FAQ by iviv

Version: 0.6 | Updated: 11/13/06 | Printable Version

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                              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 

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. Itís 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.


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

 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

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
Refire Rate:
Ammo Type: 

Name: Comet
Type: Anti Tank
Refire Rate: 
Ammo Type: 
Notes: When this weapon hits, it can cause burning on the target, similar to

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 :)