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The flying vehicles are almost as hard to control as the ground vehicles. The Jericho Mobile Point Base has the bonus of operating as a mobile inventory station, however, so it can be a tremendous tactical asset. I like the idea of ground vehicles, but the extreme slopes of the terrain make them really impractical. The vehicles, for the most part are pretty average. The shocklance makes an effective counter to the sniper rifle and the missile launcher makes vehicle destruction a lot easier. In all, very little has changed in terms of weapons. The shocklance is a new melee weapon (which, thank you, I don't use) and the missile launcher homes in on flying targets or objects painted with a targeting laser. The disc launcher, chaingun and plasma blaster are all still here as are the grenade launcher, sniper rifle and mortar. The new weapons and items are pretty sweet but that's only because very little has been changed. You can enable individual item purchases at inventory stations and get your repair pack by assigning it to a hot key.
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On the plus side, it's not too hard to set them up on the fly, but it does take some getting used to. If for example, you want to run and grab a repair pack, you have to have a preset for it (or set one up during the game). Playing in the default mode, you're no longer able to buy things a la carte at the inventory stations. The new inventory system allows you to set up to 20 different packages beforehand which you can call up with a single key stroke. On the gameplay side, there are some impressive additions. We've seen the bots pull some pretty cool tricks and we've also seen them stand there while you blow the crap out of them. Not all maps support bots but even on those that do the challenge level can be inconsistent. You can play the new game types with bots. While new players will benefit from the instruction, Tribes veterans won't have much use for it. While we have had some decent games with around forty players, lag tends to slow things up a bit at this point, especially when you get more than a dozen or so characters on the same screen at the same time.īut if you'd rather play with yourself (oh, grow up), the single player "campaign" is really great - assuming "campaign" is a French word for superfluous tutorial. Unfortunately, the game isn't quite ready to live up to the challenge of supporting 64 players. Two teams of a dozen cooperative players can create some of the most amazing fun you'll ever have playing in a game.
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This game is perfect for any action gamer who wants to play tactically but still likes lots of explosions. I think it was a good move on Dynamix's part to emphasize individual achievement in the newer game types, but it seems like most players prefer the team based format.īut hey, it's still fun, right? You bet your ass it is! It's the perfect blend between the strategic team play of Rainbow Six with the intensity and action level of Quake. It's a shame, really, as some of the newer game types seem kind of intriguing. Capture the Flag games are still much more common than any of the new game types. While Tribes 2 has a lot of flexibility in terms of game styles, there's not enough variety on the actual servers. One of the problems with Tribes 2 isn't anything that Sierra really has any control over. Tribes 2's arsenal of amazing weapons, fantastic environments and human versus human competition makes for an unforgettable experience. Whether you're using your jet pack to fly the enemy flag back to your base, battling enemies in the close confines of a massive base or raining down mortar fire from a high flying hovercraft, Tribes 2 maintains a level of excitement throughout. But not counting the first Tribes, there's no better online action game around than Tribes 2. While Tribes 2 does offer a lot of improvements over the original, it doesn't break too much ground either in the area of design or gameplay. So the servers are a little more stable and the community has grown a bit since we posted our first impressions of the game.