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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 3: Weapon Strategies

This section examines the Tribes 2 arsenal and describes how to use each weapon in battle situations. With limited weapon slots for each armor class (the scout can carry three weapons, the assault armor four, and the juggernaut armor five), it's important to study the ins and outs of each weapon and how each can be utilized in specific situations.

Blaster

The handheld blaster is the Tribes 2 default weapon, but don't dismiss it too quickly. Any armor can use the blaster, and its unlimited ammunition feeds off your armor's energy meter. Therefore, it's difficult to use the blaster in conjunction with a pack that uses energy, and it's even more difficult to use the blaster alongside the jump jet. As soon as the energy meter dries up, the blaster can't fire--a trade-off for unlimited ammo!

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he blaster draws its ammunition from your energy meter--plus its shots bounce off surfaces!
Another feature of the blaster: its shots ricochet off walls and landscape features. This enables you to fire the blaster around corners to attack turrets or other players. Don't expect to rely on this feature much, however--the blaster isn't a terribly powerful weapon, and it won't overcome many tough situations.

The blaster does have a few pluses, though. It can fire underwater, unlike the plasma rifle, and it also works well against shielded enemies. Despite the blaster's weak damage potential, it's still possible to defeat a juggernaut with a scout armed with a blaster by circle-strafing and taking advantage of the scout's maneuverability. The blaster can work well as a secondary weapon, and it's not unwise to place it within your available weapon slots--don't expect miracles with the blaster as your primary weapon, though.

Chaingun

Like the blaster, the chaingun works best in specific situations. In a one-on-one combat situation, it may not be your first choice. First, the chaingun takes a moment to fire. When you press the fire button, the chaingun's rotors begin to turn, then--more than a second later--the weapon starts to fire. That hesitation can cost you in a frantic one-on-one deathmatch battle. Plus, you must keep firing to keep those rotors turning. If you stop firing the weapon, it cools down again and you must start the process over again--complete with the hesitation before the first discharge.

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The chaingun works best at close to medium range. It's nearly useless against long-range targets.
Keeping the chaingun firing isn't the wisest decision, either. Its ammunition is quite limited, and the chaingun's quick rate of fire means your supply will deplete very fast. Don't count on the chaingun in a typical fight--instead, rely on its strengths for particular situations. For instance, inflict damage with the spinfusor or plasma rifle, then switch to the chaingun to finish off your opponent's remaining health. It's easier to inflict a small amount of damage with the chaingun then it is to hope a spinfusor disc or plasma projectile hits its mark or causes enough splash damage to finish off the enemy.

The chaingun is also one of the best weapons to use against a jump-jet happy enemy. It's extremely difficult to hit fast airborne targets with the spinfusor or plasma rifle--there's no surface to use for splash damage and it's easy to avoid the projectiles. The chaingun sprays its projectiles, ensuring at least some damage will be inflicted on the airborne target. You still must remain nimble on your feet to dodge the discs or plasma projectiles coming from above.

Since the chaingun sprays its projectiles, it's best used as a close- to medium-range assault weapon. It's impossible to inflict any significant damage at long range. Leave those long-range assaults for the mortar, laser rifle, or, to a lesser extent, the spinfusor and plasma rifle.
 

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