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strategy

A juggernaut defending a capture point

Tribes: Ascend strategy — Capture and Hold

On it’s offi­cial release, Tribes: Ascend intro­duced a new game mode called “Cap­ture and Hold”, in this game mode play­ers of two teams vie to hold as many cap­ture points for as long as pos­si­ble.   In addi­tion to receiv­ing a point every few sec­onds each point held gives your team spe­cific ben­e­fits.  The points […]
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TribesAscend-generator

Tribes: Ascend strategy — Generators

  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 […]
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TribesAscend-soldier-chase

Tribes: Ascend strategy — flag chasing

So now you’ve caught up to him, now what? Some­times the eas­i­est thing to do is to hit him with one of your grenades (assum­ing you’re using the default pathfinder grenades), these grenades will knock the flag out of his hands, and if you do it JUST right, you can actu­ally catch it before it even hits the ground
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The engineer, playing his guitar

Team Fortress 2 — The Engineer (general strategy)

The engi­neer is often under­es­ti­mated in Team Fortress 2. His shot­gun can be deadly, and the pis­tol can fin­ish off an enemy at range, or dis­cour­age peo­ple from out-​​​​ranging your sen­try.  Now the engi­neer has a lot of fancy tools like mini sen­tries, the Fron­tier Jus­tice shot­gun (which deals extra dam­age for every kill your […]
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