- 1 Armor
- 2 Vehicles
- 3 Weapons
- 4 Packs
- 5 The Command Circuit/Base Assets
- 6 External links
The three familiar armor types from Tribes are available:
Peltast / Scout Armor / Light
Favored by most players for its speed, this armor allows the player to jetpack higher than other armor types, but weapon carrying capacity is limited to three weapons. Players in light armor are the only ones who can pilot the Wildcat hovercycle, wield a laser rifle (requires energy pack) or use a cloaking pack, but they cannot place deployable stations or turrets. The Scout has, by far, the fastest running and flying speeds in the game.
Hoplite / Assault Armor / Medium
Strikes a good balance between firepower and mobility. Weapon capacity is one higher than that of the Scout. This armor can absorb significantly higher levels of damage than the Scout, and the wearer can pilot any vehicle other than the Wildcat Grav Cycle. This armor has good jetpacking ability, is well-suited for deploying turrets and quick base assaults.
Myrimidon / Juggernaut Armor / Heavy
The ultimate in assault capability. The wearer can carry five weapons, but cannot pilot any vehicles. The Mortar weapon is exclusive to this armor. This armor is best known for its outstanding defensive capabilities: it's heavy in mass, making it hard to blow off of a surface (this is important in flagstanding), it has a wide variety of inventory choices, and it has good durability. But, for these advantages, there is a downfall: movement in this armor is excruciatingly slow. Jetting is even more difficult, as the wearer can only jet a fraction as high or fast as other armor types. If the player needs to get to the other side of the map or another place of battle, a player, in lighter armor, must pick them up in a HAVOC Heavy Transport. It is suggested that skiing be utilized when possible, especially for this armor class.
Tribes 2 modified several of the original vehicles from Tribes and introduced a several new ones. The vehicles include hovering ground vehicles and high flying turbogravs.
Wildcat Grav Cycle
A light, one-person, weaponless vehicle that hovers just above the ground. Extremely fast and difficult to pilot but ideal for flag capturing or quick-strike assaults. Some players use these for running over enemies on the ground. This vehicle can also be used to travel over water and underwater briefly before it is catapulted out of the water and back into the air at high speed (up to 900 km/h).
Shrike Scout Fighter
Fast and packing a considerable punch, this one-person vehicle is armed with dual energy blasters. These are powered from the crafts energy banks, and so when there is no energy, they cannot fire. Energy is used for thrust and firing and is depleted by incoming fire. It can fly at high altitudes to avoid enemy fire. Useful for attacking other aircraft, as well as a quick escape for flag cappers. An onboard sensor system extends the team sensor net significantly around the Shrike and can easily detect incoming hostiles. Advanced players may claim this vehicle in the beginning of a round and never give it up again. One problem with Shrikes and the game engine is that skilled players can fly almost in contact with the ground and ram players while they're walking - this is usually fatal, and very annoying; it's very difficult to dodge or to even notice before it occurs. The lack of game balance adjustment due to the end of official support has prevented the removal of this behaviour.
HAVOC Gunship Transport
This slow-moving turbograv has no weapons, but the four passengers and one tailgunner can use their own weapons while riding. Even heavy-armored players can be ferried in these craft. Players can bring flare grenades to distract missiles and wear Sensor Jammer packs to avoid sensor detection and prevent the automatic detection of enemy turrets.
The main weakness of this gunship is the vulnerability to Shrikes. Though five missile toting Juggernauts can ride, obtaining missile lock on a close Shrike is difficult. Many consider the loss of a HAVOC worth the risk to possibly bring in five Myrmidons to attack a position.
Beowulf Assault Tank
A heavily shielded hovertank. Although the tank is shielded, it is vulnerable against missiles. One player pilots the vehicle while a second can man the turret. The turret mounted on this tank fires powerful fusion mortars which explode on contact with a large explosive radius, dealing more damage and traveling further than the hand-held version. A Vulcan chaingun is also mounted on, which is again much more powerful than its hand-held version. Skilled pilots can use the tank for ramming enemies and are able to dodge Shrike fire and the occasional missile.
This turbograv can be manned by a pilot, a bombardier, and a tail gunner. The bombardier can switch between firing an energy turret and dropping powerful fusion warheads. The turret is very difficult to aim in a maneuvering bomber, and a highly skilled pilot is essential if anything is to be hit. The on-board targeting laser, unlike its related hand-held version, not only targets things, but its target spot lingers as an invsible beacon. The tail gunner is essential for defending the vehicle against enemy turrets, missiles, and Shrikes. A tail gunner typically carries a sensor jamming pack to prevent turrets from picking up the bomber, a repair pack for in-flight fixes, or an ammo pack for carrying more flares.
Jericho Mobile Point Base
This is an extremely slow-moving but well-shielded ground vehicle. It is the only wheeled vehicle in the game. Additionally, it can jam enemy sensors within a limited radius to prevent discovery as well as prevent enemy sensor jammers and cloak packs from functioning. When "deployed", it contains a full inventory station and stationary turret on top. Note that enemies can "hijack" this vehicle while it is the process of deploying and the cockpit has not yet been shielded, often following this option by either destroying the MPB or deploying it out of the level boundaries in a place where it will be useless. Since enemy players aren't protected by a vehicle's shields they can be removed by killing them with the chaingun, sniper rifle, or shocklance to prevent the loss of your team's MPB.
Tribes 2 includes a diverse list of weapons ranging multiple roles:
Spinfusor / Disc Launcher
The spinfusor is the most popular weapon in the Tribes universe. It is a slow-reloading, disc projectile launcher. For most people, the Spinfusor is included in every loadout because it has a good damage rating and large explosive splash area. Known for being one of the most difficult staple weapons to master in online gaming, players are complimented for "Mid-Airs" (or "MAs"), hitting another player with a disc while both are in flight. It is considered a distinction of the Tribes Universe.
The chaingun, a machine gun featuring the highest rate of fire in Tribes 2, is another popular weapon. Relatively easy to use, it is primarily used at close to medium range. The spread of bullets becomes very erratic over long distances, and while long range damage is low it is still useful for harassing players. The flechettes are actually designed to explode inside the target. Whoring is player slang for unloading many bullets at the same player without reserve. Some players consider this tactic to be unfair.
The grenade launcher is a grenade-launching weapon capable of inflicting critical damage. Ambushes with this weapon are often deadly against scout armors. The weapon has an excellent reload rate and a long range capability, make it a key tool for many roles. The projectile is lobbed in an arc from the weapon, which distinguishes it from most other weapons (apart from the Fusion Mortar). The projectile will bounce if it hits a surface early enough, otherwise it will explode upon contact with any object.
The blaster is a weapon that fires a small, fast-moving ball of energy that does fairly minimal damage. Widely regarded as useless, it is, however, the only weapon that can bypass the protection of an opponent's shield pack. It is a relatively short-ranged weapon usually used in indoor battles or base raping. Note that shots from this weapon will bounce off surfaces limitedly, so a missed shot can hit other objects, including the player who fired it. When an energy pack is equipped with this weapon, a player's energy recharge rate is higher than the blaster's drain, effectively giving it unlimited ammunition as long as the energy is not used for jetting.
The laser rifle (sometimes regarded as the sniper rifle) fires an instantaneous red beam of energy. It can only be used by the scout armor while wearing the Energy Pack. The shot drains the wielding player's energy reserves completely, which can be a problem if enemies are close. "O-Sniping" (Offensive Sniping), or persistent sniping of the opposition's defense, is despised among some players and is grounds for being "kicked" from some servers. This rifle is most effective with headshots, which award bonus points, and can reduce a Scout's health to near zero.
The Laser Rifle may be used in conjunction with the Spinfusor for a deadly long-range "combo" attack, favored by some snipers. In this technique, the sniper establishes a good sniping location, and locates a distant relatively stationary enemy player using the HUD's zoom feature (players using inventory stations or vehicle bays are the most vulnerable). The sniper fires a Spinfusor disc towards the target, then immediately switches to the Laser Rifle and takes aim for a head shot. An instant before the Spinfusor disc reaches its target and explodes, the Laser Rifle is fired. The combined power of these simultaneous attacks will kill Scouts outright, and can kill or inflict severe damage to higher armor classes.
The shocklance is a close-ranged weapon which "shocks" the opponent with a beam linking the wielder and the target. The shocklance can kill any player if used from behind the target, effectively making it the only one-hit-kill weapon in the game. With a high energy consumption and slow recharge rate, this weapon is favored by cloaked infiltrators. The distinct electric buzzing of this weapon being used and charged up can alert enemies. It should be noted that if this weapon hits an aircraft, it imparts a significant angular velocity to that aircraft at the point of impact. Thus, it is possible to overturn and destroy air vehicles with one well-placed lancing.
The Plasma Rifle shoots hot balls of plasma with an excellent rate of fire. This can be a deadly indoor weapon, and is often used for destroying base assets. Striking a moving target at medium range is difficult due to the projectile's low speed, which is why the weapon is not used outdoors very often. The plasma rifle cannot be used at long ranges due to the fact that the shot totally dissipates after a few seconds. The plasma rifle also cannot be fired while underwater for obvious reasons. Plasma rifles are frequently used by cloak-pack-equipped Scout-class (light) infiltrators as a supplement to the Shocklance, as the plasma rifle does more damage on a direct hit than a Spinfusor disc, with a smaller blast radius and more rapid fire. Plasma rifles also carry between two and three times the ammunition of a spinfusor.
The fusion mortar is a long-ranged weapon that can only be used by heavy (Juggernaut) armors. It lobs a unique shell which trails green smoke and explodes in a similar green explosion. It has a slow reload rate and behaves similarly to that of the grenade launcher, but is slower, much more powerful, and has a longer range. It is best used while another player uses a targeting laser, or on a beaconed target, but many players can simply eye the distance with experience. This gun can kill scout armors (without activated Shield packs) in a single explosion, and is commonly used for base assault in conjunction with a shield pack. To extend firing range, a player can jet into the air, either vertically or even more effectively, in the direction of the target. The mortal shell receives the motion vector of the player at the moment of firing, so a vertically climbing player lifts the shell vertically and imparts a higher climb rate, a player jetting towards a target also imparts horizontal momentum to the shell.
The missile launcher is a slow-firing weapon that fires heat-seeking missiles on a "hot" target. It can only be used by assault or juggernaut armors. The missile launcher cannot be fired without a locked target, unless underwater. Lockable targets include all vehicles and large base turrets (small turrets such as the spider clamp turret and landspike turret are not in this category), as well as any players and/or bots that have used their jetpack for an extended period of time. Normally non-targetable locations may be fired upon if "painted" by a targeting laser (wielded by a teammate) or tagged by a beacon. Lock on by missile is warned with a characteristic alarm to individual players or all players inside a targeted vehicle. Missiles in-flight toward a target can be diverted by the use of a flare grenade. Missiles are capable of following terrain rather than blindly crashing into (low) hills if a target attempts to use the terrain as cover, however, missiles cannot avoid buildings or steep terrain.
The hand-held ELF (Electronic flux) projector drains the energy supply of whatever gets in its path. Perfect for stopping enemies that are jetting away or for draining the shields of a base asset or vehicle. It doesn't require ammo, as it draws energy from the energy cell.
The ELF projector is often used by flag defenders to hinder the escape of enemy flag-cappers. Other uses include eliminating the energy supply of infantry equipped with shielding packs, or to irritate teammates. The energy drain from an ELF gun is not tagged as Team Damage under some (patchable) versions of Tribes 2.
The Targeting Laser (also known as the "TL") is not a weapon as such, and does not occupy a weapon load-out slot: its purpose is to assist teammates wielding grenade launchers, fusion mortars, and/or missile launchers. The targeting laser emits a thin, green beam of light; teammates wielding one of the above-mentioned weapons will see "markers" where the beam ends, and (for the parabolic weapons) a point indicating where to fire so as to hit the targeted point. It is a "free" item to all players, and may be selected by an assignable hot-key. The targeting laser also functions as a pointer to let the pointer let others know where they are; it can also function as a pointer to a certain location or enemy.
Grenades and Cameras
Every player has the ability to carry a few hand-thrown grenades. The longer the throw key is held, the more force is imparted to the thrown projectile. Several different grenade types are available:
- A standard fragmentation-based explosive. It does the most damage of any grenade, emits a brief smoke cloud, and knocks actors (bots and players) back a short distance.
- A flash-bang-type weapon that temporarily whites out the entire screen of any human players, and keeps affected bots from targeting objects. Actors must be within maximum range of and looking at the grenade when it "explodes": the duration of the effect depends upon one's distance from the grenade. A loud shrieking noise is also emitted from the grenade, so multiple grenades are sometimes used, so that players who look in the direction of the noise out of reflex will be blinded when the second grenade goes off.
- A concussion grenade, which does no damage, will knock players a fair distance and cause them to drop a random weapon and any carried flags. Note that more than one flag may be carried, depending upon type of game being played.
- A flare grenade, which may be used to mark one's position and will attract all nearby homing missiles, regardless of team. Flare grenade are minimally affected by gravity, are more affected by air resistance, and do no inherent damage whatsoever (though any attracted missiles are a different matter).
Alternatively, the player may choose to equip cameras instead of grenades. These occupy the grenade slot in the player's inventory, and are thrown in the same manner. When thrown against a surface, such as the interior or exterior wall of a base, the camera will attach and reorient itself. The camera then becomes a selectable item in the command circuit, allowing players to view remote locations. The camera provides a visual confirmation of the enemy, allowing turrets and other base defenses to lock on to a target which would otherwise be considered nonexistent.
Although remote viewing is the camera's originally-intended use, most players do not make use of them and prefer the more deadly grenades. Instead, the camera has been adopted by some experienced players as a general purpose "foothold" because it is possible to stand on top of a camera that is attached to a vertical surface. This allows players to hide in hidden or ignored corners of bases, out of sight and stray fire of players on the opposite team. This technique may be used in conjunction with a cloaking pack to great effect: cloaked players may hide on high pillars or in rooms with high ceilings, and if any opponent happens to glance upwards, the otherwise-innocuous camera is all that is visible. When the coast is clear, the player can drop from the camera and begin to inflict damage to enemy equipment before hiding again.
Another way more defenders use cameras is to hinder enemy movement. At least 2 (sometimes 1) teammates would stand behind an all-pass forcefield and deploy cameras at the base of the forcefield, hindering those who try to enter. Though, this was later replaced with deploying pulse sensors, instead of cameras.
All players can carry a few proximity-detonated land mines. These mines do a fair amount of damage, enough to severely damage someone in Light Armor. They are often placed around the flag or near the generators in bases. Once thrown, it takes a moment for them to arm themselves. A common practice is to place them close to blind corners inside bases so that intruders will not have time to react to them until they trigger the mine. Another common practice of infiltrators is to damage a station to near-destruction and to place a mine at it. In this manner, someone attempting to repair or use the station will cause the mine to detonate, subsequently destroying the object, with the combined explosions often causing fatal damage to that player. Mines cannot be affixed to non-horizontal surfaces (i.e. walls) or players, and may be destroyed by firing upon them. In game modes with teamplay, each team may only have a certain number of mines active, and players may not use mines in deathmatch mode. Bots will never deploy mines in un-modded versions of Tribes 2.
A common practice in close-quarters combat situations is deploying mines rapidly so that either they will detonate on contact with a nearby enemy or the mines will detonate on contact with one another, generating enough explosive "splash damage" to injure or kill the enemy. This maneuver is often referred to as "Mine Disking."
All players can carry a few hand-placed beacons. These beacons have two modes. The first marks a target for weapons fire by giving telemetry for the Grenade Launcher and Mortar weapons. This also allows missiles to lock on to the beacon. Overall, its functionality is the same as a targeting laser, but does so in a static fashion, and may be destroyed after being placed. One tactic is to place a series of beacons under an enemy vehicle pad, with the beacons travelling down the center line of the pad, so their targeting rounderals also indicate the orientation of the pad, providing a better aiming target for mortar users. This also permits roving mortar fire, in the knowledge that the rounds fired will still be on target (the rounds being walked up and down the pad), which helps to reduce the obviousness of beacon use to the opposing team (which is rather clear when rounds fall constantly on exactly the same point). Beacons, for bombers and turrets, also provide a large circle above the position of the marker. This helps bombers by locating just how far away they need to bomb/where their target is.
The second mode is for location marking (such as a deployed Inventory Station), which appears simply as a location and distance indicator on friendly displays, without the heat signature and the target for projectiles affected by gravity.
Instead of player-specific classes, Tribes 2 features a wide range of packs which can be used to customize any loadout.
The jetpack is integrated into all armor classes and is carried at all times. The other packs are equipped to supplement the jetpack. It draws from the armor's constantly recharging energy reserve. It is noticed that while the Scout (light) and Assault (medium) armors have the jetpack on their back, the Juggernaut (heavy) armor has the jet built into its feet.
The most widely used pack in T2, the Energy Pack gives the operator a faster recharge rate for energy. This can boost the effectiveness of both flying and shooting energy-based weapons. It is required for scout armors (light) to use a laser rifle. This pack is always active, and gives the wearer a greater energy reserve by recharging as it is being depleted.
When activated, the Shield Pack drains the player's energy over time slowly, and if they lose energy from jetting or from taking damage then that energy will not be replenished until the pack is deactivated. Any damage that would normally be inflicted on the shielded player instead drains the player's energy supply. The exception to this is the blaster, which can penetrate the shield at close distances. When the player has no energy left, the shield deactivates, and the player resumes taking damage (and recharging energy) normally. Favored by players on base assault due to its recharging shielding capabilities, but takes skill to use effectively, since it greatly hampers mobility via draining energy from the jetpack.
The repair pack projects a red beam of energy at the target the player is currently facing. This beam repairs damage to stations, generators, vehicles, or players (including the wielder). Note that many maps in T2 have repair packs placed somewhere inside or near each base, since players can not get them at stations when the base's generator has been destroyed.
Sensor Jammer Pack
When activated, the Sensor Jammer Pack disrupts the other team's sensor network within a 50-meter radius. Even when unactivated, the Sensor Jammer Pack still passively jams sensors. Any players or vehicles within the jammer's radius will be undetectable (even to motion sensors) and will not have a "friend or foe" identifier. These can be very useful for tailgunners of Bombers and Havoc Transports, since they can prevent turrets from firing at the vehicles. The Sensor Jammer also disables all enemy Cloak Packs in this area, as does the Jericho Mobile Base.
When activated, the Cloak Pack makes the user invisible, both visually and to sensor networks, though they do leave footprints. The cloaked user can still fire and jet (causing them to be briefly semi-visible). This pack consumes energy very quickly, only enabling players to use it for short durations before "recharging". Users can still be picked up by motion detectors. Active use emits a quiet, characteristic sound that can alert enemies. An additional benefit is that enemy turrets will not fire on a player even if the cloak pack is in its passive mode unless a motion sensor or sensor jammer reveals them.
A pack that, when the activation key is first pressed, throws the pack out in front of the player. The second key press after arming causes the detonation of the pack after a short series of warning sounds. The blast-radius and power of this explosion is the most powerful available, eclipsing even that of the fusion mortar and Thundersword bombs. These can be used in a number of ways, both as offensive tools and defensive traps, especially for the flag. It may also destroy other nearby forms of defense such as turrets and mines. The deployed satchel charge can be destroyed with weapons fire before detonation, and sometimes players will defend the bomb until it is armed and ready to detonate.
This is a small portable inventory station. This operates in a similar manner to the permanent ones that may be found in team bases, but has the restriction that it cannot be used to change armor class or create another inventory station. Inventory stations cannot be carried by Scout armors and carriers cannot pilot vehicles and may not occupy some vehicle slots. Depending on map, there's a limit to the number of inventory stations per team.
Rather than having a turret with a fixed predefined weapon, Tribes 2 allows barrels to be mounted on turrets. Some unique maps do not have pre-defined turret barrels, requiring the players to mount them for custom defense. Other maps disable players from switching them (using scripting). These barrels are:
- Plasma - just like the plasma hand-held weapon. It is the most commonly used predefined turret barrel in maps. It shoots a slow, blue bolt much larger than the hand held plasma bolt.
- Mortar - just like the mortar launcher weapon. Usually used with a combination of pulse sensors, the mortar has a long range. One of its weaknesses though, is that it will not shoot if the target is 40 meters or closer.
- ELF - the ELF turret is a larger version of the Electronic-Flux Projector. It drains energy from its target, and even, unlike the handheld version, drains health if there is no more energy to drain. Although it can cut mobility down to a minimum, the ELF is generally avoided because of its short range and difficulties with fast targets.
- AA - the Anti-Air turret, like the Missile Turret, is designed to only target vehicles and targets above a certain height. It will fires elongated blue-purple bolts of energy at targets in a dual, staggered pattern (there is a slight pause between the first and second shot): the damage is high, and the firing rate is above average. This is generally the most favored among players, even in non vehicular-centric maps, due to the speed and accuracy of the projectiles and their efficiency in killing enemies who attempt to fly off with the flag.
- Missile - the missile turret similar to the anti-air barrel: it only targets vehicles and heated (jetting) players. The turret normally requires a lock-on, although it can be set to dumbfire through scripting as well as if it is manually controlled via the Control Circuit (CC).
Pulse and Motion Sensors
The pulse sensor is used to extend sensor ranges. As stated above, it is commonly used with the mortar turret, or just to extend the sensor net across the base. Placing one near a sentry turret allows the sentry turret to shoot at non-moving targets, and still allow the turret to shoot at cloaked players. Some mappers encourage placement of deployable pulse sensors by not putting pre-place Large or Medium sensors on their map.
The motion sensor is usually used to detect cloaked and passively jammed players. Like the pulse sensor, the motion sensor is commonly used with deployed turrets. Though, the motion sensor is limited due to its small detection range.
These sensors are sometimes deployed within a base to hinder enemy movement. They will be most likely been seen behind a forcefield that anybody may pass.
There are two deployable turrets, Spider Clamp, and Landspike. The indoor turret, Spider Clamp, shoots a red projectile, and may be deployed on walls and ceilings. Though they can be deployed in strategic spots, they are quite fragile, and may be destroyed in a few shots of a spinfusor. They are best deployed in mass numbers.
The outdoor turret, Landspike, shoots a large, hot, yellow projectile. They cannot be deployed on steep hills or very rugged terrain. The Landspike turret is a bit tougher than the Spider Clamp turret, though its cooldown time is longer. A common practice is to deploy an outdoor turret (or any outdoor deployable, for that matter) within an organic (tree, plant, etc.) to help hide it from enemies. Though, mods, such as classic, have attempted to fix this with an "organic detection" function.
Both turrets must be deployed a range from each other. Stated in the training missions, "their targeting frequencies overload."
The Command Circuit/Base Assets
There are many assets a base may have, some of which are listed below. All assets are tied into the Command Circuit, a little-known and very powerful tool in Tribes 2. The Command Circuit, or "CC", provides a top-down viewed, three-dimensional map of the current level, with marked real-time positions and health monitors for all players, bots, vehicles, and other assets on one's team, as well as assets on the enemy team (provided the team sensor hasn't been destroyed or disabled). The CC also allows players to take remote control of any co-aligned turrets, both deployed and non-deployable, and access the view of team-deployed cameras. Note that only fixed enemy assets are displayed: enemy infantry and vehicles must be with the range of pulse- or motion-activated sensors to be displayed on the CC, and non-fixed assets will not be displayed if a team's sensor is destroyed or disabled. At least one team generator must also be active, to provide power to the sensor (some maps may have sensors that aren't tied to a destroyable generator).
- Base Turret - these are the turrets that you can mount a barrel on. They will fire automatically depending on what barrel they have. Usually, a mapper will place these turrets in a strategic spot near an important asset (like near the flag in Capture the Flag or near a base, etc.).
- Sentry Turret / Motion Turret - these turrets are often placed indoors or near an entrance. They shoot projectiles similar to that of a Spider Clamp Turret. These turrets, unlike base turrets and deployable turrets, have a motion sensor, rather than a pulse sensor. While it can detect cloaked players, it trades that advantage for a vulnerability. Staying still and shooting at the turret will not set it off, but this can be remedied with a deployable pulse sensor.
- Medium and Large Pulse Sensors - these sensors have a wide sensor range throughout the map. They are not noticed very often by players who are repairing, and often stay destroyed if they are in the first place.
- Generator and Solar Panel - these are often used to power whole bases, or just certain assets (such as turrets, stations, forcefields, etc.). It is common for a mapper to place a generator in the heart of a base, but some mappers do not feel as though the base should require a generator/solar panel (usually towers, forward bases), and place the power source underground (or they use the providespower = 1; simgroup trick).
- Inventory and Ammo Stations - Inventory stations resupply and give a user the ammunition and armor they need. When in a hurry, an attacker will place a mine on the station, rather than destroying it. This causes heavy damage to the station and player using the station. Ammo stations only resupply ammunition, and don't change players' armor. Unlike the deployable inventory station, the ammo station may give you "big" items.
- Switch / FlipFlip - a switch or a flipflop is a control point which transfers certain assets in a simgroup to a team upon touch. This is used in the gametype Siege for the Attacking team to win the base from the Defending team. In Capture and Hold and Defend and Destroy, the teams fight for the control of a certain switch (more switches can be involved) to gain points.
- Vehicle Station and Pad - most maps will include use of vehicles. A team may order a vehicle from the Vehicle Station to get a vehicle from the Vehicle Pad. Like the inventory station, attackers will drop mines on the station and on the pad (to disorient and damage vehicles).
- Forcefield - the forcefield is often used to keep certain players in or out of certain places, depending on its intended use.
- Team Forcefields are used to keep enemies out of areas. A good example would be Siege. Attackers would have to destroy a certain generator in order to get into the area where the flipflop is.
- Solid Forcefields are used to keep everybody out of an area.
- All-Pass Forcefields are used to usually slow players down from getting to a certain place. This is when Pulse and Motion sensor blocking is usually associated.
- Flag - the flag is an object which only functions in Capture the Flag, the unofficial gametypes which support its use. In the standard gametype Capture the Flag, a player must take the enemy flag and bring in back to his own flag. If an enemy grabs a team's flag, and he drops it, the flag's team can either return it, or the enemy may pick it back up again. If the flag is placed in any other gametype, it only gives a message when touched.
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