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    Infiltration FAQ by ia_mc

    Version: 0.999 | Updated: 08/17/02 | Search Guide | Bookmark Guide

    Version .9999 beta
    In this guide I will outline what my 2 years
    on-and-off of experience in Tribes 2 has yielded in
    terms of subterfuge.  A good place to start is with
    the loose definition as seen by ME.
    Infiltration: the process of moving into an area
    Now to break the concept down into some of it's major
    1 - Know your enemy
    Infiltration is a rather useful skill in a large
    team-oriented game like Tribes 2, but for reason of
    the latter it can be rather difficult.  There are a
    lot of people looking for you, and they know you don't
    want to be found.  The degree to which this holds true
    and how coordinated the enemies are pretty much
    determine how difficult it will be to sneak into a
    One thing that determines your opposition is which
    server you're on.  Some servers have virtual Gomer
    Pyles running around the map clueless to somebody
    waltzing into their base, while others have a
    disconcerting tendancy to gib me to death when I make
    the slightest mistake.
    Player defense is the most obvious version, and in
    some cases the most difficult to fool.  Even if the
    enemy isn't strategically fielding specific players on
    defense they do respawn in their base.  I've seen many
    a cloaker get stumbled upon by a bloke who is running
    back to the fight and that's all she wrote.  If
    players are actually defending however, they tend to
    focus around a certain area.  Very rarely in my
    experience has a player defense been even distributed
    enough to deny the clever player a route in.  
    It's important to keep in mind where the defenders are
    most likely to focus their attention.  For example. 
    If some annoying bastard keeps popping up over a hill
    and blasting the base's only missile turret OVER and
    OVER again, at least a few of the defenders will
    probably take it upon themselves to ice him.  This is
    your chance, Go!  Similarly, if you just busted up the
    enemies' generator, they will most likely be heading
    straight for them, and they'll also be looking for
    YOU.  Hide, or give them hell until they finally take
    you down.  Also, defenses are apt to increase as soon
    as the enemy knows exactly what is afoot, and they
    will probably be custom tailored to counter your
    playing style.  Adapt, and make those initial runs
    On any self-respecting server, you will also likely
    have automated defenses to deal with both outside and
    inside.  I can't emphasize enough that you need to
    know how these things work and where highly clever and
    moderately clever defenders will put them.  Spider
    clamps, mines, landspikes, motion sensors, pulse
    sensors, etc . . .   Besides it just being a nice
    skill to have, you should spend some time learning how
    to properly 'farm,' that is, plant automated defenses
    around your base.  Being able to create a base defense
    and obliterate it are surprisingly adjacent concepts. 
    2 - Know Yourself
    It's important to know what you're capable of and what
    the enemy is capable of and to compare them in
    different areas.  It's the best way to find a
    weakness.  Broad example: if the enemy is a team of
    heavies who almost all play offense, wait until
    they're enroute to your base and then go get their
    base equipment and flag.
    The more things you can do in Tribes 2, the less
    likely you are to hit a dead halt in offense.  Your
    long-term usefulness depends on your ability to adjust
    your tactics to the enemy.  Predictability translates
    to running into somebody's sights.  Change up your
    methods just to feint or distract the enemy for
    something else.
    Killing people in Tribes 2 is a useful skill,
    obviously, and I advise everybody to take
    disc-shooting 101 (you'll know when you've passed it).
     However, it doesn't even remotely compare to being
    able to get the same people so hopping mad at you they
    chase you ANYWHERE just to frag you.  If you kill them
    at their base, they're out of your way for a few
    seconds, then they might be headed right back to where
    you killed them.  If you draw half the other team away
    from their base just to kill you it means that the
    enemy base is rather vulnerable and at the very least
    your defense is likely to be improved by the time they
    give up or kill you.  I've had people chase me for
    minutes and then afterwards be 1000s of meters away
    from their base.  Longer than respawn time to get
    back, not counting the time they wasted killing me.
    However, unless I plan to divert enemy reinforcements
    or have a specific reason to kill some player, I
    prefer to avoid fights.  They damage my health, they
    usually point my position out the whole other team,
    Remember, you don't just have to go for the cojones
    and get their generators, there are plenty of targets
    that take just as long to repair and are rather
    important.  If you manage to take out the enemy
    generators, they usually run straight for them with
    repair packs.  Then, after fixing them their whole
    base is back online.  It can sometimes be more
    beneficial to work the exterior or lesser targets
    around and in the enemy base.  On a lot of public
    servers equipment that isn't right next to the base
    gets ignored and repairs don't happen for a while.  A
    generator takes top priority, but a missile turret
    covering your favorite bombing run is definitely a
    lesser priority.  Which brings me to this.
    3 - Know your gear
    Below is the equipment I find most useful in
    Cloak Pack- ahh, the infamous Pack of invisibility. 
    Not only does it do that but it also makes you
    undetectable to pulse sensors when it ISN'T activated.
    This is the most overrated stealth item in the game. 
    N00bs love it, veterans love it, heck I love it, but
    it has to be put in it's place.  You can't always rely
    on this fancy gadget to get you where you need to be. 
    You are not completely invisible, and you have to
    manually destroy motion sensors generally speaking to
    get through.  Once again, you can't rely solely on
    your cloak pack to get the job done.  It eats power
    like a monster and denies you the benefits of other
    packs.  That said, this IS a nifty tool for specific
    tasks and situations.  Watch your power meter though,
    because you won't be able to go far if you run out and
    are uncloaked.  
    Satchel: this is a difficult pack to use.  It's simple
    enough to plant it, run, and detonate it.  The tricky
    part is getting there and surviving long enough to
    push the big red button.  Generally, you will use a
    combination of speed and stealth with this pack, but
    you have to do stealth the old fashioned way.  All you
    have is your wits, your weapons, and the bomb.  By all
    means, you sacrificed the abilities of any other pack
    for a huge bomb, so use their advantages.  You don't
    have to sit there plugging away at equipment, you just
    have to live long enough to detonate the charge.  
    Keep in mind that taking out targets inside a
    well-defended enemy base can be near-impossible,
    unless you can kill everything in light armor.
    Sensor Jammer: This is a nice pack.  Unlike the
    cloaking pack, it can make you completely undetectable
    to turrets and such.  The drawbacks are no passive
    benefits and, of course, the inability to turn
    invisible.  It does use less power, which is nice, but
    don't try jetting around with it activated.  This lets
    you walk through the most devious farming known to man
    unscathed (unless you step on a mine, and that would
    be sad).  Dealing with the enemies themselves is still
    a problem though.  Like the satchel, a combination of
    speed and stealth are ideal for getting past and
    avoiding enemies.  Of course, from a distance a sensor
    jammer pack can hide you from sight by removing your
    IFF.  Or, if you think you're tough, you can fight
    your way in.
    Remember with sensor jamming and cloaking packs to
    find appropriate places to recharge your energy.  If
    you can't find a foolproof hiding spot when that
    energy gets low, look for the lesser of many potent
    evils and risk it.  
    Blaster: Ahh, the humble blaster.  Decieving in its
    usefulness.  The blaster is most effective when used
    to harass enemies (like the one repairing the damage
    you just inflicted on their base) and destroy weakly
    shielded equipment.  Remember: no ammo limit, no fear.
     Just watch where you point that thing.
    Chaingun: devastating in REALLY close quarters, and
    useful against wounded airborne targets.  For the
    sabotuer, however, it makes surprisingly quick work of
    Spinfusor: the assault rifle of Tribes 2, pretty much
    everybody should be at least proficient with this
    weapon.  Not very stealthy though, since in a duel
    you're likely to be flying around and using up a lot
    of jetpack energy.  It is fairly useful indoors, as
    long as you're very careful with where you shoot. 
    This goes double inside YOUR base.  Not recommended
    for use against equipment.
    Plasma rifle: if you need to engage in some quick &
    dirty indoor combat, or take out equipment in scout
    armor, this is a good choice.  I mainly use this for
    destroying equipment, since it seems to do the most
    damage for time spent there shooting and waiting to
    get killed.  
    ELF gun: this weapon is cool.  Aside from the obvious
    use of grounding flag cappers, it drains the shields
    of equipment as well.  I consider this indispensible
    for getting the most out of my ammo supply.  It also
    is necessary to drain shields from some things before
    a satchel will take them out.  This is an ideal tool
    for that, quicker and less conspicious I believe than
    a blaster.  
    Laser Rifle: Some people dislike this weapon because
    it can't get one shot kills.  It is an excellent
    weapon for harassing the enemy though, since it
    inflicts a lot more damage and points a line to you. 
    Then you can use your energy pack to escape.  Rinse,
    wash, repeat until the whole enemy team is chasing you
    to the ends of the earth.  
    Shocklance: if you absolutely have to make a silent
    takedown, accept no substitutes.  For the sake of
    efficiency and your life lasting longer, pick your
    targets carefully.  The cloak pack is obviously a good
    choice if you intend to use this a lot.  Some people
    say it's very effective against aircraft, but I've yet
    to see it for myself.
    The belt: other than keeping your armored trousers
    secured, the belt contains many useful items. 
    Remember you can only carry one type of grenade, so
    pick wisely.  
    Mines: Handy little devils.  Throw em near enemy
    equipment after you've destroyed it or in conjunction
    with small arms fire to take it out quicker.  
    Beacons: excellent devices.  It's almost like carrying
    3 satchel charges.  If possible, try to plant them
    UNDER the thing you want to take out, so it will last
    more than one bombardment.  It isn't necesarry to have
    a team of heavies or 3 tanks to fire at your beacons,
    you can attack them yourself.  Simply grab a hover
    tank or heavy armor and hoof it into range.  These are
    key in destroying exterior defenses or marking
    locations for your teammates (such as generators on
    maps with horribly confusing base layouts).  
    Standard grenades: these are your basic explosive
    grenades.  Nothing fancy, but they will add some
    firepower to your loadout.  Their power is not all
    that impressive alone, but using them while shooting
    boosts the damage you do significantly. 
    Flare grenades: these are all the rage with flag
    cappers or anybody who spends most of their time
    airborne.  Basically the only use I've been able to
    trump out of them is deflecting homing missiles from
    your tail.  Tell me if you think of anything else.
    Concussion grenades: these knock enemies out of your
    way, and possible strip them of weapon and pack.  A
    good diversionary tool, since the person has to decide
    whether to grab their weapon, their pack, or just go
    after you.  
    Whiteout grenades: these things fun too.  Blinds
    nearby enemies, making it much harder for them to
    shoot you.  These are good for making your escape or,
    if you're good, your entrance.  A commonly approved
    tactic by the masters I've met is to blindly (sorry,
    bad pun) chuck all of them in random directions, then
    run away.  You'll probably be blind too, but also
    alive and that's what counts.
    Deployable cameras:  these are by far the most
    inconspicuous 'grenades' in the game. They are,
    however, useful.  Generally, I use them to keep tabs
    on the enemy base/equipment.  It's surprising how
    often enemies don't notice that little camera sitting
    on the ceiling of their base.  It allows you to see
    what's in the area you're about to attack, so you can
    plan your assault accordingly.  You can also pass on
    any useful info to your teammates.  All I can REALLY
    tell you on how to use cameras is 'be creative.'
    Vehicles: ahh, the real meat of what Tribes 2 has over
    the original.  So many choices, so few viable options.
    Shrike: the most popular vehicle in T2.  It's a quick
    and agile armed craft that can be operated by one man,
    of course it is.  The Shrike is the quickest way to
    get from point A to point B.  It also packs decent
    firepower and can be used to destroy enemy base
    equipment (at great risk to the pilot usually). 
    What's the catch?  Homing missiles.  They'll be on you
    like a bad suit.  For that reason, it's best to park
    your Shrike a distance away from the enemy base and
    walk it.  You *could* fly in kamikaze style and then
    bail out but the results of that are sketchy at best
    and you're probably going to end up wounded if you
    survive.  However, it's preferable to walking around
    the enemy base in plain sight and radar, if you don't
    have a sensor jammer or cloak pack.  
    It's possible to outfly missiles, but hardly easy with
    multiple ones tracking you.  Just like in the movies,
    your safest bet is probably to fly fairly low, since
    people and turrets can't lock on to you through
    Bomber: a great craft for base raping, the cost of the
    power is the crew.  Its uses for infiltration are
    limited, but a bombing run or two to soften up the
    enemy base can be useful.  In infiltration terms, a 2
    man crew is fine, since the real purpose of bombing is
    just to get inside and you are counting on being shot
    down pretty much.  you could hitch a ride in the
    tailgunner's seat, but the pilot will hardly be
    pleased when Shrikes and missiles close on him and you
    bail out.   
    Havoc:  These are fun to hitch a ride on if one's
    running to the enemy base.  Just between us, I often
    just take a havoc single-man and use it as a flying
    bomb.  After I ask if anyone needs a ride of course. 
    You can pick up pretty good speed in this thing and
    the pieces of it raining down on the enemy will
    distract them more than a smaller craft.  In a pinch,
    you could just fly it near the enemy base and park it,
    but a Shrike is far preferable for that purpose.  Of
    course, the most effective way to use the havoc is to
    TRANSPORT PEOPLE.  And don't fly right into the enemy
    base with people onboard unless you're crazy.  It's
    safest for everybody (except perhaps the enemy) if you
    set down near the enemy base and fly back to make
    another run.  
    Gravcycle: Aside from being fun to drive and more
    widely available than shrikes, the gravcycle is less
    likely to be detected.  Since you're so low to the
    ground, you're less likely to be spotted and/or
    missiled.  Also, you can outrun missiles if you're a
    good pilot.  This is a great vehicle for many purposes
    if you learn how to use it.  This usually forms the
    staple of my infiltration vehicle diet (I call it that
    because my vehicles rarely survive to be reused).  
    Assault Tank: what can I say, it's a big freakin tank.
     Not the most subtle vehicle, or very fast.  You can
    use it one-man to attack the beacons you placed by
    moving into range and switching seats, but try to do
    it out of the way since sombebody can just hop into
    the pilot seat.  I don't use it to get into an enemy
    base unless I'm going with a frontal assault or trying
    to make a really big diversion for my team.
    Jericho MPB: These are nice because they're generally
    closer than your base if you need to resupply in
    mid-attack.  They also have a habit of taking down
    every shrike that flies over them a little too slow. 
    Watch out for these when you're in a vehicle or using
    your jetpack a lot.  If you can manage to steal the
    enemy MPB, you'll be a great asset to your team.  Most
    small arms barely dent the shields, so drive it out to
    Madagascar and park it someplace the enemy won't look.
     It won't be yours, but it will be out of ze way.
    That's all I can think of for now pertaining to
    infiltrating enemy bases in T2.  I know I've
    digressed, but Tribes 2 is such a large game that it's
    difficult to talk about one thing without mentioning
    another.  There are two texts I highly recommend for
    the thinking Tribes 2 player:
    Sun Tzu's The Art of War - hey, old as dirt, still
    going strong.
    The Annoying Bastard's Guide to Tribes 2 - good stuff.
     The funniest serious game guide I've ever read, I
    think.  Still has plenty to learn in it.
    If I forgot some pivotal point about stealth or you
    just want to tell me something, you can reach me at
    This guide is copyright 2002 by me, (contactable at
    the email address above).  You can't sell it blah blah
    blah . . . .
    Now go play in the generator room.

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