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    FAQ/Strategy Guide by SquarePantera

    Version: 1.20 | Updated: 07/04/03 | Search Guide | Bookmark Guide

    Tribes: Aerial Assault, Strategy Guide Version 1.20 by Spencer Pantera and
    This FAQ is Copyright 2003 Spencer Pantera
    Contact: E-Mail: SquarePantera@sluggy.net
             AIM: BaoTiangu
             ICQ: 207741046
    Tribes: Aerial Assault is rated T for Teen by the ESRB, this FAQ may reflect
          the rating or higher ratings so I apologize in advance for anything that
          you may find offensive and/or un-Teen-like.
    If you have any questions/comments/concerns/contributions feel free to contact
          me, with the phrase "Tribes: Aerial Assault" or some variation on that
          for the subject.  If it is a question please read the guide first,
          chances are the question has already been answered.  I won't respond to
          e-mail I feel is "stupid".
    For details on the use of this FAQ read 26 Legal Mumbo-jumbo.  Printing this
          FAQ with or without alterations for private use is absolutely okay with
          me (I've done it enough times, so you can too).  To post this FAQ on your
          web-site just send me an e-mail asking my permission, I promise I'll say
          yes (unless I have a good reason not to).
    Looking for something?  Press Control+F and make your life easier.
    This FAQ is currently available at:
    Table of Contents
    1 About this FAQ
    2 Controls
          2.1 Configuration A
          2.2 Configuration B
          2.3 Configuration C
          2.4 Configuration D
          2.5 Controlling a Vehicle
    3 Introduction to Tribes: Aerial Assault
          3.1 History
          3.2 Tribes
                3.2.1 Blood Eagle
                3.2.2 Diamond Sword
                3.2.3 Harbingers of Phoenix
                3.2.4 Starwolf
                3.2.5 The BioDerm Hordes
    4 Game Types
          4.1 Capture the Flag (CTF)
          4.2 Capture and Hold (CNH)
          4.3 Team Deathmatch (TDM)
          4.4 Deathmatch (DM)
          4.5 Hunters
    5 Armors
          5.1 Light
          5.2 Medium
          5.3 Heavy
    6 Weapons
          6.1 Blaster
          6.2 Chaingun
          6.3 Fusion Mortar
          6.4 Grenade Launcher
          6.5 Laser Rifle
          6.6 Missile Launcher
          6.7 Plasma Rifle
          6.8 Spinfusor
    7 Grenades
          6.1 Basic
          6.2 Concussion
          6.3 Flare
          6.4 Mine
    8 Packs
          8.1 Ammunition
          8.2 Energy
          8.3 Repair
          8.4 Shield
          8.5 Remote Inventory Station
          8.6 Remote Sensor
          8.7 Remote Turret
          8.8 Remote Detonation Satchel Charge
          8.9 Anti-Aircraft Barrel
          8.10 Mortar Barrel
          8.11 Missile Barrel
          8.12 Plasma Barrel
    9 Vehicles
          9.1 Mongoose Grav Cycle
          9.2 Dingo Fighter
          9.3 Hammer Bomber
          9.4 Piltdown Transport
    10 Base Assets
          10.1 Generator
          10.2 Inventory Station
          10.3 Vehicle Station
          10.4 Base Turrets
          10.5 Sentry
          10.6 Sensors
    11 Basic Strategy
    12 Advanced Strategy
    13 Team Roles and Strategy
          13.1 Working As a Team/Team Strategy - incomplete
          13.2 Roles
                13.2.1 Flag Runner
                13.2.2 Sniper
                13.2.3 Assassin
                13.2.4 Assault
                13.2.5 Disruptor
                13.2.6 Explosives Personnel
                13.2.7 Flag Recoverer
                13.2.8 Base Defender
                13.2.9 Repairman
                13.2.10 Remote Specialist
                13.2.11 Midfielder
                13.2.12 Fighter Attack
                13.2.13 Fighter Defense
                13.2.14 Bomber Attack
                13.2.15 Transport Operator
    14 Game Type Specific Strategy
          14.1 Capture the Flag
          14.2 Capture and Hold
          14.3 Team Deathmatch
          14.4 Deathmatch
          14.5 Hunters 
    15 Map Strategy
          15.1 Capture the Flag
                15.1.1 Avalon
                15.1.2 Beggar's Run
                15.1.3 Damnation
                15.1.4 Death Birds Fly
                15.1.5 Desiccator
                15.1.6 Firestorm
                15.1.7 Katabatic
                15.1.8 Paranoia
                15.1.9 Quagmire
                15.1.10 Recalescence
                15.1.11 Reversion
                15.1.12 Sanctuary
                15.1.13 Slapdash
                15.1.14 Thin Ice
                15.1.15 Tombstone
          15.2 Capture and Hold - incomplete
          15.3 Team Deathmatch - incomplete
          15.4 Deathmatch - incomplete
          15.5 Hunters - incomplete
    16 Strategy Contributed by Others
    17 Extra Chat Options
    18 Extras
          18.1 AADS (Aerial Assault Dedicated Severs)
          18.2 Glitches
                18.2.1 Mortar Glitch
                18.2.2 V Capping
    19 My Kits
    20 Other Kits
    21 About Me
    22 :[DoP]:
    23 How to Contribute
    24 Links
    25 FAQ History
    26 Legal Mumbo-jumbo
    27 Credits
    1 About This FAQ
    Hello and welcome to my FAQ.  If you're here it's probably for one of a few
    reasons.  Perhaps you're looking into buying Tribes: Aerial Assault.  In this
    case I can surely recommend it to you if you are a fan of first person
    shooters.  As for the online aspects of the game, it runs well for me and I
    have a 56k modem and a crappy ISP.  The only problem with a 56k modem is that
    there is a 1 second fire lag but after a while you find yourself getting used
    to it (and surprised at how quickly you can fire when you play botmatches).  If 
    you already have the game, good, have fun, get an internet adapter and start 
    shooting.  Another reason is perhaps you are looking for tips and ideas for
    improving your mad skillz (sic).  This guide is an excellent source (in my
    opinion) of strategy and ideas on how to make you a better fragger, flag runner
    or whatever.
    This FAQ is being written so that TAA online junkies like myself can come to
    learn, develop, and share strategies.  That's why I have a section labeled
    Strategy Contributed by Others and an Other Kits section.  If you'd like to
    learn a bit more about the game this probably isn't the best source for that, 
    but I will delve in the basics of playing the game.  Please feel free to e-mail
    me any tips, tricks, or strategies you would like to see on this FAQ.
    If you are just starting out I highly recommend going through the tutorials
    from the campaign (even though the first few are a bit stupid but I suppose you
    gotta start somewhere).  Do a few of the campaign missions, if you want to go
    online with a decent amount of experience, stop after you start doing missions
    where you fight the BioDerms.  Also, don't be overconfident if you can beat the
    campaign, there are people online (including me) who kick major ass without
    beating the campaign.
    Also, I'm gonna take a moment to put in a plug for two things.  First is my clan
    :[DoP]:.  By the time this FAQ is posted I will be testing all new recruits.  I
    have received over 20 e-mails from people asking to join, and so far have I've
    let them, however I've never seen almost all of them online.  So far the clan is
    as listed on the roster in 22 :[DoP]:.  Also, I've just recently come across the
    best online forum for Tribes: Aerial Assault players, www.tribesaa.com.  The
    site is tailored mostly for clan interactions and requires an account to do
    pretty much anything but has stuff that anyone might want to check out.  If you
    are serious about playing Tribes, want to join a clan, want to bump your level
    of competition up several notches, looking for some tips, or just want to ramble
    about Tribes in general I reccommend that you check out www.tribesaa.com.
    There will still be sections left empty in this Version 1.20.  I'm writing this
    up as an update.  A few of my ideas and strategies have changed, and I've
    developed some new ones.  As before my strategies focus on Capture the Flag.
    Strategies for levels in game types other than CTF are still pending however.
    Parts of this FAQ were taken from the instruction booklet that comes with the
    game, so if you don't have one, this FAQ can be of use to you.  
    So there you are, if I think of anything to add to this section I'll add it.  
    Note: AADS (short for Aerial Assault Dedicated Servers) are the servers online
    that are marked with an arrow or asterisk-like-thingy.
    2 Controls
    There are four control configurations to choose from.  I've only played with
    Configuration A, so obviously that's the one I prefer and recommend.  Any
    mention of pressing a specific button (if the button is mentioned by name, e.g.
    X, R1, L2) I assume that your configuration is Configuration A.
    Button Key:
    X - X                   C - Circle              T - Triangle
    S - Square              R1 - R1                 R2 - R2	
    R3 - R3                 L1 - L1                 L2 - L2
    L3 - L3                 DP(U,R,D,L) - Directional Pad (Up,Right,Down,Left)	
    ST - Start              SL - Select             RS - Right Stick
    LS - Left Stick
    2.1 Configuration A
    X - next weapon         C - use pack            T - throw grenade
    S - toggle target lock  R1 - jet pack           R2 - zoom
    R3 - not used           L1 - jump/ski           L2 - fire weapon
    L3 - not used           DPU - increase zoom     DPR - talk positive
    DPD - decrease zoom     DPL - talk negative     ST - options menu
    SL - swap weapon/pack   RS - look/aim           LS - move
    2.2 Configuration B
    X - next weapon         C - use pack            T - throw grenade
    S - toggle target lock  R1 - jump/ski           R2 - fire weapon
    R3 - not used           L1 - jet pack           L2 - zoom
    L3 - not used           DPU - increase zoom     DPR - talk positive
    DPD - decrease zoom     DPL - talk negative     ST - options menu
    SL - swap weapon/pack   RS - look/aim           LS - move
    2.3 Configuration C
    X - decrease zoom       C - talk positive       T - increase zoom
    S - talk negative       R1 - jump/ski           R2 - fire weapon
    R3 - not used           L1 - jet pack           L2 - zoom
    L3 - not used           DPU - throw grenade     DPR - toggle target lock
    DPD - next weapon       DPL - use pack          ST - options menu
    SL - swap weapon/pack   RS - move               LS - look/aim
    2.4 Configuration D
    X - decrease zoom       C - talk positive       T - increase zoom
    S - talk negative       R1 - jet pack           R2 - fire weapon
    R3 - not used           L1 - jump/ski           L2 - zoom
    L3 - not used           DPU - throw grenade     DPR - toggle target lock
    DPD - next weapon       DPL - use pack          ST - options menu
    SL - swap weapon/pack   RS - move               LS - look/aim
    2.5 Controlling a Vehicle
    Controls are the same except where noted (according to the instruction booklet).
    To enter a vehicle you must jump into the pilot or passenger seat (on transports
    it is a large red hole in the part of the transport that sticks out from where
    the pilot sits), be careful not to miss when entering a vehicle.
    Exit Vehicle - L1                               Afterburners - R1 (when moving)
    Vertical Thrusters - R1 (when stationary)       Yaw (x-axis,left/right) - RS
    Pitch (y-axis,up/down) - LS
    3 Introduction to Tribes: Aerial Assault
    This section was taken straight out of the manual.
    3.1 History
    It is the 40th century.  On the frontier "Wilderzone" of human space, hardy
    neo-barbarian tribes compete for possession of new worlds.  Tribal warriors
    enter combat in powered armor, relying on skill and bravery to win glory.
    Now the BioDerm Hordes have started to invade tribal space.  Though the tribes
    boast of being the finest warriors humanity has ever produced, they face a
    genetically modified race that has literally bred itself for battle.  The
    stakes are epic, and the Wilderzone is aflame with a new kind of war.
    3.2 Tribes
    This section is a bit of inconsequential info on the various tribes.  At the
    end of each I'll add a comment as to what color armor is and any notes that I
    think you should know.
    When creating your character you have your choice of Tribe, gender (for humans),
    and voice.  To be a BioDerm you need to toggle gender.  Instead of tribes
    BioDerms have skins (different colors).  As for the voices, you'll have to check
    those out for yourself.
    3.2.1 Blood Eagle
    The Blood Eagle claim descent from Imperial Knights sent to pacify the tribes
    centuries ago.  Their philosophy is simple and brutal: obliterate the enemy,
    whatever the cost.
    Color: Red/White
    Note: This is the tribe that Ransom, from the campaign, belongs to.
    3.2.2 Diamond Sword
    Nicknamed "Sandrakers", the contemplative Diamond Sword craft innovative new
    strategies.  They say the mind is the greatest weapon, and practice the
    enigmatic teachings of the Enlightened Master.
    Color: Gold/Black
    Note: This is the tribe I usually play as.  This and Starwolf have the coolest
    looking armors.
    3.2.3 Harbingers of Phoenix
    Formerly the Children of Phoenix, the elitist Harbingers believe the return of
    Holy Phoenix is imminent, and have triggered a crusade to bring all the tribes
    under the Phoenix banner.
    Color: Purple/Gold
    3.2.4 Starwolf
    The freedom-loving Starwolf were once more far-flung than any other tribe. 
    However, the initial Horde strike has nearly eradicated them.  Time will tell
    whether they survive.
    Color: White/Blue
    Note: This armor is a great choice if you know you are going to spend a lot of
    time on a snow covered map.  At least in theory, I haven't experimented with
    its visibility against snow, but I doubt that it would work as it should since
    the enemy would see a large red arrow above your head anyway.  Oh well.
    3.2.5 The BioDerm Hordes
    Artificially grown slave-soldiers who once served the Empire and now fight a
    long, bloody war against it, the BioDerm seek to break the deadlock by
    acquiring the wealth of the tribal Wilderzone.
    Skin 1: Gold
    Skin 2: Silver
    Skin 3: Blue
    Note: Colors listed are the color of the armor.  BioDerms have tan colored skin.
    Note: Someone sent me an e-mail (before I was unable to access my AOL account)
    mentioning that BioDerms are shorter than human players.  I'm not sure if this
    necessarily gives the BioDerms any advantage but I haven't experimented with it.
    If you know for sure, send me a mail.
    4 Game Types
    These are the different types of games, there are only 5.  I'll give you the
    description listed in the instruction manual and then I'll add anything I think
    that it is missing as well as any notes that come to mind.
    Also I've created words and phrases to call certain situations that can occur. 
    For more details read on.
    4.1 Capture the Flag (CTF)
    The objectives of CTF are twofold: capture the enemy's flag and protect your
    own.  A flag is "capped" when a player successfully takes the enemy flag
    (accomplished by touching it) and touches it to his own flag.  Each team's base
    flag locations are automatically waypointed for all players.  CTF games end
    when one team has captured the other team's flag 8 times or the game time
    This is by far my most favorite type of game.  This type involves the most use
    of strategy.  But one should note that this not only calls for strategy, but
    for TEAMWORK (gasp).  By default, there isn't much ability to communicate in
    Tribes, but it is possible, see 17 Extra Chat Options for more info.  Killing
    your opponents isn't required, but it certainly helps out.
    Flag Switch - a condition in which both flags have been captured by their
    respective enemies, Flag Switch ends when one Flag Runner has been killed and
    the flag has been returned
    Stalemate - a condition that often occurs soon after a Flag Switch, it occurs
    when both flags have been captured and the respective Flag Runners have
    returned to their bases and either prance around with a Repair Pack or fortify
    themselves (I've played games where this has occurred for 30 minutes at a
    time), Stalemate ends the same way Flag Switch does
    4.2 Capture and Hold (CNH)
    Each team must capture a number of objectives, which are usually found in
    bunkers or towers.  Once an objective is captured, all assets associated with
    it come under the capturing team's control.  A team gets points for the time it
    retains control of an objective.
    If I can't find a good CTF game I try to find a CNH game.  These aren't as
    common though.
    4.3 Team Deathmatch (TDM)
    Similar to Deathmatch, this game type allows you to play with a team.  Victory
    goes to the team with the highest number of kills.
    A fun way to play; all the fragging action of Deathmatch, but with teams!
    4.4 Deathmatch (DM)
    Straight kill-or-be-killed, everyone for himself competition.  Victory goes to
    the player with the highest score!
    A hectic game to play.  Keep in mind that if you are good at CTF that doesn't
    guarantee that you can hold your own in DM.  Becoming good at DM is a different
    skill from becoming good at CTF.  Be ready for a bit of frustration if you
    aren't used to DM, but after you play it for a while you'll get the hang of it. 
    It can also be observed that spending a few hours playing Deathmatch can
    increase your effectiveness at killing your opponents it CTF, which can
    sometimes save your team a lot of pain.  Many times you will see people in CTF
    that have scores of around 100 but they haven't actually killed more than one
    or two people.
    4.5 Hunters
    A hybrid of CTF and Deathmatch type play.  Every time you kill an enemy, he
    drops flags you can collect by running over them.  To score, return accumulated
    flags to the Nexus.  The first flag is worth one point, the second is worth
    two, the fifth is worth 5, etc...  Turning in seven flags is worth
    1+2+3+4+5+6+7 = 28 points.  Turning in 50 flags is worth 1275 points!  Flags on
    the ground have different values according to the color they radiate.
    Red - 1 flag
    Blue - 2 flags
    Green - 4 flags
    White - 8 flags
    I almost never play Hunters unless there are no other games available and I'm
    desperately bored.  I'm sure there are some really good people who play
    Hunters, but I'm not one of them.
    5 Armors
    In order to do combat you must first suit up into your armor.  The default
    armor/equipment whenever you spawn is Light armor with a Blaster, Spinfusor,
    and Chaingun and Basic grenades.
    5.1 Light
    Light armor is the armor I spend the most time with.  Movement is the greatest,
    you consume less energy to cover the same distances with your jet pack, and you
    can pilot all vehicles.  I use Light in Deathmatches because of its superior
    maneuverability even though you might be tempted to cover yourself in as much
    metal as possible and pack whatever even remotely dangerous objects you can find
    into your guns and start mowing people down, it doesn't work that way.  Perfect
    for Flag Runners, Snipers, and Assassins.  Light is the only armor capable of 
    carrying the Laser Rifle, but it cannot carry a Missile Launcher or Fusion 
    Mortar.  It cannot carry any particularly heavy packs such as Barrels, Remote 
    Inventory Stations, or Remote Turrets.  You can carry 3 weapons in Light armor.
    5.2 Medium
    Medium is my second armor of choice.  It's good for anything that doesn't
    require fast movement and even a few things that do.  It is also useful because
    it is the fastest armor that can carry a Missile Launcher to swat down the
    occasional (or sometimes the not-so-occasional) bomber.  Its movement and jet
    pack ability are between Heavy and Light and you can pilot everything except a
    Grav Cycle (assuming of course, you aren't carrying a heavy pack).  Medium is
    ideal for Base Defenders who need to set up defenses as quickly as possible. 
    It is also useful for aerial support as you can still pilot a bomber or a
    fighter.  Medium can equip all weapons except a Fusion Mortar and Laser Rifle
    and it can carry all packs.  You can carry up to 4 weapons at a time.
    5.3 Heavy
    Useful for situations that require a solid defense in a small area or a heavy
    assault.  Personally, I don't use them very often compared to Light and Medium. 
    Please avoid the temptation (as stated above) to load up everything possible
    thinking that you are now an unstoppable behemoth, because unless you are
    carrying a Repair Pack too you're going to get destroyed fast.  There are a few
    a few good advantages to Heavy; you can carry all weapons excluding the Laser
    Rifle, so you can now rain Fusion Mortars.  Unfortunately (or perhaps
    fortunately) they cannot pilot any vehicles, they can, however, be passengers
    on a transport.  So if you're really organized and can get a transport and 4
    Heavy armored people together, you can assault even the best defended bases, or
    rain Fusion shells on an enemy base from above.  Oh, you can also carry 5 
    weapons and all packs.
    6 Weapons
    There isn't a single weapon in TAA that isn't useful somewhere, unlike other
    FPS games I've played.  Just when you begin to think that some weapon isn't
    worth using because it's too weak or too slow, someone comes and blows you into
    oblivion with it.  Each weapon/grenade/pack/base asset in the following
    sections have the description from the instruction manual (if it has one) and
    my own thoughts as well as (in the case of the weapons) how it should be used
    and how to avoid it.  So study hard, these things can help you or hurt you (or
    sometimes both at once).
    6.1 Blaster
    A coherent pulsed energy carbine, the Blaster is the standard tribal sidearm.
    Ammo: Unlimited - draws from armor energy.
    Advantages: High rate of fire, long range, ignores some shields, ricochets at
    close range.
    Disadvantages: Low damage, Energy use can interfere with mobility.
    Those advantages and disadvantages may cause you to think that this is a weak
    little weapon at first, but it's not.  It is often the first weapon I use when I
    respawn into the middle of battle.  And its ability to shoot through shields
    can really help too.
    Use: In close quarters if you don't plan on using the jet pack much.  Try to
    avoid using it on the fly.
    Avoid: Distance and dodging, both make you harder to hit.  Get a hill between
    the shooter and you if you can (this tactic is useful for all weapons except a
    missile will follow you over a hill).
    6.2 Chaingun
    The Chaingun churns out a hail of explosive microflechettes that quickly chews
    up targets.
    Ammo: Limited.
    Advantages: High rate of fire, substantial damage at close range, conical
    "spread" to target.
    Disadvantages: Ineffective at long range, short delay between trigger press and
    onset of fire.
    A very useful weapon indeed.  This is and the Spinfusor are standard to most of
    my kits.  Works wonders at close range, but if you want to see how good it is
    at long range, just zoom in and fire and see if you can spot any of the shots
    within your field of vision.  If you come up behind someone and they haven't
    figured out you are there, get out you Chaingun and shoot them, most of the
    time you will kill them before they can react.  It may not seem like it is any
    good against moving targets, but it is.  However, two conditions practically
    have to be met to hit something on the move, they must be moving directly
    towards or away from you and they must be pretty close.  If possible, try to
    constantly tap the fire button to keep the barrel spinning without firing, that
    way you can start firing right away when you need to.
    Use: In close quarters (not too close, you can damage yourself if you stand to
    close to what you're shooting), preferably indoors but it works outdoors too. 
    Avoid: Keep your distance or try to flank the enemy.
    6.3 Fusion Mortar
    No other weapon carried by warriors matches the mortar's destructive power.
    Ammo: Limited.
    Advantages: Explosive damage, indirect fire.
    Disadvantages: Ineffective at long range, short delay between trigger press and
    onset of fire.
    Can you really count explosive damage and indirect fire as advantages?  The
    Fusion Mortar is essentially an upgraded Grenade Launcher, and they can, like
    grenades, bounce off walls.  This WOULD be the greatest weapon in the game, if
    you didn't have to trudge around in Heavy armor to use it.  Nonetheless, if you
    ARE in Heavy armor, by all means, use it with deadly force.
    Use: Whenever you can accurately hit what you're aiming at.  Works wonders
    against players and base structures indoors, or outdoors too.
    Avoid: In Light, turn on your jet pack and fly (if you're indoors, get ready to
    respawn), in Medium, do the same, in Heavy, relax; you can usually take one 
    shot, but not two.
    6.4 Grenade Launcher
    The Grenade Launcher lobs grenades much farther than warriors can throw them.
    Ammo: Limited.
    Advantages: Explosive damage, indirect fire, grenades can bounce around
    Disadvantages: Difficult to aim directly.
    The Grenade Launcher is a watered down Fusion Mortar.  However Light can carry
    it (woohoo).  However, it can sometimes do more damage to you then to them.
    Also, it is good for hitting Snipers who don't know you are there (from a
    distance, aim for the small red dot that is above them).  They are also
    extremely good for hitting stray Heavy armored people.  Overall the Grenade
    Launcher is the best way to do large amounts of damage quickly.  It has a much
    faster rate of fire than a Fusion Mortar, thus making it harder to avoid when
    defending.  However, like the Fusion Mortar, it is hard to hit people who are in
    the air with it.
    Use: Good damage to players quickly, use to destroy base structures if you
    aren't in Heavy armor.  They can also be used be used to destroy Heavy armored
    people who are slowly walking towards your base.
    Avoid: In tight quarters there isn't much you can do, in the open you can
    handle them in the same way you handle Fusion shells, just without the panic. 
    If you are in Heavy armor, pray that by some dumb luck whoever is shooting at
    you suddenly dies.
    6.5 Laser Rifle
    The Laser Rifle is a deadly Sniper's weapon.
    Ammo: Unlimited - draws from armor energy.
    Advantages: Substantial damage (especially head shots), instant projectile
    speed, virtually unlimited range.
    Disadvantages: Slow rate of fire, each shot completely drains the armor's
    energy, deals damage proportionate to current energy supply (less energy, less
    damage), can only be carried by Light armor.
    The Laser Rifle would be quite useful if you could kill someone in one hit to
    the head, but you can't unfortunately (or at least not in my experience).  It
    can do massive damage though, it often results in "Warrior 1 has landed to
    hard."  There are some maps where it can be useful.  The other MAJOR
    disadvantage they don't list is that it is near impossible to hit moving
    targets.  It is more useful if you are carrying an Energy Pack.  Snipers can
    take this, get into a Grav Cycle, climb a mountain, and start picking people
    Use: Whenever you have a clear shot.
    Avoid: Move, move, move.
    6.6 Missile Launcher
    Primarily used against vehicles, this weapon fires guided missiles across long
    Ammo: Limited.
    Advantages: Explosive damage, long range, can lock onto and follow targets.
    Disadvantages: Lock on functionality requires delay to establish lock, slow
    rate of fire.
    This weapon is useful (and equipped on all of my Medium and Heavy kits), but
    getting a lock can be tricky.  Getting a lock on players requires them to have
    a high heat signature (so this can be good for shooting down Flag Runners,
    assuming that they're out of Flares).  The Missile Launcher is definitely
    worth using.
    Use: To swat down those bothersome vehicles that attack your base.  They can
    also take down an unprepared skymonger.
    Avoid: Toss a Flare, otherwise prepare to respawn, they almost never miss. 
    Medium and Heavy can take one shot, but not much past that.  If someone or
    something is trying to get a lock on you, stop using your jets if you can do so
    in time to avoid allowing them enough time to fire.
    6.7 Plasma Rifle
    This weapon fires superheated balls of plasma that explode on contact with the
    Ammo: Limited.
    Advantages: Explosive damage, decent rate of fire.
    Disadvantages: Slow projectile movement.
    This is another all around good weapon.  It is best for shooting stationary or
    nearby targets.  Otherwise you need a lucky shot to hit.  It is also decent for
    taking out structures, especially ones that aren't protected by a shield (cough,
    destroy generator, cough).
    Use: On stationary or close targets.  Good for destroying unshielded things.
    Avoid: Distance and/or fast movement.
    6.8 Spinfusor
    The Spinfusor fires a high-explosive disc-shaped charge.
    Ammo: Limited.
    Advantages: Explosive damage, long range.
    Disadvantages: None.
    The Spinfusor is the workhorse of TAA.  This is probably the most common weapon
    (ALL of my kits have it).  It is good in almost any situation.  It's not the
    most powerful, but enough shots can get the job done.  Despite its
    explosiveness, it actually doesn't do much damage back to you unless you're
    standing very close to where it hits.
    Use: Anytime, anywhere.
    Avoid: As with any other weapon with splash damage (Spinfusor, Fusion Mortar,
    Grenade Launcher, Plasma Rifle, and, to a somewhat lesser extent, Missile
    Launcher) you have a significantly higher chance of taking little/no damage
    while you are in the air.
    7 Grenades
    Obviously they aren't used as often as the other weapons, but each grenade
    gives you a distinct advantage that is exclusive to that grenade (with the
    exception of the Basic grenade, all grenades except Flares do damage).  Some
    are more useful than others however.  I'll also give you ideas for when to use
    7.1 Basic
    A timed explosive charge thrown by a warrior.  Does substantial damage to all
    nearby objects.
    The Basic grenade is a good alternative to the grenade launcher in close range. 
    However it is about as useful otherwise.
    Use: Destroying base structures and players.
    7.2 Concussion
    This grenade does little damage but produces a powerful concussive force that
    pushes warriors away from the point of detonation.  The force from a concussion
    grenade is strong enough to cause victims to drop their active weapon, their
    pack, and even the flag in CTF games.
    Evil!  This is the bane of Flag Runners and Heavy armors.  Any veteran player
    knows to use this to end Stalemate or to stop those pesky Fusion Mortars.  It
    can be useful just for stopping people from shooting you (especially if you can
    get someone to drop their Fusion Mortar) but you will find that it can be
    employed to indirectly score points for your team.  Also fun for the occasional
    concussion war between Heavies.
    Use: Make a player drop their stuff (especially flags).
    7.3 Flare
    Flare grenades use a slow-burning thermal charge.  They are primarily used to
    decoy guided missiles away from targets.
    These will save your life countless times.  And if you didn't know it already,
    you can throw them while inside vehicles.  Useless for anything other than
    stopping missiles.
    Use: When your lock-on indicator is flashing red, press whatever button you use
    to throw grenades.
    7.4 Mine
    When deployed, a mine burrows into the ground and arms itself.  Thereafter, it
    will explode when any warrior or vehicle enters its detection radius.
    Useful for setting traps.  Place near generators or flags and hopefully none of
    your teammates will come by.  They can be detonated prematurely by any sort of
    damage (preferably splash damage).  You cannot place more than one mine in a
    very small area, and I think they automatically detonate after a certain amount
    of time or if you change armors (neither of those have been verified, but
    sometimes my Mines disappear without anybody hitting them).  They can only be
    set on floors.  One taste of this will (usually) kill off someone in Light, but
    hopefully (or not so hopefully) Medium and Heavy users will take the first one
    as a warning.
    Use: Place near generators (friend or foe) or around your flag (please detonate
    them before your Flag Runner returns with the enemy flag).  They can also help
    stop enemies while you are using defensive or aggressive defensive tactics.
    8 Packs
    Packs are what you carry on your back.  They have a variety of functions and
    uses.  Like the weapons, there aren't any packs that aren't without use, but
    some will inevitably be used more than others.  Once again I'll add comments
    and how/when to use them.
    8.1 Ammunition
    Increases your armor's magazine capacity for all limited ammunition weapons. 
    Has no impact on your armors energy supply.
    This is a good pack to have when going into a fire fight that you expect to be
    long and to be one you can survive in.  It also works well for defending so you
    don't have to resupply as often.  A handy trick involving Ammo Packs: if you
    come accross an Ammo Pack laying around and you need some ammo walk over to it,
    switch packs, then switch back to your other pack (if you want to) and there you
    go, ammo restocked.
    Use: When you are expecting a long, drawn out battle (offensive or defensive)
    without any breaks to stop by an inventory station, you can also use this for a
    quick ammo boost.
    8.2 Energy
    Increases the rate of energy regeneration, thereby increasing jet mobility and
    use of weapons that draw off the energy cell.
    Useful for Flag Runners and Snipers when they're not carrying a Repair Pack
    (and most good Flag Runners carry a Repair or Energy Pack).  They make flying an
    easy and useful way to get from place to place.  If you're a Flag Runner, use
    this if you don't plan on using a vehicle to get back to your base.  I don't
    have any Medium or Heavy kits that use this pack, but I would imagine that it
    would make jetting around easier for them.
    Use: Flag Running, Snipering, or for fast movement.  It also gives you more
    consecutive shots for your Blaster.
    8.3 Repair
    The Repair Pack lets you restore an item or player to full health.  To repair a
    target, you must have energy available and be at short range.  Press the use
    pack button to access the pack's repair projector.  Aim it at the target and
    press and hold the fire weapon button.  Aiming at nothing heals you instead.
    This is probably the most useful pack there is.  Flag Runners who plan on using
    vehicles in non-AADS games (or not) can use this in to heal minor (or major)
    amounts of damage inflicted (to heal yourself, just aim at nothing).  In fact,
    it is good for healing yourself anytime regardless of armor.  When in doubt,
    carry this.  Especially if someone destroys your Generators and you can't use
    your Inventory Stations to switch to a Repair Pack to repair them, otherwise you
    have to hunt down the one that spawns in your base.  If you respawn and you find
    the respawning Repair Pack, pick it up in the meantime, it could come in handy.
    They can also be used to heal other players, vehicles, or base assets.  If you
    have one and you get into a transport, check to make sure that everyone and
    everything is at full health and heal those that aren't.
    Use: Anytime you aren't carrying another pack, and even then you might want to
    consider switching to it.
    8.4 Shield
    When activated, this pack provides you with complete protection from all
    damage, except Blaster fire, at the expense of your energy.  Protection lasts
    as long as energy is available.  Press the use pack button.
    Pressing the use pack button activates it (if you were wondering).  It
    automatically turns off when you run out of energy.  Jet around as little as
    possible while it is turned on.  Perfect for recon missions or sneaking in with
    your Concussion grenades for a little flag stealing action.  You can also use
    this with the Concussion grenades to make life in Heavy armor easier.  Players
    who use this (with any armor type) can be tough nuts to crack, but Concussion
    Grenades cause players to drop packs too, so use those to stop those Shield
    Lovin' Foo's.
    Use: To prevent damage over short periods of time, keep in mind that it doesn't
    stop impact damage (from falling or getting run over) or Blaster damage.
    8.5 Remote Inventory Station
    Only Medium and Heavy armors carry this small version of a base Inventory
    Station.  Teammates may obtain any inventory from this station except another
    Remote Inventory Station.  Also note that Remote Inventory Stations cannot be
    used to change armor.
    These are very useful, but, due to the limited amount you can place, be careful
    with how you place them.  Put them in vital areas to provide a quick source of
    recovery.  Use them as a hub for setting up turrets.  Hide them near normal
    Inventory Stations for when the Gens shut down.  Use and abuse them (just don't
    abuse them too much, when they're destroyed it's permanent).  Also note that
    when a Remote Inventory Station is placed, a beacon is placed that waypoints
    the station's location for the other players, but if it receives ANY damage the
    beacon is destroyed and players can't see that it is there (in AADS games, the
    beacon is restored if you use the station).  You also can't pilot vehicles while
    carrying this.
    Use: Just place the dang thing where the enemy won't find it.
    8.6 Remote Sensor
    This item detects movement and energy signatures within a limited range.  When
    positioned around friendly turrets, it can greatly increase their targeting
    Remote Sensors have two useful functions.  They can improve the range of Remote
    and Base Turrets alike, but they can also be used as an obstacle to stop
    movement in small areas or can hinder opponents who aren't looking where they
    are stepping.  A third, but not as useful, function is that they can distract
    AI opponents.  I place them occassionally, I've seen other players who love to
    use them, so it's up to you.
    Use: To increase a turrets range or to disrupt foot traffic.
    8.7 Remote Turret
    Remote Turrets detect their targets using their own limited built-in sensors. 
    Turrets can be placed on any surface be it a base or terrain.
    Very useful as a defensive structure and vital for Generator defense.  They can
    also be used as obstacles or to harass opponents (by putting them into an enemy
    base).  They can be quickly destroyed, and when they are they disappear, but
    they can also be quickly placed.  However you can't place them too close to each
    other, which can be an annoyance when you're trying to find a spot to set them
    up.  Try to avoid putting them in the center of a room, because then you have
    less places to put other turrets.  Think of it this way, do you want 1 turret
    guarding the center of a room or 4 turrets placed in the room's corners that
    will work together to blast enemies that wander in into soup?  Unfortunately
    (for those who place them) they are easy to destroy without getting hurt, but
    that is my little secret (it's not that hard to figure out, really).
    Use: Anywhere in which the enemy might need to momentarily stand still; the
    Remote Turrets hit stationary targets best.
    8.8 Remote Detonation Satchel Charge
    After deploying this powerful explosive, the user may detonate it by pressing
    the use pack button again.  The charge requires a few seconds to arm after
    The Satchels can usually destroy a pair of generators in one shot.  And it'll
    take down players in any armor in one hit too.  If someone walks in and throws
    one, don't panic.  Instead shoot the thing, it will explode and cause
    significantly less damage than if it was detonated by the thrower.  Be brave,
    and defend your base, or suffer the consequences of having to spend time
    repairing.  A good strategy for using Satchels is to place a Remote Inventory
    Station near an enemy base, where they would have to look hard to find it, and
    switch to the Satchel Pack.  Then place, detonate, restock, and repeat.
    Use: Anytime that a big bang is needed.
    8.9 Anti-Aircraft Barrel
    Twin heavy Blasters on the Anti-Aircraft Turret enable it to chew up any
    Turbograv or jetting enemy warriors that venture into range.  it cannot fire at
    targets on or too near the ground.
    It can shoot down anything in the air, assuming of course that it isn't moving. 
    It's good in that it doesn't require a lock to fire, but I still prefer the
    Missile Barrel when it comes to taking down aircraft and flying foes.
    Use: In places where you expect low flying bombers to come through.
    8.10 Mortar Barrel
    A larger version of the armor-carried weapon, the Mortar Turret has a much
    greater range and delivers a heavier payload.
    This is a wonderful defensive tool with only three disadvantages.  It has a
    trajectory type fire, so it's not good for hitting things that are in the air
    (even though it does tend to score hits quite often, smart flying can keep it
    from killing you), it doesn't have a long enough range to stop far away players
    from destroying it, and if it doesn't score a direct hit the shell needs a few
    seconds to detonate.  Otherwise you can trust it to defend your base
    Use: For turrets that are placed low to the ground or in valleys (between
    8.11 Missile Barrel
    The Missile Turret is equally effective against air or ground targets.  Once
    locked onto a target, the missiles home in on it.  Missile Turrets can lose
    lock on an aerial target if the target shuts down its afterburners or jets.
    The Missile Turret is every aircraft's nightmare.  Imagine a Missile Launcher
    that doesn't run out of ammo!  Your Flare supply can become depleted quickly if
    they aren't taken out.  Although it doesn't fire as fast as a player can, be
    ready with those Flares.  Use these for Base Turrets that are placed in fairly
    remote areas so that they can shoot things down without being easy to bomb.
    Since they require a lock to fire, they can be taken out from a distance as long
    as you don't have too much of a heat signature.  Unfortunately I've never
    successfully stopped it from locking on by "turning off the afterburners" on 
    vehicles, but it does give you enough time to turn off your jets when you're not
    in a vehicle.
    Use: Anywhere you expect heavy air attacks or where you think your base would
    benefit from an effective anti-aircraft battery.
    8.12 Plasma Barrel
    The Plasma Turret spits out balls of super-heated plasma.  Though slow, they
    deal severe damage to unshielded targets.
    They don't really deal as much damage as they should.  I've destroyed several
    by standing next to it and strafing, taking care to change directions as soon
    as it fires.  It is an okay alternative to the Mortar Barrel, but I never place
    a Plasma Barrel unless I accidentally confuse it for a Mortar Barrel (which has
    happened to me once or twice).
    Use: It's up to you.  If I get around to it I usually switch these to Mortars.
    9 Vehicles
    Vehicles are very useful tools in TAA, especially when used correctly.  However
    efficient use of vehicles can take practice.  Knowing how to pilot is one
    useful skill, as well as how to quickly get into and out of a vehicle.  This
    section will help you to understand vehicles, or at least allow you to see what
    I have to say about them.  I'd also like to point out that all vehicles have a
    shield similar to the Shield Pack that relies on the vehicles energy, so if you
    are being shot at avoid using the afterburners as it drains your shield and
    after that's gone there isn't anything between them and your destruction except
    a well placed retreat.  It can be noted that in AADS games you can't get into
    any vehicle (expcept the passenger spots on transports) with the flag.
    9.1 Mongoose Grav Cycle
    A favorite of Snipers and Flag Runners, the Mongoose is a ground-hugging
    "Terragrav" built for blazing speed.  Skilled Mongoose pilots build reputations
    as fearless daredevils...or absolute psychopaths.
    Crew: 1 (pilot), Light armor only.
    Speed: High.
    Protection: Low.
    Armament: None.
    This is definitely your vehicle of choice for getting from point A to point B,
    assuming that the path is on the ground and is fairly flat.  The fact that it
    is not good for traversing mountains makes it a vehicle that is useful in only
    a handful of maps.  While you are on one and are stationary you are a sitting
    duck so move, after all that is what it was designed for.  A good general
    tactic (in non-AADS games) is to park it behind an enemy base, grab the flag,
    flee back to it, and jet outta there like a bat outta hell (which raises
    questions as to how fast a bat would want to leave hell).  You could bring a
    Satchel instead and go for their Generators, or bring a Shield Pack and
    Concussion grenades to retrieve your flag.
    9.2 Dingo Fighter
    The Dingo is often typecast as an anti-Turbograv vehicle.  However, its agility
    and Heavy Blasters make it quite effective in a ground support role.
    Crew: 1 (pilot).
    Speed: High.
    Protection: Moderate.
    Armament: Twin Heavy Blasters.
    This is a versatile vehicle.  At the beginning of a game many players will jump
    into bombers and start trying to bomb your base into a crater.  A good
    countertactic for this is to jump into a Dingo and shoot down anything that
    flies and is too stupid to keep moving.  Think of fighter, bomber, and ground
    force as rock, paper, and scissors.  Fighter beats bomber, bomber beats ground
    forces, ground forces beat fighters.  Although I'm not saying that a person on
    the ground can't take down a bomber, or a fighter can't take out ground forces,
    things work most efficiently the way outlined as such.  However, there is an 
    extremely useful tactic for taking down players in a fighter that doesn't 
    involve the weapons on the vehicle at all.  Just line up the player and run 
    him/her/it over.  It takes a bit of practice and is significantly easier on 
    targets that are on the ground or against a mountain.  Happy hunting, er 
    9.3 Hammer Bomber
    The Hammer delivers massive firepower to the battlefield and is particularly 
    effective against shielded targets.
    Crew: 1 (pilot/bombardier).
    Speed: Moderate.
    Protection: High.
    Armament: Coherent-Plasma Bombs.
    The Hammer is definitely the best thing for taking down external base 
    structures, and your first targets should be any turrets that shoot things out 
    of the air and Vehicle Stations to prevent them from doing the same to you.  
    Make sure you fly as high as possible in a bomber, most of the time anyway.  If 
    you are dealing with a Missile Turret, you can avoid missiles if you are high 
    enough and are directly above the turret.  If a fighter is trying to shoot you 
    down, never remain in one spot for too long.  Try to become good at bombing 
    players, as one or two bombs will kill just about any player.  It is a tricky 
    thing to do, but it can pay off.  Oh and be sure to hold down R2 when you're 
    trying to bomb something; it'll make your life as a bomber easier.
    9.4 Piltdown Transport
    The Piltdown allows aerial transport of personnel across any terrain.  The ship 
    can carry up to four Heavy armors which retain the ability to use their 
    personal weapons.  A full load of heavily armed passengers can demolish enemy 
    Crew: 5 (pilot, up to 4 passengers).
    Speed: Low.
    Protection: High.
    Armament: Automated Aerial Assault Turret
    Capacity: Four passenger slots as well as crew positions.
    The Piltdown is the basic unit of teamwork.  But it is hard to organize a full 
    party.  One way to attempt it is to commandeer one and park it somewhere 
    outside your base until a small group of people catch on and get in.  You can 
    also use it to help Flag Runners, if their smart enough to accept your offer.  
    Sometime getting into the passenger spots can be tricky though.  I've abandoned 
    transports when running the flag because it was taking me too long to get into 
    it and I had three people coming after me with Spinfusors.  On the whole the 
    Piltdown isn't used as much as it really should be, but that's the way things 
    are I guess.
    10 Base Assets
    This section is for the structures that make up the innards of your base.  
    While none of them are essential for accomplishing the task of capturing your 
    enemy's flag, taking strongholds, or killing your opponents they all make life 
    a LOT easier.  They all do something (I think) that works for you and if they 
    are destroyed you should probably repair them unless you deem it unnecessary.  
    Everything in this section is powered by the Generators (sometimes referred to 
    as Gens for short), so if they are destroyed everything else is rendered 
    effectively useless.  So keep those Gens running whenever possible.
    10.1 Generator
    Generators constitute the primary power supply for most tribal bases.  These 
    are usually the first items targeted in an attack, since once they are 
    destroyed all other base equipment loses power and ceases to function.
    The statement about them being the first things targeted isn't necessarily 
    true, but they are important nonetheless.  Generators should be guarded at most 
    (if not all) cost.  Place plenty of Remote Turrets.  If they are destroyed 
    everything that isn't a Remote Something ceases to work and their shields quit 
    working, making them easier to destroy.  In some situations you can place a 
    Remote Inventory Station in a fairly hidden spot and live without your Gens, 
    but keep in mind that you only have access to Light armor and everything from 
    Vehicle Stations to Base Turrets won't work, making you more susceptible to 
    attack.  If you want to destroy Gens there are a few ways to approach it.  If 
    nobody saw you sneak in take your time with the first one (usually there are 
    two, in some maps there is only one), assuming that it isn't guarded by Remote 
    Turrets, by taking it out with a Chaingun and then use something fairly 
    powerful, like a Plasma Rifle, for the second one.  If they saw you sneak in, 
    hit 'em with everything you've got.  Another way is to bring a Fusion Mortar 
    (good luck) or a Satchel to destroy them in a short period of time.  The 
    Satchel is most effective when two Gens are next to each other, otherwise you 
    can only take out one and the other is left to your weapons to destroy.
    10.2 Inventory Station
    An essential strategic asset, Inventory Stations allow you to customize your 
    equipment.  First, enter the IN-GAME OPTIONS menu and select the IVENTORY tab 
    option.  Select gear from the various drop boxes.  Next, walk onto the 
    station's pad and the new loadout will materialize immediately.
    I prefer to go into games with pre-saved "kits".  To do this simply go into a 
    Botmatch, set up what kits you want, then quit the game and save afterwards.  I 
    usually don't save after battles online so that I preserve my pre-saved kits.  
    The Inventory Stations are certainly very useful, there is usually an Inventory 
    Station race at the beginning of a game.  Work quickly and don't hog the 
    station or you will make the other players mad, which could lead to you getting 
    voted off the team.  They aren't too hard to destroy, they are easier to nail 
    (and therefore in the interest of ammo conservation) when the Gens are down as 
    they then have no protective shield.
    10.3 Vehicle Station
    Vehicle Stations allow you to create battle-ready vehicles.  To activate a 
    vehicle station, you must first enter the IN-GAME OPTIONS menu and select the 
    INVENTORY tab option.  Scroll down to the VEHICLES option and select which 
    vehicle you wish to use.  Next, step on the vehicle station's pad and wait for 
    your vehicle to appear.
    Wouldn't it be great if you could create vehicles like this in real life?  Oh 
    well.  This is another vital structure that you might want to preserve.  When 
    you create a vehicle DON'T LEAVE IT ON THE PAD, especially Transports, make it 
    and get away.  If you create a vehicle you can't get into, unless you can 
    quickly change your equipment, make sure nobody is trying to get into it and if 
    nobody does, destroy it.  You don't lose personal points for destroying 
    friendly vehicles (assuming there aren't any friendlies in it).  Destroying 
    Vehicle Stations is easily done with a bomber, aim for the small activation 
    pad, not the spot where the vehicles are actually created.  It is possible to 
    destroy it without a bomber, but the shield is tough.  I once spent 25 Spinfusor
    discs and 100 Chaingun shots to destroy 1 Vehicle Station.  It is a  bit easier
    without its shield, but then you have to go through the Gens first.
    10.4 Base Turrets
    The functions of the various Base Turrets are described in Sections 8.9 through 
    8.12.  They are very helpful but many inexperienced players may not repair them.
    Don't make that mistake.  If there's a pause in the action, try to repair your
    turrets, even if they aren't destroyed.  They are best destroyed in a bomber,
    but can be taken down with Missile Launchers or other weapons.  In non-AADS
    games 4 missiles will take them down, but in AADS games they have a much tougher
    shield, the best way to take them out is to coordinate an attack (or use a
    bomber, or coordinate attacks with bombers).
    10.5 Sentry
    The Sentry uses a built-in sensor to target its enemies and is often found 
    indoors on walls or ceilings.
    This is a sort of not-so-remote turret.  It does have a pretty good range and 
    fires the same type of shot that the Blaster uses.  However it is useless when 
    the Gens aren't running.  Sometimes it is a good idea to remove these 
    bothersome structures from your path.  Or you might want to repair those of 
    yours that have been destroyed.
    10.6 Sensors
    I'm not sure how significant Sensors are.  They probably do something, I'm just 
    not entirely sure what it is.  They're probably just really big Remote Sensors.  
    They provide a few personal points when destroyed and can't function without 
    the Generators.  Other than that they are just a little diversion.  I often 
    repair them to make myself look good, even though I'm not sure what their 
    significance is.
    11 Basic Strategy
    This section covers some basic strategies for Tribes.
    -Tribes was advertised with emphasis on the jet pack.  I talked to people who 
    have played the original and they said it was part of the original Tribes also.  
    Nonetheless, the jet pack is vital for getting from place to place without a 
    vehicle, but proper usage is required.  Use R1 to activate your jet pack.  While
    holding R1, if you press no direction you get a quicker vertical thrust.
    Pressing the left stick to move greatly decreases your vertical movement, but 
    allows you to move in a direction.  Keep this in mind while using the jet pack.
    -Keep physics in mind when flying.  When the jet pack isn't on you have no 
    control over which direction you are moving, due to inertia.  The jet pack can 
    be used in conjunction with the left stick to change direction, but the easiest 
    way to control direction is to control it from take off.
    -Light armor is best used for situations where you need to move fast.  Learn 
    when to use it.  It can pilot all vehicles.
    -Medium armor is a heavier version of Light.  There are a few exclusive 
    advantages to Medium armor, such as its ability to carry heavier packs.  It can 
    pilot all vehicles except the grav cycle.
    -Heavy armor has the greatest defense, but it sacrifices speed.  It is good for 
    defense in some cases, but not all.  It can carry the effective Fusion Mortar 
    too, but it cannot pilot any vehicles (it can ride in transports though).
    -Skiing is an important skill to master.  It allows you to move very fast in 
    Light armor and faster than usual in Heavy armor.  To see press and hold L1 as 
    you go downhill.
    -Be careful when firing weapons with splash damage, don't be too close to where 
    it explodes.  This includes the Chaingun to a certain extent.  Blaster shots, 
    when bouncing off of walls, can hit you.
    -Personal points are different from team points.  Personal points are a way to 
    measure players' individual talents/skills/worth.  You get points for scoring 
    for your team (1 point for both you and your team when you pick up a flag in 
    CTF, 10 points for you and the team when the flag is captured) but you also get 
    points for killing players, destroying base assets, or killing people just as 
    they are about to take your flag (defending the flag).  Other than bragging 
    rights, personal points don't have any real value.
    -Make sure you can HEAR what is happening.  Learn what a bomber's bombs sound 
    like as they fall.  Know what sound a Concussion grenade makes when it 
    explodes.  Listen for footsteps of possible enemies behind you.  Turn up the 
    volume if you have to.  Don't take out your CD player and start blasting tunes 
    over the game's audio (like I've done on a few occasions).  Audio cues tell you 
    things such as when you flag has been captured (in CTF) or when someone has 
    dropped a flag.
    -Normally a base is fairly well lit, but if the Gens go down the lighting is
    reduced and you only have a red emergency light on.  Keep this in mind to tell
    if you or your enemy base no longer has functioning Gens.  Also any outposts and
    towers that rely on Gens elsewhere will show the telltale red emergency light
    when not operational, if you see it you can't use Inventory Stations and other
    stuff, if you don't see it (even is the Gens are down) the Inventory Stations
    are still operational.
    -Be clever.  Remember at most times (online) you are fighting against other
    humans.  Some of them will fall for your cheap tricks and some won't.  Most
    people learn what tricks your using after the first few encounters.  If you mine
    your flag, and the enemy flag runner trips the mine, he's probably going to
    expect mines next time.  Vary your tactics and don't be unwilling to switch
    tactics quickly if you need to.  Flexibility itself is a useful strategy.
    12 Advanced Strategy
    This section is an expansion on the last section.  This is where real strategy 
    comes in.  If I can think of anything else I'll add it in later updates.
    -My number one tip for living and scoring is to think.  Use your brain.  If you
    see enemies sneaking around the mountains, don't ignore them, do something about
    it.  Share info with your teammates (by using the extra chats) if possible.  If
    a teammate is in trouble and he's about to die, let him die; as cruel as it
    seems if there is something you need to do (like say, destroying an enemy
    generator) it is most often accomplished while you are still alive.  Take
    different approaches, sometimes the same trick will work numerous times, but
    sometimes players catch on.  Take lessons from Sun Tzu (yes I realize he's dead,
    I meant read his book, and for that matter you might want to look into Zhuge
    Liang or any of the other strategists of the Three Kingdoms).
    -You can sometimes organize an attack party by creating a Piltdown and parking
    it somewhere near your base where your teammates will find it.  Don't be
    impatient, try to go with a full load.  If players in the transport want to move
    and you're not full, let 'em get out; it's their loss.  There's few things more
    intimidating than seeing five red arrows flying through the air right next to
    each other.
    -Personal Points are cool and all, but don't get drunk on your ability to score
    a bazillion points in a game.  Most of the less dignified and more essential
    jobs reward you with less points.  So don't always be a score-hungry twit and
    try doing one of the thankless jobs for a change.
    -When you are at the top of a mountain and there is another mountain in front 
    of you AND there's a valley between you and the other mountain, don't bother to 
    ski down and go back up again.  If you can, hit the jet pack and fly across.  
    The idea here is that if you ski down, sure you can go fast, but when you get 
    to the other mountain you are easier to hit and you are moving faster 
    vertically then you are horizontally, which wastes time.  If you jet across you 
    remove these disadvantages.  I'm not sure if this is very clear, but try to
    understand what I'm saying: "move master horizontally than you do vertically" is
    essentially it.  If you don't have the energy, wait, but if you absolutely
    cannot afford to wait then by all means ski until your energy refills, but get
    up that mountain fast!
    -Know what pack to carry and when.  I've seen people wander around with a
    Satchel when they aren't carrying anything else.  Don't do that, when in doubt,
    a Repair Pack is the best way to go.
    -This isn't really a strategy but if a vote to kick someone has been initiated 
    check into the scores.  If the person has a negative score, chances are they 
    are trying to sabotage your base and should be kicked out immediately.
    Sometimes saboteurs will disconnect then reconnect to prevent being kicked, if 
    that happens try to reinitiate the vote to kick them when they return.
    On the reverse, if some pip-squeak is jealous of a high scoring player he may
    try to get them kicked off.  In this case if you check the scores and the player
    has a high ranking score, you would probably benefit from their continued
    support and should try to prevent them from being kicked.  And if you know that
    the person who they're trying to kick is doing something important or has just
    made a few mistakes, intervene on their behalf.  I've been kicked while I was
    carrying an enemy flag and once when I was piloting a transport.  I wonder how
    stupid my teams felt after those incidents.
    -The Aggressive Defense Tactic: basically what you do is grab stuff (such as
    Remote Inventory Stations) that you would use to defend a portion of your own
    base, but instead bring it to or near the enemy base and camp.
    13 Team Roles and Strategy
    This section has several suggestions as to what you should do to work as a 
    team, which is the point of TAA.  Unfortunately the difficulty in communication 
    makes life much harder, but that doesn't mean that teamwork is impossible.  
    These sections describe ways of rallying your teams and provide guidelines for 
    different roles that you can play to make things go smoother.
    13.1 Working As a Team/Team Strategy 
    The name of the game is teamwork (not literally).  Coordinating attack and
    defense forces are difficult due to the limited communication (most of the
    time).  Try your best to get everybody involved.  The extra chat options allow
    for a greater array of communication options, so use them if you can.
    -The basic and most easy way of organizing a team is by using transports (as
    stating a few times above).  Try and get those going.
    -If you enter an enemy base with the intention of destroying their generators
    but someone is already doing it for you, join in to make it go faster or get in
    position to blast an Inventory Station.  Blowing things up only requires one or
    two people to do, so don't have an entire group destroying everything.
    -On a similar note, as for the various jobs (listed below), try to avoid having
    too many people doing the same job.
    -Communicate if possible.  Cheer on your teammates when they do something good,
    it's good for morale.
    -Despite popular opinion, the best defense is NOT a good offense.  Defense is as
    important as offense.  80% of the time a good defense will beat out a good
    13.2 Roles
    There are plenty of things you can do to further your team.  Think of roles as 
    jobs, maybe that's a better word for it.  If someone/someones are already 
    filling roles that require one or a few people to do, do something else 
    instead.  Your team doesn't need five Flag Runners, only one can have the flag 
    at a time, but you may want to have two or three people actively seeking your 
    opponents' flag.  Having a full set of bombers flying around is often 
    unnecessary, often one bomber is fully capable of taking out an entire base's 
    external structure.  Unless you have enough people, don't have two transports 
    running at a time.  I think you probably get the idea.
    13.2.1 Flag Runner
    Flag Runners do basically what it sounds like.  Run, grab your enemies flag, 
    and run back.  There are multiple ways to do this of course, and you should 
    also take precautions in approaching the enemy's base.
    -If possible take a vehicle to and from the enemy base.  Be aware that in AADS
    games you cannot get into vehicles (except for the passenger spots on
    -Energy Packs make getting around faster.  Repair packs allow you to heal damage
    as you run.  The Repair Pack doesn't work as well in AADS games since it drains
    your energy though.  Use your own discretion (and hope it's a good one).  I
    suggest using one of these packs.
    -Kill your pursuers whenever possible.
    -You enemies don't want you to get their flag.  Most of the time they will take
    steps to prevent you from touching it.  Plan your attacks when possible,
    surprise attacks and raids by you or teammantes can throw the enemy into
    disarray or confusion, making it easier to grab their flag and get out alive.
    13.2.2 Sniper
    Snipers are people who destroy objects or players from a distance.  They don't 
    necessary use Laser Rifles (and in the case of base assets they shouldn't) but 
    they certainly can be used to pick off idle players.  Snipers aren't integral 
    to your team, but one couldn't hurt.
    -Carry an Energy Pack to charge your energy faster.
    -Pick off stationary targets that are set up to prevent passage in a certain
    area.  You may kill them and make life easier for your teammates or you can at
    least distract them.
    13.2.3 Assassin
    Assassins are the people who come in, kill someone or something, and then 
    leave.  They come back again if they need to.  They could waltz into the 
    enemy's compound and blast the Generators.  They could retrieve their teams 
    flag from a zealous adversary.  They destroy things, got it?
    -Light armor is usually the best way to go.  It is easy to kill from the sky.
    13.2.4 Assault
    Assaulters generally get themselves into Heavy and, well, assault.  Their job
    is similar to disruption, they spend their time just making life harder for the
    enemy, or distracting them from others or their own tasks.
    -Assaulting doesn't work so well on some levels, but works well on others.  The
    best kit I've found for Assaulting is Heavy (make sure you have a Grenade and
    Missile Launcher and a Fusion Mortar) with an Energy Pack and Concussion
    Grenades.  Use the Concussion Grenades to remove Shield Packs and Fusion Mortars
    from your enemies (or flags if they've got 'em).
    -If you make it inside the enemy base, try to stay alive as long as possible
    -Since it's the enemy base, you don't have to worry about destroying your own
    stuff so you can use your Fusion Mortar freely inside.
    13.2.5 Disruptor
    Disruptors, like several of the other jobs, just try to make life miserable for
    the opponents.  The foremost way to accomplish this is destroying the enemy's
    Gens followed by any other Base Assets you can find.
    -The Gens should probably be the first target.  Bring anything neccessary to
    take them and anything that could get in your way down.
    -Make sure you know where ALL Base Assets in your enemy's base is, so you can
    quickly take them out when the Gens are down.
    -Using a Fusion Mortar inside the enemy base is a great way to deal lots of
    damage fast, just be careful with your own health.
    13.2.6 Explosives Personnel
    They usually carry around a Satchel Charge for anything that might require a 
    quick destroying.  Ideally there should be one person who picks up a Satchel, 
    hops into a fast vehicle, jets over to the enemy base, and blows their Gens to 
    -Light armor is suggested, but not always neccessary.
    -Try placing a Remote Inventory Station near an enemy base and use it to
    continually restock your Satchel.
    13.2.7 Flag Recoverer
    A variation on the Assassin.  In fact the Assassin and Flag Recoverer jobs are 
    essentially the same, it's just that a Flag Recoverer should focus on ending 
    -The best way to recover your flag when the enemy is hiding within their own
    base is to use a Shield Pack/Concussion grenade combo.  If they're hopping
    around outside, bring an Energy Pack and some good weapons.
    13.2.8 Base Defender
    A Base Defender sets up Remote Inventories, Turrets, or Sensors.  They 
    basically should try to make it so that capturing the flag or destroying base 
    assets is a tough thing to do.
    -Set up Remote Inventory Stations where they are convenient to use or where the
    enemy isn't likey to find them.  Learn where to place them on maps by making
    note of good places where other players place them.
    -When setting up Remote Turrets, set up a Remote Inventory Station first so you
    don't have to run back to a normal Inventory Station to restock.
    -The equipment to use depends on several factors, such as where and what.  If
    you're outside, you're going to be a little tougher to hit so extra protection
    may not be needed.  Instead you might want to use an Ammo Pack so that you don't
    have to restock as often, or an Energy Pack to help evade enemy attacks.  If
    you're inside you want to pack some good firepower (but be careful about
    destroying your own stuff) and some good protection since it is more difficult
    to avoid damage inside.  Consider using Grenade Launchers and Fusion Mortars (if
    you can use the Fusion Mortar without destroying your owns stuff).  Of those two
    I reccommend the Grenade Launcher because it fires faster, a quick and smart
    person can get through gaps in Fusion Mortar fire.  You also might want to use
    a Shield Pack and/or Concussion Grenades to prevent some damage.
    -Since your base is not the enemy's, the enemies will not care about what gets
    damaged when they attack.  Expect Heavies to make full use of Fusion Mortars,
    that's why I reccommend using a Shield Pack and Concussion Grenades.
    13.2.9 Repairman
    A variation on the Base Defenders, Repairmen should be carrying a Repair Pack 
    at all times, ready to repair anything that needs it.  And don't forget about 
    players and vehicles that need the occasional healing too!
    -There's not much to being a Repairman, I suggest using light armor though.
    -Be very aware when repairing.  Try to repair in a position that allows you to
    see entrances or from where the enemies would most likely be coming.  Even if
    what you're repairing blocks your view, you can still see the red arrow above
    your enemies.  And when repairing make sure that you can switch back to a good
    weapon (switch to the Spinfusor before pressing the circle button to switch to
    the Repair Pack, that way you just press circle again and you can start
    shooting).  Keeping this in mind can help prevent you from being caught off
    guard and killed.
    13.2.10 Remote Specialist
    Another variation on Base Defenders, a Remote Specialist can try to set up a 
    small remote base, either in another section of the map, or near/inside the 
    enemy base.
    -The "remote base" tactic.  It only works in theory, I've never done it.  Set up
    one or two Remote Inventory Stations in an out of the way or isolated spot.
    Then start putting up turrets and sensors.  When you respawn, get into your
    armor of choice and use an Energy Pack to quickly get to your remote base.
    -Putting Remote Turrets near enemy Gens makes them harder to repair.
    -Set up Remote Sensors to block easy access to a place that you don't want your
    enemy to get to.
    -Apply the Aggressive Defense Tactic (described in Section 12). 
    13.2.11 Midfielder
    This job is sort of a combination of Base Defender and Remote Specialist.  They
    basically keep things between your base and the enemy base in your favor.  They
    may deploy remote equipment or just try to kill anyone that comes through.
    -You might want to bring a Remote Inventory Station to restock and heal.  Make
    sure it's quite well hidden so that they at least have to search for it to find
    13.2.12 Fighter Attack
    Fighter Attackers just hop into a Dingo and shoot anything that moves (and has 
    a red life bar).  Kill stuff from the air, whoosh!
    -The obvious way to kill is using the blasters, but you can also try to run over
    players.  Often smashing into them is more effective than trying to shoot them.
    -If you are chasing an enemy Flag Runner and are having a hard time killing
    him/her/it jet ahead and steal the enemy flag so they can't score.
    -If you're having trouble killing someone, consider just getting out and
    shooting at them.  Just make sure they don't steal your Figher.
    13.2.13 Fighter Defense
    Similar to Fighter Attackers, but they should be protecting the base from 
    attackers.  Especially attackers in transports and bombers.
    -Watch for bombers and transports and practice shooting them down.
    13.2.14 Bomber Attack
    Bomber Attackers just hop into a Hammer and bomb anything that moves (and has a 
    red life bar).  Bomb stuff from the air, *bomb dropping noise*.  Take care not 
    to bomb teammates or yourself, and if a Fighter tries to kill you keep moving.  
    Also remember what the bomb dropping noise sounds like so you know when to get 
    away from wherever you are (hopefully you don't accidentally wander INTO where 
    the bombs are being dropped).
    -Bombing players is tricky, you need to judge where to drop the bomb by
    compensating for their movement.  Practice makes perfect.
    -Bombing entrances to buildings or other spots frequently travelled by players
    will get you a few kills too.
    13.2.15 Transport Operator
    Transport Operators hop into a Piltdown and pick up anything that moves (and 
    has a green life bar).  Park it at a spot where players can easily see it so 
    that if they want to they can hop in and you guys can have a party at the 
    enemy's base.  You can also try to help retrieve Flag Runners.
    -Use the extra chat options to notify your team that a transport has been made
    (if possible).
    -Don't hog the Vehicle Station.
    -Be careful not to accidentally run over your teammates (even though it seems
    like it's hard to do).
    -If you are just sitting and waiting, be careful of enemy vehicles that may try
    to destroy the transport.
    14 Game Type Specific Strategy
    This section contains tips for the various types of games.  Usually these tips
    will focus on completing the goal specific to that game type (for instance, how
    to be an effective flag capturer in CTF).  As with all strategy sections, keep
    an eye out for additions and changes in future updates.
    14.1 Capture the Flag
    -The obvious method for getting your enemies flag is to go straight at 
    them.  This does sometimes work, but a stealthy and thought out plan of attack 
    is often more successful.  Get into a vehicle, anything but a transport will 
    do.  Take an indirect route and park it in a valley or somewhere where it won't 
    be spotted from the enemy base.  Then jump out and grab the flag.  Sometimes 
    the enemy will assume that you are going to head straight for your base, but 
    then you head off to the side, get into your vehicle, and jet off for an easy 
    capture (note: this tactic only works in non-AADS games).
    -If you are carrying the flag, chances are the enemy will try to kill you.  
    Often there will be one or two people who will try to stalk you as you make 
    your way back to your base.  A common mistake made by Flag Runners at this 
    point is that they are so caught up in what they are doing, they forget that 
    they can stop those bothersome Spinfusor discs by turning around and firing 
    back while they retreat.  I've killed my pursuers on numerous occasions, it 
    makes returning the flag much safer.  Sometimes your stalkers aren't even at 
    full life and may take only one or two shots to subdue.  Get yourself high into 
    the air, turn around, and start shooting as you fly towards your base.  It's 
    amazing how many don't know to dodge attacks from an enemy Flag Runner because 
    he/she/it thinks that he/she/it is hunting you, not the other way around.
    -Putting a mine on your flag is a nice trick.  Try to blow it up before your
    Flag Runner returns though.  Another intersting trick is to place a Remote
    Turret directly on the flag.  A player can still capture enemy flags, and the
    enemy can still take your flag, but it might kill an almost-dead Flag Runner.
    14.2 Capture and Hold
    -When you first enter a stronghold captured by the enemy, capture the stronghold
    before doing anything else, even if it kills you.  This way you can stop your
    enemies from scoring a few points and maybe even score some for your team.
    -Be careful while using/repairing base assets that are controlled through the
    stronghold.  Once I was repairing a destroyed turret and it suddenly switched
    teams and killed me.
    -There are two ways to handle this game for the most part.  One way to go is to
    capture a stronghold and devote all your attention to maintaining control of it.
    Or you could just jump around and capture strongholds held by the enemy quickly
    and move on to capture others.  I prefer the first tactic, but if my team is
    losing I get myself in gear and go on the offensive.
    14.3 Team Deathmatch
    -Be careful about accidentally killing teammates.  It's not nice.
    -Some Inventory Stations are owned by your team and can be destroyed.  Others
    are shared and cannot be destroyed.  Learn which are which.
    -Destroying your enemy's base can be as important in TDM as it is in CTF or CNH.
    -To prevent a destroyed base from being too crippling, set a Remote Inventory
    Station up somewhere.
    -The winning team is generally the one that controls the most Inventory
    Stations.  Needless to say you should try to secure the Inventory Stations for
    your team.
    14.4 Deathmatch
    -Go all out.  Do whatever you can to kill your enemies effectively without
    getting killed yourself.  If you can kill yourself so the enemies don't get the
    extra point.
    -Don't bother setting up Remote Inventory Stations (unless you have a really
    well hidden spot) or Turrets, they won't help you in the long run.
    -Similar to TDM, all Inventory Stations are shared, so you don't have to worry
    about blowing them up.
    -Also similar to TDM, power comes from control of the Inventory Stations.
    14.5 Hunters
    -Sorry, I don't know too much about Hunters.  Keep your wits about you and
    capture flags without dying.  That's about all I can say about that.
    15 Map Strategy
    This section gives you details for strategy specific to certain maps.  For each
    map I will list its statistics, Repair Pack locations, and some strategy.  Also
    the names of building won't neccessarily correspond with their names in the
    15.1 Capture the Flag
    For the following maps statistics listed are for EACH base, and I'll comment on
    my choice of turret barrels for the turrets.  I won't list it, but each base
    also has a flag (duh).
    15.1.1 Avalon
    Statistics: 2 Generators, 2 Sensors, 1 Turret (Missile), 6 Inventory Stations, 1
    Vehicle Station, 0 Sentries, 3 Buildings (1 Main Base, 2 Towers)
    Repair Pack: On the bottom floor of the tower to the right (from the Main Base,
    looking towards the enemy base).
    -Here's a good idea for guarding your Gens.  First get an Remote Inventory
    Station on the bottom floor of your Main Base.  Then put Remote Turrets above
    the entrances to each of the Gens.  Four turrets in all.  Then start setting up
    additional turrets at your discretion.
    -Another good way to guard Gens.  Set a Remote Inventory above/below (depending
    on map) the platform that the Gen rests on/under.  Then set Remote Turrets as
    described above, but then set Remote Sensors blocking the path to the Gen that
    your Remote Station is at.  Then invest your time in keeping that one Gen up.
    Don't worry if the other one is destroyed, the base is still fine as long as one
    is up.
    15.1.2 Beggar's Run
    Statistics: 0 Generators, 1 Sensor, 1 Turret (Mortar or Missile), 3 Inventory
    Stations, 0 Vehicle Stations, 1 Sentry, 1 Building (1 Main Base)
    Repair Pack: 2nd floor, above (not directly) the upper Inventory Station.
    -Flag Running here is best done in Light armor with an Energy Pack and Flares.
    -You can defend your flag by shooting mortars into the small building that
    houses the flag right before enemies pop in to take it.
    -Be careful of Disruptors that come into the small room at the bottom of the
    Main Base that houses the pair of Inventory Stations.
    15.1.3 Damnation
    Statistics: 2 Generators, 1 Sensor, 1 Turret (Missile), 7 Inventory Stations, 0
    Vehicle Stations, 0 Sentries, 3 Buildings (1 Main Base, 2 Tower)
    Repair Pack: In the Rear Tower (second floor) OR on the bottom floor of the Main
    -For a sneaky way into the enemy base, try sneaking in the pipes that stick out
    from behind the base.
    -You can use the Aggressive Defense Tactic well in the enemy's Forward Tower.
    15.1.4 Death Birds Fly
    Statistics: 2 Generators, 1 Sensor, 1 Turret (Mortar), 7 Inventory Stations, 1
    Vehicle Station, 0 Sentries, 2 Building (1 Main Base, 1 Outpost
    Repair Pack: At the Outpost OR at the Main Base near the upper Inventory
    -Since each team's Outpost is near the enemy base, the enemy base is often very
    easy to attack for both teams.  Beware, sometime your own base can be more
    dangerous than the enemy's base.
    -It might be a good idea to place some Remote Turrets near your Gens.
    -Aggressive Defense near the enemy's Gens is a risky move and probably won't
    last long, but go ahead and give it a shot occasionally.
    -Don't forget to attack the enemy's Outpost too.
    -Inferno has a superior placement for their Outpost in my opinion.
    15.1.5 Desiccator
    Statistics: 3 Generators, 1 Sensor, 0 Turrets, 3 Inventory Station, 1 Vehicle
    Station, 1 Sentry, 3 Buildings (1 Main Base, 1 Auxilary Base, 1 Tower)
    Repair Pack: Right next to the Main Base Generator (the "lone Gen") OR in the
    Auxilary Base.
    -I highly recommend that you place a Remote Inventory Station somewhere (a good
    spot is directly underneath your Vehicle Station).  I just recently stumbled
    accross 2 Inventory Stations I had never seen before at the top of the tower
    (where the lone Gen is), it seems like many people don't know it's there.
    -There are 3 Gens here.  2 are housed in the Auxilary Base and power the force
    field surrounding the upper level of your Main Base (preventing easy access to
    the flag for enemies).  1 is housed in the Tower and acts as a normal Generator
    to your base.
    -Aggressive Defense works well at either of the enemy's Generator sites.  A tip
    for using Aggressive Defense in the small basement rooms (where the "twin Gens"
    are in this map).  Set your Remote Inventory Station on the upper floor in the
    basement (the spot where the Gens are), then set a Remote Turret in the center
    of the lower floor.  Move back up to the upper floor and watch the Remote Turret
    for any signs of movement.  If it moves, unload with the Grenade Launcher (the
    Fusion Mortar is not only too slow, but it will damage the Remote Turret).  You
    can use the Concussion Grenades at the same time to make it even harder to
    dislodge your position.
    -The flag is significantly easier to get when the force fields guarding it are
    -Keep in mind that you can move freely through green force fields, but red force
    fields block passage.
    15.1.6 Firestorm
    Statistics: 0 Generators, 0 Sensors, 0 Turrets, 2 Inventory Stations, 0 Vehicle
    Stations, 0 Sentries, 1 Building (1 Main Base)
    Repair Pack: On the lower floor of the Main Base.
    -This map is good for practicing your jet pack skills.  See if you can get from
    one tower to the next in one giant leap.  Give up?  Here's the gist of it.  Get
    an Energy pack, because you aren't going to get across without one, and for that
    matter, make sure you're in Light armor.  Get a good running start and press
    forward as you jet pack up.  Once you are about a third of the distance, or your
    energy is about half used up, stop pressing forward and let the inertia carry
    you forward.  Instead just hold the R1 button down so that you gain more height.  
    When you run out of energy release R1 and press forward on the left stick.  
    Whenever your energy is about one fourth full hit R1 until you're out again and 
    release.  You should eventually get there.  Practice.  This makes getting the 
    flag and getting back much easier.  Bring flares too, because someone might be 
    smart enough to whip out a Missile Launcher.
    -Since there are only two easily destroyed Inventory Stations here I recommend
    placing a few Remote Inventory Stations.  Try placing in low ground behind your
    base or on the ledge that sticks out just under the upper floor.
    15.1.7 Katabatic
    Statistics: 2 Generators, 1 Sensor, 2 Turrets (Forward: Mortar, Rear: Missile),
    9 Inventory Stations, 1 Vehicle Station, 2 Buildings (1 Main Base, 1 Outpost)
    Repair Pack: At the Outpost OR inside the Main Base OR in the hut-like building
    near the vehicle station described below.
    -This is a good place to use a Satchel on the enemy Gens.  You also might want
    to try hiding a Remote Inventory Station on the bottom floor of the enemy base
    -This is a good map for using the grav cycle.
    -There is a fairly hidden Inventory Station in the little hut-like building on
    the mountain near the vehicle station, right next to a Repair Pack.
    -Don't forget to attack the enemy's Outpost too.
    15.1.8 Paranoia
    Statistics: 2 Generators, 1 Sensor, 2 Turrets (any combination of Mortars or
    Missiles), 2 Inventory Stations, 0 Vehicle Stations, 1 Sentry, 1 Building (1
    Main Base
    Repair Pack: Inside the Main Base.
    -Place a Remote Inventory Station in one of the small alcoves behind your base
    or on the relatively low section of roof.  This way you don't have to go all the
    way down to the two Inventory Stations just to change your stuff.
    -Use the usual Flag Runner kit, fly carefully, and watch for missiles.
    -Assaulting in Heavy Armor with an Energy Pack and Concussion Grenades can be
    fun in this map.
    -Aggressive Defense in the basement of the enemy's base can be tough to set up
    but can really pay off if it succeeds.
    15.1.9 Quagmire
    Statistics: 3 Generators, 0 Sensors, 2 Turrets (Flag: Mortar, Tower: Missile),
    4 Inventory Stations, 0 Vehicle Stations, 2 Buildings (1 Base, 1 Tower)
    Repair Pack: On one of the upper levels in the Tower OR above the door towards
    your flag in the Base.
    -The flag is housed in a small building near a Base Turret.
    -2 Generators power the Base, 1 Generator powers the Tower.
    -Use the same tactic as in 15.1.8 Paranoia for Flag Running.
    -You should probably put a Remote Inventory Station near the flag somewhere for
    quick healing and restocking.
    -Place Remote Sensors to block easy access to the flag.
    -A Mortar Barrel in the Base Turret near the flag is highly reccommended.
    Alternately you can get in Heavy and use the same tactic for defending the flag
    in Beggar's Run (just be careful of Flag Runners that catch on).
    -I don't know why, but it seems like Flag Running is easier for the Storm team.
    15.1.10 Recalescence
    Statistics: 1 Generator, 1 Sensor, 0 Turrets, 3 Inventory Stations, 1 Vehicle
    Station, 2 Sentries, 1 Building (1 Main Base)
    Repair Pack: On the bottom floor of the Main Base.
    -Use the Main Base's size to your advantage; there are many entrances/exits and
    many ways to sneak around.
    -Guard your Gen closely, you only have one!  Or you could do the opposite and
    destory the enemy's Gen.
    15.1.11 Reversion
    Statistics: 2 Generators, 1 Sensor, 2 Turrets (Forward: Mortar/Missile, Rear:
    AA), 8 Inventory Stations, 1 Vehicle Station, 2 Sentries, 2 Buildings (1 Main
    Base, 1 Tower)
    Repair Pack: In the Tower OR in the Main Base.
    -For Remote Turret placement near the Gens or Gen defense see 15.1.1 Avalon.
    -Defending the flag from the roof of the Main Base works pretty well.
    -Try to keep your base from becoming too damaged.
    15.1.12 Sanctuary
    Statistics: 2 Generators, 1 Sensor, 1 Turret (Missile), 4 Inventory Stations, 1
    Vehicle Station, 0 Sentries, 1 Building (1 Main Base)
    Repair Pack: Outside the Main base, towards the enemy base.
    -Another good level for using the Satchel on enemy Gens.
    -Set up a few easy access Remote Inventory Stations.
    -The extremely hilly terrain in this level at the same time complicates and
    makes easier the task of Flag Running.
    -Don't bother using a Grav Cycle here.  You can (there is a fairly flat path
    between the bases), but it's not worth it
    15.1.13 Slapdash
    Statistics: 2 Generators, 2 Sensors, 1 Turret (Missile), 2 Inventory Stations, 1
    Vehicle Station, 2 Sentries, 1 Building (1 Tower)
    Repair Pack: In the Tower.
    -If you ask me I'd say that Inferno has a superior base on this map, their Tower
    is more difficult to approach.
    -The flag is out in the open, guard it carefully.
    -This is yet another good Satchel level.
    -There are many options for attack and defense in this level, be crafty dangit.
    -You can use Aggressive Defense behind hills near the enemy's base, but they may
    catch on quickly.
    -There are two good positions for defending your flag and your Gens, each one
    makes it a bit easier to defend one over the other.  One way is to place a
    Remote Inventory Station in the top floor of the tower and guard from the top
    floor.  Be wary of anyone who tries to sneak in and Satchel your Gens, but since
    your on the top floor, the Gens are hard to keep an eye on.  The other tactic
    (and my personal favorite) takes a little more work.  Place a Remote Inventory
    Station on the third floor (above the Gens) on the section of floor between the
    entrances from the second floor (where the Gens are).  Place Remote Sensors to
    block quick entrance into the Tower from the third floor and optionally you can
    place Remote Sensors to block access from the top of the Tower too (it's
    unneccessary for the bottom entrance) and you can place mines on the fourth
    floor on the second floor.  In Inferno's Tower you can see out one side to
    attack enemies that approach from the left or the back road to the left too.  In
    Storm's Tower you can see the hidden back road to the left where enemies usually
    try to sneak in to attack your Gens.  In both bases you can go step on your
    Remote Sensors on the other side and keep an eye on your flag.  You can shoot
    mortars at the flag when Flag Runners show up (making it so that mortars explode
    and actually do damage can be tricky, since the flag is on a raised platform it
    does more damage if you can get the mortar to land on the platform).  
    15.1.14 Thin Ice
    Statistics: 2 Generators, 0 Sensors, 0 Turrets, 2 Inventory Stations, 0 Vehicle
    Stations, 1 Sentry, 1 Building (1 Main Base)
    Repair Pack: On the very top floor of the Main Base.
    -If you are trying to destroy the enemy Gens, good luck.  They're hard to get
    -You should set up at least one easy access Remote Inventory Station.
    -Flag Runners beware Heavy and Medium armored people with Missile Launchers.
    -Like Paranoia, assaulting in Heavy with Concussion Grenades and Energy Pack can
    sometimes be worth your while.
    15.1.15 Tombstone
    Statistics: 2 Generators, 0 Sensors, 2 Turrets (any combination of Missiles or
    Mortars), 3 Inventory Stations, 0 Vehicle Stations, 2 Sentries, 2 Buildings (1
    Main Base, 1 Auxilary Base)
    Repair Pack: Top floor of the Auxilary Base (two very long vertical tunnels lead
    up to it).
    -Note: The Auxilary Base in this FAQ is the Main Base in the game, just so you
    -Using the Satchel on the gens here is a bit tricky.  Put the Satchel between
    the Gens (place it on the large green line on the floor) and detonate.  The Gens
    will be disabled but not destroyed, one or two Spinfusor shots each will finish
    -This map is a lot like Death Birds Fly in that you have two buildings that
    aren't near each other.  So you might want to put a Remote Inventory Station
    near the Main Base.
    -You can guard the flag (yours or the enemy's) in the same way detailed for 
    guarding the Generators in 15.1.5 Desiccator.  
    15.2 Capture and Hold - under construction
    15.3 Team Deathmatch - under construction
    15.4 Deathmatch - under construction
    15.5 Hunters - under construction
    16 Strategy Contributed by Others
    Please feel free to send in your own tricks, they may get put into the FAQ (with
    full credit to the contributer).
    17 Extra Chat Options
    This section details how to ease the communication woes that plague TAA.  And by
    details I mean explains and shows a list of the Extra Chat Options.
    For a while I had CHAT-TEST entered in my buddy list but I didn't know how to
    actually access the Extra Chat Options.  Then I discovered it by accident.  I
    was guarding a stronghold in a CNH game and I forgot momentarily what Square did
    so I decided to try pressing it and the options popped up.
    To access the Extra Chat Options enter CHAT-TEST into your buddy list (exactly
    as written here).  Then while in a game you can press Square to access the Extra
    Chat Options (press the Triangle, Circle, X, and Square buttons to browse).
    However the other players will only hear you speak if you are in an AADS.  Also
    some of the ECOs don't have any accompanying text.
    Abbreviations (for the buttons): Circle - C, X - X, Square - S, Triangle - T
    Note: You can cancel out of the Extra Chat Options menu once you've activated it
    by pressing R2.
    Input      Text      Message
    SCCCC      yes       Repair our base!
    SCCCX      yes       Repair our generator!
    SCCCS      yes       Repair me!
    SCCX       yes       Repair our sensors!
    SCCS       yes       Repair our turrets!
    SCCT       yes       Repair our vehicle station!
    SCXCC      no        Our base is secure.
    SCXCX      no        Our base is taken!
    SCXX       no        Our base is clear.
    SCXS       yes       Enemy is in our base!
    SCXT       no        Retake our base!
    SCSCC      yes       Enemy remote equipment destroyed.
    SCSCX      yes       Enemy sensors destroyed.
    SCSCS      yes       Enemy turrets destroyed.
    SCSX       yes       Enemy vehicle station destroyed.
    SCSSS      yes       Enemy base disabled.
    SCSST      no        Enemy is disrupted.  Attack!
    SCST       yes       Enemy generator destroyed.
    SXXCC      yes       Retrieve our flag.
    SXXCX      yes       Our flag is secure.
    SXXCS      no        Take the flag from me.
    SXXX       yes       Defend our flag.
    SXXS       yes       I have the enemy flag.
    SXXT       no        Give me the flag.
    SXSCC      no        Hold that vehicle, I'm coming!
    SXSCX      no        Need a pilot for turbo grav!
    SXSCS      no        I need a ride!
    SXSXX      yes       Where to?
    SXSXS      no        Need vehicle support.
    SXSXT      no        Need a tailgunner!
    SXSSC      no        Need a driver for ground vehicle.
    SXSSS      no        Need a bombardier.
    SXSST      no        Need covering fire.
    SXSTC      yes       Gunship ready, need a ride?
    SXSTT      no        Vehicle needs escort.
    SXTCC      no        Anytime.
    SXTCX      no        Is our base secure?
    SXTCS      no        Cease fire!
    SXTXX      no        No clue.
    SXTXS      yes       Help!
    SXTXT      yes       Move!
    SXTSC      no        Wait up.
    SXTSS      yes       Sorry.
    SXTST      no        Thanks.
    SXTTC      no        No.
    SXTTT      no        Yes.
    SSCC       yes       Incoming bomber!
    SSCX       yes       Incoming hostiles!
    SSCS       yes       Incoming vehicles!
    SSCT       yes       Watch where you're shooting!
    SSSCCC     yes       I'll repair our base.
    SSSCCX     yes       I'll repair our equipment.
    SSSCCS     yes       I'll repair our generators.
    SSSCX      yes       I'm on repairs.
    SSSCSS     yes       I'll repair our sensors.
    SSSCST     yes       I'll repair our turrets.
    SSSCT      yes       I'll repair our vehicle station.
    SSSXCC     yes       I'll deploy sensors.
    SSSXCX     yes       I'll deploy turrets.
    SSSXCS     no        I'll get a vehicle ready.
    SSSXX      yes       I'll cover you.
    SSSXSS     yes       I'll set defenses.
    SSSXST     no        I'm on it.
    SSSXT      yes       I'll deploy remote equipment.
    SSSSCC     yes       I'll attack the enemy generator!
    SSSSCX     yes       I'll attack the enemy sensors!
    SSSSCS     yes       I'll attack the enemy turrets!
    SSSSX      yes       I'll attack the enemy vehicle station!
    SSSSSS     yes       I will attack!
    SSSSST     yes       I'll attack the enemy base!
    SSSST      yes       I'll go for the enemy flag!
    SSSTCC     yes       I'm defending.
    SSSTCX     yes       I'll defend our flag.
    SSSTCS     no        I'll defend our generator.
    SSSTX      no        I'll defend our sensors.
    SSSTSS     no        I'll defend our turrets.
    SSSTST     no        I'll defend our vehicle station.
    SSSTT      yes       I'll defend our base.
    STCCC      no        Attack!
    STCCX      no        Attack the enemy base!
    STCCS      yes       Recover our flag!
    STCXX      no        Disrupt the enemy defense!
    STCXS      yes       Get the enemy flag!
    STCXT      no        Destroy the enemy generator!
    STCSC      yes       Destroy enemy turrets!
    STCSS      no        Reinforce the offense!
    STCST      no        Destroy enemy sensors!
    STCT       no        Destroy enemy vehicle station!
    STXCC      no        Defend our sensors!
    STXCX      no        Defend our turrets!
    STXCS      no        Defend our vehicle station!
    STXXX      no        Defend our base!
    STXXS      yes       Cover our flag carrier!
    STXXT      no        Defend the entrances!
    STXSC      yes       Cover me!
    STXSS      yes       Defend our flag!
    STXST      no        Defend our generator!
    STXT       no        Reinforce the defense!
    STTCC      yes       Bye.
    STTCX      yes       Oops...
    STTCS      no        Quiet!
    STTXX      yes       Shazbot!
    STTXS      yes       Woohoo!
    STTXTC     no        Don't know.
    STTXTX     yes       Thanks.
    STTXTS     no        Wait up.
    STTXTT     no        Anytime.
    STTSCC     yes       You rock!
    STTSCX     yes       Great shot!
    STTSCS     yes       I love it!
    STTSCT     yes       Good game!
    STTSSCC    yes       Hi.
    STTSSCX    no        HAHAHAHA!
    STTSSCS    no        Awww...  Too bad.
    STTSSX     yes       I love it!
    STTSSSC    yes       Woohoo!
    STTSSSS    yes       Move!
    STTSSST    no        I got your number!  I got all your numbers!
    STTSST     no        I'm on it!
    STTTC      yes       Hi.
    STTTX      no        No.
    STTTT      no        Yes.
    18 Extras
    This section is for any extra tidbits one might find while playing the game.
    -Enter CHAT-TEST to access the Extra Chat Options (as described in the previous
    -In Slapdash a golden statue can be found in one of the corners of the map (to
    the right of the Inferno base, looking at it from the Storm base).
    -If you press R1, R2, L1, L2, Select, and Start simultaneously while online,
    your Ping will be displayed in the lower right corner.
    18.1 AADS (Aerial Assault Dedicated Servers)
    AADS, short for Aerial Assault Dedicated Servers (a.k.a. "arrow servers") are
    servers created by Inevitable for use online.  The host isn't a player, but an
    AI with an annoying habit of teamswitching you while you're doing something
    important.  Here will be a list of the things that make the AADS games different
    from normal ones.
    Mortar and V Capping glitches fixed
    Bombers drop bombs slower
    Repair Pack drains energy while in use
    Chaingun's effectiveness is greater
    Extra Chat Options are available
    Host isn't a player
    Games with a higher max player limit may occur (24 and 32 player games)
    Typically a lower ping
    More powerful shields on Base Turrets
    Scores retained if you disconnect and reconnect (into the same match)
    Beacons on Remote Inventory Stations recover if the station is used
    18.2 Glitches
    A few glitches within Tribes: Aerial Assault have come to my attention.  This
    section will explain them.
    18.2.1 Mortar Glitch
    This glitch can be seen by getting into Heavy armor with a Fusion Mortar and a
    Repair Pack.  Take out the Fusion Mortar, fire a round, quickly switch to the
    Repair Pack, then switch back to the Fusion Mortar and you can fire again
    instantly--without having to wait for it to reload.
    18.2.2 V Capping
    This one isn't too difficult to come across.  Like the Mortar Glitch it only
    occurs in non-AADS games.  Basically the glitch is that you can get into
    vehicles with the flag.
    19 My Kits
    "Kits" is what I call the weapons, packs, and grenades you have set up so that 
    when you step into an Inventory Station you are ready to go.  In the options 
    menu you may notice that there is a list, for each armor type, of different 
    setups that you can set up.  I prefer to have preset kits, to do this just go 
    into a Botmatch, set up your kits, and then quit.  Just make sure you save 
    afterwards.  I generally don't save my character again unless I am reediting my 
    kits.  Here I'll show you what each kit is composed of and why it is that way.  
    I'll update this whenever I get a chance to.
    Light 1
    Weapon 1: Spinfusor
    Weapon 2: Chaingun
    Weapon 3: Grenade Launcher
    Pack: Energy
    Grenade: Flare
    This is my main Flag Runner kit.  I use it most of the time.  It also is very 
    good for killing opponents or running down enemy Flag Runners.  I use it as a 
    Flag Runner whenever I don't bring a vehicle along, or if I expect my vehicle 
    to be destroyed before I can get back into it.  The ability to get really high 
    (in the air) makes you almost completely immune to splash damage and makes 
    enemies on the ground easy targets.
    Light 2
    Weapon 1: Spinfusor
    Weapon 2: Chaingun
    Weapon 3: Blaster
    Pack: Energy
    Grenade: Flare
    This is a variation on Light 1.  I use it for taking down enemies indoors while
    stilling being capable outdoors.  I switch the Blaster to a Laser Rifle if I
    need to do a Sniper job.
    Light 3
    Weapon 1: Spinfusor
    Weapon 2: Chaingun
    Weapon 3: Grenade Launcher
    Pack: Repair
    Grenade: Flare
    This is my Light repair kit.  Obviously I use it to make repairs.
    Light 4
    Weapon 1: Spinfusor
    Weapon 2: Chaingun
    Weapon 3: Grenade Launcher
    Pack: Shield
    Grenade: Concussion
    This is my Flag Recoverer's kit.  I've annoyed many an enemy with these items.  
    Every since my first experiences when the enemy flag I was holding was stolen 
    from me by a sneaky turd I starting using it to further my own team.  When 
    setting up this kit I couldn't think of a good pack to go with.  Ideally I'd 
    expect that I wouldn't live long enough to return, just long enough to recover 
    my team's flag, so I go in a vehicle for fast delivery.  Energy Packs are out 
    because I am taking a vehicle (if possible), so fast movement is already 
    covered.  Repair Packs wouldn't help much since I didn't plan on coming back 
    alive.  So decided to go with a Shield Pack because it will allow me to live a 
    few precious seconds longer.  Sometimes those few seconds scores 100 points for 
    my team.
    Light 5
    Weapon 1: Spinfusor
    Weapon 2: Chaingun
    Weapon 3: Plasma Rifle
    Pack: Satchel
    Grenade: Mine
    This is my Explosives Personnel kit.  I whip out my Satchel, hop onto a grav 
    cycle, park it at a safe spot, destroy the enemy generators, hop out and 
    destroy anything I can see, grab the flag (in CTF), then hop onto the grav 
    cycle (assuming it is still there), and leave.  Sounds complicated?  Actually 
    it's not.  Leave your enemies a present, mine their Gens.
    Medium 1
    Weapon 1: Spinfusor
    Weapon 2: Chaingun
    Weapon 3: Plasma Rifle
    Weapon 4: Missile Launcher
    Pack: Remote Station
    Grenade: Flare
    I use this kit to set up Remote Stations.  Maybe near a generator so that I can 
    start setting up Remote Turrets (using Medium 4).  Or I can set one as an easy 
    access station for high speed inventorizing.  Stick one near a Vehicle Station 
    so you can change your stuff and get into a vehicle.  Hike over to the enemy's 
    base and set one nearby.  The possibilities are somewhat endless.
    Medium 2
    Weapon 1: Spinfusor
    Weapon 2: Chaingun
    Weapon 3: Grenade Launcher
    Weapon 4: Missile Launcher
    Pack: Energy
    Grenade: Flare
    This is my Medium all-purpose kit.  If I need to I switch the Energy Pack to a
    Repair Pack or, if I plan on guarding an area, I'll switch it to a Shield Pack
    and Concussion Grenades.
    Medium 3
    Weapon 1: Spinfusor
    Weapon 2: Plasma Rifle
    Weapon 3: Grenade Launcher
    Weapon 4: Missile Launcher
    Pack: AA Barrel
    Grenade: Flare
    This kit is for turret barrel placement.  The only reason I have it set on AA 
    Barrel is that it is the first in the series of barrels in the options menu.
    Medium 4
    Weapon 1: Spinfusor
    Weapon 2: Chaingun
    Weapon 3: Grenade Launcher
    Weapon 4: Missile Launcher
    Pack: Remote Turret
    Grenade: Concussion
    This kit is for setting up Remote Turrets.  If I need to I switch to Remote 
    Sensors.  The Concussion grenades are for any enemies that try to get in my 
    Medium 5
    Weapon 1: Spinfusor
    Weapon 2: Chaingun
    Weapon 3: Grenade Launcher
    Weapon 4: Missile Launcher
    Pack: Satchel
    Grenade: Mine
    This kit is similar to Light 5, except for Medium armor.
    Heavy 1
    Weapon 1: Spinfusor
    Weapon 2: Chaingun
    Weapon 3: Grenade Launcher
    Weapon 4: Missile Launcher
    Weapon 5: Fusion Mortar
    Pack: Repair
    Grenade: Mine
    This is my all-purpose Heavy armor kit.  I use it for any situation in which I 
    may need to do anything.  Like Medium 2, I switch packs and grenades depending
    on the situation.
    Heavy 2
    Weapon 1: Spinfusor
    Weapon 2: Chaingun
    Weapon 3: Grenade Launcher
    Weapon 4: Missile Launcher
    Weapon 5: Fusion Mortar
    Pack: Remote Station
    Grenade: Flare
    I use this kit for setting up ambush points in enemy bases.  There are a few 
    maps where I use this until I die.  Then I use it again.  I use the station to 
    switch to Heavy 1 for light repairs, Heavy 3 for defense inside, Heavy 4 for
    defense outside, or Heavy 5 to leave an explosive surprise.
    Heavy 3
    Weapon 1: Spinfusor
    Weapon 2: Chaingun
    Weapon 3: Grenade Launcher
    Weapon 4: Missile Launcher
    Weapon 5: Fusion Mortar
    Pack: Shield
    Grenade: Concussion
    I have this kit set so that if I need a Shield when walking around.  The 
    Concussion grenades allow this kit to function as an alternative to Light 4.  I
    use this kit while defending inside of buildings.
    Heavy 4
    Weapon 1: Spinfusor
    Weapon 2: Chaingun
    Weapon 3: Grenade Launcher
    Weapon 4: Missile Launcher
    Weapon 5: Fusion Mortar
    Pack: Ammo
    Grenade: Basic
    Originally I only created this because I couldn't think of anything else to
    create.  I discovered that it works well for defending on top of towers or in
    other relatively open areas.
    Heavy 5
    Weapon 1: Spinfusor
    Weapon 2: Chaingun
    Weapon 3: Grenade Launcher
    Weapon 4: Missile Launcher
    Weapon 5: Fusion Mortar
    Pack: Satchel
    Grenade: Mine
    This kit is similar to Light 5 and Medium 5.  I don't use this kit very often
    20 Other Kits
    21 About Me
    Hey, my name is Spencer Pantera and I've had Tribes: Aerial Assault since last 
    December (2002).  I bought it because I wanted to make sure my brother wasn't
    hogging the phone lines with Phantasy Star Online Episodes I & II for the 
    Gamecube.  Tribes caught my attention because I remember reading about it a 
    while ago in Gamepro and thinking that it sounded like a cool game, but having 
    a crappy computer rules out any possibilities of online gaming on the computer.  
    So naturally I decided to go with Tribes when I found it.  I picked up a modem 
    adapter for the PS2 at the same time.  I haven't regretted buying this game 
    I created my character Pantera with the Diamond Swords tribe and the Hero voice 
    at first.  If you've been playing CTF games on stable servers for a while you've
    probably seen me somewhere kicking butt (or having mine kicked).  My friend, who
    goes by the name Seidler, sometime plays with me and on a rare occasion my 
    brother, Harrison (both in real life and on Tribes), plays with me too.
    Not to brag, but I'm quite good.  There aren't many games now where I'm not 
    among the highest scoring players on both teams.  And it's becoming less common 
    that I'm not the highest scoring player.
    My favorite type of game is CTF by far.  I've also gained a liking for TDM.  I'm
    fond of CNH, but I'm not too keen on DM or Hunters.
    My friend and I recently made our own clan: :[DoP]:.  Unfortunately the
    membership is rather sparse.  If you are interested in joining our clan just
    send me an e-mail.
    If you want to add me to your buddy list go ahead.  I have several names of good 
    players that I've fought against and some people who have sent me e-mail, but if
    you use a common name it's hard to find you again.
    If I think of anything else I'll add it here.
    22 :[DoP]:
    My friend and I decided to start our own clan, :[DoP]:, based on our clan on
    EliteMUD.  DoP is short for the Dragoons of Phos.  If you're interested in
    joining send me an e-mail.  Anything else about the clan will be placed here in
    later updates
    Clan Roster: Pantera, Seidler, Mist
    23 How to Contribute
    If you've looked through this FAQ you've probably noticed two sections that are 
    empty or semi-empty.  Strategy Contributed by Others and Other Kits.  These 
    sections are for those of you who like to see your name on FAQs.  Drop me an 
    e-mail with your ideas/thoughts/suggestions/questions/comments/concerns.  If I 
    like what I hear I'll put it in, and don't worry you will get full credit.
    I just ask that you stick "Tribes: Aerial Assault" or something along those
    lines for the subject.  And don't send me crap (in the form of stupid questions,
    insults, pointless bragging, or anything that can be construed as "crap"); I 
    won't reply to it.  I designed this FAQ with the idea in mind that this can be a
    discussion forum for TAA strategy and so on.  So contribute dangit!
    My e-mail: SquarePantera@sluggy.net
    24 Links
    This section will include a large list of links to Tribes: Aerial Assault
    related web-sites that I know of.  If you've got a link that I don't have here,
    feel free to send it in (you'll get credit for ones I've not discovered if you
    25 FAQ History
    Version 0.70 (submitted 1-18-2003)
    -came up with an outline (in the form of a Table of Contents)
    -wrote, wrote, wrote
    -some sections will be incomplete for now, but will be completed in later
          updates (hopefully)
    -I realize that my strategies are kinda bare but I want to get a copy of this
          out as soon as possible so I'm putting in whatever comes to mind as I sit
          here just before I submit the FAQ, hopefully it gets accepted into
          GameFAQs and then this thing will begin to take off
    -submitted Version 0.70 (at around 11:30 P.M.), had a party, unfortunately I was
          the only one at the party
    Version 0.71 (submitted 1-25-2003)
    -changed a small error
    -fixed e-mail address
    Version 1.0 (submitted 2-1-2003)
    -made some changes, fixed a few errors, and added new sections
    -15 Map Strategy has gotten a major face lift
    -added details about :[DoP]:
    -added how to access the Extra Chat Options
    -added things and stuff
    Version 1.2 (submitted 7-3-2003)
    -as usual, made some changes and corrected errors
    -added some strategies, changed others
    -added new roles
    -added information about glitches (thanks to <sOs> Auron)
    26 Legal Mumbo-jumbo
    This FAQ is Copyright 2003 Spencer Pantera
    You may:
    -print this FAQ, making any alterations you see fit to reduce paper usage or to
          change any of my English that may be hard to understand.
    -use this FAQ to help you with Tribes: Aerial Assault in a noncommercial
    -post this FAQ on your web-site, requires permission and you cannot alter it in
          any way.
    -send me e-mail about this FAQ (please put "Tribes: Aerial Assault" as the
    -laugh at my mundane babble and call me names behind my back.
    You may NOT:
    -use this FAQ to make money in any way whatsoever (unless you have my
          permission and I'm getting large discrete sums of cash in exchange).
    -post this FAQ on your web-site without permission or post an altered version.
    -plagiarize this FAQ, I spent a LONG time working on this.  Would you want
          something you worked on for a long time ripped off?
    Violators who are caught will be prosecuted to the fullest extent, so be nice!
    27 Credits
    Spencer Pantera - FAQ writer/contribution (just about everything)
    Brandon Seidler - contribution (strategy)
    Maximiliano Lagnado - for sending in detail on the Extra Chat Options (even
          though I had accidentally discovered it earlier that week)
    <sOs> Auron - for bringing the glitches to my attention
    Inevitable Entertainment and Sierra Entertainment - for making Tribes: Aerial
          Assault and making this FAQ possible
    GameFAQs (www.gamefaqs.com) - for giving me a place to start this thing up
    www.tribesaa.com - for the massive amount of information on the website

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