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Tribes 2 - Weapons No game is complete without weapons, so it's a good job Tribes 2 has a wide selection :)
All damage levels are calculated by the amount of health lost to an enemy from one direct shot of that particular weapon. Head shots cause maximum amount of damage. They generally cause an extra 5% - 10% extra damage compared to normal body shots. Please note these percentages are only a rough guide !
One tip. In Tribes 2 players can run for miles, so if you are firing you should aim ahead of the enemy. Only with practice will you be able to judge the timings for each weapon, and as the saying goes, practice makes perfect! :).
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Range: Short/Long. Rapid Fire
Ammo: Energy
Damaged Caused to armour per shot (Full Power):
Light (15%) | Medium (10%) | Heavy (5%)
The blaster is the most basic weapon in the game, yet it has its uses :). It uses your energy supply so firing it whilst you flying through the air is useless. It's useful for snipers who may get a direct head shot with the laser rifle and can use the blaster to finish the enemy off.
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Although it is pretty weak it does have a long range, and can spread a wall of blaster shots to mo down half dead players thanks to it's rapid fire.
It also fires through shield packs. The ammo is also infinite so the blaster makes an excellent backup weapon.
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Range: Short/MidRange. Splash damage
Ammo: Plasma
Damaged Caused to armour per shot:
Light (50%) | Medium (45%) | Heavy (40%)
A good close combat weapon, although be careful as you can hurt yourself with the plasma shots. In aerial battles it's hard to aim, and has a slight delay in reload times, but the weapon comes into its own when used inside of buildings, because of the splash damage caused when it hits a wall :)
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Base defences can be taken out with 2-3 shots of the plasma, and heavies inside buildings can be easily plastered with plasma shots :)
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Range: Short. Rapid Fire
Ammo: Bullets
Damaged Caused to armour per shot:
Light (5%) | Medium (5%) | Heavy (5%)
If the enemy are jumping about then this weapon is impossible to use effectively, but in tight corners within buildings it can be devastating.
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The chaingun has a high fire range and aiming at the head will pay off. Try to get close to the enemy and you'll be rewarded with multiple hits against them. Do not be put off with the damaged cause per shot (5%), because the fire rate is so fast you'll cause around 30% damage for every plasma shot you could fire in that time. The only problem is keeping the weapon pointed at a moving target.
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Range: Long. Splash Damage. Slow Reload
Ammo: Discs
Damaged Caused to armour per shot:
Light (65%) | Medium (40%) | Heavy (20%)
Damn useful, but not easy to use and It takes practice to pull off successful attacks with it. This weapon is a favourite with players in the air, and there is usually plenty of ammo about for it, collectable from dead players lying around. Powerful, but it has a slow reload time.
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Direct hits are the way to go, but firing a disc near a wall or floor near the enemy will make sure they take damage due to the splash damage (this weapon is excellent for it) and there is a chance they will be knocked backwards or go flying. This will confuse them, hopefully long enough for you to reload and fire another :)
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Range: Short/MidRange. Splash Damage
Ammo: Grenades
Damaged Caused to armour per shot:
Light (65%) | Medium (55%) | Heavy (40%)
With the grenade launcher you can lay down a wall of death. It has quite a high firing rate, and the grenades can bounce off solid objects. Try firing a few around a corner if you know the enemy are hiding around it :). This also makes them excellent at taking out base defences.
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It's not very useful out side because of the way the grenades bounce. Many will explode in mid air, but a blanket of lobbed grenades will still make a nice exploding wall of death and make the enemy think twice about heading in the direction that they running :)
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Range: Long
Ammo: Energy
Damaged Caused to armour per shot (Full Power):
Light (75%) | Medium (60%) | Heavy (25%)
Damaged Caused to armour per shot to head (Full Power):
Light (97%!!) | Medium (75%) | Heavy (20%)
A lovely weapon :). You'll auto buy a energy pack, and there's nothing like taking out an enemy half way across the landscape, but it does have its down sides...
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One full powered shot will do major damage, but it will also empty out your energy bar, meaning secondary shots with the laser rifle are very weak. Also by the time you start firing for a second time the enemy will already be running for cover! However this weapon is useful to wind up the enemy if done properly.
One tip. Never stay in the same spot. Once you've fired, the enemy will attempt to head towards you or will be waiting and you'll lose the element of surprise. Instead take up a good sniping spot and make sure you can hit something. Follow through a sniper shot with say the disc launcher or blaster to finish the enemy off, then run like hell and take up a new position elsewhere. Keep them guessing where the you are.
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Range: Short
Ammo: Energy
Damaged Caused to armour per shot:
Light (N/A) | Medium (N/A) | Heavy (N/A)
Useful if you want to defend your flag and sap the energy of a enemy player who has just grabbed it. This will then allow your team mates to hit him. It can also drain shields off enemy generators or turrets making the task of destroying them easier. Note however this weapon does not cause any noticeable damage, its main use is to drain energy not health.
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Range: Short
Ammo: Energy
Damaged Caused to armour per shot: (special)
This is a one hit kill weapon! Hitting an enemy player in the back with this weapon and he'll die instantly. Other hits on front, and side will cause a lot of damage, but this is THE weapon of choice for cloaked assassins (with cloaking packs), who can wander into the enemy base and surprise the enemy defenders :).
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Range: MidRange/Long!! Splash Damage
Ammo: Missiles
Damaged Caused to armour per shot:
Light (100%+) | Medium (100%+) | Heavy (95%)
The most effective weapon in the game against vehicles. Also potent against enemy turrets which can be targeted from a safe distance. To aim with the missile launcher you first need to get a "lock" on the enemy. This is done by keeping the target in your sights while the crosshair beeps, then when it turns red (target locked) press fire. The missile will home in on the target and slam into it.
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Range: MidRange/Long!! Splash Damage
Ammo: Mortars
Damaged Caused to armour per shot:
Light (100%+) | Medium (90%+) | Heavy (85%)
The mortar is way too powerful! One shot can wipe out players with ease, and it has a huge splash radius. In buildings they are deadly in close spaces and can rip up defences in no time at all. Usually 2-3 shots will take out most defences.
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Any players caught in the splash damage will lose a huge chunk of health and be blown away by the blast. Only heavy armour wearers can hold this mammoth of a weapon.
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Range: Various
Ammo: Energy
Damaged Caused to armour per shot:
Light (N/A) | Medium (N/A) | Heavy (N/A)
Not actually a weapon, but something everyone has with them. It does not add to your weapon load so light armoured players can still carry 3 weapons and so on. When fired (by pressing L to select it then fire) it releases a targeting beam which 'paints' the target. This allows other players to aim at the green circle that appears directly up from the painted location (aiming at the circle will ensure an i.e mortar round will land directly on the target).
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Mortars and grenades, because of there explosive nature are ideal for this purpose allowing heavies to plant mortar shots right onto a target :)

Range: Short
Damaged Caused to armour per shot:
Light (40%) | Medium (35%) | Heavy (25%)
Useful for taking out base defences, or to drop a few on the enemy from above :). They are not as powerful as grenades from the launcher however.
Range: Short
A player hit by a concussion grenade will be thrown back, drop the weapon they are currently using and dump their pack. Depending how close the player is to the blast the knock back effect can be disorientating for a few moments.
Range: Short
IF YOU ARE A TAIL GUNNER TAKE SOME OF THESE! Sorry for the caps, but this is a common problem which occurs in Tribes 2 where tail gunners don't carry flare grenades. These grenades intercept missiles. Now if you are in a bomber, or a transport these grenades should be lobbed once you hear the locked-on tone of a enemy missile. If timed right the flare will attract the missile and blow up harmlessly. These grenades are also useful if you are trying to grab the flag, because once you have the enemy flag you'll try and fly away which is when enemy players can try and get a missile lock on you as your in the air. Lobbing flares will save you :).
Range: Short
Drop one of these and the world goes white, totally blinding the players who are in the blast radius. The closer you are to the grenade when it goes off the longer the effect lasts.
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Range: Blast Radius
Ammo: Mines
Damaged Caused to armour per shot:
Light (80%) | Medium (50%) | Heavy (35%)
Mines are useful to place around friendly bases. Try placing them right on corners so the enemy won't see them, but will still trigger them as they round a corner. One trick is to place a mine next to an enemy inventory station once you've damaged it. If they want to remove the mine they will have to shoot it, but that will also destroy their station creating quite a dilemma!
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