Armors
     
 

Selecting the armor you will wear is probably the single most important decision you will make each time you step on an inventory station. Your armor will define the basic aspects of how interact with the game. Mobility, how much damage you can take, how many and what type of weapons you can carry, how much ammo you have, and what equipment you can carry are all determined by your armor selection. They come in three varieties: light, medium, and heavy.

 

As one could imagine from the descriptive names of the armor types, lights are the fast and mobile but can't take much punishment. Lights are the only armor type able to wear the cloak pack or wield the dreaded Laser Rifle. Along with this high mobility comes a price to pay in an inability to carry much of a payload. Lights are restricted from carrying a missile launcher, fusion mortar, deployable turrets, or remote inventory stations.Lights can carry up to 3 weapons, and have the smallest loads of ammo and grenades. They do very well at roles or situations where speed is of paramount importance (escaping with the enemy flag, hunting down enemy flag carriers, most duels outdoors, etc.).

If used properly lights are very hard to hit, and thus kill (unless they are trapped indoors). A light is the only armor that has access to all vehicles.



  Heavies are the big bruisers on the battle field. They are large and slow, but able to soak up enormous amounts of damage. They are kings of indoor fighting, large scale battles, and destroying fortifications. Of course, they are also BIG targets, literally. In a large chaotic battle they will do the most damage, but will also be the first targets of the enemy. Immobile and big makes for an easy shot. Heavies are the only armor type strong enough to wield the high explosive Fusion Mortar. The only equipment that is restricted from them is the specialized gear for lights (laser rifle and cloak pack). A heavy can carry 5 weapons and has the largest load out of ammo and grenades. Add an ammo pack to a heavy and you could fight for days, assuming you could actually survive that long. A heavy can not occupy any position in a vehicles other then a bomber's tailgunner position or a passenger position on a transport.


  Just as the name suggests a medium is, well, medium. Every one of its qualities lies between a light and heavy. This armor does not have access to any of the light or heavy specific equipment (Mortars, Laser Rifle, or cloak pack). Suprisingly, the visual profile of a medium is much closer to a light then a heavy. Since a light can not deploy remote inventories or deployable turrets, the medium is the most mobile armor that can do so. This armor can carry 4 weapons and has grenade and ammo loadouts pretty much exactly between a heavy and light (unless the average results in a partial round, which is then truncated). The only vehicle a medium can not drive is the gravcycle. This creates an opening as a quick attack offensive tool for enemy base assets since a medium can fly a shrike to the enemy base.


It bears mentioning that the differences in ability to soak up damage and mobility between each step of the armor is quite significant. For instance a medium can take well over twice the damage of a light, a light can easily get away from the heavier armors, etc.
 
     
 
Design and graphics by Dave "!FT!Marauder" Kratky. Rendered images taken from tribes2.com
 
 
 
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