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Introduction Vehicle Strategies
Combat Training
Solo Mission Walk-Throughs
Armor Selection
Team Play Strategies
Weapon Strategies
Capture the Flag Strategies
Packs and Equipment Strategies
Guide Contents

Chapter 2: Armor Selection

Armor selection is the first step in becoming an integral part of a Tribes 2 team. Each armor class carries with it specific strengths and weaknesses that steer the class to particular roles. For instance, the speedy scout armor class is better suited to capturing flags than the slow juggernaut armor. Conversely, the juggernaut armor class is better suited to long-range base bombardment than the scout or assault armor classes (both of these armor classes can't select the fusion mortar weapon). This section covers each class and suggests specific roles for each.

The role suggestions in this section are simply that--suggestions. There are many other possible roles and combinations, and you'll find many others discussed in the Team Play and Capture the Flag sections of this game guide.

Selecting Your Role: The Inventory Stations

Unlike in Tribes, you can select your armor, weapon, and item configuration before you reach an inventory station. Hit the number-pad Enter key to choose the default configuration, select one of several preset configurations, or set and save your own configuration. There are numerous different possibilities and combinations, so you should take the time to set and save configurations that suit your particular style of play. Don't simply stick with the default configuration or even the preset configurations. Experiment! Make your own series of presets and name them for quick inventory-station execution.

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Use inventory stations to switch armor, weapons, equipment, and items. These stations can be destroyed by enemy fire and repaired with a repair pack.
Scout Armor

Weapon Capacity: 3
Speed: Fast
Durability: Low

Advantages: Quick and light means efficient jump-jet usage. Can pilot and ride in all vehicles. Can use the laser rifle for sniping. Only class capable of using the cloaking pack. Extremely mobile in combination with the energy pack.

Disadvantages: Low durability means quick death. Can't use fusion mortar or missile launcher weapons. Can't use ammunition pack, landspike and spider-clamp turrets, base turret barrels, or inventory station. Can only use three weapons, which limits variation.

Typical Roles: Best flag runner because of speed and jump-jet efficiency. Only class that can be used as a sniper. Can assist juggernauts with targeting laser. Can be employed as a flag chaser (chase down your captured flag), infiltrator, generator destroyer, force field destroyer, or sniper killer with cloaking pack.

Scout armor is best for players who prefer mobility to firepower. Though it carries only three weapon slots and has limited durability, the scout armor class can literally run circles around the juggernaut armor class (and to lesser extent, the assault armor class). Even against superior weaponry, it's possible for a scout armor player to take down a sluggish juggernaut using deathmatch skills alone. If you want mobility and jump-jet power to get you out of jams (as opposed to a well-placed mortar shell), then select the scout armor class to reap the rewards of its speed and energy efficiency.

Choosing scout armor means holding only three weapons at a single time. This severely limits variation--weapon selection will depend greatly on the your assumed role. For instance, the laser rifle is worthless in close-range deathmatch battles, but it is an essential tool for the sniper. Also, the close-range shocklance weapon means nothing at long range or even to a flag runner. However, for a player trying to infiltrate a base to eliminate defenders and snipers, it's an essential piece of hardware.

The scout is the only class that can pilot the Wildcat grav cycle, an extremely fast motorcycle-like vehicle that can transport the scout to his or her destination very quickly. It's also an excellent means of reaching a good sniper location or a vulnerable area of the enemy's base defenses. Of course, if the enemy flag (in a capture the flag game) or held territory (in capture and hold) is left vulnerable, the cycle can help you reach the destination quickly, and in terms of the flag, let you grab and escape with the flag at blinding speed!

Scout armor will not allow you to equip the missile launcher or fusion mortar, but those weapons go against the scout's strengths anyhow--the scout is built for speed, not standing still and shelling a base or firing at airborne targets from long range. Likewise, the scout can't carry deployable packs, but the same logic applies--the scout's speed is meant for the front lines, not remaining back at base to help with farming (setting up turrets and sensor nets) or base defense.

Below are some examples of roles for scout players with equipment suggestions. Keep in mind that these are focused toward the most popular game, capture the flag, although some will apply to other game modes. Furthermore, proceed to the Other Game Modes section of this game guide for additional tips. You'll also find additional suggestions inside the Team Play and Capture the Flag sections of this game guide.
 

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