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    Character Creation/Development FAQ by likwidph33r

    Version: 1.1 | Updated: 09/26/03 | Printable Version | Search Guide | Bookmark Guide

    
    PLANETSIDE: Character Creation FAQ
    
    
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    Section 1: Copyright Info and Introduction
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    Copyright 2003 Anthony Ventura
    
    
    Terms of Use: Anyone has the consent of the creator of this guide to distribute
    this guide by any means they see fit on the sole condition that you do not
    charge any money for access to this guide. If anyone has charged you money to
    access this guide then contact the creator immediately via email at
    avalonx1@yahoo.com
    
    Version History:
    
    Version 1.1 Date: 26/09/2003
    Copyright information has been corrected. Certification Points on
    certifications are now easier to comprehend, and errors with CP costs have been
    corrected. Some minor grammatical errors were also corrected.
    
    Version 1.0 Date: 22/09/2003
    
    Contact Information: Email me at avalonx1@yahoo.com with any questions,
    comments, complaints, or information pertinent to this guide.
    
    Introduction: I originally wrote this guide when a friend new to PlanetSide
    asked me for a few pointers on what to do with his character. Before I realized
    it I had a full blown 7Page FAQ on my hands and I decided to post it here on
    GameFAQ's when I noticed there wasnít a single guide listed for PlanetSide.
    
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    Section 2: Table of Contents
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    Table of Contents:
    Section 1: Copyright Info, Intro, and Version History
    Section 2: Table of Contents
    Section 3: In General
    Section 4: Grunts
    [4.1]: Description
    [4.2]: Certs
    [4.3]: After BR12
    Section 5: MAXes
    [5.1]: Description
    [5.2]: Certs
    [5.3]: After BR12
    Section 6: Support Personnel
    [6.1]: Description
    [6.2]: Certs
    [6.3]: After BR12
    Section 7: Combat Vehicle Specialists
    [7.1]: Description
    [7.2]: Certs
    [7.3]: After BR12
    Section 8: Stealth Units
    [8.1]: Description
    [8.2]: Certs
    [8.3]: After BR12
    Section 9: Credits and Final Words
    
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    Section 3: In General
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    Well, for starters 95% of all characters SHOULD pack the Medium Assault cert.
    that is what lets you carry assault rifles and the standard shotgun. Without
    that you canít use a weapon any more powerful than the sub-machinegun you spawn
    with. You can run and hide from vehicles and artillery, but at some point
    EVERYONE has to fight toe to toe. You donít NEED to pack Medium Assault, but if
    you are not going to then you better have a specific plan and you better know
    what you are doing. Iíd also say that 70% of all characters should pack the
    Reinforced Armor cert. Itís the thickest armor that standard infantry can wear
    and it gives you more room for more gear. You can holster 2 rifle size weapons
    with that, plus a larger backpack (note that you CAN carry rifles and pistols
    in your backpack, not just ammo and gear). Keep in mind that you canít fly or
    drive vehicles besides ATV's or buggy's with that armor on, and if you have to
    march on foot somewhere, it slows you down significantly compared to agile
    armor. So, if you are going for a vehicle expert, that's out of the question.
    But, medics and engineers can appreciate the extra space for their support gear
    on top of some light combat gear so they may defend themselves. And, itís a
    MUST for grunts. Beyond these 2 certs it really depends on what you want to do.
    I can give you some ideas but itís up to you.
    
    First off, most characters can be classified into 1 of 5 levels of
    classifications: grunts, MAXes, support characters, vehicle specialists and/or
    flyboy's (you may consider ground and air vehicles to be 2 different
    classifications), and stealth units. Iíll give a basic run down of how each one
    will look like at BattleRank 12 (BR12) which gives you a total of 15 cert
    points, which is fairly average. Keep in mind that I list the certs in the
    order you get them as you raise levels.
    
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    Section4: Grunts
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    [4.1]: Description
    Grunts are the most common form of characters in the game. Their primary role
    is toe to toe combat. They donít rely on vehicles very heavily, fulfill any
    major support roles, or pack any form of big armor. Their really isnít much to
    say about grunts.
    
    [4.2]: Certs
    >>Medium Assault (Cost:2 Cert Points)
    
    >>Reinforced Armor (Cost:3, Total Cert Points spent so far(TCPS):5)
    
    >>Harasser (Cost:2, TCPS:7) or Enforcer/Marauder/Thrasher (Cost:3, TCPS:8)
    (depending on your empire): While not necessary to the character I recommend
    this because if your squad/outfit didnít think to bring along transportation
    for everyone, you will be doing a lot of walking and that really sucks. If you
    have a spare cert point, the more advanced buggies are a lot of fun.
    
    >>Any 2 of these 3(TCPS: ranging 13-15):
    
    >>Special Assault (Cost:3): The decimator is the most powerful hand weapon in
    the game, thatís why its only 3 shots per unit and you canít reload them. You
    have to carry multiple units. Rocklet Rifle is great against infantry and armor
    alike, the most versatile weapon that comes with the SA cert. Thumper grenade
    launcher is not as useful as the other 2, but it does have its place,
    especially for charging up or down winding staircases as you can lob grenades
    around the corner without exposing yourself.
    
    >>Heavy Assault (Cost:4): The biggest anti-infantry weapons come with this
    cert. they include the New Conglomerate(NC) Jackhammer 3 barreled assault
    shotgun which is great for indoors, but its worthless in open field combat, the
    Terran Republic(TR) Chain gun which is in my opinion the most cheating handheld
    weapon in the game, and the Vanu Sovereignty(VS) Lasher which in the right
    hands is a great weapon, but Iíve seen too many idiots who donít know how to
    use it and I can easily take them out with inferior weaponry.
    
    >>Anti-Vehicle Assault (Cost:3): TR Striker is a POWERFUL lock-on missile that
    lock's on to any armor, MAXes, tanks, and aircraft alike, the second most
    cheating hand weapon in the game(are you beginning to notice a pattern with TR
    gear?) NC Phoenix is a remote guided missile which you control yourself via the
    mouse and guide it to its destination. if you are really good with this weapon
    then it can be even better than the Striker because with the striker you need a
    direct line of sight on your target but with the phoenix you can stay behind
    cover, shoot the missile one way, then loop it back around to its intended
    target. And, it doesnít warn the target of a lock-on because there is no lock.
    The NC Phoenix packs an even bigger punch than the striker. The VS get the
    Lancer, which I am not at all too sure how it works, and come to think of it, I
    donít know if Iíve ever even seen one on the field which may indicate that it
    sucks.
    
    Here I would recommend that the SA cert is a must as it gives you 3 useful
    weapons over 1. After that, picking HVA or AVA is up to you. Which do you find
    more fun, grinding infantry into meat pudding, or tanks into shrapnel?
    
    [4.3]: After BR12
    But thatís what a standard grunt looks like at BR12. After BR12 you will
    probably pick up the 3rd weapon cert. perhaps sniper cert (Cost:3) which I
    didnít include here because snipers are really a class of their own and donít
    fight in the same way as normal grunts. However there is no real description
    for a sniper. A sniper is nothing more than a sniper and doesnít really need
    any other certs to support him. Also, perhaps some sort of support
    certification like Engineer (Cost:3), Medic+Advanced Medic (Cost:3+2), or
    Hacker+Advanced Hacker (Cost:3+2). Note that basic hacker and basic medic are
    worthless without their advanced counterparts. Maybe you can take a MAX suit.
    MAXes can be a lot of fun. Just remember the most cert points any character can
    get is at BattleRank20 which gives you 23.
    
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    Section 5: MAXes
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    [5.1]: Description
    MAX suits are those big bouncer-looking robots. MAX suits are walking death
    machines that annihilate anything in their path and in the right hands can
    stand up to any type of unit in the game, tanks and aircraft alike. A MAX
    specialist likes to kill things in large numbers. Also, MAX suits are a GREAT
    way to get a lot of EXP quickly and then once you reach the level you want you
    can start changing your certs out for what you really want. The downside to MAX
    suits is they canít do anything much besides killing. They canít ride any
    vehicles with the exception of the Galaxy and Sunderer, which are strictly
    transport. They canít open enemy owned doors. They canít repair themselves with
    engineering certs or perform any other form of support for that matter when
    inside the MAX. So, while MAXes are powerful, they become dependent on other
    people to support them and are much less useful without them.
    
    Another thing to note is where 1 MAX suit is useful, 2 MAX suits are instant
    death. 2 MAX Suits supported by an Engineer who constantly repairs their armor,
    are practically invulnerable. That is perhaps THE BEST WAY to secure an area
    inside a base. MAXes make great escort for an advanced hacker to get into the
    base safely behind 2 tons of armor and get his thing done fast. I would not
    field 3 MAX suits together unless the enemy significantly outnumber you and
    there are at least 20. Its a waste of personnel and you can expect to lose 1
    MAX suit as it is very difficult for an engineer to have to keep tabs on THREE
    of them to keep repairing their armor, unless you have 2 engineers supporting
    the 3 MAX suits, and even then, its overkill.
    
    Also note that MAX suits CAN NOT be acquired at AMS's. So, when assaulting an
    enemy base, if you rely on your MAX suits, it is IMPERATIVE that you secure the
    tower pertaining to that base. Likewise, on the defensive, even if you field an
    AMS near by in the event your spawn tubes get blown or base generator gets
    taken out, you will not be able to field your MAXes from the AMS. Itís
    something to think about. Also there is a 5minute spawn time limit on any 1
    type of MAX suit. If you take a vehicle MAX suit and get killed within 5
    minutes of equipping it, you have to wait the 5 minutes out, or take another
    type of MAX suit.
    
    MAX Suits also carry special systems in them that allow for a special ability.
    Each ability is unique to its empire. NC MAX Suits get shields that work much
    like the shield implant, except they last longer. The NC MAX shield repels
    virtually all fire for up to about 15 seconds. VS MAXes get a built in jump
    system. Where other MAXes canít jump, VS can. And I donít mean a little hop. VS
    MAXes can shoot a good 25 meters into the air. TR MAX ability is gay.
    Essentially they hunker down and shoot anchors into the floor (which makes them
    immobile) and this is supposed to ground the MAX properly so he can shoot more
    accurately and have a higher rate of fire. also while MAXes are very slow
    normally, you can put them into auto-run mode with the Q key which makes them
    run up to 42kph (about as fast as an ANT vehicle). However, they can not fire
    weapons in auto-run mode. In case you havenít noticed, I have said quite a bit
    about MAXes, but thatís because there is a lot to say about them. They are a
    very special unit and should be treated as such.
    
    [5.2]: Certs
    >>Medium Assault (Cost:2): There will be times when you CANíT get to your MAX
    suits, face it, you donít want to have nothing but peashooters for that event)
    
    >>Anti-Vehicle MAX Suit (Cost:3, TCPS:5): This generally should be your first
    MAX suit. Even if you donít face vehicles, they are still very effective
    against infantry no matter what your empire is. In general, the AV MAX Suit is
    the most versatile of the 3.
    
    >>Anti-Personnel MAX Suit (Cost:3, TCPS:8): This cert should follow immediately
    after. In general you should think not as AP and AV MAX suits, but indoor and
    outdoor MAX suits. AV are great outdoor, AP are great indoor. The VS and NC AP
    MAX Suits have a significant advantage over the TR AP MAX Suit in the sense
    that the VS/NC AP weapon systems are NON-EXPLOSIVE. so what I like to do when I
    see a TR AP MAX is I get right in his face and let his own weapons explode
    right on him while Iím pumping my non-explosive weapons into him. Note that
    that NC AP MAX Suit is a SHOTGUN weapon and while it has alternative fire modes
    that tighten the pellets firing radius, itís still not effective against
    targets outside 50 meters.
    
    >>Anti-Air MAX (Cost:2, TCPS:10): Most "MAX Specialists" just pick up the AV
    and AP MAX and leave it at that and use the rest of their cert points on other
    things. I think that is a big mistake and largely the reason why aircraft are
    so effective. All it takes is 1 AA MAX Suit to rain on your parade when you and
    your buddies are all flying planes. The AA MAX IS BY FAR THE MOST EFFECTIVE AA
    WEAPON IN THE GAME. Note that VS and NC AA MAXes lock-on to their targets while
    TR AA MAXes donít and require the player to aim manually.
    
    >>Lightning Light Assault Tank (Cost:3, TCPS:13): The reason I include the
    lightning with a MAX Specialist is that the lightning is very similar in
    concept to the MAX Suit. With the exception of the Basilisk, which should NOT
    be considered a combat vehicle anyway, the Lightning is the only armed ground
    vehicle in the game that does not require 2 people to operate. It is a single
    man tank where the single player both pilots the tank and operates the guns as
    opposed to other ground vehicles where gunner and driver are 2 separate
    functions. With that said, I DO NOT like the Lightning. It is very difficult
    and takes a lot of practice to get good with. This is primarily because the
    guns are fixed in a forward firing position. The guns are not turreted. They
    canít be rotated to fire in other directions. You can only shoot forward. This
    means that the lightning can dodge fire, and it can shoot, but it canít do both
    at the same time. You are a sitting duck when firing. There was talk of making
    the Lightningís guns turreted so you can rotate them, but they havenít done it
    yet. If they do this then the lightning will be an invaluable addition to any
    squad, but for now it takes a lot of skill to use it. Other than that, the
    lightning is actually much faster than its larger counterparts. It tops out at
    about 80kph and has decent off-roading capabilities.
    
    [5.3]: After BR12
    Thatís what a MAX specialist might look like at BR12. An alternative to the
    lightning might be a Reaver fighter jet. Iím just going with the same concept
    of "1 man death machine" of which the Lightning and the Reaver both fit into
    that description with the MAXes. After BR12 you might want to get perhaps
    Special Assault for those odd moments when you canít get to your MAX suit, you
    can still be an effective fighter as a grunt. And I recommend Advanced Hacker
    as well. Also, note that while it may APPEAR that TR Empire gets shafted in the
    MAX department, they make up for it with the AV MAX Suit. The Dual Cycler is in
    my opinion the sickest unit in the game, short of the Liberator Aerial Bomber.
    Remember those TR chain guns I referred to earlier? Well those are MINI-Chain
    guns. The TR AV MAX packs 2 of the FULL-SIZED version of that chain gun. Itís
    supposed to be Anti-Vehicle, but God HELP the poor group of infantry that
    huddle together. It would be the equivalent of mowing the lawn. Yeah, thereís
    more grass out there, but that just means more stuff to mow.
    
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    Section 6: Support Personnel
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    [6.1]: Description
    Support Personnel while not the most glorious role in the game, is in my
    opinion the most important. A squad can have firepower to hell and high-water.
    But, without support troops, they will get their asses kicked. Every character
    should carry AT LEAST ONE support role even if they are not geared for support.
    Anyone who doesnít is in my opinion being greedy with their certifications and
    not thinking about the needs of the rest of the squad. Most higher level
    characters carry 2. When I refer to a "support character" I refer to someone
    who is certified in 3 or 4 different forms of support. The following are all
    support roles:
    
    >>Galaxy Pilot (Cost:3): The big cargo plane that can fly a vehicle, 2 MAXes,
    the pilot, 3 gunners, and 6 people anywhere. It is often referred to as the
    flying brick, or the cow with wings. While GAL's are useful over all, they are
    especially useful when trying to secure a heavily fortified tower. Towers
    should be hit from the bottom AND from the top at the same time. And with the
    exception of VS MAX suits, there is really no other way to get on top of a
    tower unless you are willing to sacrifice your fighter jet and crash it, and
    eject right over the tower, which is stupid.)
    
    >>Sunderer/Deliverer Driver (Cost:3/3): Ground counterparts of the galaxy. They
    are somewhat useless in my opinion compared to the galaxy, you will see very
    few of these and for good reason, the one exception might be the deliverers
    ability to drive UNDERWATER so bases near a river can be snuck up on easily
    from behind. However, these are rare occasions.
    
    >>AMS Driver (Cost:2): Advanced Mobile Station, essentially a base on wheels.
    It comes with 2 spawn tubes and 1 equipment terminal. When deployed into
    station form it envelops the nearby area in a cloaking field making the AMS and
    anyone near it invisible to enemies.
    
    >>Advanced Hacker (Cost:3+2): Hacking an enemyís equipment terminals inside the
    enemy base so that your own people can use them is one of the most important
    roles of the advanced hacker. Also, hacking an enemyís vehicle terminals in the
    courtyard to spawn combat vehicles right in their own base is equally
    important. Both of these require ADVANCED hacking which is what makes regular
    hacking so useless
    
    >>Advanced Medic (Cost:3+2): Regular medics can heal troops, whooptiedo. Thatís
    what med kits are for. There are also implants that heal you. Advanced Medics
    however can revive dead players. While good, it is not the most important
    support role in the game due to the fact that your troops DO respawn. Rather
    than fielding an adv medic, you are better off fielding an AMS from where you
    can respawn closer to the enemy. However, an Advanced Medic coupled with an
    engineer to revive a fallen player and repair his armor can be useful. This
    takes quite a bit of coordination though and the players must know an advanced
    medic is present to assist them so they donít try to respawn the moment they
    die and instead wait to be revived.
    
    >>Engineer(Cost:3)(Engineers repair the armors on their fellow troops and MAX
    suits, as well as repair vehicles and base devices like spawn tubes and
    equipment terminals. On a side note, an Engineer can be perhaps the most
    difficult ground troop to kill. Engineers can repair their own armor, and if a
    player is an Engineer AND a Medic it would take one big hit to kill him if he
    can keep running for cover to re-heal and repair. A more useful version of this
    might be the Advanced Regeneration Implant which lets you heal yourself, or
    packing med kits, instead of wasting certs to be a medic. You may even want to
    couple the Personal Shield Implant with this for those moments when you ARE
    subjected to heavy fire and may not live to make it to cover to re-heal/repair.
    The shield will keep you alive for those extra 2-3 seconds you need.
    
    >>Combat Engineer (Cost:3+2): Note that I list regular and combat engineer
    separately because regular engineers on their own are still highly useful,
    unlike regular medics and hackers, however a Combat Engineer does all the
    things that a regular one does. While not the most important role, they can be
    very useful. Combat engineers can deploy landmines and remote turrets for
    automated defense. And, like MAX suits, where 1 is useful 2 can be deadly. A
    single combat engineer can only have I think 10 turrets and 20 landmines
    spawned at anyone point in time. However 2 combat engineers can provide enough
    automated defense to keep anything short of a full squad out of a base, or at
    least significantly slow them down, so you donít have to worry about defending
    one base when you move onto the next)
    
    [6.2]: Certs
    >>Medium Assault (Cost:2)
    
    >>Reinforced Armor (Cost:3, TCPS:5)
    
    >>Engineer (Cost:3, TCPS:8): Engineers fall under the 3 most important roles of
    support. With an engineer on your squad, you can safely destroy spawn tubes,
    equipment terminals, turrets, or the generator and render an enemy base useless
    for them. Then, when you wipe the enemy out of the base and secure it for
    yourself, your engineer can repair everything to make the base functional once
    again. This is in essence a much better way to take out an enemy base than to
    sheer pound the enemy troops into submission until the hacking of the base is
    complete.
    
    >>Advanced Hacker (Cost:3+2, TCPS,13): Advanced Hackers also fall under the 3
    most important support roles. Note that anyone can hack a door or base, but it
    takes hacking certifications to hack anything else. The Regular Hacker
    certification is worthless. It is merely a stepping stone to reach the Advanced
    Certification. Anything worth hacking requires the Advanced Hacking
    certification. Also, the Advanced Hacking certification makes hacking things
    that do not require the advanced certification a lot faster. Hacking a door
    takes about 3 seconds as opposed to 10 seconds without any hacking certs.
    
    [6.3]: After BR12
    Thatís what a support character might look like at BR12. A HEAVY HEAVY INTENSE
    support character may even be suicidal enough to drop medium assault and
    reinforced armor and pick up AMS driving and maybe a Galaxy. AMS's also fall
    into the 3 most important support roles. AMS's are life. I think a complete
    squad should carry TWO AMS drivers. 1 AMS can stay safely hidden slightly
    farther away from the enemy base. And the second can drive in and setup shop
    right inside the enemy bases courtyard once the courtyard has been secured and
    the enemy is contained inside. This way you spawn right there on the enemy, and
    should they happen to re-secure the courtyard, you can fall back to the AMS
    farther away. Note that when it comes to MAX suits, AMS's are no substitute for
    the base itself or the adjacent towers near the base. MAXes can not be equipped
    at an AMS. Other than that, you can make a lighter support character and maybe
    drop 1 support role for special assault, so that you are a capable fighter when
    forced to fight. But for the most part, Support characters are the 1 type of
    character where you canít really cover EVERYTHING in 1 character. My main
    character is actually a support character and he looks like this:
    Medium Assault
    Engineer
    AMS Driver
    Galaxy Pilot
    Advanced Hacker (note that I donít carry reinforced armor, but there are times
    when I really wish I did)
    
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    Section 7: Combat Vehicle Specialists
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    [7.1] Description
    Vehicle specialists are not exactly the masters of subtlety. You WILL attract
    the attention of everyone around you when you are encased in about 2000 points
    of armor and are feeding hot fender to all the enemy infantry in your path
    while your gunner spews forth the hand of death itself at the enemy farther
    away. Vehicles are the kings of outdoor combat and it will still take more than
    1 Anti-Vehicle Infantry to bring a vehicle down. Please note that many think to
    get vehicles for the big guns they pack. But with the exception of the Reaver
    and the Lightning, you are stuck in the driver position of the vehicle and rely
    on a gunner to do the shooting for you, which some may not regard as very fun.
    The following are the combat Vehicles:
    
    >>Harasser(Cost:2):a 2 man light buggy with a light AP Machine gun mounted on
    it operated by a 2nd man. While really meant more as a means of personal
    transportation, it is not completely useless in combat.
    
    >>Marauder/Thrasher/Enforcer (Cost:3): These are Empire Specific buggies, and
    more advanced than the Harasser which any empire can access. The TR Marauder is
    in my opinion the best of the 3, but not by much. The advantage the TR has is
    it seats THREE players, the driver and 2 gunners. 1 gunner operates the mortar,
    and 1 operates an AP Machinegun similar to that of the Harasser. The NC
    Enforcer has the most powerful weapon mounted on it of the 3, the Phoenix
    rocket launcher, which is very similar to the handheld AV weapon, and the AV
    MAX weapon. however unlike the other 2 weapons, this weapon is very sensitive
    and jittery, making aim a more skilled affair than the other 2, especially
    combined with the rapid movement of the vehicle. The VS Thrasher is the weakest
    in terms of firepower of the 3. What little advantage it has over the other 2
    is that it is a HOVER buggy and can glide over water, is less affected by
    terrain, and can strafe left and right making it a much harder target. NOTE
    that an Advanced Hacker CAN hack the vehicles of other empires and if you are
    certified to drive your empires counterpart of that vehicle you can drive the
    newly hacked vehicle as well. Itís a lot of fun to turn your enemies own
    vehicles against them. Especially when drivers bail out of their own vehicles
    before they are completely destroyed, and you repair and hack them and put them
    to use for you.
    
    >>Lightning (Cost:3): A 1 man tank. This is the light version of the empire
    specific tanks. Itís smaller, leaner, and faster with off-roading capabilities.
    Itís really more of a buggy than a tank. While it has decent firepower on it,
    its main drawback is its inability to rotate its guns around it.
    
    >>Prowler/Vanguard/Magrider (Cost:3): These are the 3 Empire specific heavy
    tanks and the most powerful vehicles in the game. As usual the TR have the best
    gear. The NC Vanguard features a single 200mm arch-firing cannon versus the two
    100mm cannons on the Prowler which means that they spit out the same amount of
    firepower at a faster rate. As usual, the TR Prowler seats 3 players, a
    secondary gunner sporting dual AP machineguns, while the NC Vanguard only
    sports a single machinegun, and both weapons are operated by one gunner,
    meaning they canít be both used at the same time. The one advantage the NC has
    over the TR here is it is significantly faster vs. the prowler which packs more
    armor. The VS once again get shafted in terms of firepower in order to make
    room for added mobility. The VS Magrider can strafe and glide over water,
    however it is no match against the other 2 tanks in a tank fight.
    
    >>Mosquito Fighter Jet (Cost:3): This is the fastest vehicle in the game. It is
    undetectable by radar, and is not designed primarily for combat, really more of
    a "QUICK, GET THERE NOW!!!!" kinda thing, designed for reconnaissance, however
    it can make very effective strafing runs against infantry with its forward
    mounted machine gun.
    
    >>Reaver Fighter Jet (4): The 2nd fastest vehicle in the game with
    significantly more armor than the mosquito. It sports dual machine guns and
    dual rapid fire Rocket Launchers (not lock-on missiles) can turn any vehicle
    short of an AMS or a Galaxy into swiss cheese in a single volley of rockets.
    However the rockets are really meant for ground targets so they fail against
    the speed of the mosquito's. Mosquitoes have a tendency to win aerial dogfights
    against a Reaver. Also, a single Anti-Air weapon is all it takes to take out
    fighter aircraft vs. the heavy armor of ground vehicles which may require more
    than 1 Anti-Vehicle weapon present.
    
    >>Liberator Aerial Bomber (3): In my opinion this is the most devastating
    weapon in the game. IT KILLS ANYTHING AND I DO MEAN ANYTHING in a single
    bombing run. Even a Galaxy with fully powered shields gets killed with 1 set of
    bombs. Unlike its Mosquito and Reaver aerial brothers this one attacks from
    much higher altitudes making them harder to notice so itís usually too late by
    the time you spot one. There is a bomb with your name on it coming down on you.
    The bombs ARE area effect weapons, not target specific. So an entire area gets
    blanketed in death when these things fire.
    
    >>Skyguard Anti-Aircraft Buggy (3): It was released at the same time as the
    liberator bomber actually, to counteract the liberator so you wouldnít be
    completely defenseless to its cheating death. However, I have only encountered
    1 in all my planetsiding since it was released. Itís VERY effective, but only
    for 1 specific scenario which makes them unattractive to most players. You
    wonít see too many of them. The AA weapon is a flak cannon similar to the TR AA
    MAX, so it is NOT lock-on. It also fields a light machinegun for AP groundwork.
    
    [7.2]: Certs
    >>Medium Assault (Cost:2)
    
    >>Assault Tank (Cost:3, TCPS:5)
    
    >>Assault Buggy (Cost:3, TCPS:8)
    
    >>Engineering (Cost:3, TCPS:11): Vehicles DO get damaged, so it is very common
    for a vehicle pilot to be a certified engineer so he can retreat his vehicle
    and repair it at a safe distance, then return to rain more death. Most ground
    vehicles do get packed with enough ammo that they will get killed LONG before
    they run out of ammo, so keeping the vehicle operating for long periods is kind
    of how itís supposed to work anyways)
    
    >>Reaver (Cost:4, TCPS:15)
    
    [7.3] After BR12
    After BR12 a Liberator Bomber is a great asset to any squad. As usual Special
    Assault would be great for fighting in the event you canít access vehicles.
    Advanced Hacker is an option to consider so you can use the enemies vehicle
    terminals to get your vehicles when you donít have one of your own near you.
    And, maybe a Lightning Tank or Harasser for when you have no tech plant at your
    disposal. People who wish to specialize specifically with aircraft might drop
    the tanks and buggies and pick up the mosquito, and pick up the liberator at an
    earlier date. They may even get certified in the galaxy just because it flies
    =).
    
    There are 2 things to keep in mind about vehicles. A: the assault tanks and
    buggies, the Reaver, the Liberator Bomber, and the Skyguard can not be acquired
    from a base unless you have a Technology Plant Base connected to the base you
    are trying to acquire the vehicle from along the continental lattice. If you
    have ever looked at the map of the base you should have seen a network of lines
    connecting all the bases. This is the "Continental Lattice" it connects all the
    bases together and transfers the benefits of one base over to the others. Keep
    in mind that that bases have to be CONNECTED. If your empire owns a tech plant,
    but there is no connecting line of the same color between it and the rest of
    the bases its effects will not work. So, in short, no Tech Plant=no toys. Itís
    something to think about when you are getting rolled over by a squad full of
    vehicles. B: like MAX suits, vehicles have 5minute spawn time limits to each
    type of vehicle. If you get a vehicle and it is destroyed within 5 minutes of
    acquiring, you will still have to wait the 5 minutes out before you can get
    another of the same kind. So, while vehicles are great, they are best used in
    large numbers.
    
    -------------------------------------------------------------------------------
    Section 8: Stealth Units
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    [8.1]: Description
    Stealth units are all centered around 1 simple certification, the Cloaking suit
    which takes 2 points and makes you invisible to opponents when activated. The
    Cloaking suit is NOT armor and provides no armor protection leaving the player
    completely unprotected against enemy fire. You can not wear armor with the
    cloaking suit. The cloaking suit does NOT have any rifle slots and only 1
    pistol slot, so cloakers are NOT meant for combat. This does not mean however
    that cloakers arenít deadly. They just have to use more creative means to do
    their death-dealing. Many cloakers will usually pack the Melee Booster implant
    which when using the alternate fire on a knife can kill any player in 2 slashes
    which is usually faster than they can turn around to react to the first slash.
    Some will also pack the AMP rapid fire pistol and cheap pop you at point blank
    range right in the back. TR cloakers can also use the Repeater for the same
    effect as it is the only pistol worth a god damn. More devious cloakers may
    even use Boomer remote mines and wait nearby to hit the button the moment you
    walk over their mine. Iíve also seen more skilled cloakers in a completely
    outdoor visible environment lay down an entire minefield around you before you
    even notice what is going on, sometimes even trapping you in a circle of mines,
    or setting up remote spitfire turrets at every corner ahead of you after you
    have secured an area for surprise ambushes. Also when running at full speed the
    cloaker is SLIGHTLY visible. Also most players use the Dark light vision
    implant to see any cloakers within about 15meters of them, which works great
    indoors where cloakers do most of their damage anyway. So, cloaking is not
    ABSOLUTE stealth. You still have to keep your wits about you and move sneakily.
    However, cloakers can be very useful.
    
    
    [8.2]: Certs
    >>Cloaker Suit (Cost:2)
    
    >>ATV Cert (Cost:2, TCPS:4): The ATV Cert gives you access to the Wraith ATV,
    which when plugged into an activated cloaking suit makes the bike cloak as
    well, making it the ideal means of travel for a cloaker who is trying to recon
    an enemy position. Note that like the cloaker himself, the bike is somewhat
    visible at higher speeds.
    
    >>Advanced Hacker (Cost:3+2, TCPS:9): The primary function of a cloaker is to
    sneak into an enemy base via the backdoor while all the fighting is going on
    outside and no one realizes it, makes his way to the Bases Command Console,
    hacks it and takes over the base quietly and stealthily. So being able to hack
    the console 3 times as fast as any other unit (during which point you ARE
    vulnerable and visible by the beam the hacking tool makes) is a big advantage.
    
    >>Combat Engineer (Cost:3+2, TCPS:14): When the CC is being guarded and is not
    accessible then the alternative function of taking a base out subvertly is for
    the cloaker to make his way to the bases underground generator and use the
    Boomer remote mines to take it out as it is the only weapon he has available to
    him that packs any punch. NOTE that a base generator is VERY thickly armored
    and Iím not sure how many Boomer mines it takes destroy it. The Generator will
    also warn everyone in the base for EVERY hit it takes, so you are better off
    destroying it as quickly as possible before someone comes to catch you in the
    middle of your handiwork. Also, the cloaker canít carry more than 4 mines and
    his hacking tool at one time. So, this will be a delicate operation that may
    require a few trips back to an equipment terminal or locker. However, if the
    cloaker succeeds in knocking the generator offline, the enemy will not be able
    to spawn there.
    
    [8.3]: After BR12
    That is what a good cloaker setup looks like at BR12. After BR12 a good idea
    might be to pick up a MAX suit. No you might be asking "What the hell? What
    does a MAX suit have to do with stealth work?" But in actuality it is a very
    effective tactic for a cloaker to work his way into an enemy bases spawn room,
    hack one of the equipment terminals and turn into a MAX suit right in that very
    room laying death to every poor idiot who happens to spawn there, and taking
    out the equipment terminals and spawn tubes. The goal here is to take out the
    spawn tubes so the enemy canít spawn anymore. However, more often than not if
    enough people are respawning they will overpower you and make their way to
    their lockers or terminals and get weapons to fight you with before you can
    destroy all the spawn tubes. Whether you succeed or not, you will deal a
    crippling blow to your enemies offensive as you will be spawn raping them and
    it may take a minute or two to stop you which is enough time for your squad to
    work its way into the base and take over even if you donít succeed. Some
    cloakers also take mosquito's and fly from unoccupied base to unoccupied base
    hacking them away from the enemy before the enemy can react.
    
    One additional note about cloakers: REMEMBER enemy cloakers names. While most
    cloakers work alone, there is really no way of telling how many of them there
    are. If there is more than 1, you can be in BIG trouble. So, remember the names
    of enemy cloakers that you have killed. That way, you will know if there is
    more than 1, and your squad can react appropriately.
    
    -------------------------------------------------------------------------------
    Section 9: Credits and Final Words
    -------------------------------------------------------------------------------
    
    Anyways, this is the basic information on all the classes and certifications in
    the game. for additional info you can check the certifications and listing of
    vehicles and equipment at http://planetside.station.sony.com or get yourself a
    copy of Prima's Official Strategy Guide for PlanetSide which should be
    somewhere on the PlanetSide site as well. I own and have read the guide, and
    while I didn't access it in the creation of this FAQ, a lot of what I do know
    about PlanetSide comes from that guide so I can personally tell you it is very
    useful.
    
    I hope this has given you a few ideas of what you want to do with your
    character and how to get it done effectively. Also, remember that these are
    just suggestions. You can setup your character however you like and may not
    even abide to any 1 particular type of character or to the setup types shown
    here. While most people do it wrong, some people mix and match different
    aspects of different types of characters for a character that can be actually
    effective. Experiment and see what works for you.