The generator is often viewed as the most important base asset in Tribes, since it powers all other base assets, turrets, sensors, and inventory stations. In Tribes: Ascend it also powers all player deployables, but since players spawn in the armor of their choice the inventory stations are of much less importance, making the generator a much lower priority target. There are times when it’s simply not strategically sound to waste any time attacking an enemy generator, and others when such an attack could mean the difference between victory and defeat. Similarly, if the enemy just wants your generator down, there may be times when it’s better to just let them do it! It all depends on the team’s composition and strategy. A team full of juggernauts, pathfinders, and soldiers probably wouldn’t even notice if their generator was down, on the other hand, doombringers, technicians, and sentinals may be relying on the generator heavily.
The how is pretty easy, simply walk past all of your enemy’s defenses, dodge the mines, destroy the turrets, and then use your favorite weapon on their generator! Oh wait… Well I prefer to go in as a juggernaut myself, the heavy armor protects you from ambush attacks that are quite common indoors, and the mortar is so frightening, few enemies will even approach one until it explodes, given that the amount of space is typically very limited indoors the explosion will still likely hurt and/or kill them anyway, so it serves a double purpose, it’s both area denial (when fired so that it lands in a doorway will prevent players from entering for a few moments, use this when you’re low on health and need time to regenerate), and the more obvious purpose, damage. The juggernaut’s spinfusor mkd is an ideal weapon when you have a direct line of sight to your enemy as well.
At any rate, if you really don’t like the direct approach, you could also use the infiltrator class to sneak into the enemy generator room instead, but whatever your method, you may want to think twice before you even attempt it, check out your enemy’s flag defenses, are they relying on a lot of turrets and forcefields? If not, taking out their generator may only serve to remove you from the fight on the surface, actually strengthening their defense! You might instead want to get a few of the defenders to chase you away while your flag capper makes his run, maybe even make your approach on their generator REALLY OBVIOUS, so they all go underground with you. Even if that makes your attack on the generator un-successful, it’ll make your teammate’s flag run a lot easier if a large portion of their defense is distracted.
Similarly if you notice an enemy headed for your generator, you might not want to bother chasing him if you really don’t need the generator for anything. The sensor and base turrets are very important, make no mistake, but a typical flag runner won’t be stopped by those turrets, and leaving your flag unguarded would be a monumental mistake. If an attacker encounters no resistance on the generator attack, he’s also quite unlikely to stick around, making a quick repair a few moments later (when he leaves due to boredom) very easy for one of your techs.
Of course if there ARE a lot of deployables on defense, the generator then becomes far more important, as taking it out will poke giant holes in the team’s flag defense! In the end you’ll have to make a judgment call on it, of course having a generator is always better than not having one, but it doesn’t cripple teams as much as it did in earlier Tribes games where you could only spawned with a few basic weapons if your team didn’t have a generator. The choice isn’t as easy as it used to be.









