Tribes 2/Packs

Instead of player-specific classes, Tribes 2 features a wide range of packs which can be used to customize any loadout.

Jetpack
The jetpack is integrated into all armor classes and is carried at all times. The other packs are equipped to supplement the jetpack. It draws from the armor's constantly recharging energy reserve. It is noticed that while the Scout (light) and Assault (medium) armors have the jetpack on their back, the Juggernaut (heavy) armor has the jet built into its feet.

Energy Pack
The most widely used pack in T2, the Energy Pack gives the operator a faster recharge rate for energy. This can boost the effectiveness of both flying and shooting energy-based weapons. It is required for scout armors (light) to use a laser rifle. This pack is always active, and gives the wearer a greater energy reserve by recharging as it is being depleted.

Shield Pack
When activated, the Shield Pack drains the player's energy over time slowly, and if they lose energy from jetting or from taking damage then that energy will not be replenished until the pack is deactivated. Any damage that would normally be inflicted on the shielded player instead drains the player's energy supply. The exception to this is the blaster, which can penetrate the shield at close distances. When the player has no energy left, the shield deactivates, and the player resumes taking damage (and recharging energy) normally. Favored by players on base assault due to its recharging shielding capabilities, but takes skill to use effectively, since it greatly hampers mobility via draining energy from the jetpack.

Repair Pack
The repair pack projects a red beam of energy at the target the player is currently facing. This beam repairs damage to stations, generators, vehicles, or players (including the wielder). Note that many maps in T2 have repair packs placed somewhere inside or near each base, since players can not get them at stations when the base's generator has been destroyed.

Sensor Jammer Pack
When activated, the Sensor Jammer Pack disrupts the other team's sensor network within a 50-meter radius. Even when unactivated, the Sensor Jammer Pack still passively jams sensors. Any players or vehicles within the jammer's radius will be undetectable (even to motion sensors) and will not have a "friend or foe" identifier. These can be very useful for tailgunners of Bombers and Havoc Transports, since they can prevent turrets from firing at the vehicles. The Sensor Jammer also disables all enemy Cloak Packs in this area, as does the Jericho Mobile Base.

Cloak Pack
When activated, the Cloak Pack makes the user invisible, both visually and to sensor networks, though they do leave footprints. The cloaked user can still fire and jet (causing them to be briefly semi-visible). This pack consumes energy very quickly, only enabling players to use it for short durations before "recharging". Users can still be picked up by motion detectors. Active use emits a quiet, characteristic sound that can alert enemies. An additional benefit is that enemy turrets will not fire on a player even if the cloak pack is in its passive mode unless a motion sensor or sensor jammer reveals them.

Satchel Charge
A pack that, when the activation key is first pressed, throws the pack out in front of the player. The second key press after arming causes the detonation of the pack after a short series of warning sounds. The blast-radius and power of this explosion is the most powerful available, eclipsing even that of the fusion mortar and Thundersword bombs. These can be used in a number of ways, both as offensive tools and defensive traps, especially for the flag. It may also destroy other nearby forms of defense such as turrets and mines. The deployed satchel charge can be destroyed with weapons fire before detonation, and sometimes players will defend the bomb until it is armed and ready to detonate.

Inventory Station
This is a small portable inventory station. This operates in a similar manner to the permanent ones that may be found in team bases, but has the restriction that it cannot be used to change armor class or create another inventory station. Inventory stations cannot be carried by Scout armors and carriers cannot pilot vehicles and may not occupy some vehicle slots. Depending on map, there's a limit to the number of inventory stations per team.

Barrels
Rather than having a turret with a fixed predefined weapon, Tribes 2 allows barrels to be mounted on turrets. Some unique maps do not have pre-defined turret barrels, requiring the players to mount them for custom defense. Other maps disable players from switching them (using scripting). These barrels are:


 * Plasma - just like the plasma hand-held weapon. It is the most commonly used predefined turret barrel in maps. It shoots a slow, blue bolt much larger than the hand held plasma bolt.
 * Mortar - just like the mortar launcher weapon. Usually used with a combination of pulse sensors, the mortar has a long range. One of it's weaknesses though, is that it will not shoot if the target is 40 meters or closer.
 * ELF - the ELF turret is a larger version of the Electronic-Flux Projector. It drains energy from its target, and even, unlike the handheld version, drains health if there is no more energy to drain. Although it can cut mobility down to a minimum, the ELF is generally avoided because of its short range and difficulties with fast targets.
 * AA - the Anti-Air turret, like the Missile Turret, is designed to only target vehicles and targets above a certain height. It will fires elongated blue-purple bolts of energy at targets in a dual, staggered pattern (there is a slight pause between the first and second shot): the damage is high, and the firing rate is above average. This is generally the most favored among players, even in non vehicular-centric maps, due to the speed and accuracy of the projectiles and their efficiency in killing enemies who attempt to fly off with the flag.
 * Missile - the missile turret similar to the anti-air barrel: it only targets vehicles and heated (jetting) players. The turret normally requires a lock-on, although it can be set to dumbfire through scripting as well as if it is manually controlled via the Control Circuit (CC).

Pulse and Motion Sensors
The pulse sensor is used to extend sensor ranges. As stated above, it is commonly used with the mortar turret, or just to extend the sensor net across the base. Placing one near a sentry turret allows the sentry turret to shoot at non-moving targets, and still allow the turret to shoot at cloaked players. Some mappers encourage placement of deployable pulse sensors by not putting pre-place Large or Medium sensors on their map.

The motion sensor is usually used to detect cloaked and passively jammed players. Like the pulse sensor, the motion sensor is commonly used with deployed turrets. Though, the motion sensor is limited due to its small detection range.

These sensors are sometimes deployed within a base to hinder enemy movement. They will be most likely been seen behind a forcefield that anybody may pass.

Deployable Turrets
There are two deployable turrets, Spider Clamp, and Landspike. The indoor turret, Spider Clamp, shoots a red projectile, and may be deployed on walls and ceilings. Though they can be deployed in strategic spots, they are quite fragile, and may be destroyed in a few shots of a spinfusor. They are best deployed in mass numbers.

The outdoor turret, Landspike, shoots a large, hot, yellow projectile. They cannot be deployed on steep hills or very rugged terrain. The Landspike turret is a bit tougher than the Spider Clamp turret, though its cooldown time is longer. A common practice is to deploy an outdoor turret (or any outdoor deployable, for that matter) within an organic (tree, plant, etc) to help hide it from enemies. Though, mods, such as classic, have attempted to fix this with an "organic detection" function.

Both turrets must be deployed a range from each other. Stated in the training missions, "their targeting frequencies overload."