Gameplay Part Deux
Flying arsenals
Where Dynamix has unequivocally succeeded is in weapon balance. Mortars have had their refire rate drastically reduced, while the tell-tale green smoke has been elongated (as has, perhaps, flight time) to make identifying the offender much easier. Grenade launchers have been made more difficult to use in one-on-one combat and air duels, but retain their effectiveness against massed groups of enemies, or targets around corners.
![Tribes 2 Review [ MOOORRRTTTAAARRR!!! @ 800 x 600 ] > View Full-Size in another window.](images/31-s.jpg) MOOORRRTTTAAARRR!!!
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![Tribes 2 Review [ Boom hehehe @ 800 x 600 ] > View Full-Size in another window.](images/32-s.jpg) Boom hehehe
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The disc launcher is pretty much the same as it used to be, as is the laser and plasma cannon. Perhaps the plasma is a bit slower moving, but it is difficult to tell with the new graphic. Grenades work slightly differently now - you need to hold the throw button for a period of time, which determines the distance it flies. The disadvantage to this is that you can no longer get a quick, pre-measured grenade off in the middle of a fight. The advantage is that grenade-spamming is almost impossible to achieve now, and you have control over the distance you throw the pineapple.
![Tribes 2 Review [ Get up there you idjit @ 800 x 600 ] > View Full-Size in another window.](images/33-s.jpg) Get up there you idjit
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![Tribes 2 Review [ Some grade-A transportation @ 800 x 600 ] > View Full-Size in another window.](images/34-s.jpg) Some grade-A transportation
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New weapons
There are two new weapons; the missile launcher and the shocklance. The shocklance is the preferred weapon of cowar... er... 'stealthy' players. It works best from behind, delivering an insta-kill on even a Juggernaut. To actually get behind an enemy, it helps to have a Cloak Pack with you, but overall the weapon's usefulness is really limited, as a moving target is quite hard to hit, nevermind in the back from close quarters.
![Tribes 2 Review [ With tinted windows! @ 800 x 600 ] > View Full-Size in another window.](images/35-s.jpg) With tinted windows!
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![Tribes 2 Review [ Ack! MPB = anti-air! @ 800 x 600 ] > View Full-Size in another window.](images/36-s.jpg) Ack! MPB = anti-air!
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The new missile launcher is an amazingly useful and effective tool, though it loses lock a touch too easily once it acquires a target. It is also distressingly capable of homing in on a target behind trees, rocks and even cliffs. Scout armors are the most affected by it, as they rely on flying for mobility (and flying now generates heat, which the rockets lock-on to.) However, the best use for the launcher is against vehicles, notably the flying kind. The hovertank and Jericho forward base are too big to take down easily, and best attacked with mortars, grenade launchers and plasma guns, but hoverbikes, fighters and bombers are all prime prey for the missiles. The missile launcher can only be used by Assault or Juggernaut armors. Fortunately, its refire rate is quite low and it can't be fired without a lock.
Speaking of vehicles, they are quite amazing. Surprisingly enough, the least used one seems to be the Havoc heavy transport, as it's too easy to shoot down and the bomber is perfectly capable of carrying a Juggernaut armor as a tailgunner. People aren't organized enough yet to need to transport 4 or 5 Juggernauts at a time.