Packs and Deployables
     
 

Backpacks, more commonly refered to as simply "packs", are one of the key pieces of equipment that a warrior carries. They all perform very useful functions. So useful that the pack factor alone can be the determining factor in a battle between two warriors of even remotely close skill factors. For the sake of understanding and convenience I have split the packs up into two broad categories, combat and utility. Combat packs are the ones warriors wear when they are off to fight, be it defensively or offensively. Utility packs are used to perform functions outside of combat such as setting up sensor networks, deploying turrets, and creating forward bases. No utility pack gives you any benefit until it is actually deployed. All but the rapir pack fit into one of these two categories. The repair pack itself fits into both categories.

Most packs are required to be activated before they can be used. The default key to activate a shield is "r". What this does will depend upon the pack in question. Each pack that requires activation and what that does will be noted below in the descriptions of individual packs. Some packs are always active and perform their function without the need to ask them to do so.

 
     
 
Combat Utility
 
 
 
 
 
 
 
 
 
 
 
 
     
  Energy  
 

The energy pack performs a simple but increadibly useful function. It significantly increases the rate at which your armor suit regens energy. This drastically increases mobility by increasing flight speed and distance, and lowering down time due to a lack of energy. The energy pack may be used by any armor type. It is also required if you want to use a Laser Rifle. The energy pack does not need to be active, you will benefit from it for as long as it is worn.

 
     
  Shield  
 

The shield pack allows a warrior to use the energy his armor creates to form a shield around themselves. When activated any damage taken will be lower the armor's energy instead of health. The shield pack deactivates itself if it reaches zero energy. You of course start regenerating energy right away then, so it can confuse new players at times. An active shield is aubidle to anyone near by, including yourself, as a quiet buzz. The shield pack does require a small bit of energy to run, so if you leave it active and are not getting hit you will still eventually run out of energy. If you want to see just how significant the energy regen is for mobility then try turning a shield pack on and jumping. Just see how far you go.

 
     
  Ammo  
 

As you have probably guessed already, this pack increases your ammo capacity. It has no effect on energy based weapons, but doubles the load out on any weapon that requires ammo.

 
     
  Cloak  
 

This is an interesting pack. Players usually go through a few phases with it, flipping back and forth upon how useful they think it is. Most very experienced players consider it useful, but there are a few out there who think its good. The cloak pack makes you virtually invisible upon activation. This does not mean that it makes you invulnrable because people can't see you. In fact, they can always see you, its just very difficult and easy to miss. Ever seen the movie Predator? If so, it is that sort of invisibility. Granted the cloak pack is a little better then the Predator's, but the same idea applies. The cloak pack does not make you soundless or weightless. An observant player will be able to hear you coming, especially if there are no near by explosions. With the cloak pack activated you will still make footprints in the ground. Every time you move you create a small shimmer, so you can be seen while moving from point blank range. Standing completely still with the pack on is the only way to actually be invisible. That is, assuming there are no motion sensors or sentry turrets near by. Activating the pack will drain your energy relatively rapidly. Keep this in mind because you don't want to be caught in the midst of your enemies with no energy. Anytime you shoot a weapon with the pack on you will become visible for the time it takes you to fire. This of course gives away your position, which is typically a death sentance. A cloak pack can only be used by a light and is best when teamed up with a shocklance.

 
     
  Sensor Jammer  
 

This is another specialized pack which can be useful in certain situations. When activated it creates a jamming field with a radius of roughly 25 meters centered on you. This jamming field will cause sensors to be unable to pick you up. The enemy will not see a foe indicator above you head. This can allow you to walk right past some people, depending on how high their graphics are and how observant they are to their team colors. Turrets will not recognize you can thus will not fire upon you. This protection is also conffered to any friendlies within the area of effect. Your energy will go down rapidly upon activation so use it wisely.

 
     
  Satchel Charge  
 

If you love big explosion, this will become a favorite play toy for you. It is nothing more then a backpack of solid explosives and a remote detonator that allows it to be set off at a signal from your armor. There are two steps to using a satchel charge. First you must deploy hit by hitting the pack activate key. Note that this tosses the pack in front of you, but is very different from using the throw pack key. If you simply remove and throw the satchel charge it will not arm. After a second or two you will hear a quick series of beeps letting you know the charge is armed. Then when you next hit the activate key the charge will explode. The explosion is very large and will instantly kill anyone caught near the center. A deployed satchel cahrge can be manually exploded by hitting with the damage equivelant of two spin discs. If you use an invertory station or pick up another pack while the satchel charge is deployed then the deployed charge will just disappear.

 
     
  Repair  
 

This pack is used much like a gun, with the minor difference being that it repairs instead of damaging. Hitting the pack activate key will replace your currently selected weapon with the "repair gun". Pressing and holding the fire trigger will cause you to repair any valid target that is right in front of you. A valid target is anything on your team that can take damage (inventories, turrets, friedly warriors, etc). If no valid target is present then it will repair you. If you are already at full health in this case, the repair gun does nothing. Even if you keep the trigger pressed, the repair gun will shut off when its target reaches full health. Hitting any weapon select key will switch the repair gun off.

 
     
  Pulse Sensor  
 

A pule sensor pack comes with 2 pulse sensors for deployment. Please see the Sensor Networks section under "The Game" for information about the effect of pulse sensors.

 
     
  Motion Sensor  
 

A pule sensor pack comes with 2 motion sensors for deployment. Please see the Sensor Networks section under "The Game" for information about the effect of motion sensors.

 
     
  Landspike Turret  
 

This turret is more commonly reffered to as a spike turret. This pack will allow you to deploy a single spike turret. This pack may only be carried by medium and heavy armors. For more information on spike turrets please see the Turret Monkey section under "Roles".

 
     
  Spider Clamp Turret  
 

This turret is more commonly reffered to as a clamp turret. This pack will allow you to deploy a single clamp turret. This pack may only be carried by medium and heavy armors. For more information on clamp turrets please see the Turret Monkey section under "Roles".

 
     
  Remote Inventory Station  
 

This is probably one of the most useful packs in the game. It is also one of the roughest packs to be carrying. The remote inventory may only be carried by medium and heavy armors and it is extremely heavy. It slows your run speed down and drastically decreases your jumping ability. Jumping with this thing on will run you out of energy in a heart beat. Deploying the inventory sets up a station where you can reload and repair. There is one restriction placed up the remote inventory and that is that you can not switch armors. You can get anything else that you could from a full blown inventory station

 
     
  Base Turret Barrel  
 

There is a version of this pack for every possible base turret type. They are all listed seperately in game (such as "AA Turret"). I have placed them all under a single pack here because they all do the same thing. Once you have one of the base turret barrels on your back, position yourself next to a base turret and hit the activate key. This will replace that turret type with the type on your back. For more information about the different types of turrets see the Base Assets section under "The Game".

 
     
 
Design and graphics by Dave "!FT!Marauder" Kratky. Rendered images taken from tribes2.com
 
 
 
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