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	<title>Tribes 2/Roles/Heavy offense - Revision history</title>
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	<updated>2026-04-21T18:58:10Z</updated>
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		<id>https://wiki.tribesdepot.com/index.php?title=Tribes_2/Roles/Heavy_offense&amp;diff=16128&amp;oldid=prev</id>
		<title>Bigwig: http://www.tribes2wiki.com/wiki/Heavy_offense</title>
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		<updated>2024-12-21T01:38:46Z</updated>

		<summary type="html">&lt;p&gt;http://www.tribes2wiki.com/wiki/Heavy_offense&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{Cleanup}}&lt;br /&gt;
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Heavy Offense, abbreviated HO, is an attacking role filled by a player in [[Tribes 2/Armors/Heavy armor|heavy armor]]. The job requires infiltration, [[Tribes 2/Terms/Base rape|strategic destruction]], and for the player to continue the attack until death. While the exact process differs from map to map, certain basic elements are common for all HOs on most maps.&lt;br /&gt;
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The goal of the Heavy Offense is to cripple and confuse. The HO&amp;#039;s equipment, targets, and play style all reflect these goals.&lt;br /&gt;
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== Targets ==&lt;br /&gt;
One of the Heavy Offense primary objectives is to disable as much of the enemy base as possible. Therefore, on virtually all maps, the primary target for the HO is the [[Tribes 2/Base assets/Generator|generator]], so this is the destination. The route taken will differ on the map layout, but the main target is always the same. The generator not only enables all the functions of all, it also sustains its shields; so, the destruction of the generator makes the destruction of other much easier.&lt;br /&gt;
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Depending on the route, the HO will have the opportunity to cause mayhem and destruction along the way to the generator. Generally, the HO will not engage enemies on the way to the enemy base; however, if he is being followed, he may drop a mortar shell to kill or scare off the pursuer. Once at the base, the HO will destroy whatever is convenient on the way; a mortar shell near an [[Tribes 2/Base assets/Inventory station|inventory station]] will destroy it, even if powered, and since the HO is on the way to the generator anyways, will not harm him as he is long gone by the time it detonates. Sentry turrets, especially those high enough not to be destroyed by a mortar detonating on the floor, are more easily avoided than destroyed, especially those in hallways, where turning the corner is all you need to do. On the other hand, deployable turrets, especially those near the flag or generator, are usually tremendously easy kills. Destroying deployable inventory stations, especially those near or in the base, is especially important as they will remain functional even when the generator is offline, and will both lessen the time the generators remain offline and will let respawning players suit up.&lt;br /&gt;
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The HO may either decide to camp the generator, and prevent the enemy from repairing it, or continue onwards and destroy the rest of the base assets. This depends somewhat on personal preference but mainly on the map&amp;#039;s base layout.&lt;br /&gt;
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== Equipment ==&lt;br /&gt;
There are a few pieces of equipment that are absolutely essential, while the rest, though recommended, are not set in stone. Certain players who multirole may change some aspects of the loadout, but this article assumes that HO is at least the main role of the player.&lt;br /&gt;
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=== Weaponry ===&lt;br /&gt;
The basics are obvious: [[Tribes 2/Weapons/Fusion mortar|mortar launcher]] for making things go &amp;quot;boom&amp;quot; fast, and a [[Tribes 2/Weapons/Spinfusor|spinfusor]] for [[Tribes 2/Terms/Disc-jump|disc-jumping]] around outside. These are absolutely essential for properly raping a base and for staying alive. Generally, grabbing a [[Tribes 2/Weapons/Chaingun|chaingun]] for dealing with pesky airborne outdoor targets, taking along a [[Tribes 2/Weapons/Missile launcher|missile launcher]] for turrets and vehicles, and using a [[Tribes 2/Weapons/Grenade launcher|grenade launcher]] for indoor combat are good ideas. A [[Tribes 2/Weapons/Plasma rifle|plasma rifle]] can also be helpful for taking out deployed turrets and light armors that are tough to hit.&lt;br /&gt;
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It&amp;#039;s particularly useful to carry [[Tribes 2/Grenades/Grenade|hand grenades]] in the grenade slot, since they can be launched simultaneously with the mortar and [[Tribes 2/Deployables/Mine|mine]] to damage a generator enough to disable it. This means the HO only has to be in the gen room for a split second to toss the three charges. Alternatively, the HO can carry along whiteout grenades to assist in infiltrating the base, but these are rarely required or used.&lt;br /&gt;
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=== Packs ===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Shield Pack&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
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The obvious choice here is the [[Tribes 2/Packs/Shield pack|shield pack]], and it is the one most often used by Heavy Offense on most maps. It allows the HO to ignore minor threats on the way to the objective. Once indoors, it can protect him from his own mortars, and help deal with enemy fire if he&amp;#039;s waiting for a mortar to detonate or turning a corner. Sentry turrets are usually completely ineffective because they won&amp;#039;t get the shield down fast enough to deal permanent damage. Because the HO is mostly an indoor role, it permits energy to be used entirely for the HO&amp;#039;s pack at nearly all times. The protection afforded by the shield pack coupled with the high ammo count of the plasma rifle can allow the HO to last for a very long time.&lt;br /&gt;
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It also allows master HO players to discjump around without taking any damage.&lt;br /&gt;
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&amp;#039;&amp;#039;&amp;#039;Energy Pack&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
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On larger maps with limited routes for those in Juggernaut armor, the HO might use an [[Tribes 2/Packs/Energy pack|energy pack]]. The additional energy can enable the Heavy Offense to infiltrate the enemy base at higher speeds and avoid obstacles and enemy fire. It can provide a minor role while indoors, allowing the HO to move faster if traveling up a floor or two.&lt;br /&gt;
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&amp;#039;&amp;#039;&amp;#039;Sensor Jammer Pack&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
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Sometimes the HO may opt for a [[Tribes 2/Packs/Sensor jammer|sensor jammer pack]] if early warning is an issue. It allows the HO to skirt neatly by all turret types, and may not be noticed by players. However, other than preventing the fire of sentry turrets, the SJ pack ceases to be useful once inside. The pack can then be tossed in the hopes of picking up a more useful one indoors.&lt;br /&gt;
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&amp;#039;&amp;#039;&amp;#039;Ammunition Pack&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
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The [[Tribes 2/Packs/Ammo pack|ammo pack]] is of dubious use to Heavy Offense. Generally, the HO is carrying more than enough ammunition for complete destruction of the enemy base, because their attack doesn&amp;#039;t start from afar, and they are at any rate afforded ammunition from looting dead players. Nonetheless, HOs that spam the enemy base on the way or try to hold the generator room long-term with the mortar launcher may nonetheless bring an ammo pack along, especially if the mortars will in all likelihood absolutely prevent players from being able to make it far enough into the gen room to fire upon him.&lt;br /&gt;
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&amp;#039;&amp;#039;&amp;#039;Deployable Inventory Station Pack&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
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The deployable inventory pack can provide unlimited ammo if one plans to remain in the same room and the inventory station can be tucked away from the action. However, the added weight decreases the already restricted mobility of Juggernaut armor.&lt;br /&gt;
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=== Harvesting ===&lt;br /&gt;
Looting dead bodies is essential for the survival of the HO, mainly for [[Tribes 2/Repair kit|repair kits]]. The ammo provided from teammates and enemies suited up, especially those in heavy armor, can also prove immensely useful.&lt;/div&gt;</summary>
		<author><name>Bigwig</name></author>
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