Tribes 2: Difference between revisions
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==External links== |
==External links== |
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* [http://www.tribes2.com/ |
* [http://www.tribes2.com/ Tribes Vengeance site at tribes2.com] |
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*{{moby game|id=/tribes-2|name=''Tribes 2''}} |
*{{moby game|id=/tribes-2|name=''Tribes 2''}} |
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* [http://www.planettribes.com PlanetTribes (GameSpy network site)] |
* [http://www.planettribes.com PlanetTribes (GameSpy network site)] |
Revision as of 01:41, 24 April 2006
Tribes 2 | |
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Tribes 2 box | |
Developer(s) | Dynamix |
Publisher(s) | Sierra On-Line |
Platform(s) | Microsoft Windows, Linux |
Release | 2001 |
Genre(s) | First-person shooter |
Mode(s) | Single player, multiplayer |
Tribes 2 is a sci-fi first-person shooter (FPS) computer game, currently the second-latest game in the fictional Earthsiege universe (Complete line: Earthsiege (1994), Battledrome (1995), Earthsiege 2 (1995), Hunter Hunted (1996), Cyberstorm (1997), Cyberstorm 2 (1998), Starsiege (1999), Starsiege: Tribes (1999), Tribes 2 (2001), and Tribes: Vengeance (2004)). It was developed by Dynamix and published by the company then known as Sierra Entertainment in March 2001.
Although focused mainly on multiplayer, the game includes a training module in the Solo/LAN mode of the game, with 5 missions to train players in bomb placement, vehicle piloting and weapons training. While simple online modes like Deathmatch exist, Tribes is generally played as a team-based Capture the Flag game with up to 32 vs. 32 players on a single server. Other popular gametypes include Rabbit and Siege.
What made the futuristic series stand out is that it was the first online team-based FPS shooter to feature a seamless combination of indoor and outdoor combat and vehicular and troop (both ground and air) combat.
Tribes also introduced deeper strategy elements to the FPS genre, including deployable items like sensors, turrets, and remote inventory stations. Tribes games also featured different player classes before they became fashionable in online shooters. Classes can further be customized by configuring "load-outs" with different enhancement packs and choice of weapons.
As the terrains are generally vast, each player is equipped with a jetpack, giving them the ability to soar over and across terrain (and enemies). Skiing allows a smooth transition from air to land, allowing players to hold a key down in order to slide across the terrain at high speeds.
Because of the strategy elements, customized load-outs and complex combat tactics, Tribes has been considered to have one of the hardest learning curves for beginners. Late comers to the game often faced a hard experience early on, and some even quit because of this. The game's built-in taunt system (including animated gestures) can add to a newbie's frustration.
Another unique feature of Tribes 2 is the Community Browser and GUI. It included News, Forums, T-Mail, Chat, and Browser. Early on, T2 included a full-featured clan support system, but due to claims of abuse by its publisher, Sierra Entertainment, the forum feature was removed. The claimed abuse was largely limited to user criticism of game features. After the closure of Dynamix, the game's maker and a Sierra subsidiary, the news feature was removed. While the user and clan pages were a way of spreading information and recruiting members, the Browser had many bugs and downtimes during its run throughout the years. It is currently up and functional.
Like most online games, Tribes 2 had a heavy focus on clan competition. While there were a number of ladders out there, Team Warfare was the landmark site for most teams. While still active today, competition has dwindled in matches since the release of Tribes: Vengeance. With Tribes 2's powerful in-game clan support, it made it easy for leaders to set up scrimmages and practices with other teams.
Both Tribes and Tribes 2 were designed to be highly modifiable by players. A powerful scripting language built into the game engines have allowed prospective "modders" to alter many aspects of gameplay; since the textures and 3D models can also be replaced, games that bear little resemblance to the Tribes titles can be created. The "modding" community surrounding these games have created a large number of custom levels, vehicles, weapons, skins, voice file sets, and mission types.
Story
Set in the year 3941, Tribes 2 allows the user to play as a soldier in one of several factions, such as the Diamond Sword, the Blood Eagle, Star Wolf, and Children of the Phoenix. Players can also choose to play a human-created soldier/worker race called the BioDerms. None of the factions differ from each other in strengths or weaknesses, but each has a distinctive look.
The maps where the battles take place are set on multiple planets far from Earth, which humanity has abandoned in favor of other star systems and planets available to them.
Armor
The three familiar armor types from Tribes are available:
Peltast / Scout Armor / Light
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. Favored by most players for speed and capping.
Hoplite / Assault Armor / Medium
Strikes a good balance between firepower and mobility. Weapon capacity is 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 except the Wildcat. This armor has decent jetpacking ability, is well-suited for deploying turrets and best for the average player. This armor has excellent forward jetting power.
Myrimidon / Juggernaut Armor / Heavy
The ultimate in assault capability. The wearer can carry a great deal of weaponry, but can not pilot any vehicles. The Mortar weapon is exclusive to this armor; the explosive shells leave a distinctive green trail of smoke and can devastate groups of enemies or equipment. Sadly, movement in this armor is excruciatingly slow and is best reserved for close-quarters combat. Jetpacking is a frustrating task, as the wearer can only rise a few feet off the ground. If the player needs to get to the other side of the map or another place of battle, a player in a lighter armor can fly them in a Havoc Heavy Transport. It is suggested that skiing be utilized when possible.
Vehicles
T2 modified several of the original vehicles from Tribes and introduced a few new ones. The vehicles included several 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 ramming enemies on the ground.
Shrike Scout Fighter
Fast and packing a considerable punch, this one-person vehicle is armed with dual unlimited-ammo energy blasters. (Note that these blasters draw energy from the shields.) It can fly at high altitudes to avoid enemy fire. Useful for attacking bombers and transports, as well as a quick escape for cappers. An onboard AWAC system extends the sensor net significantly and can easily detect incoming hostiles.
It should be noted that many players use the Shrike's blasters to take out various assets (turrets, sensors, etc.) by hovering and shooting.
Havoc Gunship Transport
This slow-moving hovership has no weapons, but four forward passengers and one tailgunner can use their own weapons while riding. Even heavy-armored players can jump in. Players can bring flare grenades to distract missiles and wear Sensor Jammer packs to avoid sensor detection and foil 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 Shrike right behind you is difficult. If a pilot manages to get 5 Juggernauts within striking distance of the enemy base, the pay-off is immense.
Beowulf Assault Tank
A heavily shielded hovertank. One player pilots the vehicle while a second can man the two weapons. A turret mounted on this tank fires mortars which explode on contact with anything, due to being fusion mortars. A Vulcan chaingun is also mounted on, much more powerful than hand-held chainguns.
Occasionally this turbograv goes out with a lone pilot, just for some easy ramming. The tank is shielded but highly vulnerable against missiles. Its shields can take a couple missiles before starting to take physical damage. Skilled pilots can dodge Shrike fire and occasionally the missile.
Thundersword Bomber
This turbograv is manned by a pilot, a bombardier, and a tailgunner. The bombardier can switch between firing an energy turret and dropping powerful bombs. He can even use the onboard targeting laser to designate enemy targets. The tailgunner is essential for defending the ship against enemy turrets, missiles, and Shrikes. The tailgunner generally carries either an ammo pack or sensor jamming pack. The latter is carried to keep enemy turrets from picking the bomber up.
This devastating vehicle is also vulnerable to Shrikes, so it is best to bomb the vehicle pad as much as possible to keep the enemy from getting some resistance out.
Jericho Mobile Base
This is tortuously slow-moving but well-shielded ground vehicle. It is the only one on wheels and not hovering. Additionally, it can jam enemy sensors within a limited radius. 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.
Weapons
Tribes 2 includes a diverse list of weapons ranging multiple roles:
Spinfusor
The most popular weapon in the series and the bread-and-butter weapon in Tribes. A slow-reloading, disc projectile launcher. For most people, the spinfusor is included in every loadout because it has an above-average damage rating and large explosive splash area. Known for being one of the most difficult weapons to master in online gaming, players are complimented for "Mid-Airs" (or "MAs"), hitting another player with a disc while they are in flight. It is considered a staple of the Tribes Universe.
Chaingun
A machine gun featuring the highest rate of fire in T2, the chaingun 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. Whoring is player slang for unloading many bullets at the same player in a short amount of time. Some players, especially "Arena pubbers" (players who frequent public servers using the Arena mod), consider this tactic to be an unfair advantage.
Grenade Launcher
Basically what the name implies: a grenade-launching weapon capable of inflicting critical damage if used correctly. An above-average reload rate and long range capability make it a key tool for all positions. The projectile is lobbed in an arc from the weapon instead of travelling in a straight line, which distinguishes it from most other weapons (apart from the Fusion Mortar). Many players find it difficult to aim the launcher accurately when first playing T2. Best used indoors, where the grenades can bounce around corners before detonating. If the grenade travels over enough distance, it will not bounce.
Laser Rifle
Can only be used by light armor while wearing the Energy Pack. The laser rifle fires a red beam of energy as soon as the player presses the trigger. The shot drains the wielding player's energy reserves completely, which can be a problem if enemies are close. "O-Sniping", or persistent sniping of the opposition's defense, is despised among some players and is grounds for being "booted" from some servers. This rifle is most effective with headshots, and can reduce a Scout's health to a few millimeters of red.
Shocklance
The only one-hit kill weapon in the game. While damaging a decent amount from the front, the shocklance can kill any non-shielded player from behind. High energy consumption and slow recharge rate, this weapon is favored to cloaked infiltrators. The distinct electric buzzing of this weapon being used and charged up can alert enemies. This is a very short range weapon, so one must be very accurate and careful. 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 shot.
Plasma Rifle
Players can shoot hot balls of slow-moving plasma with a good rate of fire. This can be a deadly indoor weapon despite its small splash damage radius, and is often used to destroying base assets due to it's high ammo capacity. Striking a moving target, such as a vehicle or player, is very difficult due to the projectile's low speed.
Blaster
Spawning players start out with the blaster as their primary weapon. It fires a small, fast moving ball of energy that does minimal damage. Widely regarded as useless, but it is the only weapon that can bypass the protection of an opponent's shield pack. Note that shots from this weapon will bounce off of walls and floors in close ranges, so a missed shot can hit other objects, including the player who fired it.
Fusion Mortar
Can only be used by heavy (Juggernaut) armor. An extremely powerful gun that lobs a shell in the direction the player is facing. Slow reload rate, but its behavior is similar to that of the grenade launcher, but slower, more powerful, and requiring a higher angle for distance. Best used while another player uses a targeting laser, but many players can simply eye it. This gun kills light armors in a single green explosion, and is commonly used for "base raping" in conjunction with a shield pack.
Missile Launcher
Can be used by either Medium or Heavy armor. A powerful, slow-reloading weapon that fires missiles that home-in on a "hot" target once a lock has been achieved. Players that have been using their jetpacks for an extended time generate heat that can be locked on to, and all vehicles and base turrets are considered hot as well. This weapon can also launch at points designated by player-deployed beacons or targeting lasers. When underwater, this weapon can be fired straight without achieving a target lock, although this strategy is not often used. Missiles in-flight toward a target can be diverted by enemies through the use of a flare. Multiple incomming missiles will require multiple flares. Players who have been targeted by missile fire will receive an audible warning.
Targeting Laser
This object is not a weapon as such (and does not count as a weapon when selecting inventory), but it can greatly assist teammates wielding grenade launchers or fusion mortars. It emits a thin, green beam of light; teammates see "markers" indicating the angle at which they can fire their current weapons to strike the target. It is automatically placed in a slot, but not taking up any space.
Grenades
Every player has the ability to carry a few hand-thrown grenades, triggered by a key-press. The longer the throw key is held, the more force is imparted to the thrown projectile. Several different grenade types are available. The first is a standard explosive. The second is a flash-bang type weapon that white's out the vision of all players within range for a short time. The third is a concussion grenade, which does little damage, but can knock other players (or the grenade thrower) back away from the blast, in addition to making the player drop their current weapon, their backpack, and the flag if they are carrying it. The final grenade type is the flare, which is used to break locks from homing missiles.
Mines
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 once they are inside the proximity range. Another common practice of infiltrators is to damage a base asset to near-destruction and to place a mine at its base. In this manner, someone attempting to repair that item will cause the mine to detonate, subsequently destroying the item, with the combined explosions causing often-times fatal damage to that player.
Beacons
All players can carry a few hand-placed beacons. These beacons have 2 settings. The first marks a target for weapons fire by giving telemetry for the Grenade Launcher and Mortar weapons. This mode 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. The second is for location marking, which appears simply as a location and distance indicator on friendly displays. This second mode is not widely known or used, however, and often times players on a team will fire a mortar or missile at what is presumed to be a target, only to have destroyed an item that was placed by another player on their team and marked for location with a beacon placed in the incorrect mode.
Packs
Instead of player-specific classes, Tribes 2 features a wide range of packs which can be used to customize any loadout.
Energy
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. Required for scout armors (light) to use a laser rifle. This pack is always active, and gives the illusion that one has a greater energy reserve.
Shield
When activated, the shield pack slowly drains the player's energy; any damage that would normally have been inflicted on the player instead further drains the 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 normally. Favored by "base rapers" due to its shielding capabilities for extended sieges.
Repair
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. Note that many levels in T2 have repair packs placed somewhere inside each base, since players can not buy them at stations when the base's generator has been destroyed.
Sensor Jammer
A pack that, when activated, disrupts the other team's sensor network within a 50-meter radius. Any players or vehicles within the jammer's radius will not show up on enemy radar or have "friend or foe" identifiers within visual range. These can be very useful for tailgunners of Bombers and Havoc Transports, since they can prevent turrets from firing at the vehicles.
Cloaking
When activated, the cloaking pack makes the user invisible, both visually and to sensor networks. This pack consumes energy very quickly, only enabling players to use it for short durations between "recharging". This cloak pack does not make one invulnerable to motion detectors.
Satchel Charge
A pack that, when the activation key is first pressed, throws the pack out in front of the player. The second key press causes the detonation of the pack after a short warning. The blast-radius and power of this explosion are the most powerful available, eclipsing even that of the tank's primary mortar weapon. These can be used in a number of ways, both as offensive tools and defensive traps. Using these as a means to defend the flag in Capture the Flag style games is often frowned upon, and due to the delay before detonation and the speeds attained by some flag runners, can be ineffective. The deployed satchel charge can be destroyed with weapons fire before detonation.
Others
A number of other deployable items are available. These include a number of sensor types (pulse, motion, camera), a pair of small deployable turrets, and various swappable weapon barrels for any of the main base turrets. Deployment and use of these items is essential in an effective base defense.
Base Assets
In CTF, each team has a base and flagstand. Some maps include forward attack outposts for gearing up. The base has a generator power system, usually located at the heart of the indoors. If destroyed, the team's power is shut down and must be repaired in order to use inventory stations and power base equipment. Inventory stations are used to give the player their selected loadout. Turrets are usually located near the base or flag and fire a projectile automatically depending on what type they are. The sensor network runs along the base's perimeter, and provides targets for the turrets. Players can retrieve all base information from within their CC (Command Circuit) screen. Note that turrets can be controlled via the CC, at the expense of the player being unaware of his surroundings.
Dynamix
It was rumoured that the developer's parent Sierra, which had been acquired by Vivendi Univeral, insisted on a scheduled release date for the title in order to support the sagging fortunes of the troubled media empire (where legendary independent developers like id Software and Valve Corporation are famous for saying that their latest in-development game will be released "when it's done"). When released Tribes 2 was prone to crash with the famous "Unhandled Exception" (UE) error and many would argue required more gameplay tweaks before launch. These caused a high number of customer returns and complaints, which, it is believed, contributed to Sierra's decision to cancel the planned Tribes 2 expansion pack and close the Dynamix studio.
Game engine
Some of the core Dynamix members started Garage Games, an independent-friendly engine developer and game publisher. They negotiated an agreement with Sierra for the source code to the T2 game engine. After reworking the code, GarageGames released it as the Torque Game Engine, or TGE. The source code for TGE, a professional-grade 3D engine, is available to nearly anyone for fees starting at USD$100.
An improved version of TGE called the Torque Shader Engine is currently available as an "early adopters release", inspiring Tribes fans to imagine that one day a Tribes-style game with modern visual effects (including pixel shaders) may become a reality, and might, in fact, be already flickering on the monitor of an independent game developer somewhere today.
While it is unknown if another Tribes game will ever be released, the inexpensive and easy-to-develop nature of the Torque game engine has already spawned several games in the Tribes style, many of them planned or already released as free titles.
Fan Reaction
Some fans believed that Tribes 2 did not live up to the original because of limitations set on speed (Tribes had no such limits), a perceived over-emphasis on vehicles, the increased size of maps (some up to eight times larger), and the "dumbing down" of skiing. Other players praised the sequel for the variation in gameplay it introduced. In particular, some players were enthusiastic about the improved vehicles and their expanded role in the game.
Community Division
The jetpack and skiing game elements took center stage for a large and vocal faction of the Tribes community, which had the ear of then-Sierra staff member Alex "Marweas" Rodberg, who single-handedly had the job of managing the Tribes franchise. Rodberg convinced his superiors that the Tribes fans were passionate as well as multitudinous, and a third game was put into development. In order to convert complaining fans into returning customers, Sierra arranged to have Garage Games patch the remaining Tribes 2 glitches and add further enhancements to what had become an abandoned title.
Because of this emphasis, Tribes: Vengeance became a more hectic experience that highlighted the mobility aspects and played-down the strategy elements of the franchise. Coupled with a shorter-than-usual development cycle, poorly-timed release window, and marginalization of user modification abilities (vital to the longevity of the previous Tribes titles), Tribes: Vengeance was declared a failure and many believe it drove the last nail in the coffin for the franchise.
Games Inspired by Tribes 2
Games inspired by Tribes 2 include Battlefield 1942 and Battlefield 2, titles in a franchise that places emphasis on vehicles, teamwork and strategy game elements.[citation needed]
After Dynamix was disbanded, Tribes 2 producer Dave Georgeson joined Sony Entertainment and headed-up development of Planetside, a massively multiplayer online first person shooter, one of the first of its kind.[citation needed]
The Torque Game Engine has spawned a great number of independent Tribes-inspired projects.
Legacy
On November 20 2002, Sierra released an update for Tribes 2. This update contained two new game types, new maps and updates to address several issues, including those that had originally turned off many Starsiege: Tribes players. This was the last update they would do for Tribes 2.
Although the Tribes Universe is now considered "elderly" (the original Tribes was released in 1998 and the Earthsiege/Starsiege universe in which it takes place is much older), many players can still be found on its servers. Some independent servers still regularly show upwards of 20 people (of a possible 64 per server) playing.
Sierra, which is now part of Vivendi Universal, licensed the franchise to Irrational Games for a third installment; Tribes: Vengeance was released in October 2004. In an effort to increase interest in the upcoming sequel, Sierra released both the original Starsiege: Tribes and Tribes 2 for free download on May 4, 2004. Sierra is now no longer offering Tribes 2 keys. The installer is downloadable, but keys needed for online play were only distributed for a limited time.
External links
- Websites
- Tribes Vengeance site at tribes2.com
- Tribes 2 at MobyGames
- PlanetTribes (GameSpy network site)
- Tribes Universe forum
- Tribes 2 Coding Central
- Tribes2maps.com custom map site
- Listing of Tribes 2 mods registered on moddb.com
- TribalWar fan site
- Shifter mod
- RevMod2 mod