabbed by another teammate it will remain on the ground until it either returns to the flag stand by the enemy touching it or the return limit running out.

It should be noted that if a player goes out of bounds while in possession of the flag that the flag will be dropped on the edge of the out of bounds boundary.

When the flag is captured the capturing team receives 100 points. When the flag is grabbed from the enemy flag stand the grabbing team receives 1 point. The game ends when either time runs out (in which the team with the most points wins) or when the target number of captures have been met by a team (Usually 800 points).

Strategy:
The most underlooked aspect of the game by newbies. You have to remember that THIS IS NOT YOUR STANDARD FPS. T2 is not just a run and gun shoot `em up. It's a thinking mans game, and if you don't act accordingly you won't last long.

Communicate!:
In *any* team based game communication is essential. Let your team know what you're doing. Tell them the status of the enemy base. Give them as much information as possible so they know where your team stands and what they should be doing. Also, listen to what they're telling you. If the flag carrier is requesting backup, go give him a hand. If someone informs you of an enemy attacking the generators, go assist them. Respond to your teams requests whenever possible. I assure you it's worth the time and effort.

Move, Move, Move:
As the title suggests, keep yourself mobile. A stationary target is an easy target, something you don't want to be. The obvious exceptions here are when you're in need of greater accuracy for, say, locking on with a Missile Launcher, or using the chaingun to pick off a damaged airborne enemy. Even still, in these situations keep aware of enemy positions. If you see an inbound Scout with his Disc Launcher pointed at you, get outta there. At any time when you're in the open and not moving, you make a very tempting target for snipers. This can be a problem, especially when in Scout armor. Keep this in mind when using outdoor Inv. Stations and Vehicle Pads as they are hotspots for sniper attacks.

Dress For Success:
Equipment loadouts need to be suited to the task at hand. Going on a flag run? It's a good idea not to be wearing Juggernaut armor, as speed and mobility are essential. Defending indoors? Leave the Scout at home and get yourself some Jug. Think about what you're doing, what is required to do it, and equip yourself accordingly.

Loot the Corpses:
When you kill a player he drops all of his equipment, ammo, and packs. When you run over said corpses you automatically pick up any needed equipment and ammo. This can be extremely valuable as running over every corpse you see will keep you well supplied and prolong your battle readiness. There's nothing worse than running out of ammo in the middle of a duel, so make sure you're well supplied at all times.

Remember the Health Kit:
A number of times I've been in a duel with a player, and when I kill him I'll run over his corpse and pick up a health kit. This shouldn't be happening. The health kit can give you that little extra edge that means survival. Use it.

Know Your Role:
Yeah, The Rock knows his stuff. Pick a task and stay with it. Decide what you're going to do, attack, defend, deploy equipment, and let your team know. When possible try to fill in where it's needed. If your flag is being captured every 2 minutes, defend. If no one is attacking, go offence. Try to be where you're most useful.

Armors:
The Scout class armor is the lightest and fastest armor available for use. If mobility and agility are your thing, then Scout armor is what you'll need. A Scout can be in, flatten an enemy, and be gone before the enemy knows what hit them. Scout armor is limited in that it may not use certain heavy weapons, cannot carry certain deployables, and may only carry 3 weapons at a time.

Durability: Low
Mobility: High
Weapon Capacity: 3
Ammunition Capacity: Low
Specialties: Laser Rifle, Grav Cycle, Cloaking Pack
Restricted: Fusion Mortar, Missile Launcher, Remote Inventory, Landspike & Spider-Clamp Turrets, Turret Barrels

Pros:
+ Fastest and most agile
+ Only class that can use the Laser Rifle
+ Can pilot ALL vehicles

Cons:
- Take the least damage of all armors
- Can't use some heavy weapons
- Can't carry certain deployables
The Assault class armor is the all around mix of the best of the Scout and the Juggernaut. It can take more damage than the scout, isn't as slow as the Juggernaut, and has only minor limitations compared to the other two. On the flip side, the Assault is not nearly as fast as the Scout, and can't sustain as much damage as the Juggernaut.

Durability: Medium
Mobility: Medium
Weapon Capacity: 4
Ammunition Capacity: Medium
Specialties: None
Restricted: Fusion Mortar, Laser Rifle, Grav Cycle

Pros:
+ Can take more hits and carry more weapons than the Scout
+ Faster and more agile than the Juggernaut
+ Minor restrictions
Cons:
- Slower than the Scout
- Not as durable as the Juggernaut
- Suitable for almost all tasks, but excels at few
The Juggernaut class armor is the big boy. When it comes to raw firepower, the Juggernaut is the only choice. A walking fortress, the Jug can flatten the opposition in a matter of seconds. Capable of carrying 5 weapons, including all heavy weapons, the Jug is a fearsome sight. It's main weakness is that it suffers a huge penalty in speed, making it easy pickins for a Scout or Assault class warrior.

Durability: High
Mobility: Low
Weapon Capacity: 5
Ammunition Capacity: High
Specialties: Fusion Mortar
Restricted: Laser Rifle, Cannot Pilot Vehicles

Pros:
+ Ability to sustain the most damage
+ Able to equip all heavy weapons
+ Able to carry the most ammunition of all Armors
Cons:
- Painfully slow, minimum mobility
- Cannot pilot vehicles
- Can be a walking target for lighter armors
Weapons:
Primary weapons are the weapons a warrior carries in his hands. These can be divided into two types; Energy and limited ammo. Energy based weapons have unlimited ammo due to the fact that they draw from the users energy reserve to fire. Limited ammo weapons have a finite amount of ammunition that depends on the armor of the user.

Weapon damage is broken into two categories. Direct Contact and Splash. Direct Contact means that the weapons projectile must physically touch the enemy to inflict damage. Splash damage indicates that direct contact with the target is not necessary to inflict damage. The projectile will explode on whatever it hits first; enemy, wall, ground, etc. The resulting explosion inflicts the most damage at "ground zero", with decreasing damage inflicted in the area surrounding the explosion.

The Blaster is an energy based weapon with a high rate of fire. Think Star Wars.. same idea. The blast emitted from the blaster bounces off walls making it an effective indoor weapon.

Ammo: Energy
Rate of Fire: Fast
Projectile Speed: Very Fast
Damage: Low
Damage Type: Direct Contact
Aim: Manual
Max Effective Range: Medium

Use For: Indoor fights, can be good for taking out snipers at med. range

The Chaingun is a limited ammo weapon that fires explosive bullets in a spread pattern. Due to the spread pattern of the projectiles fired, the chainguns effectiveness severely deteriorates as range increases. The chaingun is useful for picking off damaged airborne enemies.

Ammo: Limited
Rate of Fire: Very Fast
Projectile Speed: Very Fast
Damage: High at close range, decreases with distance
Damage Type: Direct Contact
Aim: Manual
Max Effective Range: Medium

Use For: Picking off damaged enemies, close range/indoor fights

The Elf (Electron Flex Projector) is an energy based weapon that causes no damage to the target. Instead, it drains the targets energy reserve, severely limiting the targets mobility. Caution should be used when using the ELF gun, as it will attack the closest target be it friend or foe.

Ammo: Energy
Rate of Fire: Continuous
Projectile Speed: Instant
Damage: None
Damage Type: Direct Contact
Aim: Auto
Max Effective Range: Very Short
Restrictions: Non-functional under water

Use For: Especially useful for flag defence

The Fusion Mortar is the most devastating weapon in Tribes 2, a limited ammo weapon that lobs large mortars at the enemy. The mortar is primarily used as an offensive weapon, as it easily wipes out enemy defenses.

Ammo: Limited
Rate of Fire: Slow
Projectile Speed: Medium
Damage: Very High
Damage Type: Splash
Aim: Manual, Lead Calculation with Targeting Laser/Beacon
Max Effective Range: Very Long

Use For: Long range bombardment

The Grenade Launcher fires standard explosive grenades at high velocity. It is a limited ammo weapon that is well rounded for both indoor and outdoor use. One of the main advantages of the Grenade launcher is that the grenades can be bounced off walls and around corners, making it ideal for clearing indoor rooms.

Ammo: Limited
Rate of Fire: Slow
Projectile Speed: Medium
Damage: High
Damage Type: Explosive Spread
Aim: Manual, Lead Calculator with Targeting Laser/Beacon
Max Effective Range: Medium

Use For: Clearing rooms, medium range bombardment

The Laser Rifle is the snipers best friend. This energy based weapon shoots a extremely high velocity laser in a straight line with almost unlimited range and precise accuracy. The damage inflicted by this laser depends on the location of the hit, the armor of the target, and the amount of energy the user has in reserve. The drawback of the Laser Rifle is that it it completely drains the users energy reserve with each shot.

Ammo: Energy
Rate of Fire: Slow
Projectile Speed: Instant
Damage Type: Direct Contact
Aim: Manual
Max Effective Range: Very Long
Restrictions: Requires Energy Pack

The Missile Launcher is a very versatile weapon. With it's ability to automatically lock on to suitable targets, it can be used for both offensive and defensive purposes. Targets that can be locked on to are enemy sensors and base turrets, enemy vehicles, and enemy players who's jet packs are heated from use.

Ammo: Limited
Rate of Fire: Slow
Projectile Speed: Medium
Damage: Very High
Aim: Manual until lock-on, missile follows target automatically
Damage Type: Splash
Max Effective Range: Very Long

Use For: Anti-Vehicle, flag defence, Attacking enemy sensors & base turrets

The Plasma Rifle shoots super-heated balls of burning plasma at the enemy. You'll notice the firing rate is higher than that of the spinfuser, making it deadly if consecutive shots are achieved.

Ammo: Limited
Rate of Fire: Medium
Projectile Speed: Low
Damage: High
Aim: Manual
Damage Type: Splash
Max Effective Range: Medium
Restrictions: Non-functional under water

Use For: Indoor combat, enemies using Shield Pack. Attacking enemy assets.

The Shocklance is a close range weapon that gives the enemy a zap! Taking a large chunk of health with each hit, the main advantage is the one-shot kill from behind.

Ammo: Energy
Rate of Fire: Slow
Projectile Speed: Instant
Damage: Varies on location
Aim: Manual
Damage Type: Direct Contact
Max Effective Range: Very Short
Restrictions: Non-functional under water

Use For: Light-defense against Juggernauts, disruption of incoming flag carriers, flipping enemy vehicles.

The Spinfuser is a long range weapon that is general purpose or the swiss army knife of the game.
It is the main weapon included in every load-out. It has good range, fly straight, and is much easier to midair with than the plasma rifle. The only drawback being reload time.

Ammo: Limited
Rate of Fire: Slow
Projectile Speed: Very Fast
Damage: High
Aim: Manual
Damage Type: Splash
Max Effective Range: Long

Use For: General purpose, Indoor and Outdoor combat. Offense and Defense.

Grenades:
Basic Grenade: The Basic Grenade is an explosive grenade that detonates after a few second delay. The resulting explosion inflicts moderate damage to the enemy; the severity of which depends on the enemies proximity to the explosion.
Concussion Grenade: This grenade inflicts minimal damage to the enemy. Instead, it creates a concussion blast that causes the enemy to drop weapons, packs, and flags. Caution should be used with the Concussion Grenade, as it can also cause the user and any teammates within range to drop their equipment.
Flare Grenade: This grenade inflicts no damage to the enemy. Instead, it creates a bright flare that serves two main purposes. The first and most useful is that it will decoy any missiles that are locked on to the user or his vehicle, drawing the missile away and disabling it's lock. Alternatively it can be used to signal teammates to a location.
Whiteout Grenade: This grenade inflicts minimal damage to the enemy. Instead, it creates a blinding flash that can distract the enemy for a few seconds. The severity of the blindness depends on the enemies proximity to the detonation. The Whiteout Grenade has an effective range of 20 meters. Caution should be used with the Whiteout Grenade, as it will also blind teammates.
Deployable Camera: This item is not actually a grenade, but it's included here because it is equipped in place of grenades, and activated by pressing the grenade button. The Deployable Camera, when activated, will be tossed like a grenade and stick to whatever surface it comes in contact with. The user can then leave the location and remotely view activity in the area via the Command Circuit. Can be used to detect Sensor Jammers.

Gear:
Targeting Laser: The Targeting Laser is used for marking targets from a distance. When a target is marked by the laser, teammates are able to instantly lock on with the Missile Launcher, and will have lead calculation enabled with the Mortar and Grenade Launcher. It is also useful for defence by pointing out targets that need to be defended or the flag carrier.
Mine: The Mine is a weapon that is dropped on the ground. Once deployed the mine lies in wait for a passing warrior or vehicle to run over it. When this happens, the mine explodes causing moderate to severe damage. Mines will explode regardless of friend or foe coming in contact with it. Only 3 mines may be carried at a time by a user, regardless of armor equipped.
Beacon: The Beacon works like the Targeting Laser, but it can only be deployed by physically being in range of the target. Once in range, the user deploys the beacon which then allows for teammates to instantly lock on with the Missile Launcher, and lead calculation for the Mortar and Grenade Launcher. The beacon can also be used as a marker. If the user immediately presses H again after deploying the beacon, it will switch to marker mode. Marker mode removes the lead calculation on a target and simply marks it by a small circle. This signifies to the team that the beacon is not displaying a target for attack, but rather a position on the map that could, for example, have a Remote Inventory Station available for use.
Health Kit: The Health Kit is an item that will restore a small amount of damage to the user. A Health Kit may only be used once and only one may be carried at a time regardless of the armor equipped. The exception is if the user is wearing an Ammo Pack in which case two Health Kits are allotted for use.
Credits:
ScratchMonkey - First person to submit a tip and info. Thanks man! =)
Sleef Barmer - Sent in some good sniping tips.
Doh! - Havok Piloting tips.
DigitalBlaze - Contributed some FAQ's that I should've remembered to add. ;)

Tribes 2 Guide
Version 1.1b - Last Updated on 09/23/2001 - Created and maintained by fadeaway
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