Tribes: Aerial Assault Walkthrough :
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Walkthrough - FAQ/Strategy GuideTribes: Aerial Assault, Strategy Guide Version 1.00 by Spencer Pantera and Contributors This FAQ is Copyright 2003 Spencer Pantera PLEASE NOTICE MY CHANGE IN E-MAIL ADDRESS, IF YOU SENT ME MAIL TO MY AOL ADDRESS PLEASE SEND ME ANOTHER MAIL TO MY SLUGGY ADDRESS!!! Contact: SquarePantera@sluggy.net Tribes: Aerial Assault is rated T for Teen by the ESRB, this FAQ may reflect the rating or higher ratings so I apologize in advance for anything that you may find offensive and/or un-Teen-like. If you have any questions/comments/concerns/contributions feel free to contact me, with the phrase "Tribes: Aerial Assault" or some variation on that for the subject. If it is a question please read the guide first, chances are the question has already been answered. I won't respond to e-mail I feel is "stupid". For details on the use of this FAQ read 25 Legal Mumbo-jumbo. Printing this FAQ with or without alterations for private use is absolutely okay with me (I've done it enough times, so you can too). To post this FAQ on your web-site just send me an e-mail asking my permission, I promise I'll say yes (unless I have a good reason not to). Looking for something? Press Control+F and make your life easier. This FAQ is currently available at: www.gamefaqs.com www.cheatcc.com Table of Contents 1 About this FAQ 2 Controls 2.1 Configuration A 2.2 Configuration B 2.3 Configuration C 2.4 Configuration D 2.5 Controlling a Vehicle 3 Introduction to Tribes: Aerial Assault 3.1 History 3.2 Tribes 3.2.1 Blood Eagle 3.2.2 Diamond Sword 3.2.3 Harbingers of Phoenix 3.2.4 Starwolf 3.2.5 The BioDerm Hordes 4 Game Types 4.1 Capture the Flag (CTF) 4.2 Capture and Hold (CNH) 4.3 Team Deathmatch (TDM) 4.4 Deathmatch (DM) 4.5 Hunters 5 Armors 5.1 Light 5.2 Medium 5.3 Heavy 6 Weapons 6.1 Blaster 6.2 Chaingun 6.3 Fusion Mortar 6.4 Grenade Launcher 6.5 Laser Rifle 6.6 Missile Launcher 6.7 Plasma Rifle 6.8 Spinfusor 7 Grenades 6.1 Basic 6.2 Concussion 6.3 Flare 6.4 Mine 8 Packs 8.1 Ammunition 8.2 Energy 8.3 Repair 8.4 Shield 8.5 Remote Inventory Station 8.6 Remote Sensor 8.7 Remote Turret 8.8 Remote Detonation Satchel Charge 8.9 Anti-Aircraft Barrel 8.10 Mortar Barrel 8.11 Missile Barrel 8.12 Plasma Barrel 9 Vehicles 9.1 Mongoose Grav Cycle 9.2 Dingo Fighter 9.3 Hammer Bomber 9.4 Piltdown Transport 10 Base Assets 10.1 Generator 10.2 Inventory Station 10.3 Vehicle Station 10.4 Base Turrets 10.5 Sentry 10.6 Sensors 11 Basic Strategy 12 Advanced Strategy 13 Team Roles and Strategy 13.1 Working As a Team/Team Strategy - incomplete 13.2 Roles 13.2.1 Flag Runner 13.2.2 Sniper 13.2.3 Assassin 13.2.4 Explosives Personnel 13.2.5 Flag Recoverer 13.2.6 Base Defender 13.2.7 Repairman 13.2.8 Remote Specialist 13.2.9 Fighter Attack 13.2.10 Fighter Defense 13.2.11 Bomber Attack 13.2.12 Transport Operator 14 Game Type Specific Strategy 14.1 Capture the Flag 14.2 Capture and Hold 14.3 Team Deathmatch 14.4 Deathmatch 14.5 Hunters 15 Map Strategy 15.1 Capture the Flag 15.1.1 Avalon 15.1.2 Beggar's Run 15.1.3 Damnation 15.1.4 Death Birds Fly 15.1.5 Desiccator 15.1.6 Firestorm 15.1.7 Katabatic 15.1.8 Paranoia 15.1.9 Quagmire 15.1.10 Recalescence 15.1.11 Reversion 15.1.12 Sanctuary 15.1.13 Slapdash 15.1.14 Thin Ice 15.1.15 Tombstone 15.2 Capture and Hold - incomplete 15.3 Team Deathmatch - incomplete 15.4 Deathmatch - incomplete 15.5 Hunters - incomplete 16 Strategy Contributed by Others 17 Extra Chat Options 18 Extras 19 My Kits 20 Other Kits 21 About Me 22 :[DoP]: 23 How to Contribute 24 FAQ History 25 Legal Mumbo-jumbo 26 Credits 1 About This FAQ Hello and welcome to my FAQ. If you're here it's probably for one of a few reasons. Perhaps you're looking into buying Tribes: Aerial Assault. In this case I can surely recommend it to you if you are a fan of first person shooters. As for the online aspects of the game, it runs well for me and I have a 56k modem and a crappy ISP. The only problem with a 56k modem is that there is a 1 second fire lag but after a while you find yourself getting used to it (and surprised at how quickly you can fire when you play botmatches). If you already have the game, good, have fun, get an internet adapter and start shooting. Another reason is perhaps you are looking for tips and ideas for improving your mad skillz (sic). This guide is an excellent source (in my opinion) of strategy and ideas on how to make you a better fragger, flag runner or whatever. This FAQ is being written so that TAA online junkies like myself can come to learn, develop, and share strategies. That's why I have a section labeled Strategy Contributed by Others and an Other Kits section. If you'd like to learn a bit more about the game this probably isn't the best source for that, but I will delve in the basics of playing the game. If you are just starting out I highly recommend going through the tutorials from the campaign (even though the first few are a bit stupid but I suppose you gotta start somewhere). Do a few of the campaign missions, if you want to go online with a decent amount of experience, stop after you start doing missions where you fight the BioDerms. Also, don't be overconfident if you can beat the campaign, I've beaten all of the missions except the last two, and I'm very good online (not to brag). Although there will be sections left empty or semi-empty, this is Version 1.0, like it or leave it. As before my strategies focus on Capture the Flag. In this update I will share some strategy for CTH maps (for map strategies). In future updates I hope to add strategies for levels in other game types as well. Also as for the game type specific strategies, I'll put in what comes to mind and add onto those in future updates. Parts of this FAQ were taken from the instruction booklet that comes with the game, so if you don't have one, this FAQ can be of use to you. So there you are, if I think of anything to add to this section I'll add it. Enjoy! 2 Controls There are four control configurations to choose from. I've only played with Configuration A, so obviously that's the one I prefer and recommend. Any mention of pressing a specific button (if the button is mentioned by name, e.g. X, R1, L2) I assume that your configuration is Configuration A. Button Key: X - X C - Circle T - Triangle S - Square R1 - R1 R2 - R2 R3 - R3 L1 - L1 L2 - L2 L3 - L3 DP(U,R,D,L) - Directional Pad (Up,Right,Down,Left) ST - Start SL - Select RS - Right Stick LS - Left Stick 2.1 Configuration A X - next weapon C - use pack T - throw grenade S - toggle target lock R1 - jet pack R2 - zoom R3 - not used L1 - jump/ski L2 - fire weapon L3 - not used DPU - increase zoom DPR - talk positive DPD - decrease zoom DPL - talk negative ST - options menu SL - swap weapon/pack RS - look/aim LS - move 2.2 Configuration B X - next weapon C - use pack T - throw grenade S - toggle target lock R1 - jump/ski R2 - fire weapon R3 - not used L1 - jet pack L2 - zoom L3 - not used DPU - increase zoom DPR - talk positive DPD - decrease zoom DPL - talk negative ST - options menu SL - swap weapon/pack RS - look/aim LS - move 2.3 Configuration C X - decrease zoom C - talk positive T - increase zoom S - talk negative R1 - jump/ski R2 - fire weapon R3 - not used L1 - jet pack L2 - zoom L3 - not used DPU - throw grenade DPR - toggle target lock DPD - next weapon DPL - use pack ST - options menu SL - swap weapon/pack RS - move LS - look/aim 2.4 Configuration D X - decrease zoom C - talk positive T - increase zoom S - talk negative R1 - jet pack R2 - fire weapon R3 - not used L1 - jump/ski L2 - zoom L3 - not used DPU - throw grenade DPR - toggle target lock DPD - next weapon DPL - use pack ST - options menu SL - swap weapon/pack RS - move LS - look/aim 2.5 Controlling a Vehicle Controls are the same except where noted (according to the instruction booklet). To enter a vehicle you must jump into the pilot or passenger seat (on transports it is a large red hole in the part of the transport that sticks out from where the pilot sits), be careful not to miss when entering a vehicle. Exit Vehicle - L1 Afterburners - R1 (when moving) Vertical Thrusters - R1 (when stationary) Yaw (x-axis,left/right) - RS Pitch (y-axis,up/down) - LS 3 Introduction to Tribes: Aerial Assault This section was taken straight out of the manual. 3.1 History It is the 40th century. On the frontier "Wilderzone" of human space, hardy neo-barbarian tribes compete for possession of new worlds. Tribal warriors enter combat in powered armor, relying on skill and bravery to win glory. Now the BioDerm Hordes have started to invade tribal space. Though the tribes boast of being the finest warriors humanity has ever produced, they face a genetically modified race that has literally bred itself for battle. The stakes are epic, and the Wilderzone is aflame with a new kind of war. 3.2 Tribes This section is a bit of inconsequential info on the various tribes. At the end of each I'll add a comment as to what color armor is and any notes that I think you should know. When creating your character you have your choice of Tribe, gender (for humans), and voice. To be a BioDerm you need to toggle gender. Instead of tribes BioDerms have skins (different colors). As for the voices, you'll have to check those out for yourself. 3.2.1 Blood Eagle The Blood Eagle claim descent from Imperial Knights sent to pacify the tribes centuries ago. Their philosophy is simple and brutal: obliterate the enemy, whatever the cost. Color: Red/White Note: This is the tribe that Ransom, from the campaign, belongs to. 3.2.2 Diamond Sword Nicknamed "Sandrakers", the contemplative Diamond Sword craft innovative new strategies. They say the mind is the greatest weapon, and practice the enigmatic teachings of the Enlightened Master. Color: Gold/Black Note: This is the tribe I usually play as. This and Starwolf have the coolest looking armors. 3.2.3 Harbingers of Phoenix Formerly the Children of Phoenix, the elitist Harbingers believe the return of Holy Phoenix is imminent, and have triggered a crusade to bring all the tribes under the Phoenix banner. Color: Purple/Gold 3.2.4 Starwolf The freedom-loving Starwolf were once more far-flung than any other tribe. However, the initial Horde strike has nearly eradicated them. Time will tell whether they survive. Color: White/Blue Note: This armor is a great choice if you know you are going to spend a lot of time on a snow covered map. At least in theory, I haven't experimented with its visibility against snow, but I doubt that it would work as it should since the enemy would see a large red arrow above your head anyway. Oh well. 3.2.5 The BioDerm Hordes Artificially grown slave-soldiers who once served the Empire and now fight a long, bloody war against it, the BioDerm seek to break the deadlock by acquiring the wealth of the tribal Wilderzone. Skin 1: Gold Skin 2: Silver Skin 3: Blue Note: Colors listed are the color of the armor. BioDerms have tan colored skin. Note: Someone sent me an e-mail (before I was unable to access my AOL account) mentioning that BioDerms are shorter than human players. I'm not sure if this necessarily gives the BioDerms any advantage but I haven't experimented with it. If you know for sure, send me a mail. 4 Game Types These are the different types of games, there are only 5. I'll give you the description listed in the instruction manual and then I'll add anything I think that it is missing as well as any notes that come to mind. Also I've created words and phrases to call certain situations that can occur. For more details read on. 4.1 Capture the Flag (CTF) The objectives of CTF are twofold: capture the enemy's flag and protect your own. A flag is "capped" when a player successfully takes the enemy flag (accomplished by touching it) and touches it to his own flag. Each team's base flag locations are automatically waypointed for all players. CTF games end when one team has captured the other team's flag 8 times or the game time expires. This is by far my most favorite type of game. This type involves the most use of strategy. But one should note that this not only calls for strategy, but for TEAMWORK (gasp). By default, there isn't much ability to communicate in Tribes, but it is possible, see 17 Extra Chat Options for more info. Killing your opponents isn't required, but it certainly helps out. Flag Switch - a condition in which both flags have been captured by their respective enemies, Flag Switch ends when one Flag Runner has been killed and the flag has been returned Stalemate - a condition that often occurs soon after a Flag Switch, it occurs when both flags have been captured and the respective Flag Runners have returned to their bases and either prance around with a Repair Pack or fortify themselves (I've played games where this has occurred for 30 minutes at a time), Stalemate ends the same way Flag Switch does 4.2 Capture and Hold (CNH) Each team must capture a number of objectives, which are usually found in bunkers or towers. Once an objective is captured, all assets associated with it come under the capturing team's control. A team gets points for the time it retains control of an objective. If I can't find a good CTF game I try to find a CNH game. These aren't as common though. 4.3 Team Deathmatch (TDM) Similar to Deathmatch, this game type allows you to play with a team. Victory goes to the team with the highest number of kills. A fun way to play; all the fragging action of Deathmatch, but with teams! 4.4 Deathmatch (DM) Straight kill-or-be-killed, everyone for himself competition. Victory goes to the player with the highest score! A hectic game to play. Keep in mind that if you are good at CTF that doesn't guarantee that you can hold your own in DM. Becoming good at DM is a different skill from becoming good at CTF. Be ready for a bit of frustration if you aren't used to DM, but after you play it for a while you'll get the hang of it. It can also be observed that spending a few hours playing Deathmatch can increase your effectiveness at killing your opponents it CTF, which can sometimes save your team a lot of pain. Many times you will see people in CTF that have scores of around 100 but they haven't actually killed more than one or two people. 4.5 Hunters A hybrid of CTF and Deathmatch type play. Every time you kill an enemy, he drops flags you can collect by running over them. To score, return accumulated flags to the Nexus. The first flag is worth one point, the second is worth two, the fifth is worth 5, etc... Turning in seven flags is worth 1+2+3+4+5+6+7 = 28 points. Turning in 50 flags is worth 1275 points! Flags on the ground have different values according to the color they radiate. Red - 1 flag Blue - 2 flags Green - 4 flags White - 8 flags I almost never play Hunters unless there are no other games available and I'm desperately bored. I'm sure there are some really good people who play Hunters, but I'm not one of them. 5 Armors In order to do combat you must first suit up into your armor. The default armor/equipment whenever you spawn is Light armor with a Blaster, Spinfusor, and Chaingun and Basic grenades. 5.1 Light Light armor is the armor I spend the most time with. Movement is the greatest, you consume less energy to cover the same distances with your jet pack, and you can pilot all vehicles. I use Light in Deathmatches because of its superior maneuverability even though you might be tempted to cover yourself in as much metal as possible and pack whatever even remotely dangerous objects you can find into your guns and start mowing people down, it doesn't work that way. Perfect for Flag Runners, Snipers, and Assassins. Light is the only armor capable of carrying the Laser Rifle, but it cannot carry a Missile Launcher or Fusion Mortar. It cannot carry any particularly heavy packs such as Barrels, Remote Inventory Stations, or Remote Turrets. You can carry 3 weapons in Light armor. 5.2 Medium Medium is my second armor of choice. It's good for anything that doesn't require fast movement and even a few things that do. It is also useful because it is the fastest armor that can carry a Missile Launcher to swat down the occasional (or sometimes the not-so-occasional) bomber. Its movement and jet pack ability are between Heavy and Light and you can pilot everything except a Grav Cycle (assuming of course, you aren't carrying a heavy pack). Medium is ideal for Base Defenders who need to set up defenses as quickly as possible. It is also useful for aerial support as you can still pilot a bomber or a fighter. Medium can equip all weapons except a Fusion Mortar and Laser Rifle and it can carry all packs. You can carry up to 4 weapons at a time. 5.3 Heavy Useful for situations that require a solid defense in a small area or a heavy assault. Personally, I don't use them very often compared to Light and Medium. Please avoid the temptation (as stated above) to load up everything possible thinking that you are now an unstoppable behemoth, because unless you are carrying a Repair Pack too you're going to get destroyed fast. There are a few a few good advantages to Heavy; you can carry all weapons excluding the Laser Rifle, so you can now rain Fusion Mortars. Unfortunately (or perhaps fortunately) they cannot pilot any vehicles, they can, however, be passengers on a transport. So if you're really organized and can get a transport and 4 Heavy armored people together, you can assault even the best defended bases, or rain Fusion shells on an enemy base from above. Oh, you can also carry 5 weapons and all packs. 6 Weapons There isn't a single weapon in TAA that isn't useful somewhere, unlike other FPS games I've played. Just when you begin to think that some weapon isn't worth using because it's too weak or too slow, someone comes and blows you into oblivion with it. Each weapon/grenade/pack/base asset in the following sections have the description from the instruction manual (if it has one) and my own thoughts as well as (in the case of the weapons) how it should be used and how to avoid it. So study hard, these things can help you or hurt you (or sometimes both at once). 6.1 Blaster A coherent pulsed energy carbine, the Blaster is the standard tribal sidearm. Ammo: Unlimited - draws from armor energy. Advantages: High rate of fire, long range, ignores some shields, ricochets at close range. Disadvantages: Low damage, Energy use can interfere with mobility. Those advantages and disadvantages may cause you to think that this is a weak little weapon at first, and it is, but it does have its perks. I don't actively have any kits that carry it, but I'm not saying I never use it. It is often the first weapon I use when I respawn into the middle of battle. And its ability to shoot through shields can really help in a pinch too. Use: In close quarters if you don't plan on using the jet pack much. Try to avoid using it on the fly. Avoid: Distance and dodging, both make you harder to hit. Get a hill between the shooter and you if you can (this tactic is useful for all weapons except sometimes a missile will follow you over a hill). 6.2 Chaingun The Chaingun churns out a hail of explosive microflechettes that quickly chews up targets. Ammo: Limited. Advantages: High rate of fire, substantial damage at close range, conical "spread" to target. Disadvantages: Ineffective at long range, short delay between trigger press and onset of fire. A very useful weapon indeed. This is and the Spinfusor are standard to most of my kits. Works wonders at close range, but if you want to see how good it is at long range, just zoom in and fire and see if you can spot any of the shots within your field of vision. If you come up behind someone and they haven't figured out you are there, get out you Chaingun and shoot them, most of the time you will kill them before they can react. It may not seem like it is any good against moving targets, but it is. Also, if possible, try to constantly tap the fire button to keep the barrel spinning without firing, that way you can start firing right away when you need to. Use: In close quarters (not too close, you can damage yourself if you stand to close to what you're shooting), preferably indoors but it works outdoors too. Use in conjunction with Light armor and an energy pack to mow down retreating Flag Runners (not as effective if they are carrying a Repair Pack though). Avoid: Keep your distance or try to flank the enemy. 6.3 Fusion Mortar No other weapon carried by warriors matches the mortar's destructive power. Ammo: Limited. Advantages: Explosive damage, indirect fire. Disadvantages: Ineffective at long range, short delay between trigger press and onset of fire. Can you really count explosive damage and indirect fire as advantages? The Fusion Mortar is essentially an upgraded Grenade Launcher, and they can, like grenades, bounce off walls. This WOULD be the greatest weapon in the game, if you didn't have to trudge around in Heavy armor to use it. Nonetheless, if you ARE in Heavy armor, by all means, use it with deadly force. Use: Whenever you can accurately hit what you're aiming at. Works wonders against players and base structures indoors, or outdoors too. Avoid: In Light, turn on your jet pack and fly (if you're indoors, get ready to respawn), in Medium, do the same, in Heavy, relax; you can usually take one shot, but not two. 6.4 Grenade Launcher The Grenade Launcher lobs grenades much farther than warriors can throw them. Ammo: Limited. Advantages: Explosive damage, indirect fire, grenades can bounce around corners. Disadvantages: Difficult to aim directly. See? The Grenade Launcher is a watered down Fusion Mortar. However Light can carry it (woohoo). Even then I only have it on a few kits, as it can sometimes do more damage to you then to them. Also, it is good for hitting Snipers who don't know you are there (from a distance, aim for the small red dot that is above them). They are also extremely good for hitting stray Heavy armored people. Use: Good damage to players quickly, use to destroy base structures if you aren't in Heavy armor. They can also be used be used to destroy Heavy armored people who are slowly walking towards their base. I don't often use it in large open areas, but I've fought against/with people who have used them there effectively. Avoid: In tight quarters there isn't much you can do, in the open you can handle them in the same way you handle Fusion shells, just without the panic. If you are in Heavy armor, pray that by some dumb luck whoever is shooting at you suddenly dies. 6.5 Laser Rifle The Laser Rifle is a deadly Sniper's weapon. Ammo: Unlimited - draws from armor energy. Advantages: Substantial damage (especially head shots), instant projectile speed, virtually unlimited range. Disadvantages: Slow rate of fire, each shot completely drains the armor's energy, deals damage proportionate to current energy supply (less energy, less damage), can only be carried by Light armor. The Laser Rifle would be quite useful if you could kill someone in one hit to the head, but you can't unfortunately (or at least not in my experience). It can do massive damage though, it often results in "Warrior 1 has landed to hard." There are some maps where it can be useful. The other MAJOR disadvantage they don't list is that it is near impossible to hit moving targets. It is more useful if you are carrying an Energy Pack. Snipers can take this, get into a Grav Cycle, climb a mountain, and start picking people off. Use: Whenever you have a clear shot. Avoid: Move, move, move. 6.6 Missile Launcher Primarily used against vehicles, this weapon fires guided missiles across long distances. Ammo: Limited. Advantages: Explosive damage, long range, can lock onto and follow targets. Disadvantages: Lock on functionality requires delay to establish lock, slow rate of fire. This weapon is useful (and equipped on all of my Medium and Heavy kits), but getting a lock can be tricky. Getting a lock on players requires them to have a high heat signature (so this can be good for shooting down Flag Runners, assuming that they're out of Flares). Locking on vehicles should be easier in theory, but lately I've been having trouble doing just that (if anybody knows what's up with that, please let me know). The Missile Launcher is definitely worth using. Use: To swat down those bothersome vehicles that attack your base. They can also take down an unprepared skymonger. Avoid: Toss a Flare, otherwise prepare to respawn, they almost never miss. Medium and Heavy can take one shot, but not much past that. If someone or something is trying to get a lock on you, stop using your jets if you can do so in time to avoid allowing them enough time to fire. 6.7 Plasma Rifle This weapon fires superheated balls of plasma that explode on contact with the target. Ammo: Limited. Advantages: Explosive damage, decent rate of fire. Disadvantages: Slow projectile movement. This is another all around good weapon. My main Flag Runner kit uses it. It is good for shooting stationary or nearby targets. Otherwise you need a lucky shot to hit. It is also decent for taking out structures, especially ones that aren't protected by a shield (cough, destroy generator, cough). Use: On stationary or close targets. Good for destroying unshielded things. Avoid: Distance and/or fast movement. 6.8 Spinfusor The Spinfusor fires a high-explosive disc-shaped charge. Ammo: Limited. Advantages: Explosive damage, long range. Disadvantages: None. The Spinfusor is the workhorse of TAA. This is probably the most common weapon (ALL of my kits have it). It is good in almost any situation. It's not the most powerful, but enough shots can get the job done. Despite its explosiveness, it actually doesn't do much damage back to you unless you're standing very close to where it hits. Use: Anytime, anywhere. Avoid: As with any other weapon with splash damage (Spinfusor, Fusion Mortar, Grenade Launcher, Plasma Rifle, and, to a somewhat lesser extent, Missile Launcher) you have a significantly higher chance of taking little/no damage while you are in the air. 7 Grenades Obviously they aren't used as often as the other weapons, but each grenade gives you a distinct advantage that is exclusive to that grenade (with the exception of the Basic grenade, all grenades except Flares do damage). Some are more useful than others however. I'll also give you ideas for when to use them. 7.1 Basic A timed explosive charge thrown by a warrior. Does substantial damage to all nearby objects. The Basic grenade is a good alternative to the grenade launcher in close range. However it is about as useful otherwise. Use: Destroying base structures and players. 7.2 Concussion This grenade does little damage but produces a powerful concussive force that pushes warriors away from the point of detonation. The force from a concussion grenade is strong enough to cause victims to drop their active weapon, their pack, and even the flag in CTF games. Evil! This is the bane of Flag Runners and Heavy armors. Any veteran player knows to use this to end Stalemate or to stop those pesky Fusion Mortars. It can be useful just for stopping people from shooting you (especially if you can get someone to drop their Fusion Mortar) but you will find that it can be employed to indirectly score points for your team. Use: Make a player drop their stuff (especially flags). 7.3 Flare Flare grenades use a slow-burning thermal charge. They are primarily used to decoy guided missiles away from targets. These will save your life countless times. And if you didn't know it already, you can throw them while inside vehicles. Useless for anything other than stopping missiles. Use: When your lock-on indicator is flashing red, press whatever button you use to throw grenades NOW. 7.4 Mine When deployed, a mine burrows into the ground and arms itself. Thereafter, it will explode when any warrior or vehicle enters its detection radius. Useful for setting traps. Place near generators or flags and hopefully none of your teammates will come by. They can be detonated prematurely by any sort of damage (preferably splash damage). You cannot place more than one mine in a very small area, and I think they automatically detonate after a certain amount of time or if you change armors (neither of those have been verified, but sometimes my Mines disappear without anybody hitting them). They can only be set on floors. One taste of this will immediately kill off someone in Light, but hopefully (or not so hopefully) Medium and Heavy users will take the first one as a warning. Use: Place near generators (friend or foe) or around your flag (please detonate them before your Flag Runner returns with the enemy flag). 8 Packs Packs are what you carry on your back. They have a variety of functions and uses. Like the weapons, there aren't any packs that aren't without use, but some will inevitably be used more than others. Once again I'll add comments and how/when to use them. 8.1 Ammunition Increases your armor's magazine capacity for all limited ammunition weapons. Has no impact on your armors energy supply. This is a good pack to have when going into a fire fight that you expect to be long and to be one you can survive in. I don't use these very often though, but they do come in handy every now and then. A handy trick involving Ammo Packs: if you come accross an Ammo Pack laying around and you need some ammo walk over to it, switch packs, then switch back to your other pack (if you want to) and there you go, ammo restocked. Use: When you are expecting a long, drawn out battle without any breaks to stop by an inventory station, you can also use this for a quick ammo boost. 8.2 Energy Increases the rate of energy regeneration, thereby increasing jet mobility and use of weapons that draw off the energy cell. Useful for Flag Runners and Snipers when they're not carrying a Repair Pack (and most good Flag Runners carry a Repair or Energy Pack). They make flying an easy and useful way to get from place to place. If you're a Flag Runner, use this if you don't plan on using a vehicle to get back to your base. I don't have any Medium or Heavy kits that use this pack, but I would imagine that it would make jetting around easier for them. Use: Flag Running, Snipering, or for fast movement. It also gives you more consecutive shots for your Blaster. 8.3 Repair The Repair Pack lets you restore an item or player to full health. To repair a target, you must have energy available and be at short range. Press the use pack button to access the pack's repair projector. Aim it at the target and press and hold the fire weapon button. Aiming at nothing heals you instead. This is probably the most useful pack there is. Flag Runners who plan on using vehicles (or not) can use this in to heal minor (or major) amounts of damage inflicted. In fact, it is good for healing yourself anytime regardless of armor. When in doubt, carry this. Especially if someone destroys your Generators and you can't use your Inventory Stations to switch to a Repair Pack to repair them, otherwise you have to hunt down the one that spawns in your base. If you respawn and you find the respawning Repair Pack, pick it up in the meantime, it could come in handy. They can also be used to heal other players, vehicles, or base assets. If you have one and you get into a transport, check to make sure that everyone and everything is at full health and heal those that aren't. I'm sure I'm missing somewhere where you might want to have one. Use: Anytime you aren't carrying another pack, and even then you might want to consider switching to it. 8.4 Shield When activated, this pack provides you with complete protection from all damage, except Blaster fire, at the expense of your energy. Protection lasts as long as energy is available. Press the use pack button. Pressing the use pack button activates it (if you were wondering). It automatically turns off when you run out of energy. Jet around as little as possible while it is turned on. It is really a pity that you can't wear two packs at once, as having an Energy and Shield Pack equipped would be very fun. Perfect for recon missions or sneaking in with your Concussion grenades for a little flag stealing action. You can also use this with the Concussion grenades to make life in Heavy armor easier. Use: To prevent damage over short periods of time, keep in mind that it doesn't stop impact damage (from falling or getting run over) or Blaster damage. 8.5 Remote Inventory Station Only Medium and Heavy armors carry this small version of a base Inventory Station. Teammates may obtain any inventory from this station except another Remote Inventory Station. Also note that Remote Inventory Stations cannot be used to change armor. These are very useful, but, due to the limited amount you can place, be careful with how you place them. Put them in vital areas to provide a quick source of recovery. Use them as a hub for setting up turrets. Hide them near normal Inventory Stations for when the Gens shut down. Use and abuse them (just don't abuse them too much, when they're destroyed it's permanent). Also note that when a Remote Inventory Station is placed, a beacon is placed that waypoints the station's location for the other players, but if it receives ANY damage the beacon is destroyed and players can't see that it is there. You also can't pilot vehicles while carrying this. Use: Just place the dang thing where the enemy won't find it. 8.6 Remote Sensor This item detects movement and energy signatures within a limited range. When positioned around friendly turrets, it can greatly increase their targeting range. Remote Sensors have two useful functions. They can improve the range of Remote and Base Turrets alike, but they can also be used as an obstacle to stop movement in small areas or can hinder opponents who aren't looking where they are stepping. A third, but not as useful, function is that they can distract AI opponents. I don't place them often, but I've seen other players who love to use them, so it's up to you. Use: To increase a turrets range or to disrupt foot traffic. 8.7 Remote Turret Remote Turrets detect their targets using their own limited built-in sensors. Turrets can be placed on any surface be it a base or terrain. Very useful as a defensive structure and vital for Generator defense. They can also be used as obstacles or to harass opponents (by putting them into an enemy base). They can be quickly destroyed, and when they are they disappear, but they can also be quickly placed. However you can't place them too close to each other, which can be an annoyance when you're trying to find a spot to set them up. Try to avoid putting them in the center of a room, because then you have less places to put other turrets. Think of it this way, do you want 1 turret guarding the center of a room or 4 turrets placed in the room's corners that will work together to blast enemies that wander in into soup? Unfortunately (for those who place them) they are easy to destroy without getting hurt, but that is my little secret (it's not that hard to figure out, really). Use: Anywhere in which the enemy might need to momentarily stand still; the Remote Turrets hit stationary targets best. 8.8 Remote Detonation Satchel Charge After deploying this powerful explosive, the user may detonate it by pressing the use pack button again. The charge requires a few seconds to arm after deployment. The Satchels can usually destroy a pair of generators in one shot. And it'll take down players in any armor in one hit too. If someone walks in and throws one, don't panic. Instead shoot the thing, it will explode and cause significantly less damage than if it was detonated by the thrower. Be brave, and defend your base, or suffer the consequences of having to spend time repairing. A good strategy for using Satchels is to place a Remote Inventory Station near an enemy base, where they would have to look hard to find it, and switch to the Satchel Pack. Then place, detonate, restock, and repeat. Use: Anytime that a big bang is needed. 8.9 Anti-Aircraft Barrel Twin heavy Blasters on the Anti-Aircraft Turret enable it to chew up any Turbograv or jetting enemy warriors that venture into range. it cannot fire at targets on or too near the ground. It can shoot down anything in the air, assuming of course that it isn't moving. It's good in that it doesn't require a lock to fire, but I still prefer the Missile Barrel when it comes to taking down aircraft and flying foes. Use: In places where you expect low flying bombers to come through. 8.10 Mortar Barrel A larger version of the armor-carried weapon, the Mortar Turret has a much greater range and delivers a heavier payload. This is a wonderful defensive tool with only three disadvantages. It has a trajectory type fire, so it's not good for hitting things that are in the air, it doesn't have a long enough range to stop far away players from destroying it, and if it doesn't score a direct hit the shell needs a few seconds to detonate. Otherwise you can trust it to defend your base effectively. Use: For turrets that are placed low to the ground or in valleys (between mountains). 8.11 Missile Barrel The Missile Turret is equally effective against air or ground targets. Once locked onto a target, the missiles home in on it. Missile Turrets can lose lock on an aerial target if the target shuts down its afterburners or jets. The Missile Turret is every aircraft's nightmare. Imagine a Missile Launcher that doesn't run out of ammo! Your Flare supply can become depleted quickly if they aren't taken out. It is accurate, locks on quickly, and fires as soon as possible so be ready with those Flares. Use these for Base Turrets that are placed in fairly remote areas so that they can shoot things down without being easy to bomb. Since they require a lock to fire, they can be taken out from a distance as long as you don't have too much of a heat signature. Unfortunately I've never successfully stopped it from locking on by "turning off the afterburners". Use: Anywhere you expect heavy air attacks or where you think your base would benefit from an effective anti-aircraft battery. 8.12 Plasma Barrel The Plasma Turret spits out balls of super-heated plasma. Though slow, they deal severe damage to unshielded targets. They don't really deal as much damage as they should. I've destroyed several by standing next to it and strafing, taking care to change directions as soon as it fires. It is an okay alternative to the Mortar Barrel, but I never place a Plasma Barrel unless I accidentally confuse it for a Mortar Barrel (which has happened to me once or twice). Use: It's up to you. If I get around to it I usually switch these to Mortars. 9 Vehicles Vehicles are very useful tools in TAA, especially when used correctly. However efficient use of vehicles can take practice. Knowing how to pilot is one useful skill, as well as how to quickly get into and out of a vehicle. This section will help you to understand vehicles, or at least allow you to see what I have to say about them. I'd also like to point out that all vehicles have a shield similar to the Shield Pack that relies on the vehicles energy, so if you are being shot at avoid using the afterburners as it drains your shield and after that's gone there isn't anything between them and your destruction except a well placed retreat. It can be noted that in some CTH games you can't get into any vehicle (except the passenger seats on a transport) with the flag. 9.1 Mongoose Grav Cycle A favorite of Snipers and Flag Runners, the Mongoose is a ground-hugging "Terragrav" built for blazing speed. Skilled Mongoose pilots build reputations as fearless daredevils...or absolute psychopaths. Crew: 1 (pilot), Light armor only. Speed: High. Protection: Low. Armament: None. This is definitely your vehicle of choice for getting from point A to point B, assuming that the path is on the ground and is fairly flat. The fact that it is not good for traversing mountains makes it a vehicle that is useful in only a handful of maps. While you are on one and are stationary you are a sitting duck so move, after all that is what it was designed for. A good general tactic is to park it behind an enemy base, grab the flag, flee back to it, and jet outta there like a bat outta hell (which raises questions as to how fast a bat would want to leave hell). You could bring a Satchel instead and go for their Generators, or bring a Shield Pack and Concussion grenades to retrieve your flag. 9.2 Dingo Fighter The Dingo is often typecast as an anti-Turbograv vehicle. However, its agility and Heavy Blasters make it quite effective in a ground support role. Crew: 1 (pilot). Speed: High. Protection: Moderate. Armament: Twin Heavy Blasters. This is a versatile vehicle. At the beginning of a game many players will jump into bombers and start trying to bomb your base into a crater. A good countertactic for this is to jump into a Dingo and shoot down anything that flies and is too stupid to keep moving. Think of fighter, bomber, and ground force as rock, paper, and scissors. Fighter beats bomber, bomber beats ground forces, ground forces beat fighters. Although I'm not saying that a person on the ground can't take down a bomber, or a fighter can't take out ground forces, things work most efficiently the way outlined as such. However, there is an extremely useful tactic for taking down players in a fighter that doesn't involve the weapons on the vehicle at all. Just line up the player and run him/her/it over. It takes a bit of practice and is significantly easier on targets that are on the ground or against a mountain. Happy hunting, er fightering. 9.3 Hammer Bomber The Hammer delivers massive firepower to the battlefield and is particularly effective against shielded targets. Crew: 1 (pilot/bombardier). Speed: Moderate. Protection: High. Armament: Coherent-Plasma Bombs. The Hammer is definitely the best thing for taking down external base structures, and your first targets should be any turrets that shoot things out of the air and Vehicle Stations to prevent them from doing the same to you. Make sure you fly as high as possible in a bomber, most of the time anyway. If you are dealing with a Missile Turret, you can avoid missiles if you are high enough and are directly above the turret. If a fighter is trying to shoot you down, never remain in one spot for too long. Try to become good at bombing players, as one or two bombs will kill just about any player. It is a tricky thing to do, but it can pay off. Oh and be sure to hold down R2 when you're trying to bomb something; it'll make your life as a bomber easier. 9.4 Piltdown Transport The Piltdown allows aerial transport of personnel across any terrain. The ship can carry up to four Heavy armors which retain the ability to use their personal weapons. A full load of heavily armed passengers can demolish enemy forces. Crew: 5 (pilot, up to 4 passengers). Speed: Low. Protection: High. Armament: Automated Aerial Assault Turret Capacity: Four passenger slots as well as crew positions. The Piltdown is the basic unit of teamwork. But it is hard to organize a full party. One way to attempt it is to commandeer one and park it somewhere outside your base until a small group of people catch on and get in. You can also use it to help Flag Runners, if their smart enough to accept your offer. Sometime getting into the passenger spots can be tricky though. I've abandoned transports when running the flag because it was taking me too long to get into it and I had three people coming after me with Spinfusors. On the whole the Piltdown isn't used as much as it really should be, but that's the way things are I guess. 10 Base Assets This section is for the structures that make up the innards of your base. While none of them are essential for accomplishing the task of capturing your enemy's flag, taking strongholds, or killing your opponents they all make life a LOT easier. They all do something (I think) that works for you and if they are destroyed you should probably repair them unless you deem it unnecessary. Everything in this section is powered by the Generators (sometimes referred to as Gens for short), so if they are destroyed everything else is rendered effectively useless. So keep those Gens running whenever possible. 10.1 Generator Generators constitute the primary power supply for most tribal bases. These are usually the first items targeted in an attack, since once they are destroyed all other base equipment loses power and ceases to function. The statement about them being the first things targeted isn't necessarily true, but they are important nonetheless. Generators should be guarded at most (if not all) cost. Place plenty of Remote Turrets. If they are destroyed everything that isn't a Remote Something ceases to work and their shields quit working, making them easier to destroy. In some situations you can place a Remote Inventory Station in a fairly hidden spot and live without your Gens, but keep in mind that you only have access to Light armor and everything from Vehicle Stations to Base Turrets won't work, making you more susceptible to attack. If you want to destroy Gens there are a few ways to approach it. If nobody saw you sneak in take your time with the first one (usually there are two, in some maps there is only one), assuming that it isn't guarded by Remote Turrets, by taking it out with a Chaingun and then use something fairly powerful, like a Plasma Rifle, for the second one. If they saw you sneak in, hit 'em with everything you've got. Another way is to bring a Fusion Mortar (good luck) or a Satchel to destroy them in a short period of time. The Satchel is most effective when two Gens are next to each other, otherwise you can only take out one and the other is left to your weapons to destroy. 10.2 Inventory Station An essential strategic asset, Inventory Stations allow you to customize your equipment. First, enter the IN-GAME OPTIONS menu and select the IVENTORY tab option. Select gear from the various drop boxes. Next, walk onto the station's pad and the new loadout will materialize immediately. I prefer to go into games with pre-saved "kits". To do this simply go into a Botmatch, set up what kits you want, then quit the game and save afterwards. I usually don't save after battles online so that I preserve my pre-saved kits. The Inventory Stations are certainly very useful, there is usually an Inventory Station race at the beginning of a game. Work quickly and don't hog the station or you will make the other players mad, which could lead to you getting voted off the team. They aren't too hard to destroy, they are easier to nail (and therefore in the interest of ammo conservation) when the Gens are down as they then have no protective shield. 10.3 Vehicle Station Vehicle Stations allow you to create battle-ready vehicles. To activate a vehicle station, you must first enter the IN-GAME OPTIONS menu and select the |
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