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Armors

 

Scout
Grenade: Concussion
Beacon: Pulse Sensors

The Scout is the fastest and weakest of all the armors. Only able to carry 2 weapons and limited ammo. It has a very high speed on the ground and can jump enourmous distances with its Concussion Grenades. This makes it a good choice for flag captures, if you live. The Scout doesn't have much jetpack energy but it recharges at a very fast rate. With an energy pack the Scout has amazing flying abilities.

 

Special Abilities

If you are touched by a Scout you will be blinded temporarily. While you are blinded you will not be able to put enemies on your team's sensor network by looking at them.

The Scout
Scout armor is by far the fastest and least protected of them all; its defense is in its mobility. Because it is so unprotected, it carried concussion grenades which push all away from center of the blast. The scout's armor sends a small jolt of energy through enemy suits upon contact that temporarily blinds it's sensors, just enough to be a distraction. In its role as reconnaissance, it carries a pulse sensor that can be placed to enhance the team's sensor network.

Concussion Grenades
The grenades that the scout carries are able to exert tremendous force away from them, doing very little direct damage. Many inventive uses for these grenades have been found. If timed right, it can be used to toss pursuers off to the sides and allow a scout to escape. It can be used to clear a room of enemies for a scout to dash through safely.

Pulse Sensors
Scouts carry at least one pulse sensor on their side. By deploying it as a beacon, you can increase the range and visibility your team of your team's sensor network. The enemy will surely try to sneak up through one of these holes in your sensor network, patch the holes with these.

Tips
Playing as: Use an energy pack with the scout to further enhance its tremendouse mobility. With it you can stay airborne far longer than any other armor.

Because the armor has so little protection the only real protection you have is your mobility, so keep moving and if you are being chased weave side to side to avoid being predictable.

If you need extra speed, you can drop a grenade and walk over it jumping when you think it will explode. This will fling you rapidly away from the grenades blast. This is commonly known as a concussion grenade jump.

If you are being chased by an enemy that seems to be able to keep up, you can time the release of concussion grenades to blow him away and escape or concussion grenade jump.

Since you carry a pulse sensor with you and grab another one every time you visit an inventory or ammo station, place one when you are out and about. If you are sneaking up on the enemy, look at the command screen and figure out how an enemy might move through that area and then quickly place a pulse sensor to detect them. You never know how much help it is to your teammates to see red in an area moving towards their position.

Because your armor is so limited it is suggested that you avoid defenses whenever possible.

Because your ammo is so limited, it is recommended that you carry either an energy weapon, disc launcher, or plasma gun. You can take the ammo for the disc launcher and plasma gun off of the dead.

If there are too many enemies an area, fly overhead and drop a grenade. That will spread them out.

If there is an area where the enemy congregates(like flag rooms, gen rooms, inventory rooms), you can clear them out with a single grenade and if followed up with a smoke bomb can have them firing on themselves.

If you need to place lots of pulse sensors, take an ammo pack. It can carry 3 then.

Defending Against: Place mines. When running quickly, often mines around corners will not be seen until too late; scouts can only take the damage of one mine.

Deploy turrets, scouts can not take much damage; one turret is often enough to deny them access to an area.

Place rocket turrets, outdoors only. Whenever an enemy scout jets (and you know they will) it will swat him down.

 

Spy
Grenade: Plastique Explosives
Beacon: Satchel Charges

The Spy is a very sneaky armor. If used right, it can destroy a whole base with Plastique Explosives. The Spy is the only armor to use the Magnum and the Cloaking Pack. Take a look at the Sensor Network Guide and learn how to escape enemy detection.

 

Special Abilities

The Spy can phase through enemy teleporters, which usually scares the shit out of the enemy. Load up on explosives and save yourself a walk, if you can keep your team from destroying it first. Also, the Spy's footsteps are completely quiet, allowing you to sneak up on enemies. The Spy can also open enemy force field doors.

The Spy
The spy is a demolition expert and assassin. He carries enough explosives to be very dangerous and can sneak into the enemy base without much trouble, even his footsteps are silent. He can cloak and disappear from sight fooling the eyes, turrets, and pulse sensors; he can also use enemy teleporters and deployable force field doors. The spy can carry the command laptop which allows him to take control of turrets remotely and reprogram one deployable enemy turret.

Cloaking Pack
The cloaking pack is one of the best options of the spy armor. It allows the spy to pass by without being detected by normal means and most turrets and sensors ignore him. When activated the pack slowly drain power, jetting is not suggested while doing this because quickly you will be doing niether.

Plastic Explosives
The main purpose of the spy is to blow up things and one of the tools he has to do that is the plastic explosive; he deploys it as he would a grenade. When the spy drops this compact bundle of plastic, he has 15 seconds to clear the area; it will explode with the force of 2 mortars. This is powerful enough to damage the hardened plasma turret emplacements or destroy rocket turret emplacements.

Satchel Charges
Another of the tools exclusive to the spy is the satchel charge. This remote controlled bomb can be placed almost anywhere and has a power similar to the plastic explosive but spread over a wider area. It is accessed from the command screen and once taken over and can be detonated whenever you want.

Command Laptop
The spy is able to use this powerful computer to overwrite the command codes on deployable turrets, since they are not hardwired to the base. If the spy can get close enough to touch the turret he can take it over and turn it on it's former masters. This pack also allows the wearer to control turrets and other items as if they were at a Command Station, but they have to wait for thier suits controls to reset between uses.

Accessing Enemy Equipment
Your armor is able to access enemy teleporters and deployable force field doors sending false signals through that tell them you are on their team. Just touch them and your armor does the rest. You can have great fun when you use the nice teleporter that the enemy placed.

Tips
Playing as: Prioritize your targets and plan. If the enemy has lots of rocket turrets and plasma turrets out and you know that the rocket turrets will stop you and your team from dodging the plasmas, then place 1 plastic explosive on each rocket turret. If you run out of plastic explosives and there are still rocket turrets, then place a satchel charge and when you get a chance blow that too.

If an object has enough shielding that it needs more than 1 plastic explosive to finish off, then either add a mine next to it or wait for it to explode and begin firing on it or place another plastic explosive.

Sometimes it is important to destroy things and get out quickly, like generators. Toss a plastic on each one or if close enough between them and run out.

It is a good idea to lay lots of traps once you have destroyed something, keep it down as long as possible.

For things you know the enemy will repair, place a satchel charge on it once it is down. Like generators and rocket turrets. Place it in such a way it is not extremely visible. Then once they have fixed it you can blow it up by pushing the button.

Use the shadows to hide goodies. Place mines or satchel charges in halls or near important things so that you can get those who pass by.

When approaching an area that has both motion and pulse sensors cloak and walk forward slowly (forward and backwards at same time) and hold down the grenade for a while and then let go. You will throw a plastic a good distance and then you can back off slowly, do it again, or begin firing.

Your armor is able to fool the forcefield doors into thinking someone from the other team is accessing it, use that to your advantage. If you are accompanying your teammates, open the door for them and start the party.

When you see an enemy teleporter don't fire on it. Run to it, drop a plastic explosive beside it, cloak and step onto it. If there is another one it will take you to it, generally inside the enemy's defenses. From there you can reek havoc.

Defending Against: When building your defenses, use motion sensors and cameras! This allows the turrets on the sensor network to track objects if they are cloaked.

If you see a glowing plastic either run or back up and try to shoot it before the timer detonates it. If you can do this only the detonator cap will go off, but if the time drops to zero the whole thing will explode doing much more damage. You must decide if there is anything or anyone in that room word saving.

A tractor turret placed with a motion sensor and some other turret is often enough to prevent a spy from entering an area. The motion sensor senses the initial movement and the tractor turret creates all additional movement. This make it hard to shot at the defenses while the other turret picks them apart.

Use mines, often a spy is cloaked and running through the halls of your base, a mine around the corner is often seen too late to be avoided.

 

Sniper
Grenade: Decoy
Beacon: Sensor Jammer

The Sniper can carry all the powerful, long range, and accurate weapons, such as the Laser and Sniper Rifles. Nothing is more satisfying than finding a good place to hide and killing people before they ever see you. The Sniper is a fast but relatively weak armor.

 

Special Abilities

The Sniper is the only armor able to carry the Cybernetic Laser and sniping weapons. When a Decoy is used it is randomly placed directly in front of or directly behind the player that used it. This can confuse enemies as to which is the Decoy and which is the Sniper.

The Sniper
The snipers purpose is to attack from a distance; he can kill and disable sometimes with a single shot. He uses stealth to hide and then strikes without warning. Snipers carry a sensor jammer with them that they can deploy in order to prevent their targets from getting an easy lock on them. They have a wide variety of tools that help them with their mission.

Sniper Weapons
The sniper has several weapons that are special to them and a few that are shared.

Dart Rifle: The dart rifle fires a small poison tipped dart that instantly poisons the target; they take damage slowly, their movement is drastically slowed, and they can not use beacons or grenades. This is often used on heavies and mediums so the consecutive shots will be more effective.

Laser Rifle: The laser rifle fires a concentrated burst of energy at its target. The beam can penetrate armor and often seriously damages or kills someone in light armor. The weaker armor in the head and face make those areas the natural targets for this weapon. This weapon is the most powerful of all the sniper's tools but the beam is easily traced back to the user.

Rail Gun: The rail gun fires an electrically charged supersonic shell at the target; because of it's polarity it does even more damage to shielded objects by causing a feedback in the shielding mechanism. This generally drops does the shielding temporarily and causes excess damage.

Sniper Rifle: The sniper rifle quietly fires a high-powered shell that does considerable damage on impact. The shell cannot pierce armor, but does do considerable damage upon hitting it. Head and face shots are the most effective as the armor over the head is generally thinner or non-existent. It takes a while to reload the rifle and there is limited ammunition, but those wanting stealth above all else will love this weapon.

Cybernetic Laser: This is a shoulder mounted laser with a built-in energy converter. It is best when used in combination with another sniper weapon to allow you to hit twice at the same time. But it completely drains your power and your reserves so you have no energy for nearly 2 seconds.

Skilled Sniping
Disarming the Enemy: The sniper has the ability to disarm the enemy by literally shooting the weapon out of their hand. You can disarm that enemy sniper and then drop him with your next shot. You can make that heavy firing mortars at your base less effect by taking his toy.

Dislodging the Flag: If the sniper is skilled enough he can shoot the flag off the back of an enemy. It is dropped and the enemy must turn around to retrieve it, if they even realize it is missing.

Detonating a Demolition Pack: The sniper is also able to snipe a demolition pack off the back of a burster. This usually detonates the pack prematurely, destroying all in the area.

Sniper Decoys
Every sniper at some point is discovered and so they carry with them small holographic emitters that can create an image of them if the situation arises. They simply drop one of these and a duplicate of themselves forms that is so real that even turrets will fire on them. A favored technique is to get moving quickly and release one of these and then remain still for several seconds as the enemy goes for your twin; the emitters are very fragile and usually destroyed with one shot, so be quick with your escape or counter-strike.

Sensor Jammers
To help them hide, most snipers will deploy a sensor-scrambling device in the area they will be operating from. This jams long-range scans and so hides them a bit better. Every sniper carries a sensor jammer on their side and it can be deployed, as a beacon would be; this will prevent most enemies from discovering you by conventional means.

Tips
Playing as: When sniping, it is best to not stand along the horizon or hilltops as your silhouette gives you away. Standing down the hill aways or on the side of it is preferred. If you find it hard to stand on a slope, deploy a sensor jammer and stand on that.

Do not spend too much time zoomed in, check your surroundings often.

Move side to side, if you can, to prevent enemy snipers from shooting you.

You can use your grenades to deceive the enemy and waste some of their shots. Placing several side by side and a jammer by them all and the enemy will have trouble determining which is really you.

Fire on pads, stations, turrets, whatever you can see that is owned by the enemy. Every little thing that you can deny the enemy gives your team an advantage. Vehicle pads, vehicle stations, and turrets are shielded and so need the rail gun to lower the shielding for your team mates to fire on.

If you need to snipe mediums armors and are not concerned about being discovered you can pair the cybernetic laser with a sniper rifle, dart rifle, or railgun. Fire them together or just a split second apart to drop those that you can not normally with 1 shot.

If you see an enemy running towards your base with a demolition pack and you have the angle try to snipe that big pack.

If the enemy has taken your flag and is running from you, take aim and knock it off his back. Your team will certainly appreciate it.

Defending Against: When you sneak up on a sniper try to do as much damage in as short a period of time as possible. I suggest dropping grenades and then firing plasmas just as the grenades are about to go off or a shotgun blast at point-blank range. Do not use the chaingun for this; the spin up time and distinctive sound will give away any surprise advantage you may have.

Do not stand still for any period of time.

Check your command screen often for red guys.

Watch for the laser beams if you can see it, trace it to it’s point.

Don’t be afraid to let a few discs fly at an enemy in the distance, they might not see it coming.

If you have the blaster, pull it out and fire at a sniper that is not paying attention. Usually the number of shots that land before they can react will kill them.

If they are using the sniper rifle and you can’t see where they are, one way of determining which direction the sniper is in is to wear a shield pack and go to 3rd person view and see which side the shielding takes a hit on (hoping they don’t fire a rail on the next shot).

Mercenary
Grenade: Generic
Beacon: Speed Boost

The Mercenary is the jack-of-all-trades. Not too slow, yet relatively powerful, this armor is often overlooked because people prefer a more specialized role.

 

Special Abilities

The use of Speed Boosters is what sets the Mercenary apart from the other armors. Often you'll be able to catch the enemy flag carrier if you learn to use the Boosters along with skiing.

The Mercenary
The mercenary armor is the mainstay of all combat. It is a jack-of-all-trades and master of none, excelling because of its lack of diversity. This armor is potentially the fastest and most useful of them all. It is faster on land that a heavy and more powerful than a light, it has been argued that it is 'best' of the armors. It can carry 5 of all but the most powerful non-specialized weapons. It also carries a surprise in the form of speed boosters that will accelerate the wearer to tremendous speeds in a short period of time.

Speed Booster
The mercenary is equipped with several one-time boosters that use a considerable amount of energy to propel you forward or up an incredible amount. To access the boosters, press the beacon key. This sudden acceleration is not good for the body or armor and does cause minor damage when used, but often it is in emergencies where remaining still would result in death. These boosters can be made more efficient with the use of a heat sink, taking less energy to propel you. Usually one activates the boosters when they already airborne and moving in the direction they want; but if you are stationary and activate them it will launch you upwards, making it easier to get to those high points (especially when carrying something).

Tips
Playing as: Carry an EMP Grenade Launcher to slow down those that are faster than you.

Save one booster, you may never know when you need it.

Carry either a disc launcher or plasma gun so that you can pick up the ammo off those you kill.

This is the default class and should be used whenever something needs to be done urgently. If the flag for either side is dropped, use your boosters to get there quickly. If you base is under attack, charge them and show the invaders the error of their ways. If a base or tower needs be taken/claimed quickly, then jet out here as fast as you can with your boosters to do it. Often it is not necessary to even stop by the inventory station, your default weapons, armor, and items are more than sufficient. You just pick up the weapons and ammo from the dead.

If you need to get from one side of the map to the other quickly, you might want to consider using a heat sink. Usually 2-3 bursts in a row with your boosters, a second or so apart, will get you moving so fast that you will make it there in no time. You need to be careful about striking things too hard and causing serious damage to yourself and also overshooting your target. At that point you can consider tossing the heat sink and picking up the first energy pack you see or keeping it so that rockets won't shoot at you and you are not effected by emps.

Learn to ski! Those skilled in this maneuver jet up a hill and then slide down the far side. They do this by jumping each time they hit the surface on the way down and to build up tremendous speed. Usually you can use your boosters to get you up and over the hill and then let your energy recharge on the way down the other side so that you have enough to boost up the other side. Doing this you can outrace nearly anything; you can cap yourself or catch the flag carrier quickly.

You can use your speed boosters to effectively dodge homing missiles. When the missile gets close, jam the speed booster and if done right the missile can not change direction in time to hit you.

Defending Against: Be fast, use your mobility against it and ground them if you can.

Burster
Grenade: Incendiary
Beacon: Targeting Beacons

The Burster armor can carry the most destructive weapons of all the medium armors. While it can carry many types of heavy weapons it is somewhat limited on ammo. This armor can be used as a base destroyer but due to its lack of speed and ammo capacity it can be a challenge to get to the enemy base quickly.

 

Special Abilities

The Burster is the only armor that can carry the Demolition Pack and the only medium armor strong enough to carry Mortars. Enough said.

The Burster
Burster armor is all about mayhem and destruction; it is a variant of the mercenary armor that has increased strength but decreased mobility. It has incendiary grenades and is the lightest armor able to carry the handheld mortar. It also is the only armor that carries the dreaded demolition pack.

Incendiary Grenades
The grenades that the burster carries are quite fearsome. They have a larger blast radius than the standard grenades and tend to catch the enemy on fire. Those caught within the initial blast are usually coated with flames.

Demolition Pack
This is the most feared of all the destructive devices in existence; it can easily kill everyone and destroy everything in a room. When deployed it has a 20 second timer, this is just enough time for you to get far, far away. If you are not able to deploy it, you can always jump into the room and detonate it by self-destructing.

Tips
Playing as: Your armor is powerful, but less mobile that most. If you will be outside or entering combat outside often carry an energy pack to increase your mobility.

If you are inside and your mobility is confined, carry either a shield pack to help defend yourself or an ammo pack so that you can carry enough ammunition to do the job.

In combat, those skilled with the burster often will fire a mortar to one side of the enemy and drop a grenade to the other. One of the two will usually get them and sometimes the mortar will knock them into the grenade so they take damage from both.

Learn to use the delay time on the mortar and time it so that the enemy is near the center of the blast when it goes off.

Learn how and when to use the demolition pack, it can be the deciding factor in a match by completely clearing the defenses from a room.

Defending Against: Catch the burster outside. It is one of the least mobile armors; stop it before it can get close enough to do damage.

Turrets outside can hinder the effectiveness of the burster by stopping it before it gets too close.

If you see a deployed demolition pack and are in engineer armor, don't waste anytime deciding to defuse it or not. Run over to it and try to stop that ticking bomb!

Engineer
Grenade: EMP
Beacon: Cloaked Camera

The most important armor for defense, the Engineer can deploy everything in the inventory. As a defensive armor, it isn't able to carry much ammo. The Dart Rifle can be used to damage and slow enemies before they get close to your base. After that, your defenses, EMPs, and other weapons should be enough to take care of most threats.

 

Special Abilities

Upon touching another team member, the Engineer will repair them a bit. It is also the only armor able to use the Engineer Repair-Gun and Power Core Pack. The Engineer normally carries 2 Repair Kits, 3 with an Ammo Pack. As an Engineer you can phase through enemy teleporters and open enemy forcefield doors. Also you'll be able to defuse Plastique Explosives and Demolition Packs by touching them, although occasionally that can "blow up in your face".

The Engineer
The Engineer is the main source of defense for your team. He is capable of handling all turrets, interfacing with enemy turrets, repairing things, defusing powerful explosives, using enemy teleporters, and lowering enemy force fields.  Whenever an engineer comes in contact with another teammate the engineer's armor automatically begins repairing that teammate. He carries cameras that he can deploy to enhance the sensor network and is able to use the powercore to provide power to items when the generators or solar panels are down.

Deployables
Every turret that there is can be placed by the Engineer, he can even attach some of them to the walls or ceiling. If you are not happy with the placement and the turret is undamaged, you can pick the object back up and repack it, click here for more information.

Repair Gun
Every Engineer gets one of these; it is a slightly less powerful and energy efficient than the repair pack, but it is much more compact and fits easily onto your utility belt. It is the lifesaver whenever an inventory station or generator is destroyed. Always carry one with you.

Cameras
Every Engineer carries a camera with them that they can deploy however they see fit. The camera is a small turret that is can cloak and be easily overlooked but able to put even cloaked things onto the sensor network. It is suggested that you use these often and go to the command screen to take control of them and point them towards the entrances of the room.

EMP Grenades
Engineers come equiped with handheld EMP grenades. These drain the energy from other armors and prevent them from building up charge for a few seconds. Engineer EMP grenades are special because they calibrated to not effect other Engineer armors, this allows you to use them without fear of EMPing yourself.

Command Laptop
The Engineer is able to use this powerful computer to overwrite the command codes on deployable turrets, since they are not hardwired to the base. If the Engineer can get close enough to touch the turret he can take it over and turn it on it's former masters. This pack also allows the wearer to control turrets and other items as if they were at a Command Station, but without having to wait for the controls to reset.

Powercore
Engineers have the option of using the powercore. This backpack is a portable fusion generator that can direct an energy beam at objects to provide them power when the unit is without. It is also able to enhance the teleporters systems enough to teleport a heavy armor.

Defusing Explosives
Your life as an engineer is not always safe, sometimes you have to try to defuse a ticking bomb. The engineer can attempt to defuse a Plastic Explosive or Demolition Pack by walking over it. Usually it works, but sometimes you become a red pasty mist.

Accessing Enemy Equipment
Your armor is able to access enemy teleporters and deployable force field doors sending false signals through that tell them you are on their team. Just touch them and your armor does the rest.

Tips
Playing as: This armor is often overlooked for it's ability to dogfight or duel, but it has the unique ability to drain away energy and fire at the same time. Often useful to use the EMP grenade on an enemy and fire as they fall back to the ground.

If you are carrying a turret on your back and enter combat, quickly find a place to deploy it so that you have something to defend you. This way the enemy now has two things shooting at him. When done, fix the turret and pack it back up and continue on.

If you have an inventory station, teleport pad, or remote ammo station on your back and you enter combat, drop it so that your mobility does not suffer because of the wieght.

It is possible for an Engineer to fly an HAPC. If there are several heavies going on a base attack, grab an HAPC and bring along an inventory station to place some turrets quickly. They can then come back to that area to get resupplied and you can accompany them, repairing them as they go. They will certainly appreciate it.

Your armor is able to fool the forcefield doors into thinking someone from the other team is accessing it, use that to your advantage. If you are accompanying your teammates, open the door for them and start the party.

ALWAYS carry the repair gun, there is no reason you should be without. Enough said.

When you see an enemy teleporter don't fire on it. Drop a mine beside it and if you are feeling bold step onto it. You will be taken to the other side, usually inside the enemy base. Do as much damage as you can to them.

Another option when you see the enemy teleporter is to begin placing turrets around it. When the enemy uses it he will be torn apart.

Your team will appreciate you teleporting heavy armors to the enemy base by directing the power core at the teleporter that they are stepping on to.

You carry cloaking camera, place them all over. Take control of them and point them where they will be effective.

Defending Against: Whenever an enemy engineer is trying to repair something, fire on it. In addition to taking damage from your shots, the objects usually explode again applying addition damage to the repair-person.

When you have gutted an area of the enemy base, leave traps behind for the other team. Slightly damage inventory stations and then mine them. Place mines or other explosives near destroyed generators or static turrets to prevent them from being repaired as quickly or allowing you blow them up later. Remember the repair-person is trying to undo what you just worked so hard for, the nerve!

Usually the repair-person is not paying attention and if you move quickly can fire several plasma bolts at them before they know what has hit them or because they are standing still take the time to line up a head shot and snipe them.

Place several turrets in one area so that the engineer takes damage from them all if he is trying to capture one of them using a Command Laptop.

Infiltrator
Grenade: Cloak
Beacon: Teleport Beacon
 

This armor can only carry 3 weapons but it is a little bit faster than the other medium armors. A specialty armor, the Infiltrator's main purpose is for getting in and out of large enemy bases such as Scarabrae or Broadside.

 

Special Abilities

Using Teleport Beacons, Cloaking Grenades and the Teleport Pack you can easily get past defenses and confuse enemies. Click here for more information. The Infiltrator can also use the Command Laptop to take over turrets.

The Infiltrator
The infiltrator is a specialty armor whose sole purpose is to get in and out of the enemies base. The armor has a similar purpose to that of the spy but a different approach was taken. It has a different form of cloaking and can also perform local teleports. This medium armor is too heavy to be quiet the way the spy is but it can move quickly and even jet while cloaked.

Cloaking Grenades
The infiltrator has the ability to cloak by activating the energy stored in it's grenades. Because the cloaking works off of charges, it's cloak does not take energy and so the full range of moment is available, including jetting. This cloaking makes you invisible to most turrets and pulse sensors. Once you are inside the enemy base and cloaked, you can start clearing the enemy turrets with relative safety.

Teleport Beacons
In order for the Teleport Pack to work you must have placed a teleport beacon, that is done the same way you would a beacon. Be aware that it needs to have one side fairly clear in order to use it to teleport.

Teleport Pack
This pack is the most important of all the abilities of the Infiltrator. It works by moving the wearer to a nearby teleport beacon. There can be only one beacon and it is placed ahead of time. This means that you can use it to get either in or out of an area, but you must decide and plan ahead of time. The teleport pack can also be used by the very skilled for an extra edge while dog fighting and base raping.

Command Laptop
This is the choice armor for taking over deployed enemy turrets and making them your own. You just cloak and approach the armor with this laptop and replace the control codes with that of your teams, turning it on it's former owners. You can carry only one set of electronics at a time and so can only take over 1 turret at a time. This pack also allows the wearer to control turrets and other items as if they were at a Command Station, but they have to wait for thier suits controls to reset between uses.

Accessing Enemy Equipment
Your armor is able to access enemy teleporters and deployable force field doors sending false signals through that tell them you are on their team. Just touch them and your armor does the rest. You can have great fun when you use the nice teleporter that the enemy placed.

Tips
Playing as: Be prepared. Plan ahead of time how you will use the teleport pack. Place the teleport beacon in non-obvious places, in the shadows and where your sudden appearance will not be noticed.

If you are planning on capturing the flag, place the teleport beacon outside the base, perhaps under it, and try it out. Get it aligned before you need to use it in the heat of the moment. Then you can run into the base, grab the flag, teleport out, and run home with it. If you set up the pack to teleport you out of the base you are already outside by the time enemy knows thier flag is taken!

If you are planning on causing choas inside the enemy base you need to sneak in and place the beacon somewhere that is accessable from the outside. Then you get close to thier base and teleport inside do damage, perhaps kill some of them when they are not expecting it. You can continue to do this, bypassing thier defenses and defenders!

Your armor is able to fool the forcefield doors into thinking someone from the other team is accessing it, use that to your advantage. If you are accompanying your teammates, open the door for them and start the party.

You are never sure what is in the place you teleport to so cloak first if there is any doubt. Also it causes less of a commation when you appear. You can angle the teleport beacon around a bit to get a peak inside.

If you are in combat, cloak if you can. If the enemy knows your general location but not the exact location, then you have an edge over them and with skillful piloting can avoid the worst of the damage.

When you cloak and are running, change your direction. If you see someone disappear in front of you while moving in one direction, then you can estimate thier position and still hit them.

Those extremely skilled with the infiltrator place a teleport beacon outside or on top of the enemy base and duel around it or enter the enemy base, shoot it up and when fired at just teleport out in complete safety. These same people place mines outside and in the halls of the enemy base as well as throw toxin grenades just before teleporting to safety. They often are dog fighting and if they are falling to the earth and about to be hit with a disc will teleport.

When you see an enemy teleporter don't fire on it. Drop a mine beside it and if you are feeling bold step onto it. You will be taken to the other side, usually inside the enemy base. Do as much damage as you can to them.

Defending Against: When building your defenses, use motion sensors! This allows the turrets on the sensor network to track objects in motion even if they are cloaked.

A tractor turret placed with a motion sensor and some other turret is often enough to prevent an infiltrator from entering an area. The motion sensor senses the initial movement and the tractor turret creates all additional movement. This make it hard to shot at the defenses while the other turret picks them apart.

Use mines, often an infiltrator is cloaked and running through the halls of your base, a mine around the corner is often seen too late to be avoided.

Prevent infiltrators from ever getting into your base. Once inside they could have placed a teleport beacon and are extremely hard to stop from re-entering your base later on.

Place several turrets in one area so that the infiltrator might take damage from them all while he is trying to capture one of them.

Cyborg
Grenade: Mortar Bomb
Beacon: Emergency Force Field

One of the slowest armors, the Cyborg can carry the most powerful weapons. It is also the strongest armor. You may be in trouble if caught out in the open though... lighter armors can fly circles around it. Indoors however, a Cyborg can be very hard to get rid of.

 

Special Abilities

Armed with its innate ability to put up Emergency Force Fields the Cyborg is best for base raping. It is the only heavy that can use shields.

The Cyborg
The cyborg is the largest of all the armors; its size is its protection and its burden. It carries some of the most powerful weapons and has the strongest shielding but is also the slowest and most vulnerable outside. The cyborg carries mini-mortar grenades that resemble regular mortars. If needed, the cyborg can also deploy it's emergency shielding to protect itself from damage. Because of its size, it is one of two armors that can carry the largest of the guided missiles.

Mini-Mortar Grenades
The cyborg carries with it mini-mortar grenades, these have a destructive power nearly equal to regular mortars and can tear through nearly anything. Be careful when using them as you could catch yourself in the blast.

Emergency Shielding
The cyborg comes equipped with a few charges of energy that power his emergency shields. When activated the shields do not take any additional power other than what is needed to deflect damage.

Auto-Rocket Cannon
This is a shoulder-mounted rocket launcher that can fire while fighting with another weapon. It uses the regular unguided rockets that you are carrying; if used in combination with another weapon can be quite deadly.

Guided Missiles
Most of the guided missile operators wear cyborg armor since it can carry the largest of the missiles and has emergency shielding. Because the guided missile operators tend to ignore their surroundings while they are piloting a warhead aimed at the enemy, they like the cyborg's shields to protect them from stray shots.

Tips
Playing as: Because your mobility is so limited, take an energy pack with you. This will let you use your jets more often and increase the recharge time on your emergency shielding. This also helps you when EMP'ed.

If engaged outside and the enemy is hovering around you, pull out the chaingun or shotgun. Remember to take into account the firing delays these weapons have and the enemy movement. If you can become proficient in the use of them you can double your life expectance outdoors.

Unless you absolutely have to, don't jet when your shields are up. If you take a hit you will drop because your jets no longer have any power and any additional hits once you land will prevent you from jetting. Do one or the other to avoid damage, not both.

If you are going to fire a warhead at the enemy using cyborg armor, activate the shields before you take control of the missile. The only weapon you have to fear then is the rail gun.

Carry an EMP Grenade launcher to slow or ground the enemy that is hover around you. Decrease the speed advantage that he has over you.

Those skilled with the cyborg fire a mortar and throw a grenade at the enemy (usually the mortar to one side of the enemy and the grenade to the other side). If you can become proficient with this you can bounce the enemy back and forth between the blasts killing a medium instantly. This will greatly increase your life expectance outdoors.

You can use a teleporter if you can get a friendly engineer to increase the energy flow of your teleporter so that it can handle your mass by aiming a powercore at it.

If you need extra fire power, consider taking the Auto-Rocket Cannon. When you engage in combat you can fire another weapon and the cannon together or seconds apart for added effect.

Defending Against: Keep it away from your base. Engage it at a distance and keep up above it. Because the cyborg is so slow most will not jet to turn around and so you can hammer them from above and they are unable to get a fix on you.

If you are in a medium armor and carrying an EMP Grenade Launcher or EMP Grenade, then use that to remove any remaining mobility that it might have and then pick it apart from a distance.

If you are a sniper with a railgun and see an enemy cyborg, fire the rail at it. If he does not have his shields up he will generally raise them before your next shot since he usually does not know what hit him. The added damage his shielding system will do to him will make him regret it and you can drop him quickly.

If you are a sniper and see a cyborg at the missile command station, take your time to line up several headshots.

If you are a sniper, poison them with a dart rifle. This will slow their extremely slow movement down to next to nothing and continue to snipe them. Your teammates can easily destroy them or you can snipe at them as they will only be able to jet to avoid you.

When you are flying over them, drop grenades on their heads as well as shooting at them.

If the cyborg has a shoulder mounted auto-rocket cannon, stay back! Pick it apart at a distance and minimize your time on the ground.
 

Behemoth
Grenade: Phoenix Missiles
Beacon: Armageddon Missiles

Another slow armor, this heavy packs alot of artillery. While not as strong as the Cyborg, the Behemoth can hold its own better outdoors with his Phoenix and Armageddon Missiles. It cannot use shields which means base raping may not be the best role.

 

Special Abilities

Carries portable Phoenix Missiles. Armageddon Missiles are also very deadly.

The Behemoth
The Behemoth armor is the next to largest of all the armors, only slightly lighter than the cyborg; it is basically a mobile weapons platform. The behemoth only has offensive capabilities, yet is best in the role of defense because it needs inventory and ammo stations for constant repairs and re-supplies. It carries a pair of Armageddon missiles, the most fearsome weapon of all, and also two short range Phoenix warheads. The inability of the behemoth to carry shields and the low amounts of ammo that it carries are probably the only two weaknesses it has. The Behemoth is one of the two armors that is large enough to load the most powerful warheads into the missile command stations.

Armageddon Missiles
These weapons are fired like grenades from the tubes along the top of the Behemoth. The damage and the blast radius is tremendous, do not fire it at anything close to yourself! Because of the tremendous kickback that this weapon has, it does do some damage to the suit; be careful about firing this when you have already sustained serious damage or it could be your last act.

Short-Range Phoenix Missiles
The Behemoth also carries short-range guided phoenix missiles that are highly maneuverable. You can fire them when you are stationary, the same as you would a beacon. This warhead is powerful enough to kill or seriously damage a light armor. Once fired you are put in control of the missile looking out of the nose camera, steer at it as you would any other guided warhead. Be aware, this warhead is a very short range. These missiles are not powerful enough to pierce the shields on most emplacements, save them for other things.

Tips
Playing as: Because your most powerful weapons take a toll on your armor and you will find yourself using them often, stay near your base unless you are very comfortable with your abilities to manage that much power. You will most likely need to visit ammo stations often for repairs and additional ammo.

Your armor is one of the slowest, it is suggested that use an energy pack to augment your poor jetting abilities. This can also help counter being EMP'ed.

When you are dog-fighting, do not be afraid to fire the Armageddon missiles into the ground where you believe the enemy will land a second or two from now.

If there is a sniper firing at you, back down over the hill so that they no longer can shot you and fire a Phoenix missile at them. Show them what firing on you will get them.

If you are determined to go base raping with this armor, take an ammo pack. This will increase the number of repair kits as well as other ammo that you can carry.

If you are engaged outside, use a shotgun or chaingun to drop that enemy hovering around you.

You can use a teleporter if you can get a friendly engineer to increase the energy flow of your teleporter so that it can handle your mass by aiming a powercore at it.

If you have an EMP Grenade Launcher, ground that more mobile enemy and make it an easier target.

Defending Against: Stop this before it can get close to your base. Engage it in the open where your mobility will keep you safe, pick it apart from a distance.

If you are in a medium armor and carrying an EMP Grenade Launcher or EMP Grenade, then use that to remove any jetting ability that it can have and then pick it apart from a distance.

If you are a sniper, poison them with a dart rifle. This will slow their extremely slow movement down to next to nothing and continue to snipe them. Your teammates can easily destroy them or you can snipe at them as they will only be able to jet to avoid you.

When you are flying over them, drop grenades on their heads as well as shooting at them.

Guide written by [HvC]Dev.