PPPPP L AAAAAAAA N N EEEEE TTTTTTT SSSSSS IIIIIII DD EEEEE P P L A A NN N E T SS I D DD E P P L A A N N N E T SS I D DD E PPPPP L AAAAAAAA N N N EEEEE T SS I D D EEEEE P L A A N N N E T SS I D DD E P L A A N NN E T SS I D DD E P LLLLL A A N N EEEEE T SSSS IIIIIII DD EEEEE GENERAL FAQ ******************************************************************************* 1: copyright Information ******************************************************************************* This walkthrough is Copyright 2004-2006 William Upton Terms of use: This may be not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. This guide is only to be displayed at http://www.gamefaqs.com http://www.cheatbook.de http://faqs.ign.com http://www.neoseeker.com I will not host it on any other websites, so don't ask. If you see it somewhere else, please e-mail me. All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. Contact Information: Email me at iviv66(at)hotmail(dot)com with any questions, comments or complaints if you have any, or is you know anyone who can do better art for the title. ******************************************************************************* 2: Contents ******************************************************************************* Section 1: Copyright Information Section 2: Contents Section 3: Information Section 4: Version History Section 5: Starting off Section 6: The Weapons Section 7: Implants Section 8: Armours Section 9: Vehicles Section 10: Glossary Section 11: Coming Soon Section 12: Thanks ******************************************************************************* 3: Information ******************************************************************************* This is the first FAQ I have written, and I am writing it because my computer is not always hooked up to the internet, meaning I can't play Planetside, and that there was a large gap in the Planetside section waiting to be filled with a reasonably full FAQ. I have also been playing gunbound and Final Fantasy 10 alot. In a few monthes i will be tanking my GCSEs, and so don't expect another update for some time. Planetside is a Massively multiplayer online first person shooter (MMOFPS), and you can see from the word go that this is true. I have been playing for about three months now, and my character, iviv, is BR12 CR1. LARGE EDIT: This guide lay dormant for quite a while, huh? I'm now a student at Northumbria Univeresity, studying Quantity Surveying. And I've started playing Planetside again! Now I'm Br15 Cr2. Horray! ******************************************************************************* 4: Version History ******************************************************************************* V0.6 After a long time away from the game, I have finally been drawn back into it. And I thought it was time to update this guide. It could take a while, as there is so much stuff been added. V0.5 Have lost MAX information, so that will be finished later. Added Glossary Added artwork banner. Wan't to change it as soon as possible. V 0.45 Half completed the MAX section. Am just pulling this off due to no update for ages. V 0.40 Added armours. Must get around to checking the lancer. V 0.30 Decided to spell check the document. Changed a few mistakes. Added implants guide. Changed the version numbers so they are correct. Still haven't checked the lancer. V 0.25 This is what you are reading at the moment. It has a brief starting off section and the weapons guide is 99% complete, I just need to check the lancer. ******************************************************************************* 5: Starting Off ******************************************************************************* Before you play online, you should take the time to complete the offline training, as it teaches you the basics. The only problem is that it is quite buggy, and sony haven't done anything about it because they are buisy ironing out the actual game. When you create your first character, the first thing you will want to do is go to one of the virtual reality training rooms in the sanctuary. This is because if you are new, you will want to have a go and see what all the weapons look like, feel like, and how they fire, so you know what to spend your cert points on. The other reason for going into the VR area, is that you get a varying amount of experience for each new weapon you equip, usually 200 exp. This means that, if you try every weapon and piece of equipment, and if you go into the vehicle VR area and drive every vehicle, and get into every gunnery position, you can get up to BR 4.5 .(note that you have to close the helpstar box which pops up giving you info about the weapon before you equip another, otherwise it doesn't register). Once you have been through the training, you will be BR3 and have 9 cert points to spend. See below for what certs you can get. Equipped with your certs, you will want to go to an equipment terminal and get some better weapons, then save the combination so you can access them quickly. If you are new to the game, you will probably want to be part of a squad, because then you will always have some backup, and you will also get a portion of experience each time one of your team members kills someone. In the sanctuary, you will probably see someone with 'Looking for Squad Members' written under their name. if you send them a tell, (type /tell <insert name here> <insert message here> )to ask to join their squad. If they let you, they will probably tell you where to go. If one of them has transport then take it, or wait for the HART (high altitude rapid transport) to the continent of your choice. You then fight to the death. When you die, you will be taken to the world map, where a blue ring will show you where you can respawn, and a timer to show you how long it will take. The options are: The nearest friendly base The nearest friendly tower The nearest friendly AMS Any of the above which you bound yourself to Your empires sanctuary Once you respawn, you can carry on where you left off. ******************************************************************************* 6: The Weapons ******************************************************************************* This is basically a list of the weapons, who gets them, and what I think they are like. If in a section I write medium/high it means that the primary fire does medium damage, and the secondary fire does high damage. The damage value is shown as the amount of damage against the weapons designed target. All 9mm rounds have normal and Armour Piercing modes. This can be changed by pressing a key (default X). Common Pool Weapons Name: AMP Type: Pistol Damage: Medium Range: Medium Refire Rate: Very Fast Ammo Type: 9mm Cert Needed: None (Standard) Notes: One of the better pistols in the game, the AMP has good accuracy, and has a good range to go with it. If you keep firing, it does get more and more inaccurate. This is one of the best weapons for infiltrators. Name: Suppressor Type: Sub Machine Gun Damage: Medium Range: Medium Refire Rate: Very Fast Ammo Type: 9mm Cert Needed: None (standard) Notes: This is the weapon you respawn with. A very accurate machine gun, you will still get quite a lot of hits after firing for a few seconds. It is also equipped with a suppressor meaning you are less likely to be heard. While it is a good weapon, and you could get a couple of kills, there are better weapons available if you want to spend your cert points. Name: Punisher Type: Rifle Damage: Medium Range: Long Refire Rate: Fast/ N/A Ammo Type: 9mm/rocklet/grenade Cert Needed: Medium Assault Notes: In primary mode, it fires as an assault rifle, firing a lot of bullets quite quickly. In the case that you are near an enemy vehicle, you can switch to secondary fire mode which launches a rocklet doing tiny damage. You have to reload before you can fire another rocklet though. If you press the change ammo type key (default X) then you can also fire the three types of grenade. This allows excellent versatility as you can equip the right weapon for the job, grenades for lots of people, rocklet for vehicles and primary mode for lone infantry. In the right hands, this weapon can be deadly. Since the rocklet does next to no damage to armour, you are better off taking AP bullets. Name: Sweeper Shotgun Type: Shotgun Damage: High Range: Medium Refire Rate: Medium Ammo Type: Shotgun Shells Cert Needed: Medium Assault Notes: A shotgun which fires 8 pellets at a time, each doing reasonably high damage. This is more useful indoors, because you will be fighting at closer ranges, and closer range means that there is less time for the separate flechettes to spread out. While useless against vehicles, but the AP ammo will let you do reasonable amounts of damage to vehicles, while still being reasonably effective against infantry. Name: Bolt Driver Type: Sniper Rifle Damage: Very High Range: Very Long Refire Rate: N/A Ammo Type: Bolt Driver Ammo Cert Needed: Sniping Notes: The most accurate weapon in the game, the bolt driver is capable of killing any infantry in two shots, as it goes almost straight through their armour. The 8x zoom allows you to see enemies far off, but the loud bang that it gives off when being fired will alert them to your presence. It�s only downfall is that you need to reload after every shot, meaning there is a good chance you will loose your target during the lengthy reload. Name: Heavy Scout Rifle Type: Sniper Rifle Damage: Very High Range: Very Long Refire Rate: Medium Ammo Type: Sniper Ammo (?) Cert Needed: Sniping, Or Free with 2 year term of service merit Notes: As accurate as the bolt driver, but with a clip of 10 bullets. There is a fast refire rate, though you won't really be wanting to fire too quickly as the cof blooms after each shot. It does less damage than the Bolt Driver, but the damage over time is roughtly the same. Name: Decimator Type: Dumb-fire Rocket Damage: High Range: Long Refire Rate: N/A Ammo Type: N/A Cert Needed: Special Assault Notes: This is a high powered anti vehicle missile. Capable of downing small vehicles in a few shots, the decimator does not require reloading, as it has three missiles, then it is automatically discarded. This means that you will want to carry another one or two decimators in your backpack. The primary fire launches the missile dumb-fire, while the secondary fire does the same, but your view switches to a camera placed on the front of your missile, meaning you could use it for range finding, or looking over a hill, but would you want to use one of the missiles for that? Name: Rocklet Rifle Type: Rocket Launcher Damage: Medium Range: Medium Refire Rate: Medium Ammo Type: Rocklets Cert Needed: Special Assault Notes: A very effective weapon against vehicles, the rocklet rifle fires small armour piercing rocklets. In primary fire mode, it fires one at a time, while if you set it to secondary fire, it will fire the remaining rocklets left in the magazine of six at your target. This is useless at range because after the first two, the cone of fire expands meaning your rocklets could go anywhere. Name: Thumper Type: Grenade Launcher Damage: Depends Range: Medium Refire Rate: Medium Ammo Type: Grenades Cert Needed: Special Assault Notes: This is a specialised grenade launcher. Like the punisher, the thumper can fire grenades, but that is all that it does. It is for this reason that the punisher is often overlooked as there are other weapons that can deal more direct damage. The Thumper does, however, have six grenades loaded at a time, meaning you don't have to reload after each grenade you fire. ***************** New Conglomerate ***************** Name: Mag-Scatter Type: Mini shotgun Damage: High Range: Short Refire Rate: Fast Ammo Type: Shotgun Shells Cert Needed: None (Standard) Notes: A very close range weapon, the mag scatter can do large amounts of damage to anyone near them. A friend of clokers, you can take out a full health rexo in 3 shots. However, you have to be sticking the pistol into their back to get maximum damage. Name: Gauss Type: Assault Rifle Damage: High Range: Long Refire Rate: Fast Ammo Type: 9mm Cert Needed: Medium Assault Notes: The medium assault weapon of the NC, this weapon is one of the best. If fire very quickly, and very accurately, meaning that you can hit things a long way off without wasting much ammunition. The 30 round clips are nice, although it is smaller than that of the other two empires medium assault weapons. It can also do reasonable amounts of damage of vehicles if you have no other weapons. Name: Jackhammer Type: Shotgun Damage: High Range: Medium Refire Rate: Medium Ammo Type: Shotgun Shells Cert Needed: Heavy Assault Notes: This is the most powerful weapon in the game. Although useless at long range, the jackhammer can deal large amounts of damage to anything within its range. The primary fire just fires one set of eight flechettes, the best thing about this weapon is the secondary fire. This can kill most things in one shot as it fires all three of the barrels. If all the shots hit, it can kill anyone in most armours. Name: Phoenix Type: Anti-vehicular Missile Damage: High Range: Long Refire Rate: N/A Ammo Type: Phoenix Missiles Cert Needed: Anti-Vehicular Notes: I like this weapon because you can fire it from behind a rock, meaning that you can't be hit while you go hunting for tanks. The missile this fires is controlled by the firer with the mouse, meaning you can go round corners, over walls, anything. You can also fire it dumb fire if the target is straight in front of you. Unlike the other anti-vehicular weapons, you have to reload straight after firing, which gives vehicles a chance to move out of range, or find you. ************** Terran Republic ************** Name: Repeater Type: Pistol Damage: Medium Range: Medium Refire Rate: Fast Ammo Type: 9mm Cert Needed: None (Standard) Notes: The best pistol you can get, the repeater gives you good accuracy and good rate of fire, meaning you can kill quickly, even from a long range. The only downside is that it is not silenced, meaning that it is noticeable when someone is firing one. Most Terran Republic soldiers should equip themselves with this weapon because it is better than the AMP in all areas except damage. Name: Cycler Type: Assault Rifle Damage: Medium Range: Long Refire Rate: Very Fast Ammo Type: 9mm Cert Needed: Medium Assault Notes: With its 50 round clip, the cycler is able to cover an area with bullets very quickly. Its accuracy combined with a 4X scope allows you to kill enemies accurately before they see you. The rate of fire balances out the damage because it can fire more bullets in a short amount of time. Name: Mini-Chaingun Type: Chaingun Damage: Medium Range: Medium Refire Rate: Very Fast Ammo Type: 9mm Cert Needed: Heavy Assault Notes: This weapon simply spews out bullets in the way you point it. effective up close, and at range, it can tear enemy infantry to pieces in seconds. You get clips of 100 bullets meaning you spend less time reloading and more time firing. It is a very popular weapon, and the sheer speed of its firing makes up for the lack of damage per shot. Name: Striker Type: Anti-Vehicular Missile Damage: High Range: Long Refire Rate: Medium Ammo Type: Striker Missile Cert Needed: Anti-Vehicular Notes: In primary fire mode, this weapon just fires a dumb fire missile, but in secondary mode, if you keep the target in the centre of the screen, the Striker will lock on, allowing you to find other targets while the missile homes in. The missiles will lock on to vehicles, MAXs and aircraft. The disadvantage with this weapon is that the vehicles get a 'Missile Lock on' message giving them time to move around scenery. ************** Vanu Soverignty ************** Unlike the other empires weapons, most of the VS weapons run off energy packs, and also have a built in armour piercing mode instead of having to switch ammo. All weapons powered by energy cells have this feature. Name: Beamer Type: Pistol Damage: High Range: Short Refire Rate: Medium Ammo Type: Energy Cell Cert Needed: None (Standard) Notes: A pretty average weapon, the beamer has the advantage of being able to switch to armour piercing rounds easily, but this isn't really practicle. Unless you see a tank with next to no health, you shouldn't go chasing armoured targets with one of these. It should be noted that a rexo loadout filled purely with beemers will grant the user amazing power, and the ability to kill enemy BFRs with great ease. As long as you are able to hotswap well enough. Name: Pulsar Type: Assault Rifle Damage: Medium Range: Long Refire Rate: Fast Ammo Type: Energy Cell Cert Needed: Medium Assault Notes: Another energy weapon, this benefits from being energy charged because there is less recoil when firing, which means that it is more accurate. It can also hold its own against vehicles with the secondary mode, which can make it more useful than the other empires medium assault weapons. Name: Lasher Type: Energy Discharger Damage: High Range: Long Refire Rate: Fast Ammo Type: Energy Cells Cert Needed: Heavy Assault Notes: This fires a concentrated orb of energy which does equal damage to infantry and vehicles. The orbs travel a long way, but they loose their effectiveness at longer ranges because it is highly visible. anyone near it when it contacts something will be lashed, and receive miner damage, much like being hit by a plasma grenade. The Lasher has no AP mode, and it completely useless against armoured targetts such as MAXs. Name: Lancer Type: Energy Discharger Damage: High Range: Long Refire Rate: Slow Ammo Type: Lancer Cartridge Cert Needed: Anti-Vehicular Notes: The lancer is an anti-tank sniper rifle. Extremely high damage and a pretty good refire rate means you can easily rip through enemy armour. When firing the weapon, there is a short charge up between prssing fire and the weapon firing. ****************** Ancient Technology ****************** These weapons can only be aquired from the caves, or from a friendly base with an equipment module benefit. They all use the same AT ammo, which can be obtained from friendly equipment terminals, even without the benefit. Also, if you are in a friendly SOI with an equipment module, the ammo in your AT weapon will slowly increase on its own. This only affects the ammo in the weapon, though. If you reload it, the half full box of ammo in your inventory won't fill up. Name: Spiker Type: Energy Discharger Damage: High Range: Long Refire Rate: Medium Ammo Type: AT ammo Cert Needed: Medium Assault Notes: A great cloaker weapon, this pistol is amazingly powerful. Holding down the fire button will charge up the weapon, creating a ball of energy above the weapon. After about a second, the weapon will be fully charged, and the noise it makes will change. You then let go to fire, and it will fire in an exactly straight line. When it hits, it causes very good damage, as well as very nice splash damage. The only problem is that the charge up makes a distinctive sound as it charges up, and the ball of energy is quite noticable. Name: Malestrom Type: Energy Discharger Damage: High Range: Medium Refire Rate: Fast - Slow Ammo Type: AT ammo Cert Needed: Heavy Assault Notes: This weapon has 3 modes of fire. The first is a high powered energy 'whip' which causes damage the longer it is focused on an enemy. While this is powerful, the secondary fire is more often used. The vortex grenade causes high damage, much more than frag grenade. Name: Radiator Type: Radiation Device Damage: Low Range: Long Refire Rate: Medium Ammo Type: AT Ammo Cert Needed: Special Assault Notes: A muchly underused weapon, this is completely unique in the way it works. Primary fire is a 3 second grenade, while the secondary is similar to that of a rocket launcher - it fires in a prefectly straight line. But this isn't what makes it special. When the projectile explodes, it creates a sphere of radiation. Anything within this sphere takes constant 2 health damage every second. This ignores any armour, and even affects people in tanks. This means you can fire it at a tank, and it will drain the health of the driver. This makes it a great weapon for hackers, since you can kill the driver of a BFR and steal it from him. You can even fire this at the wall of a tower, and the sphere will go through the walls. ****** Others ****** Name: All Knifes Type: Knife Damage: Medium Range: Very Short Refire Rate: medium-slow Ammo Type: None Cert Needed: None (Standard) Notes: All knifes are the same except in names, looks, and the sound of the secondary fire. Knifes are only really used be infiltrators, but they are very effective. In the primary fire, it is silent. This means the only way he will know what is happened is damage popping up. The secondary fire activates the blades special feature, which makes a noise. The knife then does double damage. The problem with this is that the noise is loud and distinct meaning people will know you are there. Two knife strokes of secondary fire will kill normal infantry, three will kill someone in the Reinforced Exo-Suit. Name: Medical Applicator Type: Healing Damage: N/A Range: Very Short Refire Rate: Fast Ammo Type: Medical Juice (?) Cert Needed: Medical Notes: This pistol sized piece of equipment is extremely useful as it allows the user to heal themselves. They use up slightly more space than medikits, but they are much more efficient. Plus, when combined with the Advanced Medic cert, you are able to revive dead people. However, medipacks are still very useful because you can use them to give you an instant boost in battle, while you have to stand still to use one of these. As a note, dead people are only those who have not 'click here to respawn'ed. If they are a corpse, you can revive them. Once they turn to a backpack, you are too late. Name: BANK Type: Repairing Damage: N/A Range: Very Short Refire Rate: Fast Ammo Type: Glue (?) Cert Needed: Engineering Notes: This is pistol sized, and very similar to the medical applicator. Just instead of giving health, it repairs infantry armour. If you follow a max around with one of these, he will love you. You cannot use this to repair vehicles or terminals though. Name: Nano Dispensor Type: Repairing Damage: N/a Range: Very Short Refire Rate: Fast Ammo Type: Glue (?) Cert Needed: Engineering Notes: Similar in use to the BANK, but this is rifle sized, and can only be used to repair vehicles and terminals. As a tank driver, this is extremely useful since your empire doesn't always have a dropship center/oshur benefit/ lodestar near you. You repair quickly, and the dispenser has enough ammo to repair any vehicle in the game to full health without needing to reload. Name: ACE Type: Magic box Damage: N/A Range: Very Short Refire Rate: N/A Ammo Type: N/A Cert Needed: Combat Engineering Notes: This little box is the key to defending your base. It has 4 modes of fire, each one creating a different piece of equipment. These are: Name: Spitfire Turret Damage: Medium Range: Medium Refire Rate: Fast Number Deployable: 10 Notes: You've seen pleanty of these, and probably been killed by a fair few. These small turrets can cause a whole lot of hurt, even to vehicles. They will automatically shoot at anything within range which moves faster than walking speed, even aircraft. Enemies who are distracted can easily be taken out by one of these, and they chew through cloakers. Deploy in an Interlink facility linked SOI for maximum effectiveness. The spitfire Turret can only be deployed outdoors, not in an enemy SOI, and you are not able to deploy them too close to each other. Name: Motion Alarm Sensor Number Deployable: 10 Notes: These act like mini interlink facilities, providing very good radar coverage. Anything in sight range of one of these will be displayed on the radar, and their name will be shown over their head. This makes them extremely useful for finding cloakers. These can not be deployed in enemy SOIs. Name: High Explosive Mine Damage: High Range: Point Blank Number Deployable: 20 Notes: A mine, as simple as that. One is enough to kill an infiltrator, but that is it. When an enemy steps within range there will be a small beep before it explodes, dealing a considerable ammount of damage. They also come equipped with a small cloaking device, similar to an AMS bubble, which allows it to be hidden from a reasonable range. These mines are easily destroyable with any weapon, or an emp blast. These mines are best used against vehicles, doing large ammounts of damage. 6 are enough to kill a full health and shielded BFR. HE mines can only be deployed outside. Name: Boomer Damage: Very High Range: Point Blank Number Deployable: 20 Notes: Unlike the other deployables which you can just place and forget about, the boomer requires you to do some work. When you deploy one of these, you are given a trigger which you have to use to manually detonate it. However, one of these is able to kill a full health rexo, making it the most powerful infantry weapon in the game. Since these are able to be deployed inside, they are great for base defence. Place one on the inside of a door and blow it up as the troops pour in, or stick one on a staircase and wait for enemies to run up. Name: Command Uplink Device (CUD) Type: Commanders Tool Damage: N/A Range: N/A Refire Rate: N/A Ammo Type: N/A Cert Needed: CR 2 and above Notes: This is a piece of equipment you are given access to once you reach the heights of CR2. It has a variaty of commands it can perform, which are listed below. Name: Reveal Friendlies Type: Map reveal Damage: N/A Range: Very Large Refire Rate: 20 minutes CR Needed: 2 Notes: This is the only function enabled at CR2, and it is not that useful yet. When used, it will show you the location of every friendly on the continent map, as well as showing you if they are in a vehicle. On the map, friendly infantry are shown up as blue circles, while vehicles are blue pictures of the relevent vehicle. Once you have used this, the locations will remain for around 5 minutes, though they will slowly fade away over this time. This is mainly useful for quickly seeing where your forces are. It is more useful once you have command chat, since it allows you to see where your army is, and work out where it is best to move it next. Name: EMP Blast Type: Area EMP Damage: N/A Range: 10/15/20 meters (Increases with CR) Refire Rate: 20 minutes CR Needed: 3-5 Notes: The same effect as throwing a jammer grenade, but on a much larger scale. Enemy Mines and Boomers in range will detonate, spitfires, motion sensors, implants and vehicle weapons will cease to fuction for a short time. Best used to clear large areas of CE in enemy courtyards. Name: Reveal Enemies Type: Map reveal Damage: N/A Range: Small - Meduim Refire Rate: 20 minutes CR Needed: 4-5 Notes: Enemies close to you are revealed on the radar as dots. This is extremely useful for locating an enemy AMS. Name: Orbital Strike Type: Ion Beam Damage: Instant Death Range: 10-20 meters Refire Rate: 3 Hours CR Needed: 4-5 Notes: You will have undoubtably seen a great many of these as you play through the game, and will have been victim to several as well. Yes, once you hit CR4 you have the ability to call down an OS, instantly killing anything and everything in its range. These are usually used on enemy AMS, or large groups of enemy units, especially BFRs. ******************************************************************************* 7: Implants ******************************************************************************* Every six BRs you go up, you will have the option to install an implant. These can greatly improve your battling skills by enhancing features of your body. Many of the implants require stamina to use or activate. Most of the time, the heavier the armour you are wearing, the greater the stamina drain. When you respawn, you will have to wait while the nanites reconstruct the implant, so they will not be able to be activated straight away. The implants are: Advanced targeting: Allows you to see enemy names and health, as well as seeing enemy deployables from a greater range. This is very useful, and is the implant I use the most. A must for people who gun in tanks alot, as it allowes you to pick your trgets much more effectively. This implant activates automatically, and does not drain any stamina at all. Audio Amplifier: Any enemies nearby who are moving will be shown up on the radar if you have this implant activated. And its not just your radar, but everyones nearby. This is a great help if there is someone sneaking around inside your base, or for providing radar in enemy bases. Enemies using Sensor Shield cannot be seen with this implant. Darklight: One of the most used implants in the game, darklight allows you to see cloaked enemies. The benefits of this are immediately obvious, as it does not matter if the enemy is moving or not. The only disadvantage is that it greatly reduces your normal sight, so you can only see about 50 meters in every direction. Melee Booster: Enhances your knife arm to provide improved stabbing capability. You can do more damage with a knife with this implant activated, meaning that you can kill normal people with two secondary fire attacks, and a Rexo with three. Very powerful, but only really used by cloakers. Personal Shield: A very popular implaned combined with HA weapons. When activated, a force field is created around the user. This slowly drains stamina, but will also prevent any damage to the user. 1 damage dealt drains 2 stamina. Once you run out of stamina, the implant deactivates, and you are left worn out which makes you a sitting duck. Very useful in 1v1 battles. Range Magnifier: This allows you to override the zoom on your gun, letting it zoom to 4X, 8X and 12X. This is most useful to snipers as a 12X sight would not be necessary for any other job. Regeneration: This implant slowly converts you stamina to Hp, at a rate of two stamina to one Hp. This means that it can tire you out pretty quickly, but if you don't want to loose backpack space to medipacks, this is a very useful implant. Second wind: You do not control this implant, instead whenever you drop to a certain amount of health, it will take off a chunk of stamina in order to boost you back up to safer levels. Once it has been used, it has to redo the initialising process until it can be used again. Sensor Shield: Essential for infiltrators, but also used by grunts, sensor shield does a number of things. Firstly, it stops spitfire turrets from automatically shooting you, and motion alarm sensors will not show you up on radar. Similary, you don't get shown up on an interlink facility radar, and audio amplifier won't show you up either. Surge: Mostly used by infiltrators, surge increases your foot speed, allowing you to cross large areas of land quite quickly. The stamina drain varies, depending on the armour you are wearing. The infiltration suit being the lightest has the smallest drain, while the Rexo has the largest drain. This is one of the implants that cannot be used by MAXs. ******************************************************************************* 8: Armours ******************************************************************************* There are five different types of armour available in planetside, and one of those is split into three categories. The armour, obviously, protects the wearer from weapon damage, with the stronger armours providing more protection. note: for inventory space, normal ammunitions and pistols take up a 3*3 space. Standard Exo-Suit: Usually referred to as standard, this is the armour you respawn in. Apart from that it has no other uses. It provides you with 50 points of protection, and one pistol slot and one rifle slot, as well as 9*6 inventory space. As soon as you respawn, you want to change this into the agile exo-suit, as it is better, and you can also get it for free. Agile Exo-Suit: Better than the standard in every way, except for a slight decrease in speed, you can get this from any equipment terminal. It provides you with 100 hit points of protection, which s double that of the standard. It also gives you another pistol slot, which is handy to keep an REK in. There is also a larger inventory space, 9*9 meaning you can carry more ammunition and medikits. Reinforced Exo-Suit: Usually shortened to Rexo, this is the best normal armour in the game. It gives you another rifle slot, and doubles protection to 200 points meaning that with your two rifles, you can be almost unstoppable. Its 12*9 inventory will also give you plenty of ammunition. There is a notable decrease to foot speed when wearing this armour, and you will not be able to get into most vehicles. Infiltration Suit: While not providing any protection in itself, the infiltration suit makes you invisible to the enemy if you are standing still, and slightly visible if you are moving, although the faster you move, the more visible you are. You only get one pistol slot, and a very limiting 6*6 inventory. The infiltrators can easily sneak into enemy bases, and either hack the command console, or kill people with their pistol. Max Armour Each empire has three unique MAX units, one for anti infantry, one for anti vehicle, and one for anti air. Each empires MAX also has a unique ability. The NC MAXs have a capacitor which charges up a shield. This is similar to the personal shield implant. The Terran Republic MAXs can anchor their MAXs to the floor meaning that the rate of fire increases, and the weapon is more accurate. The only problem with this is that it can only rotate by a certain amount, and can't move so it is a sitting duck. The VS MAX has the most useful ability. Thes also have a capacitor which charges up, but it is linked to a jet pack meaning they can flt quite high, allowing access to the top of towers and over the base walls. Max loadouts are simple to make, as all the ammo boxes are the same size. I reccomend taking 8 medikits in 2 lines of 4 along the top, and the rest as ammo. **************** New Conglomerate **************** Name: Scattercannon Type: Anti Infantry Damage: Very high Range: Short Refire Rate: Slow-medium Ammo Type: MAX Shotgun Shells Notes: A shotgun on legs, the scattercannon can rip infantry to pieces pretty quickly. The scattercannon fires a spread of shots which, while not doing much damage each, many hits can kill infantry quickly. It has three spreads, which are changed with a right click. Wide spread fires quickest, but obviously has a wide spread with the bullets. The average spread has a slower rate of fire, but the bullets do not spread out as much. Finally the small spread had the slowest rate of fire, but also a very small spread, meaning that you can do more damage in less time, and that you can hit enemies from farther away. Name: Falcon Type: Anti Vehicle Damage: Medium Range: Medium Refire Rate: Average Ammo Type: Falcon Rockets Notes: Not a very useful MAX, the Falcon just has a dumbfire rocket launcher. Not particulary powerful, there is nothing which makes it stand out. Name: Sparrow Type: Anti Air Damage: High Range: High Refire Rate: Medium Ammo Type: Sparrow missiles Notes: Equiped with the best air tracking system of the AA MAXs, the sprarrow is a fire and forget MAX. Although it does take some time to lock, you don't need to worry about keeping that lock after firing. To compensate it has a small clip size. *************** Terran Republic *************** Name: Duel-Cycler Type: Anti Infantry Damage: High Range: Medium Refire Rate: Fast Ammo Type: Machine gun ammo Notes: With a machine gun attached to each arm, this MAX does lots of damage at Short to Medium range. Locking down increases the fire speed even faster. These are the kings of tower defence, Name: Pounder Type: Anti Tank Damage: Very High Range: Medium Refire Rate: Fast Ammo Type: Grenades Notes: The best Anti tank MAX by far, this is able to launch high explosive grenades in rapid fire, which are capable of ripping through armour in seconds. When standing, the damage is already high, but when locked down, a single MAX can take out a lightning in about 3 seconds. They are also horribly effective against BFRs, draining the shields quickly and causing massive damage as well. Name: Burster Type: Anti Air Damage: Very High Range: Medium Refire Rate: Fast Ammo Type: Flack Shells Notes: Unlike the other empires AA MAXs, the Burster has no lock on mechanism. Instead, it relies on pure power, lobbing balls of flack high into the sky which do extreme damage to aircraft. While it takes a while to get used to leading enemy aircraft, these are excelent at defending against air attacks, since they give no warning. The one problem these have is that in many bases, it is impossible to hit enemy liberators flying at the flight ceiling. *************** Vanu Soverignty *************** Name: Quasar Type: Anti Infantry Damage: Range: Refire Rate: Ammo Type: Notes: Name: Comet Type: Anti Tank Damage: Range: Refire Rate: Ammo Type: Notes: When this weapon hits, it can cause burning on the target, similar to plasma. Name: Starfire Type: Anti Air Damage: High Range: Medium Refire Rate: Fast Ammo Type: Notes: The starfire has a faster lock on time than the Sparrow, and causes more damage per shot. However, unlike the sparrow, it requires the user to keep the enemy aircraft within the crosshair until all the missiles have hit. This can make it hard to hit skillful pilots. The VS jumpjets greatly help in keeping track of aircraft who are trying to hide or run. ******************************************************************************* 9: Vehicles ******************************************************************************* Ah, the meat of this guide. There are pleanty of vehicles for you to choose from, which range in cost from one to four cert points. All vehicles are faster than walking, so most players have at least one, to allow them to get to battle quicker. Most vehicles are unable to traverse water, unless noted. All speeds are given in KPH. *********** Common Pool *********** Name: Advanced Mobile Station (AMS) Type: Mobile Base Weapon: N/A Damage: N/A Range: N/A Top Speed: Refire Rate: N/A Ammo Type: N/A Cert Required: Ground Support Notes: This is the key to any ground based assault. When deployed, the AMS creates a respawn tube and two equipment terminals, for use by friendly soliers. This means you can deploy one inside an enemy courtyard to drasticly reduce the time it takes for dead soldiers to get back into the action. To help in this respect, it also creates a large cloaking bubble, rendering anything inside invisible. You cannot deploy AMSs too close to each other. Name: Advanced Nanite Trasport (ANT) Type: Nanite carrier Weapon: N/A Damage: N/A Range: N/A Top Speed: 60? Refire Rate: N/A Ammo Type: N/A Cert Required: Any vehicle cert Notes: While completely unarmed and defenceless, the ANT is vital in the continuation of attacks. Each base has a supply of NTUs which are used to power the base, and repair damaged equipment in the base. There are only two ways to refil the NTUs, and the best way is with an ANT. Drive it into a warpgate bubble, and deploy it. It will take a couple of minutes to completely fill up, then it will undeploy again, and you can drive off. You then deploy it in front of an NTU silo in the courtyard of a friendly/neutral base, and it will fill it up, giving you a large chunk of experience at the same time. Name: Basilisk Type: Assault Quad Weapon: Twin Chain Guns Damage: Low Range: Medium Top Speed: 90? Refire Rate: High Ammo Type: Basalisk Ammo? Cert Required: ATV Notes: A very fast quad bike, mainly used for transport. It has twin forward firing chain guns, which are reasonably effective against infantry. However, it has very little armour, so avoid AV weapons and enemy vehicles. The weapons can only fire in a small area in front of the quad, so you have to keep moving to keep your crosshairs on an enemy. Name: Deliverer Type: APC Weapon: 2X 20mm gun Damage: Low Range: Medium Top Speed: 80? Refire Rate: High Ammo Type: 20m ammo Cert Required: Ground Transport Notes: The original APC in the game, the Deliverer is one of the few vehicles capable of crossing water, albeit at a reduced speed. It is capable of transporting the driver, 2 gunners and 2 passengers. The weapons are effective against infantry and aircraft, and much less effective against vehicles. This is a popular vehicle for transporting an LLU, if you have to cross water. Name: Flail Type: Artillery Weapon: AT Artillery Damage: High Range: Extreme Top Speed: 60 ?? Refire Rate: Low Ammo Type: AT Capacitor Cert Required: Flail Notes: The only artillery in the game, a flail can quickly make its presence known on the battlefield. The range on it is second to none, easily being able to fire into one base from a friendly courtyard. It can take a while between firing the flail, and it actually hitting, which means a flail user must use caution. It is quite possible for friendly troops to take the courtyard while there are still two or three of your flail shots in the air. A flail on its own is useless, since it would have no idea where to aim. There are 3 ways to provide targeting information to a flail. 1) Squad waypoints. Place a squad waypoint on the map, andthe flail user will be shown where to fire in order to hit. However, it seems to fall slightly short, so it can help to aim slightly higher. 2) CUD marker. A high CR character with his CUD targeted creates a blue waypoint which flails can use or targeting in the same way as above. 3) Laze pointer. Similar to a squad waypoint, just it can be used without being in a squad. It creates a temporary waypoint which all players can see, and aim for if in a flail. Name: Fury Type: Assault Quad Weapon: Fury Rockets Damage: High Range: Medium Top Speed: 90 Refire Rate: Slow Ammo Type: Fury Rockets Cert Required: ATV Notes: A Quad bike very similar to the Basilisk, but instead of using a piddly chain gun, its been equipped with rocket launchers, equal roughly in power to a decimator. The extreme speed and manouverability make the Fury good at destroying lone tanks, though the paper thin armour, and fact that it can only really fire forwards means a skilled gunner should be able to kill you. Name: Galaxy Type: Dropship Weapon: 3 gunners ???? Damage: Low Range: Medium Top Speed: 90 Refire Rate: High Ammo Type: ??? Cert Required: Air Support Notes: This is the vehicle for air transport. It can carry a pilot, 3 gunners, 6 infantry, 2 MAXs and a Small vehicle (Equal to or smaller than a lightning) They can only be acquired from Dropship Centres and the Sanctury. However, the 14 or 15 people (With an empire specific buggy with full gunners) can usually mount a highly effective assault on an unexpected base. You are able to avoid nearly all CE in the courtyard, and if you are in an amp station or biolab, you are pretty much assured of hacking the CC or blowing the gen. If a base has a large ammount of AA support, you may have a hard time getting close enough to drop, even though the galaxy is the most heavily armoured vehicle in the game. Name: Harasser Type: Scout Vehicle Weapon: 12mm guns Damage: Low Range: Medium Top Speed: 80 ?? Refire Rate: High Ammo Type: 12mm ammo Cert Required: Light Scout ???, Harasser Notes: This is a small two man vehicle designed for low profile scouting missions. Because of this, it is invisible to interlink and mosquito radar, allowing it to sneak up to the enemy base. But this stealth ability comes at a price. The weapon is rather useless, and is more of a last case weapon rather than for assault. Name: Lodestar Type: Supply Vehicle Weapon: None Damage: N/A Range: N/A Top Speed: 80 ?? Refire Rate: N/A Ammo Type: N/a Cert Required: Air Support Notes: This is a very useful vehicle for backing up an assault far from a friendly base. You can only get these from Dropship Centres or the Sanctury, but these can be the key to a succesful assault. When landed on the ground, the lodestar will automatically repair all vehicles to the sides of it, as well as letting them get more ammo. The Lodestar is also able to carry any vehicle in the game, including a BFR. The driver of the vehicle can then alt+g to eject from the Lodestar, landing on the ground without suffering damage. When landed, the lodestar makes a good OS target, since it is ofter surrounded by vehicles. If you have one of these, you should stay in it at all times, only getting out to repair it. Thanks to the afterburners, you are able to outrun an OS if you are in the vehicle when it goes off. Name: Liberator Type: Bomber Weapon: 1 Bombing Bay, 2 other guns??? Damage: High, Medium Range: High, Medium Top Speed: 90??? Refire Rate: High Ammo Type: Cluster/Tankbuster bombs, Xmm ammo???? Cert Required: Air Support Notes: Rounding off the Air Support cert, the liberator is a high altitude bomber, capable of raining death on an enemy courtyard from the flight ceiling. First of all, the bomber has a choice between 2 different bombs. Cluster bombs which are more effective against infantry, and tankbuster for use against armoured targets. Looking at the ground, there is a large circle which represents where the bombs will hit. However, you can only drop bombs when the liberator is flying level and straight. For defence, there is a gunner operated turret mounted on the back which is effective against aircraft, and the pilot has a nosegun which is effective against all armored targets. Beware when flying over a base, since liberators are the main target for an AA max. However, depending on how high the base is, there is a chance that the flight ceiling is out of lock-on range for the NC and VS maxs. Oppositely, there are some bases, such as those in the Searhus crater, which are extremely hard to bomb effectively, since the flight ceiling is only slightly higher than the bases. Name: Lightning Type: Tank Weapon: 50mm cannon/12mm guns Damage: High/Low Range: Medium Top Speed: 70 Refire Rate: Medium/High Ammo Type: 50mm ammo/12mm ammo Cert Required: Armoured Assault 1 Notes: If you are going to cert a vehicle, this is usually the best choice for you. It only costs 2 cert points, and is well armed and armoured, making it a formidible opponent. The main cannon fires quite quickly, and does good damage against both armoured and infantry targets. The splash also allows you to not spend as much time aiming. 3 or 4 splash shots will kill an infantry target, though a couple of direct hits will do the job faster. The 12mm guns are only for scaring off enemy aircraft. They don't do amazing damage, and all aircraft will be able to beat you 1v1. However, if you do get into a fight, you will at least be able to hit the enemy with these. Name: Router Type: Support Teleportation Weapon: None Damage: N/A Range: N/a Top Speed: 70 ??? Refire Rate: N/A Ammo Type: N/A Cert Required: Ground Support Notes: A unique vehicle, it requires someone to deploy a telepad to work. You deploy the router somewhere near a friendly respawn point, and you are then able to retrieve a telepad from the side. This takes up a pistol sized slot, and can be deployed anywhere, inside or outside. However, it has to be within a certain distance of the router, and can't be too close either. Once the telepad has been deployed, and taken about a minute to activate, it acts as a link to the router. You can step into the router beam or the telepad, and you will be instantly teleported to the other location. This works very well for sneaking troops into an enemy base. Remember that it is a two-way process, and the enemy can use it to get easy access to your spawn locations. Name: Sunderer Type: Heavy APC Weapon: 2x 50mm cannon ?? (Same as Lightning) Damage: Medium Range: Medium Top Speed: 60 Refire Rate: Low Ammo Type: 50mm ammo Cert Required: Ground Transport Notes: A giant hulk of a machine, the Sunderer boasts several nice features. It can carry 4 infantry, 2 gunners and the driver, as well as 4 maxs. It also has two cannons similar to the lightning mounted on top. However, these are much less effective than the regular lightnings, because they are mounted so high. a soldier can easily get up colose to you and be undamageable. Still, their large carrying capacity as well as heavy armour mean that you sometimes see these being used to storm enemy courtyards. Name: Vulture Type: Heavy Bomber Weapon: Tankbuster Bombs, 2 guns??? Damage: High, Medium Range: High, Medium Top Speed: 90??? Refire Rate: High Ammo Type: Tankbuster bombs, Xmm ammo??? Cert Required: Air Support, Liberator pilot Bronze (?) Merit required Notes: A slightly upgraded version of the Liberator, the Vulture has dropped the cluster bombs, and replaced them with an afterburner. The Tankbusters have also been upgraded, with a larger clip. However, the bombs now fall much slower which gives alot of warning to enemies to get out of the way. The nosegun has also been changed, making it faster firing and more damaging to armour. Name: Wasp Type: Dogfighter Weapon: Wasp Missiles Damage: Medium Range: Medium Top Speed: 90? Refire Rate: Low Ammo Type: Wasp Missiles Cert Required: Wasp??? Notes: The newest vehicle in the game, the wasp is a modified mosquito, with the nosegun replaced with a missile system. These work exactly like the TR striker. Keep the crosshair over an enemy aircraft to lock on, then fire. You have to keep the enemy in the crosshair for it to continue homing, though. You also have to be locked on to fire. The range on these missiles make them ideal for taking out the support aircraft such as Libs and Gals. The afterburner has also been modified, it now recharges twice as fast as a normal mossie afterburner, though it can only hold half the charge. This is to make it into more of a hit and run vehicle. This is also enforced by the paper thin armour the wasp has, meaning yo should get away as soon as you get any sort of missile lock on you. Name: Wraith Type: Infiltration Buggy Weapon: None Damage: N/A Range: N/A Top Speed: 80?? Refire Rate: N/A Ammo Type: N/A Cert Required: ATV Notes: Another quad buggy design similar to the basalisk, the wraith provides quick transport for soldiers wanting to get from base to base quickly. However, that is not what makes the wraith so popular. While it is unarmed, it has been specially designed arount the infiltration suit armour. This means that if you are wearing the infiltration suit while riding one of these, and you cloak, the whole vehicle cloaks. This makes it great for CE cloakers, since you can fill the trunk with ACEs, then drive off to an enemy base and cover the courtyard with mines. But beware, because like all of the ATVs, it is extremely vulnerable to enemy mines, hitting 2 will easily kill you. Plus, even when cloaked, you are quite visible when traveling at full speed. ******************************************************************************* 10: Glossary ******************************************************************************* A section for words that some people might not know. They will be used fairly reguarly in game and on the forums, and will eventually become normal talk when refering to Planetside. Buff: When a weapon/vehicle is upgraded(made more powerful). People from other empires will generally moan about these. CE: Combat Engineering, usually used to describe when it is deployed. 'The enemy CY is full of CE' CY: Courtyard. The area inside a base's walls. Gal: Galaxy. Grief: Reffering to Grief Points. You get these when you hit friendly people/equipment. As you accumulate grief, you will experience weapon jams and other generally not good things. Gries goes with time. Lib: Liberator Nerf: The opposite to a Buff. When a weapon/vehicle is downgraded (made less powerful). People from the empire affected will generally moan about these. TKer: TK standing for team kill. A person who goes around killing teammates. These people are unpopular, and usually get TKed themselves. ******************************************************************************* 11: Coming Soon ******************************************************************************* Still to be done: Empire Specific vehicles. Effective tactics. Certs section. I've just started working on this guide again, I hope to have it nearly finished soon. I currently have sporadic internet, making it very hard to verify stats such as the weapons vehicles have, what ammo they use, and the top speeds. If anyone can tell me correct values, I'll change them and stick your name in the 'Thanks' section. Also, any VS playes out there, if you have better descriptions for the VS weapons, please send them. I have very little experience playing as VS. Any changes you think I should make, ideas for content, or whatever, please email me at iviv66(at)hotmail(dot)com ******************************************************************************* 12: Thanks ******************************************************************************* Thanks to mrpwase for introducing me to Planetside, all those years ago. A small shout for The Liberated Front, my first outfit, and a much larger shout to all the guys and gals in the Armoured Fist, a great outfit to be in :)