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Packs
and Deployables
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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.
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Energy |
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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.
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Shield |
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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.
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Ammo |
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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.
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Cloak |
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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.
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Sensor Jammer |
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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.
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Satchel Charge |
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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.
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Repair |
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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.
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Pulse Sensor |
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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.
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Motion Sensor |
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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.
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Landspike Turret |
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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".
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Spider Clamp Turret |
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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".
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Remote Inventory Station |
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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
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Base Turret Barrel |
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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".
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Design
and graphics by Dave "!FT!Marauder" Kratky. Rendered
images taken from tribes2.com
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This
page © 2002 Sky "!FT!Messiah" Owens. All trademarks
and copyrights are the property of their respective owners.
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