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Like many CTF maps in [[Tribes: Ascend]] the flag stand is very open on '''Katabatic'''. This map is so open in fact that the flag is often left virtually undefended when players get tired of losing the flag over and over. The generator is often down as well so defenders have few options in the way of deployables. When powered, [[Light Turret]]s can be placed in the corners so they are somewhat protected from enemies. [[Mines]] around the perimeter of the flag can also work well if they are maintained. If cappers are using the same route over and over and the generator is up then [[Force Field]]s can be deployed to slow them down, but the stand is so big that they are only marginally effective. [[Sentinel]]s are helpful for taking out cappers at a distance and stopping their escape.
 
Like many CTF maps in [[Tribes: Ascend]] the flag stand is very open on '''Katabatic'''. This map is so open in fact that the flag is often left virtually undefended when players get tired of losing the flag over and over. The generator is often down as well so defenders have few options in the way of deployables. When powered, [[Light Turret]]s can be placed in the corners so they are somewhat protected from enemies. [[Mines]] around the perimeter of the flag can also work well if they are maintained. If cappers are using the same route over and over and the generator is up then [[Force Field]]s can be deployed to slow them down, but the stand is so big that they are only marginally effective. [[Sentinel]]s are helpful for taking out cappers at a distance and stopping their escape.
 
====[[Sentinel]]====
 
====[[Sentinel]]====
βˆ’
Your role is key to stopping enemy offense on this map. HoF's have to try and see 360 degrees on the stand but you can call them from much further out. Also since enemy disruption will be keeping the flagstand busy your rifle will be the best chance for stopping cappers. Don't bother placing [[Claymore Mine|Claymores]] unless you like sniping from the stand itself as they will just get destroyed. The best sniping spots are the respawn tower and the large rock above the cave, where you can respawn aswell.
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Your role is key to stopping enemy offense on this map. HoF's have to try and see 360 degrees on the stand but you can call them from much further out. Also since enemy disruption will be keeping the flagstand busy your rifle will be the best chance for stopping cappers. Don't bother placing [[Claymore Mine|Claymores]] unless you like sniping from the stand itself as they will just get destroyed.
βˆ’  
 
====[[Technician]]====
 
====[[Technician]]====
 
Even though turrets will be destroyed constantly on this map they often work better than Doombringers FF or mines. You can try and tuck them behind the corners of the stand or on the ramp, but they work just as well on the ground below the stand too. Keep [[Motion Sensor|motion sensors]] with each turret for [[Infiltrator]]s and drop another sensor near the flag just in case cappers forget to shoot it.
 
Even though turrets will be destroyed constantly on this map they often work better than Doombringers FF or mines. You can try and tuck them behind the corners of the stand or on the ramp, but they work just as well on the ground below the stand too. Keep [[Motion Sensor|motion sensors]] with each turret for [[Infiltrator]]s and drop another sensor near the flag just in case cappers forget to shoot it.
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