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--------------THE BEST GUIDE TO PLANETSIDE & CORE COMBAT---------------
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This guide is Copyrightę me 2004. Planetside & Core Combat is Copyrightę
Sony Online Entertainment 2003. I am in no way affiliated with the Sony
Online Entertainment industry  (a.k.a. SOE).

I AM ALSO GRATEFUL to a buddy who goes anonymous who helped me fix the
lines to 80 characters. In fact, he helped fix 757 LINES THAT WERE ABOVE 80
CHARACTERS!!! Just to put it into perspective, this guide is big, being
exactly 3009 lines long... If you want to know how he really did it, he
used a program that he made. Easy, but powerfully effective.

Special Thanx goes out to MadMAX01 (planetside nickname) for introducing
me to planetside.

My own personal nicknames for the NC and the TR will remain undisclosed
(not here). MadMAX01 will be the only one to recognize me on the battlefield...

In case you're wondering, madMAX means mad-MAX (mech suit). His name's
not really max...

I am also sorry about the CAPS and the ... thing... Bad habit, my first guide,
gimme a break.

THIS GUIDE MAY ONLY BE PLACED ON GAMEFAQS UNTIL FURTHER NOTICE!!!

I'm open to any and all suggestions at this time.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~SECTION 0: CONTENTS~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

~Section 0: Contents (WELL YOU'RE READING IT!!!)
	-Contact Info
~Section 1: Version History
~Section 2: Story, as taken from Planetside & Core Combat Manuals
~Section 3: Basic Way 2 Play
~Section 4: Every side, Every weapon, & Every vehicle
	-Common Pool Weapons, Armor, & Vehicles
	-Implants
	-Cert Costs, Ratings, ETC.
	-The Vanu Sovereignty
		-Guns
		-Vehicles
		-MAXes
	-The New Conglomerate
		-Guns
		-Vehicles
		-MAXes
	-The Terran Republic
		-Guns
		-Vehicles
		-MAXes
	-CORE COMBAT WEAPONS/VEHICLES!!!
~Section 5: Typical Strategies
	-The "do's and dont's" of just about everything
	-The best ways to get BEP
	-Attack methods
	-How to make a good character
	-Solo Strategies (NEW!!!)
	-The Basis For EXP (NEW!!!)
	-The Easiest way to kill (NEW!!!)

~Section 6: Credits


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--------------------------CONTACT INFO---------------------------------
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If you want to contact me for a suggestion or a strategy, I want you
to check to see if it's not in the guide first!!! It's very annoying when
I read email about something already in the guide.

IF YOU HAVE CHECKED THE GUIDE OVER AND HAVE A SUGGESTION:
---------------------------------------------------------
Send your suggestion to "wussupwussup248@hotmail.com" Yes I know my spelling
sucks, don't rub it in.

IF YOU SEE A SPELLING ERROR (Besides in my email name):
-------------------------------------------------------
Again, send the 'paragraph' of the spelling error to
"wussupwussup248@hotmail.com" If you send just the single word, it won't
help...

ANOTHER SPECIAL NOTE:
---------------------
There were some errors with the word wrap program which my friend used to fix
the guide to specs of Gamefaqs... If you see MORE THAN 3 lines of blank-ness,
send me an e-mail to "wussupwussup248@hotmail.com" (3rd time I said that!!!)
Also, if something doesn't look right with weapon, vehicle, cert, and implant
star ratings (theres an unexpected space at the beginning of the line), then
tell me about that too.

IF YOU ARE A SPAMMER:
---------------------
I have SpamblockerZ, so there. :-P

IF YOU ARE LOOKING TO HIRE:
---------------------------
Hmm, don't bother. SpamblockerZ blocks these too. :)


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~VERSION HISTORY~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Version 1.5 (7-2-04):
---------------------
*Ahh, it's summer and there's not a SINGLE GODAMN WAVE ON THE BEACH ABOVE
2 FEET!!! Oh well, since I'm in summer school and there's NO good surf,
I figured I'd update this guide...
*I'm adding a section that tells you the basis for EXP. This will include
capture EXP.
*Another new section: "The easiest way to kill..."

*CURRENTLY, I AM LACKING EXP VALUES FOR THE FOLLOWING:
	~SKYGUARD
	~SWITCHBLADE
	~ENFORCER
	~MARAUDER
	~THRESHER
	~ROUTER
If any of you people happen to kill these things and get their EXP values,
I will put you in the Credits section.

Version 1.1 (6-30-04):
----------------------
*Ahh, sony doesn't want to stop with improvements, and I agree with them,
I put in the new vehicles
*Some improved tips on getting lots of frags
*For some reason, rocklet rifle is less powerful since the new vehicles
came in, damn...
*My own special trick for my own character is now here
*The secret to getting BR4 in Training is in the "how to make a good
character" section

Version 1.0 (5-8-04):
---------------------
*OK, I'll be honest, I didn't actually release version 0.5, just wanted
you
to know how I made some of this guide...
*EVERY VEHICLE, WEAPON, ARMOR, CERT, ETC HAS BEEN LOOKED AT
*Added Implants Section
*Added Cert section
*Added "how to make a good character"

Version 0.5 (4-28-04):
------------
*First release (not really)
*Still need to look at some weapons & vehicles
*I am open to suggestions
*'Typical Strategies Section' to be coming soon!
*Common Pool Weapons and Vehicles complete


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~STORY~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

(Note that these stories are taken directly from the manuals)

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-----------------------------Planetside--------------------------------
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*In existence for over a thousand years, the Terran Republic was the
sole governing power with an intergalactic reign. The Terran Republic
maintained absolute authority until recently when an expeditionary force
was sent into a wormhole to colonize a newly discovered world named Auraxis.

*During the course of colonizing Auraxis, three main bases were established
at different locations on the planet's surface to expedite the colonization.
In the following years, numerous outposts were constructed across Auraxis'
continents.

*Remnants of an ancient alien race were also unearthed, and this race
became known as the Vanu. No traces of what happened to the Vanu could
ever be found, but elements of their technology were discovered during
the colonization stages, most notably 'rebirthing' technology. Utilizing
a hybrid of man-made and Vanu technology, humans are able to store their
genetic pattern. Whenever someone dies, that person is able to come back
to life via the rebirthing technology.

*Near the end of the colonization period, the wormhole collapsed, stranding
the Terran Republic expedition from the main empire. Tensions grew and
escalated. Emboldened now that the main body of the Empire was cut off,
the Terran Republic was ultimately divided into three Empires: those still
allied with the Terran Republic, and two new empires - the New Conglomerate
and the Vanu Sovereignty.

*Now the three empires are engaged in a world-wide war for control of
Auraxis. A war without permanent death...


-----------------------------------------------------------------------
--------------------------Planetside: Core Combat----------------------
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"Why must everything be turned into a weapon?" The scientist gesticulated
wildly at the crystalline structures around him. "The Ancients created
this planet as a construct to alter the very fabric of existence. We have
the barest inkling of how they effected such manipulations, yet we diminish
these great discoveries by turning them into weapons of war! It's beyond
comprehension! We could be changing the entire known universe for the
better!"

The scientist stopped himself suddenly and pulled back, stifling his
anger. This was the sort of outburst many of his colleagues had made shortly
before they disappeared.

The Way Commander in front of him waited patiently, relishing the widening
eyes and almost panicked expression that crossed the scientist's face.
He paused and wondered which way to handle the situation, while allowing
the scientist a few more moments of uncertain fear. "You see the Goal,
but you don't find the Way," the Way Commander finally said.

The Way Commander waved his arm to encompass the crystalline vista beyond.
"You say this vast underground chamber was a staging house for energies
that swept over the entire planet. That, combined with the other five
chambers elsewhere in the world, chambers very much like this one--those
dimensional energies were warped and changed so that the Ancients could
wander across the multiverse as they pleased?"

The scientist merely nodded perfuntorily, unwilling to speak lest he
sway The Way Commander into a negative judgement.

"You say that these buildings weren't habitations at all, but merely
baffles and routing structures for those energies, regardless of how they
appear to us."

Again, the scientist simply nodded.

"But what of it? The Geowarps on the world above didn't open through
human efforts. As far as we can determine, those gates weren't even there
when we did the initial planetary surveys. And we certainly didn't see
anyone building them. They just appeared in position, literally out of
thin air." The Commander stepped closer to the fearful scientist. "The
Sovereignty doesn't have a lock on those Geowarps. You know this. We're
not the only ones that can reach those caverns."

The Way Commander smashed an armored fist agsinst a nearby crystalline
wall and sent a deep thrum throughout the chamber. The strange crystalline
material remained unmarred. "We've found ways to harness this new Ancient
Core energy. The other empires have this capacity as well. So we still
don't have a technological advantage."

The Way Commander met and held the gaze of the scientist. "For that we
have the treachery of your fellows to thank." The scientist quaked. The
Way Commander referred to the leak of information from Sovereignty scientists
to members of enemy empires, which revealed how to activate the newly
discovered Geowarps. The reaction by the Way Commanders had been swift
and violent.

"The Way is to eradicate every non-Sovereignty being from this planet,
and thus eliminate all threat. Afterward, at our discretion, we can review
that greater goal of traveling across the multiverse and changing existence."
The Way Commander's tone dripped with scorn. "You should ensure that you
are here to see that glorious day by assisting the Commanders rather than
questioning our decisions." He turned to board his Reaver. "I'll remember
your words," he said over his shoulder. "See that you remember mine."

The Reaver hatch closed and the ship took off, maneuvering through the
cavern tunnels and out through the Geowarp to the surface above.

Trembling, the scientist tried to raise moisture to a mouth gone dry.
His outburst had cost him. He would need to be very careful in the future
to avoid further notice by the Command caste. He took one last look up
at the Ancient Core complex hovering on the central cascading energy column
before turning back to his instruments. The Commander was right about
one thing. Others would be here soon to steal the secrets of the Ancients,
and his dilemma was simple-if these discoveries were to be turned into
weapons, whom would he rather possess them?

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~THE BASICS~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Ok, this is gonna be plain and simple. Unless you want to follow one
of the strategies shown in section 5, there is one thing you must always
get regarding certifications. MEDIUM ASSAULT. However, if you are a total
noob, you probably dont know what i'm talking about... Therefore I will
go into an in-depth description of the 'basics'.

You get equipped at equipment terminals. You get certified at certification
terminals. You get Vehicles at vehicle terminals. You get medified (healed)
at medical terminals... Anyone starting to see a pattern emerge here?

In planetside, there is one main goal. Fight to the death. Your objective
is to capture facilities from your enemies on several continents. Whenever
you kill someone in any way what-so-ever, or capturing enemy facilities,
you get Battle Experience Points (BEP). When you get BEP, you can raise
your Battle Rank (BR). When you get a promotion in BR, you get one "certificat-
ion point", otherwise known as a cert point. With cert points, you can
buy certs (certifications... why you wouldnt figure this out i'm not sure,
but hey). When you buy certs, you get access to new weapons, vehicles,
armor, and enhanced support equipment. Medium Assault is one such cert
that gives you access to better weapons than the pea-shooters you start
out with. But BR20 is the highest you can go. Also when you get up to
BR 6,12, and 18, you get an 'implant slot' (no abbreviation). With an
implant slot, you get one implant. Implants give you super scary powers.
^_^. For more info on those, see section 4. Of course there are very VERY
special abilities available to people who get "Command Rank" (CR). CR
is gained by capturing facilities when you're a squad leader (See below).
Unlike BR, CR is limited to CR5 (vs. BR20). CR1 isn't very major. You
can chat with everyone that has command rank from anywhere to everywhere.
CR2 gives you a neat little toy. You get an item called the "Command Uplink
Device". It provides you with better abilities as you rise in CR. However
it can only be used outside... At CR4, you get to see where all the enemies
and all the friendlies are in an area. Pretty handy. At CR3, you get access
to the EMP Strike. Although I don't find it very useful, it is cool for
taking out a minefield, or getting rid of everyones implants. CR4 gives
you access to the coolest thing ever. It's called an Orbital Strike (OS
for short). Even though you can only call one in every 3 hours (!!!) It's
handy for killing a huge number of people gathered in a facility, or a
busy AMS maybe... CR5 gives you access to a supposedly more powerful orbital
strike with more blast radius. Plus you can use global chat, as well as
continent chat. It allows you to contact EVERYONE on a continent, OR THE
WORLD FOR ALL YOU CARE!!! Handy because whenever I'm going on a lone raid
on a continent, I always seem to be overwhelmed by the opposition because
there are very few friendlies and it's hard to recruit more. With global
chat, you can literally get people to FLOCK to a continent! But be careful
about it, grunts (people with no command rank whatsoever) don't seem to
like people with CR5. Believe me, I didn't until I got up to CR3. IT'S
ALL JEALOUSY!!!!! Notice that I've said much about the command role, thats
because it's important on the battlefield. Now then, back to certifications
and BR. There are no certs that cost less than 2 cert points. Most of
the useful certs cost 3 points. VERY useful, but rare certs cost 4 points.
AND THE MOST USEFUL OF THEM ALL COSTS 5 CERT POINTS (theres only one that
costs that much). Also, you can "sell" a cert after you buy it if you
want. However you can only do that every 24 hours, so do choose wisely
on certs.

Moving onto my next point: Death. If any of you bothered to read the
story, it says that an alien race was uncovered. They had "rebirthing"
technology. Whenever you die, you can respawn, it just depends where...
There are many options to respawn, but some may be smarter or stupider
than others. If you chose to respawn at an AMS (Advanced Mobile Station),
you can't get a MAX suit. But if you don't use MAXes, then an AMS is a
great way to stay in the action. If you spawn at a guntower, then you
can get your MAX, but towers cannot move, and if the tower's far from
the battle, you might not see much action. If you spawn at a facility,
you might be RIGHT IN THE MIDDLE of the action. If not, then it's nearly
the best method of respawn because you can get your vehicles. But the
best method of spawn IMO is a guntower, because you can get any armor
and gun you want, and if you have a guntower, a friendly had to capture
it meaning that supposedly it's close to the battle. But it's all your
choice. It really depends on what certifications you get. 

Squads. This is a new thing in FPS games that I think is pretty cool.
In a squad, you stay in contact with one-another anywhere. If you are
on the same continent as another squad member and that squad member gets
a kill, you get some of the BEP for that kill. Whenever a facility is
captured and you're in a squad, you get more BEP for the capture. If you
create the squad, then you're squad leader. If you're squad leader, you
own everyone under your command. Also if you capture facilities when you're
a squad leader, you get CEP for the all so useful command abilities...
If you and another squad leader agree on it, you can form a platoon. A
platoon is essentially 2 or 3 squads joined together. That means they
can get up to 30 people. Squads can only be 10 people each. Also if you
want to form an "outfit", you need a squad of 10. All 10 people must not
already be in an outfit. Then the squad leader can make his choice and
create the outfit if all conditions are met. Platoons are really cool
because they can own a whole base if they are fully sized. A whole continent
if it's fully sized with all BR20 CR5's (very VERY rare). BTW, outfits
are permanent unless you choose to resign. Plus numbers in an outfit can
reach hundreds. I've seen outfits so large that you crash if you try to
join them...

CAPTURING A FACILITY AND ALL RELATED THINGS... Capturing a facility is
done in 2 ways (depending on the facility). The first is called "Hack-And-Hold"
The objective is to hack a control console with a piece of equipment called
an REK. And once that is done, make sure the place doesn't get resecured
by the enemy (they resecure a facility in the same way you hack it, with
an REK). There are also several other special abilities that can be done
with the REK. You can open all locked doors by shooting it at the door
lock. If you have Hacking certifications, you can hack terminals for your
use. Also with hacking certs, you can hack control consoles and door locks
faster. Anyway, back to hack-and-hold. After you hack the control console,
you must make sure your enemy doesn't resecure it for 15 MINUTES!!! It
may sound like a long time, but it goes by very quickly. Once you've captured
the building, you can use it to your pleasure, but be warned that your
enemy can hack it again and try to take it back. Also between the time
a facility is hacked and captured, terminals cannot be used unless you
have hacking certs. The second way a facility is captured is by an "LLU".
LLU's only appear when an LLU carrying facility is hacked. When an LLU
appears, someone from the hacking team must grab it and get it to a friendly
control console within 15 minutes. If you have the LLU, you can't drive
vehicles. Plus you can't get into flying vehicles. Also EVERYONE FROM
EVERY EMPIRE FROM ANY LOCATION CAN SEE YOU ON THEIR MAP!!! BE PREPARED
FOR RESISTANCE!!! However, when the LLU is brought to the friendly control
console, the facility that was hacked is immediately captured. Whenever
EVERY facility is captured on a continent, that continent is considered
owned by the empire that has the facilities. When the empire owns the
continent, no drop pods can be deployed onto it. (see below)

TRAINING... When you create a new character, you start at BR1 CR0. You
get 4 cert points to start with. The first thing you should do is go into
the VR training centers on your sanctuary, the continent you start out
on. Whenever you equip a new weapon or vehicle in training, you get BEP,
usually 100-200. You can get up to about BR3.7 by doing this, even though
I've gotten up to BR4 twice. After going through training, you have 6
cert points (or 7 if you figured out how to get to BR4, ^_^, my secret...).
And you can get any cool abilities you want. I recommend for a beginner
that you get Medium Assault, and when you get BR4, Uni-Max. The empire
you chose is your choice, but if you're a beginner, you should go with
the Terran Republic. If you're kinda good/experienced in FPS combat, go
with the New Conglomerate. If you are an EXTREMELY EXPERIENCED teamplayer,
asskicker, etc. Go with the Vanu Sovereignty.

I myself, am a VERY experienced 'asskicker' at planetside. So therefore,
I should be playing the VS. However, the VS isn't exactly my favorite
side because their only real advantage is their MAXes. Therefore, I play
as the NC and the TR, at different times of course. I am BR20 CR5 on the
NC, but I'm working my way up on the TR, being BR8 CR 0.2, not bragging
or anything...

ANYWAY, I hope I covered enough of the basics right in this... LONG SECTION!!!

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~EVERY GUN, VEHICLE, MAX, ETC.~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

I know the section is out of sync with the contents section, I'm just
lazy to change it...

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--------------------------------CERTS----------------------------------
-----------------------------------------------------------------------

The backbone of your existence and success in your empire is how good
you are at handling weaponry and vehicles. To use such equipment requires
clearance/certification. This section explains the certification system.

A NOTE ON ABBREVIATIONS! 

[TR] Terran Republic
[NC] New Conglomerate
[VS] Vanu Sovereignty
[C] Common, everyone can get it with the proper cert
[AT] Special Core Combat weapon that can only be purchased underground
or at a place with the right module


STAR RATINGS ARE OUT OF 5


WEAPON CERTS:

Medium Assault
--------------
Usefulness: *****
Cost: ***** (2 cert points)
Overall rating: *****
Weapons given: [TR] Cycler, [NC] Gauss, [VS] Pulsar, [AT] Spiker,
[C] Punisher, [C] Sweeper.

Medium Assault gets a high rating because it is so necessary. It only
costs 2 points and gives you access to weapons that can actually get a
kill!!! YOU NEED THIS CERT UNLESS YOU HAVE A DIFFERENT PLAN OR YOU ARE
VERY VERY VERY VERY SKILLED!!!!!!!!! Oh yeah, and it's the requirement
for every other hand-weapon cert.

Heavy Assault
-------------
Usefulness: ****
Cost: ** (4 cert points)
Overall rating: ****.5
Weapons Given: [TR] Chaingun, [NC] JackHammer, [VS] Lasher, [AT] Maelstrom

This is the cert that literal commandos get. It only gives access to
2 weapons. (Per side) However, these weapons are total GRINDERS TO INFANTRY.
Everyone who thinks their character is a major battlefield character should
get this. These weapons also bring some power to the people with low FPS.

Special Assault
---------------
Usefulness: ****
Cost: **** (3 cert points)
Overall rating: *****
Weapons Given: [C] Rocklet Rifle, [C] Thumper, [AT] Radiator

Pretty good. It give you access to the dreaded Rocklet Rifle. When in
the right hands, it owns. The thumper is pretty cool because you can shoot
it in a corridor and hit your enemy. The Radiator COMPLETELY ignores armor
when in damages. And it lasts a long time, pretty cool.

OK... Since a recent patch in planetside was released, I have noticed
that the rocklet rifle has decreased damage, decreased blast radius, and
no incendiary system (lasting damage)... Oh well, the Thumper and Radiator
are still good.

Anti-Vehicle
------------
Usefulness: **
Cost: * (3 cert points)
Overall rating: ***
Weapons given: [TR] Striker, [NC] Phoenix, [VS] Lancer, [C] Decimator

One of the more useless certs. The only reason it gets a 3/5 is because
of the decimator. The Phoenix for the NC is pretty cool, but gets boring
after a while. The striker is literally a cheat weapon...

Sniping
-------
Usefulness: *
Cost: * (3 cert points)
Overall rating: 0
Weapons given: [C] Bolt Driver

The absolute most useless cert in the game. It gives you access to a
sniper rifle. 2 hits will kill anyone in any armor. However it just plain
sux. See the stats I give on it for more details.


ARMOR CERTS:

Infiltration suit
-----------------
Usefulness: ****
Cost: **** (2 cert points)
Overall rating: ****
Armor given: [C] Infiltration suit

Cool because you can be invisible... If you have combat engineering,
then you can blow up the enemy's generator room in a facility. (If you're
lucky). Also cool because you can sneak up on an unsuspecting enemy and
blow the shit out of them in the form of your chosing. Useful, but not
a total "must-get".

Reinforced Exo-suit
-------------------
Usefulness: *****
Cost: **** (3 cert points)
Overall rating: ****
Armor given: [C] Reinforced Exo-suit

Everyone except a vehicle expert should have this certification. See
the stats I give on it for more details

Anti-Infantry MAX
-----------------
Usefulness: ******
Cost: **** (3 cert points)
Overall rating: *****
Armor given: [TR] Dual Pounder, [NC] Scattercannon, [VS] Quasar

This MAX rox. 'Nuff said. Notice the extra star on usefulness...

Anti-Vehicle MAX
----------------
Usefulness: ****
Cost: **** (3 cert points)
Overall rating: ***
Armor given: [TR] Dual Cycler, [NC] Falcon, [VS] Comet

Little less useful than the anti-infantry MAX, but still cool.

Anti-Air MAX
------------
Usefulness: ******
Cost: ****** (2 cert points)
Overall rating: *
Armor given: [TR] Dual Burster, [NC] Sparrow, [VS] Starfire

I rate this one of the most useful certs because everything seems to
come under air-raid. AA MAXes are the most useful weapons against aircraft.
No more to be said...

Uni-MAX
-------
Usefulness: **********
Cost: * (5 cert points)
Overall rating: *****
Armor Given: EVERY SINGLE DAMN MAX LISTED ABOVE!!! (Empire restrictions
apply)

This thing is probably the enemy's ticket to hell. You get a 3 cert point
discount because you get EVERY MAX available to your empire. Prepare to
own...

VEHICLE CERTS:

Air Cavalry
-----------
Usefulness: *****
Cost: ** (4 cert points)
Overall rating: *****
Vehicles Given: [C] Reaver, [C] Mosquito

Gives you 2 powerful aircraft in their own aspect. They get such a high
rating because no one is ever prepared for them... The most useful vehicle
cert IMO.

Air Support
-----------
Usefulness: *****
Cost: **** (3 cert point)
Overall rating: ***
Vehicles Given: [C] Galaxy, [C] Liberator, [C] Lodestar

Gives you 3 major support aircraft. They aren't always needed, but the
Liberator can leave a path of destruction in its wake. The Galaxy can
drop a full squad anywhere, and the lodestar can re-arm and repair other
vehicles before another attack.

ATV
---
Usefulness: **
Cost: ***** (2 cert points)
Overall rating: ****
Vehicles given: [C] Basilisk, [C] Wraith, [AT] Switchblade, [C] Fury

Good for transport, but thats it. I like the switchblade too because
it can go over water and it has a slightly good gun.

OK, new ATV since a recent patch. It's called the Fury...

Armored Assault
---------------
Usefulness: ****
Cost: **** (3 cert points)
Overall rating: ****
Vehicles given: [TR] Prowler, [NC] Vanguard, [VS] Magrider, [AT] Flail

Cool. The vehicles are very powerful. But it can always be annoying to
find a gunner. The Flail is so powerful, it doesn't belong in planetside.

Assault Buggy
-------------
Usefulness: ***
Cost: **** (3 cert points)
Overall rating: ***
Vehicles given: [TR] Marauder, [NC] Enforcer, [VS] Thresher

Also cool. But to use them right, you need to know how to evade fire.
Plus it's still annoying to find a gunner.

Harasser
--------
Usefulness: 0
Cost: ***** (2 cert points)
Overall rating: 0
Vehicles given: [C] Harasser

Light Scout gives you the harasser anyway. This is a useless cert

Light Scout
-----------
Usefulness: *****
Cost: ***** (3 cert points)
Overall rating: ****
Vehicles given: [C] Lightning, [C] Harasser

Much better. This gives you the harasser. It also gives you a cool little
tank. I like that tank because you control the gun. The most useful GROUND
vehicle cert next to ground support

Ground Support
--------------
Usefulness: *****
Cost: ***** (2 cert points)
Overall rating: *****
Vehicles given: [C] AMS, [AT] Router

Okay, remember how I said that Air Cavalry was the most useful vehicle
cert. I lied. This is. You can get a mobile respawn station... Plus the
router can teleport your troops wherever you decide to put a telepad.

Ground Transport
----------------
Usefulness: ***
Cost: ***** (2 cert points)
Overall rating: **** (since the new patch)
Vehicles given: [C] Deliverer, [C] Sunderer, [TR] Raider, [VS] Aurora,
[NC] Thunderer

The only reason I was sympathetic enough to give this thing a rating
of 3 is because either of these transports are great at carrying the LLU.
Otherwise, they have poor armor and they just suck.

OK, since a new patch, there are more new deliverers that are empire-specific.
This gives them another star rating


EQUIPMENT CERTS:

Note that these certs are listed with their advanced counterparts...
Also, equipment certs don't get a cost rating because they all cost the
same BTW, the cost is 3 for the equipment certs, and 2 for their advanced
counterparts

Hacking + ADV.Hacking
---------------------
Usefulness: *****
Overall Rating: *****
Abilities Given: Faster hacking with REK, hijack vehicles, hack terminals,
hack lockers

Hacking alone is useless. ADV. Hacking is a big difference. With it you
can jack a busy AMS. Useful indeed... Also because you can hack about
4 times faster, you are at much less risk.

Medical + ADV.Medical
---------------------
Usefulness: ***
Overall Rating: ***
Abilities Given: You get the MED Applicator

This is actually useful without its adv. counterpart because you can
heal yourself. If you have ADV. Med, you can revive friendly soldiers
from the dead. Which is near useless because they can respawn anyway...
You don't really need it to heal friendlies or yourself though. I'm sure
most people have the regeneration implant.

Engineering
-----------
Usefulness: ******
Overall Rating: ******
Equipment Given: Nano-Dispenser, Body-Armor-Nano-Kit

EXTREMELY USEFUL!!! If you want to "drain" a base of fuel, so it becomes
neutral, you destroy everything in it. However once you capture the facility
after the drain completes itself, you need to repair EVERYTHING THERE!!!
With the Nano-Dispenser, repairs of anything but people can be done. The
Body-Armor-Nano-Kit repairs body armor. PEOPLE WITH MAXES WILL LOVE YOU
IF YOU FOLLOW THEM WITH THIS THING! They both use the same ammo source.

Combat Engineering
------------------
Usefulness: ***************************************
Overall Rating: ***************************************
Equipment Given: Adaptive-Construction-Engine (ACE)

Note that I put engineering seperate from combat engineering. That's
because they are useful in their own special manners. Combat engineering
(CE) requires engineering though. CE is very useful because you can set
up 4 different kinds of items nearly anywhere. It's so useful that, if
one soldier who is a CE captures a tower about to be swarmed by a squad
of infantry, that one CE can hold off that WHOLE SQUAD ALONE!!! More info
about the ACE below.


-----------------------------------------------------------------------
-------------------------------IMPLANTS--------------------------------
-----------------------------------------------------------------------

Remember in the 'Basics' section how I said that when you get to BR 6,12,
and 18, you can get an implant? Here you go. Implants are little things
that get stuffed inside your head that make you stupid (just kidding).
They give you cool useful abilities. However they come at a slight cost.
You have 3 main stats on you, Armor, Health, and Stamina. Stamina Controls
whether or not you can run. It gets drained whenever you jump, or use
an implant. If you drain your stamina, you cannot run until some of it
regenerates. Also after you die, implants need to 'initialize'. This can
take little time in some implants, a lot more in others. Also implants
need to re-'initialize' if they get hit by a jammer grenade. Keep that
in mind. By the way, crouching and sitting in a vehicle will regenerate
your stamina faster than standing. If you are moving in any way but a
vehicle, stamina will not regenerate.

Audio Amplifier
---------------
Usefulness: ***
Initialization time: *** (The higher, the shorter time)
Stamina Drain: *** (The higher, the less drain, 5 stars means no drain)

This thing takes your stamina and puts ALL running people on your proximity
map. You can also hear running infiltrators, but this doesnt uncloak them.

Regeneration
------------
Usefulness: ****
Initialization time: **
Stamina Drain: *

This thing takes 2 stamina points for 1 health point. Meaning that it
can drain your stamina to heal you halfway. Useful for infiltrators so
they dont need a med applicator.

Surge
-----
Usefulness: If infiltrator *****, if not, then 0
Initialization time: ****
Stamina Drain: Depends on armor (Rexo *, Agile **, Standard ***, Infiltrator
****)

This thing sucks away stamina to make you run very very fast. However
the
stamina drain is so high, I only use it for infiltrators.

Sensor Shield
-------------
Usefulness: For infiltrator *******, for anything else, **
Initialization time: *
Stamina Drain: Based on the same scale as surge

This thing is VERY VERY VERY USEFUL!!! It's one of the newer implants
in planetside. It appeared in version 2.6.5 and I'm assuming you don't
want a history lesson. Anyway. This thing is awesome for infiltrators.
It can hide you from any kind of radar, even if you are next to a motion
sensor or a mosquito fighter. But the true advantage to this is the fact
that INFILTRATORS CAN BECOME INVISIBLE TO THOSE GODAMN SPITFIRE TURRETS!!!!!!
IF YOU ARE GETTING AN INFILTRATION SUIT, GET THIS TOO!!!!!!!!!!!111shiftoneshi-
ft111!!!!! Also it gets a 2 star rating for every other armor because
they cant be hit by spitfire turrets if you use it. The reason for the
low rating is, theStamina Drain depends on armor...

Personal Shield
---------------
Usefulness: *****
Initialization time: *
Stamina Drain: *

This badboy can keep you alive for those last 5 seconds you need. When
flipped on, it activates a forcefield that slowly drains your stamina.
You cannot be affected by explosives or aggravated damage if this thing
is on (however you will lose stamina when you get hit by either). It absorbs
lots of damage on a 1 for 1 (stamina) basis. Pretty cool, but it is highly
overlooked.

Darklight
---------
Usefulness: *****
Initialization time: ***
Stamina Drain: ****

Drains stamina slowly to allow you to see infiltrators, no matter what.
However, it also reduces your sight range GREATLY. But the ability to
see infiltrators is invaluable. Probably the best way to get rid of it
if you're an infiltrator is with a jammer grenade... Maybe an EMP Strike
if you're CR3. Plus, there's another good reason to get this. Cloakers
that are spotted are dead cloakers... They have no effective weapon to
shoot back with. You also get a lot of EXP from dead cloakers.

Binoculars
----------
Usefulness: *
Initialization time: *****
Stamina Drain: *****

I call this implant binoculars because it literally is, binoculars. Plus
it's showed as a binoculars icon in the player info menu... Only used
by snipers. And snipers suck anyway. But it can get your zoom up to a
good 12x. It also has noStamina Drain.

Enhanced Targeting
------------------
Usefulness: *****
Initialization time: *****
Stamina Drain: *****

The best implant IMO. If you haven't played the game, you might not think
this is very major, but it with it, you can see enemy's health bars. It's
very useful because you can know what to shoot and kill easily. Also has
NOStamina Drain. Plus it initializes fast. In addition, you can see who's
in a vehicle (And the vehicle's health of course...).

Second Wind
-----------
Usefulness: 0
Initialization time: *
Stamina Drain: *

The worst implant. It strips away your stamina to keep you alive when
you are just about dead. But it needs to reinitialize before it can do
it again. And that takes a while. Don't bother. Sure it can give you that
tiny boost of health you need to pull off the kill, but its useless.

Melee Booster
-------------
Usefulness: ***
Initialization time: **
Stamina Drain: ***

Drains stamina when you swing a knife. BUT, in secondary mode, that knife
will make the kill. NO MATTER WHAT (Unless your enemy has MAX armor).

-----------------------------------------------------------------------
-----------------------------Common Pool Stuff-------------------------
-----------------------------------------------------------------------

All of these weapons, vehicles, and equipment is available to every side...
If you have the cert to use them.

ALL STAR RATINGS ARE OUT OF 5

Standard Exo-suit
-----------------
Usefulness: 0
KillingAbility: 0
Protection: * (50 HP protection)
Speed: ****
Holsters: 1 pistol, 1 rifle Inventory: 6x9

You spawn in it. When you spawn you have a suppressor, a pistol, and
an REK, along with a little ammo for both. Thats about it. It really sux.
When you spawn, switch to agile or rexo armor quickly (or MAX, hehehehe).

Agile Exo-suit
--------------
Usefulness: *****
KillingAbility: ***
Protection: **** (100 HP protection)
Speed: ****
Holsters: 2 pistols, 1 rifle Inventory: 9x9

That's better. This armor is very good because if you have the right
rifle, you can kill a lot. Although its not as good as rexo, you can still
kill people with it.

Infiltration Suit
-----------------
Usefulness: ****
KillingAbility: *****
Protection: 0 (Because it has 0 HP armor)
Speed: ***** (highest)
Holsters: 1 Pistol Inventory: 6x6

With a small inventory and only one pistol slot, you need to equip wisely
with this thing. It also has 0 protection from damage. So if you have
the medical cert, a med applicator would help. Very VERY useful in capturing
vehicles with advanced hack. Can make easy kills on unsuspecting enemies.
However, it isn't a total frag-machine

Reinforced Exo-suit (REXO)
--------------------------
Usefulness: *****
KillingAbility: *****
Protection: ***** (200 HP protection)
Speed: * (Slowest)
Holsters: 2 Pistols, 2 Rifles Inventory: 12x9

This baby can stand against anything. It has extremely high resistance
to all types of damage. And with 2 rifles, get ready to own. It's only
major drawback is speed. And if you try to use the surge implant, you
will drain your stamina so fast you'll laugh. Also there's one more drawback,
you can only drive an ATV or buggy with this armor on. No tanks or aircraft...
However you can be a passenger in any vehicle.

Automatic Machine Pistol (AMP)
------------------------------
Damage: ***
Range: *
Accuracy: *
Rate of Fire: ****
Clip: ****
Overall Rating: ***
Required Cert: None

Good pistol. Commonly used by infiltrators, it can kill someone very
quickly if you're at point-blank range. I wouldn't recommend getting it
unless you're an infiltrator though.

Suppressor Rifle
----------------
Damage: *
Range: ***
Accuracy: *****
Rate of Fire: ***
Clip: **** (30)
Overall rating: *
Required Cert: None

A BB-Gun. This thing totally sucks. If you see anyone using this, they
are probably stuck with it, don't have medium assault, or is a total noob.
But there's more dignity in using this than using a pistol (unless the
pistol's a TR Repeater).

Fragmentation Grenade
---------------------
Damage: ***
Range: **
Accuracy: ***
Rate of Fire: *
Clip: ** (3)
Overall rating: ***
Required Cert: None

Ahh, we get to the 'nades... This thing is kinda good. I like to load
them in my pistol holster and lob them at spitfire turrets... They can
do pretty decent damage to people, 2 of them will kill anyone in agile
armor, if they are close enough to the blast. But I don't use them to
get kills... But they are VERY useful at distracting people.

Jammer Grenade
--------------
Damage: 0
Range: **
Accuracy: ***
Rate of Fire: *
Clip: ** (3)
Overall rating: **
Required Cert: None

Only good for 2 things. 1: Getting rid of pesky mines. 2: Neutralizing
that damn Darklight implant. This is only really used by infiltrators...
However, I have seen a reaver brought down by one before!!! That might
be cool if it wasn't so hard. I think there should be Jammer rockets...
GUIDED Jammer rockets!!! Simply put, this is an EMP.

Plasma Grenade
--------------
Damage: ****
Range: **
Accuracy: ***
Rate of Fire: *
Clip: ** (3)
Overall rating: ****
Required Cert: None

Me like, Me like... This thing can get a kill off of anyone if the grenade
hits them directly. However, the kill isn't instant. This thing relies
on aggravated damage. It slowly burns your enemies to death. Good for
quick kills as an infiltrator. Just remember that it has to hit the target
right in the center for an insured kill.

Punisher
--------
Damage: ****
Range: ***
Accuracy: *****
Rate of Fire: ****
Clip: *** (30 for gun, 1 for the 'lobber')
Overall rating: ****
Required Cert: Medium Assault

An all around good gun. This is like an M16 with an XM148 mounted on
it... Essentially, it is a powerful rifle with a 30 round clip. If you
use the secondary mode, you can fire a small rocket or a grenade, depending
on what's loaded in there. I find it HIGHLY overlooked because of its
clip size. This thing can actually get a few good clean kills.

Sweeper Shotgun
---------------
Damage: ****
Range: **
Accuracy: ***
Rate of Fire: **
Clip: *** (8)
Overall rating: *****
Required Cert: Medium Assault

OK, this thing is pretty damn good. Unless you try to go sniping (bah),
you'll never end up in long range combat. 3 shots will kill anything.
ANY NON-MAX ARMOR. Unless you are playing as the NC, never be caught without
one of these. Powerful, but like the punisher, it's overlooked a LOT.

Decimator
---------
Damage: *****
Range: *****
Accuracy: ***
Rate of Fire: ***
Clip: ** (3)
Overall rating: ****
Required Cert: Anti-Vehicular

This is the vehicle pilot's feared enemy. It has 3 shots when you get
it. However, it cannot be reloaded. If you want to fire more than 3 shots,
you need to put another decimator in your inventory. 2 shots will own
a buggy, 3 a tank, 1 an ATV. 6 owns the generator...

Bolt-Driver Sniper Rifle
------------------------
Damage: *****
Range: *****
Accuracy: **
Rate of Fire: *
Clip: * (1)
Overall rating: *
Required Cert: Sniping

All right. Simply put, this weapon sucks. 2 shots will kill any infantry
without max armor. 15 shots will kill any max armor. Even though it has
good damage, range, and an 8x zoom scope, whenever you aim it, the cone
of fire spreads a shitload, meaning you have to wait 5 seconds before
you get accuracy back, and by then your enemy will have moved. Waste of
3 cert points. Your only kills will be engineers repairing turrets or
other snipers. 'nuff said.

Rocklet Rifle
-------------
Damage: ****
Range: *****
Accuracy: ****
Rate of Fire: ****
Clip: *** (6, I think)
Overall rating: ** (Used to be 5, but it's weaker since patch)
Required Cert: Special Assault

This is one of the best weapons available. A clip will do as much damage
as 1 decimator shot against vehicles. Also, it has a good little aggravated
damage system on it too. It can own infantry, simply put. AND, you know
how often, a barricade of enemies will hold up in a guntower, waiting
for your massive attack force to barge in? WELL, theres a neat little
secondary fire that this rifle has. When you use secondary fire, ALL ROUNDS
IN YOUR CLIP WILL BE FIRED IN ONE BLAST!!! SO, WHEN YOU RUN INTO THE TOWER,
GET THIS BAD LITTLE TRICK READY!!! EXPECT KILLSPAM!!! but seriously, this
is one of my favorite weapons, and there are only 3 favorite weapons I
have.

Damn... Ok, since a recent patch in planetside, the power of the rocklet
rifle has been decreased a LOT. It no longer has any aggravated damage
on it... Oh well. Time to ditch special assault...

Thumper Grenade Launcher
------------------------
Damage: *****
Range: **
Accuracy: ****
Rate of Fire: **
Clip: *** (6)
Overall rating: ****
Required Cert: Special Assault

The other Special Assault weapon. This thing isnt as good as the rocklet
rifle, but it can be pretty cool. If you don't wanna risk yourself when
firing down a corridor, launch a plasma grenade. It is pretty good, but
it ONLY launches grenades.

OK, now, since the patch, this is THE special assault weapon. Just be
sure to load it with plasma grenades...

Remote Electronics Kit (REK)
----------------------------
Usefulness: *****
Damaging power: Depends on whether or not you have hacking certs.

This is the thing you use to get by door locks or to hack control consoles.
If you have the proper hacking certs, you can capture enemy vehicles,
hack a terminal to make a vehicle or get equipment, etc. Never be caught
without one (an REK).

Medical Applicator
------------------
Usefulness: ***
Damaging power: 0

I dunno. It's cool for healing yourself and other friendies. The ADV.
Med ability is kinda stupid, it brings the people back from the dead.
But they respawn anyway. Not really useful for healing yourself or others
because most people have the regeneration implant now.

Body-Armor-Nano-Kit
-------------------
Usefulness: *****
Damaging power: ****

This thing repairs the armor of anything living and walking. Even MAXes.
Follow a MAX or 2
around with this thing equipped. Watch the ownage.

Nano-Dispenser
--------------
Usefulness: *****
Damaging power: ***

Repairs ANYTHING that is stationary. Cannot repair armor on soldiers
though. It CAN repair terminals, turrets, spawn tubes, vehicles, etc.
If it repairs turrets, you can use those turrets against your enemy!

Adaptive Construction Engine (ACE)
----------------------------------
Usefulness: ******
Damaging power: *****

OK, This baby has got a long description!!! If the right person is using
it, he can keep a squad out of a base or tower. It can deploy into 4 different-
 items (with limits of course):
~High Explosive Mine (up to 20)
~Spitfire Turret (up to 10)
~Motion Sensor Alarm (up to 20)
~Boomer (Stays alive as long as the detonator exists, unlimited)

Each of these items has special abilities. I will show these in chart
form again:
~HE Mine
 	-1 Mine = 1 MAX (poor guy), 1 ATV (going UNDER 60 KPH, if he's faster,
he takes 0 damage)
 	-2 Mines = 1 Light vehicle (Assault buggys, Harasser), any walking
infantry
	-3 Mines = 1 Medium vehicle (Lightning tank, AMS, ANT)
	-4 Mines = 1 Heavy vehicle (Heavy Assault Tanks)
~Boomer
	-1 Boomer = 1 MAX, 1 infantry, 1 Spitfire turret (if you can get it
there)
	-2 Boomers = 1 Light/Medium Vehicle, 1 Terminal
	-3 Boomers = ANYTHING BUT TURRETS AND GENERATORS (takes out spawn tubes)
	-4 Boomers = 1 Wall Turret
	-6 Boomers = The Generator...
~Motion Sensor Alarm
	-Detects ANYTHING in its radius and puts it on EVERYONE's radar
	-Has a radius about 3 times as large as a tower
	-Doesn't detect anyone with an active sensor shield implant
~Spitfire Turrets
	-Kills armor before killing health on infantry
	-Damage depends on range
	-Can shoot anything and cause decent damage
	-Owns infantry
	-DOESN'T shoot at people with the Sensor shield.


Lots of Items... Anyway there's one more thing to remember seeing that
I wrote a page and a half on the ACE, YOU GET THE EXP FOR EVERY KILL YOUR
ITEMS MAKE!!!!!!!!!!!!!!!

Laze Pointer
------------
Usefulness: *****
Damaging power: *****

This thing is cool. If someone in your squad has a Flail, you can use
this thing to target an object for them. The shots your squad member makes
should be perfect hits. Also, for clarity, the Flail's range is literally
a continent! I've seen people firing Flail shots in a 'random' direction.
Then I go to an enemy facility and see Flail shots hitting the ground.
Then I see kill stats of people that were in the Flails at the facility
I started at!!! Be warned. If your enemy has a vehicle module, you're
dead.

MED-KIT
-------
Usefulness: ****
Damaging power: ?

Heals you 25 health instantly. But it takes a LOT of inventory space
(4x2 for one). Also, you have to wait about 5 seconds between using them.
Med applicator... get it if you need emergency health. If you need healing
after a battle, use the regeneration implant.

Command Uplink Device
---------------------
Usefulness: ***********************************************
Damaging power: ***********************************************

PROVIDES YOU WITH THE SUPER DUPER COMMAND ABILITIES!!! However you have
to be outside to use it. When unholstered (in your hands), EVERY FRIENDLY
will know your position because of a small blue waypoint.


Advanced Nanite Transport (ANT)
-------------------------------
Armor: **
Max Speed: **** (60kph)
Acceleration: ****
ManeuverAbility: ***
Control: ****
Weapon: 0
Required Cert: Any vehicle cert

This thing is supposed to refuel EVERY base!!! What you need to do when
you get it is to drive up to a warpgate, deploy the ANT from the back,
then drive back to a facility. When the facility starts to refuel off
of your ANT, you get about 40 EXP per second (20 per half second). Plus
refueling takes a while. So you can get around 1000 EXP for completely
refueling a facility

Lightning tank
--------------
Armor: ****
Max Speed: **** (70kph)
Acceleration: ***
ManeuverAbility: *****
Control: *****
Weapon: ***
Required Cert: Light Scout

This tank is entirely controlled by the driver. It has a gun that can
do very decent damage. It does about half the damage of a decimator. Along
with good splash damage. Because the turret is controlled by the driver,
he gets all the EXP. He also gets more because it's not divided among
a whole squad... An all around good tank

Harasser
--------
Armor: ***
Max Speed: ***** (80kph)
Acceleration: ****
ManeuverAbility: ***
Control: ***
Weapon: *
Required Cert: Light Scout OR Harasser

This thing carries 2 people, a driver, and a gunner. The driver obviously
drives. The gunner mans a 12mm rotary chaingun. The gun is okay, but it
really sux. This vehicle is commonly seen being driven up to a facility's
side entrance and the driver making an attack on the facility. But there
are better tactics.

Advanced Mobile Station (AMS)
-----------------------------
Armor: ****
Max Speed: **** (60kph)
Acceleration: **
ManeuverAbility: **
Control: ***
Weapon: 0
Required Cert: Ground Support

This thing is the most useful vehicle in the game. It is essentially
a mobile base. It can deploy its spawn tubes and equipment terminals and
a cloaking field that keeps it invisible to enemies, but it can't move
in its deployed state. This thing is famous for being the lynchpin of
an assault. When placed in the right spot, it can go undetected by the
enemy until it's too late. VERY, VERY useful.

Galaxy Dropship
---------------
Armor: ***** (Heaviest in game)
Max Speed: ***** (around 90kph)
Acceleration: *
ManeuverAbility: *
Control: *
Weapon: ***
Required Cert: Air Support

When this thing is spotted over a base, cries of help are screamed!!!
This badboy can carry a shitload. Being able to carry 1 pilot, 3 gunners,
6 passengers, 2 MAXes, and a light vehicle! IF YOU LOAD THIS THING TO
CAPACITY, AND DROP THE LOAD ON A BASE, HELL WILL REIGN!!!

LodeStar
--------
Armor: ****
Max Speed: Same as galaxy
Acceleration: *
ManeuverAbility: **
Control: **
Weapon: 0
Required Cert: Air Support

This thing is a support aircraft to the extreme level. Being totally
unarmed, with low manueverability, and very limited armor, this thing
is almost useless in neck to neck combat. However, behind the front lines,
it has a big role. When landed on the ground, it repairs all friendly
vehicles around it. Also, all vehicles around it have the ability to rearm
themselves from the lodestar. It can also drop one vehicle ANYWHERE (maybe
an ams?).

Liberator (A.K.A. GOD)
----------------------
Armor: ****
Max Speed: *** (96kph)
Acceleration: ***
ManeuverAbility: **
Control: ***
Weapon: *****************
Required Cert: Air Support

(Talking in an Arnold Schwartzeneggar accent) Prepare to meet your maker!!!
This badboy will own anything that gets under it. It can carry 3 people.
A pilot, a tailgunner, and the feared bombardier. The bombardier is the
one that owns you. He can carpet-bomb an area of his chosing, most commonly
the vehicle pad. AA weapons can get the misery bombed out of them. Aircraft
are left vulnerable to a 35mm nosecannon and a 25mm tailgun. Get under
it and you will go to heaven (you die). Which is why I nicknamed it GOD.
And if you're wondering about how much armor's on this thing? 4 clips
from the NC AA MAX will take it out!!!

Skyguard
--------
Armor: ***
Max Speed: **** (80kph)
Acceleration: ****
ManeuverAbility: ****
Control: *****
Weapon: ***
Required Cert: Assault buggy

OOOOOOOKKKKKKKKKKKK. This is the only weakness of GOD. Also, the skyguard
(aka 'skytard') can own infantry too. The gunner also has an 8x zoom.
Don't run from this. I've seen one take down a Prowler before. <-------
(VERY VERY SAD)

Reaver
------
Armor: ***
Max Speed: ***** (105kph)
Acceleration: *****
ManeuverAbility: *****
Control: *****
Weapon: ****
Required Cert: Air Cavalry

Remember GOD? Well this is JESUS!!! This thing can own any group of infantry
with rocketpods. It also has 2 20mm cannons which seem to do a lot of
damage against tanks. The only weakness to it's power is the fact that
the rocketpods are not guided...

Mosquito
--------
Armor: * (Lightest in game for a vehicle)
Max Speed: ***** (115kph)
Acceleration: *****
ManeuverAbility: *****
Control: *****
Weapon: **
Required Cert: Air Cavalry/Mosquito

An AMS's worst enemy. This thing has a neat little flyover ability that
allows it to see anything under it on radar. Including a cloaked AMS.
Or an infiltrator. It is omniscent. However it has a weakness. It's weapon
absolutely sucks. It is only good for causing damage versus MAXes, and
infantry. It CAN decloak an AMS by firing on it though.

Deliverer
---------
Armor: ****
Max Speed: **** (80kph, used to be 60kph, but patched)
Acceleration: ***
ManeuverAbility: **
Control: ****
Weapon: **
Required Cert: Ground Transport

This thing can carry 1 driver, 2 passengers, and 2 gunners. Each gunner
works a 20mm cannon. Nothing much else to say about it besides the fact
that it can float on water.

Remember this, the speed of the deliverer was increased by a lot when
the new 'empire-specific' deliverer variants were released. Keep this
in mind when it comes to transporting the LLU.

Sunderer
--------
Armor: *****
Max Speed: *** (40kph)
Acceleration: **
ManeuverAbility: **
Control: ****
Weapon: ****
Required Cert: Ground Transport

This thing is a galaxy on wheels. Being able to carry a pilot, 2 maxes,
7 passengers, and 2 gunners (I think...). Each gunner operates a 75mm
cannon. Pretty much the same weapon that the lightning has, but a little
less damage.

Basilisk
--------
Armor: *
Max Speed: ***** (90kph)
Acceleration: *****
ManeuverAbility: *****
Control: *****
Weapon: *
Required Cert: ATV

A quad with a lot of speed in it. Perfect from getting from point A to
point B in no time. Although one mine will kill it at lower speeds, it
can dodge fire very easily. And, if it's moving fast enough, mines won't
even damage it. Pretty cool.

Wraith
------
Armor: *
Max Speed: ***** (90kph)
Acceleration: *****
ManeuverAbility: *****
Control: *****
Weapon: 0
Required Cert: ATV

This is the same thing as the basilisk without a gun. It also has a devious
littleability. If the rider is wearing an infiltration suit, he can CLOAK
his wraith!!! I find this useful because if you get off the wraith, it
stays cloaked. Pretty cool if you sneak up on a group of enemies, kill
one, then drive off before anyone knows what happened... Then drive up
again and kill another. Also, if you're going fast enough, you can 'squish'
enemies in this thing. But you might take damage.

Fury
----
Armor: *
Max Speed: ***** (90kph)
Acceleration: ****
ManeuverAbility: *****
Control: *****
Weapon: ***
Required Cert: ATV

Wow, a reasonably powerful ATV. It's exactly like the basilisk except
for it's weapon. It has a forward-fixed hellfire missile launcher. The
missiles do about as much damage as a decimator. Just remember, that you
have to turn your vehicle to aim the weapon, it can't sweep left-right.
It CAN sweep up-down, so you don't need to worry TOO much. It does seem
to have a slower acceleration compared to the basilisk and the wraith
too. Oh well.


-----------------------------------------------------------------------
-----------------Vanu Sovereignty Weapons and Vehicles-----------------
-----------------------------------------------------------------------

Here we get to the VS. The VS are focused on energy weaponry. They sacrifice
punching power for flexibility and versatility. A few of their weapons
have built in AP modes. Also, a couple weapons share types of ammo. Plus,
other empires can't get their hands on the VS ammo. *laughs*


Beamer
------
Damage: ***
Range: ****
Accuracy: *****
Rate of Fire: ***
Clip: *** (16)
Overall rating: ***
Required Cert: None

This is the standard VS pistol. It's pretty good and you might be able
to kill with it. But there are better weapons. The really cool thing is
that this runs off of an energy cell. That energy cell is also used in
the Pulsar, and the Lasher. Very versatile. It also has a built in AP
mode. Just switch to secondary fire.

Pulsar
------
Damage: ***
Range: ***
Accuracy: *****
Rate of Fire: ****
Clip: **** (40)
Overall rating: ****
Required Cert: Medium Assault

The VS Medium assault rifle. This thing has a 4x zoom on it for long
range. Like the beamer, it uses energy cells and has an AP mode. However,
this thing has almost NO recoil on it for the first 10 shots. Kinda cool,
but the pulsar loses in the damage department.

Lasher
------
Damage: *****
Range: ***
Accuracy: ***
Rate of Fire: ****
Clip: *** (25)
Overall rating: ****
Required Cert: Heavy Assault

I like all heavy assault weapons. This one however, is my least favorite
of the 3. It is commonly used, but no one knows how to use it right. If
you can use it right, you can expect to get lots of kills. Enjoy!

Lancer
------
Damage: *****
Range: *****
Accuracy: ***
Rate of Fire: ***
Clip: ****
Overall Rating: ***
Required Cert: Anti-Vehicular

The VS anti-vehicle weapon. Even though I dont see it a lot, it is very
damaging. Like MANY weapons, it's overlooked. No one knows how to use
it right. It also has a 4x zoom to go along with its long range.

VEHICLES:

Thresher
--------
Armor: ***
Max Speed: ***** (80 kph)
Acceleration: ****
ManeuverAbility: *****
Control: *****
Weapon: ***
Required Cert: Assault Buggy

Pretty deadly. It takes the bite in damage. Doesn't do a lot of that.
Nothing much more to say, except the fact that it has a REALLY cool hoverAbili-
ty. It can go over water, off cliffs, etc. Plus it can strafe.

Magrider
--------
Armor: ****
Max Speed: *** (60 kph)
Acceleration: ***
ManeuverAbility: ****
Control: ****
Weapon: *****
Required Cert: Assault Tank

This is the best tank in the game IMO. It's got a VERY powerful gun on
it. That gun doesn't fire shells too. That means that you don't have to
worry about shots missing because you didn't aim high or low enough. It's
very accurate. With aMax Speed of 60 kph, I think the only weakness of
this thing is its armor.

Aurora
------
Armor: ****
Max Speed: **** (70kph)
Acceleration: ***
ManeuverAbility: ***
Control: ***
Weapon: ****
Required Cert: Ground Transport

A new weapon in the planetside arsenal. This is a deliverer variation.
Like the deliverer, it holds 2 gunners, 2 passengers, and 1 driver. Plus,
it can drive over water. It has a weapon called the "Flux Pod Launcher".
It does decent damage, but it has a slow reload and a clip of only 12.
It IS much better than the deliverer though.

MAXES:

Quasar
------
Weapon: **** (clip of 80)
Ability: *****
Overall Rating: *****

The BEST MAX in the game IMO. It is basically a huge pulsar that does
tons of damage at a much faster rate. It also has a built in AP mode.
It's REALLY cool ability is the ability to "jump" When I say jump, I say
they can scale a watchtower! I've gotten on top of the HART building once
with the jump ability...

Comet
-----
Weapon: **** (clip of 10)
Ability: *****
Overall Rating: ***

Unguided. That's the only problem I have with this. It is the Anti-Vehicle
Max. It too has the jump ability. Hard to use right, but if used right,
it's pretty good.

Starfire
--------
Weapon: **** (clip of 8)
Ability: *****
Overall Rating: ****

Now this is the kind of AA I'm talking about!!! Guided in all respects,
this thing has a fast firing gun that, with 8 shots, will take down a
reaver. Because it's guided, it will have a devastating effect on any
aircraft that enters its range...

OK, new news about the guidance systems. When I started playing the VS
for a while, I liked their MAXes. They're good, but they're nothing compared
to the weaponry the NC MAXes are mounted with. I noticed that the projectiles
on the starfire MAX require you to keep the target near your reticule, even
after you fire. If you don't, the projectiles turn into dumb-fire and they
become useless. This also means that enemy aircraft can escape from your
sight and take very little damage.

-----------------------------------------------------------------------
---------------Terran Republic Weapons and Vehicles--------------------
-----------------------------------------------------------------------

MORE IS BETTER! That's the TR's opinion of weaponry. Perfectly demonstrated
by it's medium assault weapon, the cycler. Better demonstrated by it's
heavy assault, the chaingun. The TR sacrifice damaging power for large
numbers. Their equipment is deadly, but they are weaker in the MAX department.
Their 2 vehicles aren't that good either.

Repeater
--------
Damage: ****
Range: ****
Accuracy: *****
Rate of Fire: ****
Clip: *** (20)
Overall rating: ****
Required Cert: None

A very cool pistol. I see this a lot when I'm against the TR. You can
get owned very easily by an infiltrator with this. That's because it doesn't
have the recoil the AMP has. Being very accurate, having a quick rate
of fire, and causing lots of damage makes this a good weapon. I recommend
it be in your first pistol holster at all times.

Cycler
------
Damage: ***
Range: ****
Accuracy: ****
Rate of Fire: *****
Clip: ***** (50)
Overall rating: ****
Required Cert: Medium Assault

This thing is a little baddie. It sounds almost EXACTLY like the chaingun
making it very confusing. It doesn't do a lot of damage, but it spits
out bullets fast, and it's got a clip of 50. If you see any TR soldier
without a chaingun, you'll see them with this. Always handy.

Mini-Chaingun (MINI?!?)
-----------------------
Damage: ***
Range: ***
Accuracy: ****
Rate of Fire: *****
Clip: ***** (100!!!)
Overall rating: *****
Required Cert: Heavy Assault

This is a very very powerful gun!!! Run into a room with it, spit out
a few dozen bullets, you just killed 8 people in 4 seconds... Although
it's very powerful, it's nowhere near as powerful as the NC's heavy assault
weapon (The Jackhammer). Also another of my favorite weapons (like the
rocklet rifle).

Striker
-------
Damage: ****
Range: *****
Accuracy: *****
Rate of Fire: ****
Clip: *** (5)
Overall rating: ****
Required Cert: Anti-Vehicular

This weapon is very VERY cheap. 6 missiles will kill any aircraft. 4
missiles will kill any max. 12 missiles will take out heavy tanks!!! ARE
WE SEEING A CHEAPNESS PATTERN HERE? Any TR soldier with rexo armor should
have this on them. Combined with the chaingun, you will be unstoppable.
;)

Also, just so you people know, this weapon is guided. Secondly, after
doing the math, I have found out that after all the damage adds up from
a clip, this weapon does 5/6 the amount of damage as a decimator with
one clip (from each). So, 3 missiles, against 5 missiles. The 5 missiles
do half as much damage, but there's 5 of them. Plus, the 5 missiles fire
faster. To boot, the 5 missiles are GUIDED!!! I pick this over the decimator!!!

A note about the guidance. Recently when I picked up the Anti-Vehicular cert
for good on my TR character, I saw something. You might think that because
the missiles from this are guided, they are fire and forget. However, they
aren't. You have to keep the target near your reticule until the missiles
hit, or else the guidance will fail. This means, that the ultimate counter
maneuver to do if you get the message "Missile Lock", is to move around some
trees. After that, the enemy's reticule will pass over the trees and lose
its lock. This means that the missiles will dumbfire their way to your trail.

Prowler
-------
Armor: *****
Max Speed: *** (Not sure, I think its around 40 kph)
Acceleration: ***
ManeuverAbility: **
Control: *****
Weapon: ****
Required Cert: Assault Tank

This is a pretty good tank. 5 of them in a squad will own a continent.
They do require a gunner, which is annoying. However, this tank supports
2 gunners, one of them operating the 100mm cannon, the other operating
a 12mm chaingun. They can be good alone, but remember, their advantage
is in pure numbers! Also, if you're curious, the 100mm cannon does about
2x damage as the decimator. Not bad. Prowl the continents!

Maurader
--------
Armor: **
Max Speed: ***** (80 kph)
Acceleration: *****
ManeuverAbility: ***
Control: ****
Weapon: ****
Required Cert: Assault buggy

This is cool if you ask me. It supports 2 gunners like the prowler. The
weapon that the first gunner controls is a 'GroundPounder' shell launcher.
It does lots of damage, but is hampered by range. The secondary gunner
controls a 12mm chaingun. Cool, but loses against guided weapons. It's
got very weak armor too.

Raider
------
Armor: ****
Max Speed: **** (70kph)
Acceleration: ****
ManeuverAbility: ***
Control: ***
Weapon: *****
Required Cert: Ground Transport

Just plain deadly. This is another one of the deliverer variants. Being
the cheap bastards they are, the Terran Republic put this APC on steroids.
It has FOUR gunners instead of 2. EACH gunner controls an independent
15MM CHAINGUN. Those guns OWN!!! However, no one knows the true potential
of this powerful vehicle. It's sadly overlooked.

Dual-Cycler
-----------
Weapon: *** (Clip of 200)
Ability: **
Overall Rating: ***

Not the best max ever. In my opinion, all TR MAXes suck. The ability
it has is to anchor itself to the ground. Not that good unless you are
anchored on a wall. You can't move if anchored too. Not worth the 3 cert
points.

Dual-Pounder
------------
Weapon: **** (Forgot the clip size, think it's around 20)
Ability: **
Overall Rating: ****

OK, this is a little better. It is literally 2 grenade launchers on a
max. Cool because it can really own infantry if anchored properly. Spam
down from a wall, watch the mayhem...

Dual-Burster
------------
Weapon: ** (Clip of 25)
Ability: **
Overall Rating: ***

This sucks for an anti-air weapon. It fires flak, thats about it. The
flak barely does any damage to aircraft, around 10 shots bring down a
reaver, IF it's a direct hit. Plus, obviously flak is unguided. Not that
cool. But it is an AA weapon. So it gets a 3/5.


-----------------------------------------------------------------------
----------------New Conglomerate Weapons and Vehicles------------------
-----------------------------------------------------------------------

The NC is the best side IMO. They got GREAT vehicles. And, their heavy
assault weapon is the deadliest in the whole game. Their specialty is
causing as much damage as humanly possible in the least amount of time.
Me like. Me like...


Mag-Scatter Pistol
------------------
Damage: ****
Range: **
Accuracy: ***
Rate of Fire: ***
Clip: ** (6)
Overall rating: ***
Required Cert: None

Who thought of a shotgun pistol?!? Obviously the NC. This gun is actually
one of the better pistols because you almost never end up in long range
combat unless you are a sniper. 4 shots will kill any armor (except MAX).
2 shots kills agile armor... If all shots hit of course. Not that commonly
used, but I've heard it a lot... Mostly used when a facility is hacked,
because the terminals can't be used.

Gauss Rifle
-----------
Damage: *****
Range: *****
Accuracy: *****
Rate of Fire: ****
Clip: *** (30)
Overall rating: *****
Required Cert: Medium Assault

This rifle has stunning power!!! I've killed people who had chainguns
with the Gauss! A very powerful rifle for medium assault. It also has
a 4x zoom for its range capabilities. It's drawback is that it only has
a clip of 30, which means it drains fast. And it's not pretty having to
reload in the heat of a major battle. However, this is just one reason
why I think the NC is the best side...

Jackhammer Tri-Barrel Shotgun
-----------------------------
Damage: **********
Range: ***
Accuracy: ****
Rate of Fire: *****
Clip: ***** (16)
Overall rating: **********
Required Cert: Heavy Assault

DEFINITELY THE BEST WEAPON IN THE GAME!!! Why else would I give it such
a long name? Basically, this is a 3 barrel shotgun with a good rate of
fire (2 per second). The shotgun pellets it fires does about twice as
much damage as the sweeper. And since it fires about twice as fast as
the sweeper anyway, it literally does 4x as much damage as it over time.
2 shots up close will kill rexo armor. 2 shots will kill agile armor.
1 shot will kill standard armor (why anyone would wear this is confusing...
But hey, if you're taking over the spawnroom maybe?). It has a very nifty
secondary fire on it. It will fire all 3 barrels at the same time. Useful
for going up to someone trying to hack the control console or guntower
control console. Only drawback is it's cone of fire. On secondary mode,
you literally have to be at point-blank for it to do much damage. But
this is still the best weapon in the game... No questions asked. Also
if you haven't guessed yet, this is my favorite weapon out of 2 other
favorites (rocklet, chaingun).

Phoenix Missile Launcher
------------------------
Damage: *****
Range: ****
Accuracy: *****
Rate of Fire: *
Clip: * (1)
Overall rating: ***
Required Cert: Anti-Vehicular

This is a TV-guided missile launcher, meaning you can fire it from anywhere
and be able to hit. It's major drawback is that it takes so long for it
to reload. And, it can get boring after firing 36 shots and not being
able to find a vehicle. It can be very useful for taking out wall turrets
that fire back when you hurt them. Just fire them from a covered spot
and you will be safe.

Vanguard
--------
Armor: *****
Max Speed: *** (I think 40 kph)
Acceleration: **
ManeuverAbility: **
Control: *****
Weapon: *****
Required Cert: Assault Tank

This is the heavy tank. Being very VERY destructive in its way. 2 shots
from it's 155mm cannon will kill a prowler. It will own in 1:1 battles,
when the numbers are even. However, if they are outnumbered 2:1, they
will lose the fight. It's armor and firepower also comes at the cost of
speed. Use caution.

Enforcer
--------
Armor: ***
Max Speed: ***** (80 kph)
Acceleration: *****
ManeuverAbility: ****
Control: ***
Weapon: ****
Required Cert: Assault Buggy

A very powerful weapon indeed. Even though it takes a few shots before
lots of damage kicks in, it will cause lots of damage over time. It's
speed and firepower comes at the cost of armor however. Oh well!

Thunderer
---------
Armor: *****
Max Speed: **** (70kph)
Acceleration: ****
ManeuverAbility: ***
Control: ***
Weapon: ****
Required Cert: Ground Transport

This Deliverer variant of the NC seems to be a little more armored than
the others. It controls a very decent weapon, the "Gauss Cannon". This
weapon will take down just about ANYTHING with a good direct hit. Vehicles,
of course are it's main weakness, the gauss cannon doesn't fire fast enough
to take down vehicles.

ScatterCannon MAX
-----------------
Weapon: **** (Clip of 40)
Ability: ****
Overall Rating: ***

This is a walking shotgun. It has 3 modes of fire. With the tighter shotgun
spread, the lower rate of fire. I don't find this very useful because
it doesn't stand a chance against other maxes. It does have a really cool
forcefield that can protect it when it runs from the battle if necessary.
But I say, FIGHT TO THE DEATH!!!

Falcon
------
Weapon: **** (Clip of 20, I think)
Ability: ****
Overall Rating: **

A high damaging missile launcher. It doesn't see much use because the
missiles are dumb-fire. It too has the forcefieldability.

Sparrow
-------
Weapon: ***** (Clip of 12)
Ability: ****
Overall Rating: ****

Now THIS is what we call ANTI-AIR. It is guided in every possible way.
It's clip of 12 will bring down 2 reavers! It has the forcefield if someone
is about to bomb you away. Very handy. This is the best AA in the game.

ONE MORE NOTE!!! If you read the update about guidance on the striker and
the starfire weapons, you'll see that you HAVE to keep the target in your
reticule until the projectiles hit. Well, this is another thing that I
LOVE about the NC. Their AA is a FIRE AND FORGET weapon. THE ONLY ONE IN
THE GAME!!! This means that, even though lock on times are longer, the
missiles don't require any guidance once you've fired them. This means
that aircraft that try to escape your sight will only be followed by the
missiles (they have very long range too!). This means, that if used right,
you can own every living plane in the sky! Except for maybe a galaxy...

-----------------------------------------------------------------------
--------------CORE COMBAT WEAPONS AND VEHICLES!!!----------------------
-----------------------------------------------------------------------

With Core Combat comes some new weapons of mass destruction!!! There
are vehicles and weaponry that can be obtained under certain circumstances.
Those circumstances are whether or not you are underground, or if you
have a Vehicle or Equipment Module at your facilities. More info on those
later. But here are the weapons and vehicles!!!

Spiker
------
Damage: ***
Range: *****
Accuracy: ****
Rate of Fire: **
Clip: *** (25)
Overall rating: **
Required Cert: Medium Assault

The only medium assault pistol. This can do a lot of damage against infantry.
But there's a disadvantage. It can only do a lot of damage at long range.
It really isn't used though. I don't think it's worth it either.

Maelstrom
---------
Damage: *****
Range: ****
Accuracy: *****
Rate of Fire: *****
Clip: ***** (150)
Overall rating: *****
Required Cert: Heavy Assault

THE MOST POWERFUL WEAPON IN THE GAME NEXT TO THE JACKHAMMER! It has 2
functions. 1 is the 'vortex whip' which is basically an energy beam. 1.5
seconds of continuous fire from that beam will kill anyone. The second
mode is the 'chain-lash grenade'. It does LOTS of damage when it hits.
They both feed off of the same energy cell. Except the grenade takes 10
shots of ammo. I always see this underground. And, above ground where
there are EQ modules.

Radiator
--------
Damage: ***
Range: *****
Accuracy: ***
Rate of Fire: **
Clip: ***** (25)
Overall rating: ****
Required Cert: Special Assault

This is a grenade launcher. However the secondary mode makes it a rocket
launcher. Both do a lot of damage. They make radiation 'spheres'. These
spheres take away about 2 health per second ignoring armor. It also is
effective against mines, turrets, and motion sensors. But, like the spiker,
only 1 out of 50 people use it. Also, the radiation ignores MAX armor
making it kinda useful (Just so we're not confused, it deals equal amounts
of health damage for anyone, even max armor).

SwitchBlade
-----------
Armor: ***
Max Speed: ***** (86 kph)
Acceleration: *****
ManeuverAbility: *****
Control: *****
Weapon: ***
Required Cert: ATV

This is a very fast hover-bike. It is armed with an energy weapon that
does quite a lot of damage, but not too much. I once thought I could take
down a MagRider with this and I did, but then another one came... Also,
the first magrider was distracted by a MAX next to it. It can deploy itself
into 'turret mode'. When in turret mode, it fires very fast, but it can't
move.

Router
------
Armor: ***
Max Speed: ** (40 kph)
Acceleration: ***
ManeuverAbility: ***
Control: ****
Weapon: 0
Required Cert: Ground Support

This thing is a mobile telepad. When you drive it somewhere, you can
deploy it. When deployed, you can grab a telepad from it. You can put
that telepad anywhere you want! Just not near the router, or another telepad.
Once you place it somewhere, it takes a while to deploy. When it deploys,
it is connected to it's router. Then, people can teleport from the router
to the telepad, and back, instantly! Be careful about setting a telepad
in an enemy base though, it is destroyable. Also, if 2 people teleport at
the 'almost exact same time', they'll both die after teleporting.

Flail
-----
Armor: ***
Max Speed: ** (40 kph)
Acceleration: *
ManeuverAbility: ***
Control: *****
Weapon: *****
Required Cert: Assault Tank

This thing is outright deadly. It's range is a WHOLE CONTINENT. Your
fellow comrades in your squad can laze targets with a laze pointer. When
they do that, you can see every single angle you need to fire at to hit
that waypoint. I wish you could get angle info about your personal waypoints,
but you can't. This thing is very powerful, and people killed by it say
that it doesn't belong in planetside... Whiners!

NEW UPDATE: I was using the flail for my squad once and I saw a CR2 (or higher)
who had deployed their CUD (command device) In an enemy facility's courtyard.
He was obviously going to call in an OS with it, but before he did, I saw that
the flail got the angle information from his CUD. This means that if a CR2+
places their command device and doesn't call in an OS, flails can use that
waypoint. Another advantage of having command rank!!!

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~TYPICAL STRATEGIES TO PLANETSIDE~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

The most famously used strategy is 'zerging'. The term was taken from
starcraft and it basically means SWARMING A CONTINENT! Anyway...

-----------------------------------------------------------------------
-----------------ATTACKING EVERYTHING WITH EVERYTHING------------------
-----------------------------------------------------------------------

Agile VS Agile
--------------
Simple combat. Whoever has the better shot or the bigger rifle will win.
NEVER use a pistol. There's more digity at using a suppressor compared
to a pistol.

Agile VS Rexo
-------------
Ouch, you're at a drawback. Almost the same as above, but you need the
bigger rifle AND the better shot. Every shot counts. Also, unlike Agile
VS Agile, there's NO dignity in using the suppressor here.... If you're
the one in the rexo, have fun owning....

Rexo VS Rexo
------------
Exactly the same as Agile VS Agile. However, expect a little more out
of the opponent...

Any armor VS Numbers
--------------------
You need Heavy Assault if you want to stand in a heated 1:2+ battle.
Agile armor can stand against 2 people in a zerg fight IF you have heavy
assault. I've stood against 5 people in rexo armor with the heavy assault
guns. MAXes can easily finish 12:1 and still have 300 armor left... In
infiltration suit, you can survive 1 or 5
people depending on whether or not they are close enough to use a plasma
grenade or far enough to have to use the AMP on one. If you're a cloaker/CE,
find a MAX, put a boomer behind him, and watch the robotic armor fall
to the ground...

Non-MAX armor VS Vehicles
-------------------------
You need Anti-Vehicle weaponry. Infiltration suits and standard armor
don't stand a chance. AP ammo won't do much unless it's from the gauss
rifle or chaingun. You NEED an anti-vehicle weapon, and you need to make
EVERY shot hit. Any vehicle that utilizes explosives can own you in 2
shots. Also, you need a good vantage point.. The top of a wall or tower
is effective. However, you might not be able to take down the vehicle(s)
alone..

Any non-MAX armor VS Aircraft
-----------------------------
You don't stand a chance. Take cover and hope that they leave or get
shot by a fellow AA MAX... If you see a plane flying overhead, don't provoke
it!!! The plane should immediately begin shooting the infantry, hopefully,
the target in question will not take cover.. 90% of the time, I haven't
even been noticed by passing aircraft even though I lug around my big
fat Phoenix missile...

Any MAX VS Infantry
-------------------
You win if you're AP MAX. AV MAXes stand a chance, but the kill takes
a little while. AA MAXes don't stand much of a chance. If you're the infantry,-
 pull out your Decimator and get 2 perfect hits!!! GOOD LUCK...

Any MAX VS Vehicles
-------------------
AP MAXes stand a chance unless you're NC. AV MAXes are obviously put
up for the job... AA MAXes still don't stand a chance. If you're a heavy
tank, 1 well aimed shot will kill the MAX. Any other vehicle just needs
good aim and a few good shots.

Any MAX VS Aircraft
-------------------
By now, you're probably wondering, "WTF IS THE AA MAX FOR?" Right? See,
I know these things. Actually, the AA MAX is very very good in it's 'departmen-
t'. The Vanu AP MAX stands a chance against aircraft, and so does the
TR Dual Cycler. However, you really need an AA MAX to own aircraft. There's
a trick to using the AA MAXes. For the NC and the VS, the AA MAX requires
1 full clip to bring down a reaver. 75% of that clip to bring down a Mosquito.
As for the TR, their AA MAX is tricky. 7/25 shots will take down a reaver.
But, the TR is unguided. They use flak on their MAXes. So therefore, you
need to put a lead on your target. Lucky you that the flak explodes NEAR
as well as ON aircraft... If you're the plane, you need to approach the
enemy from behind an constantly maneuver. Stay behind the enemy and they
won't shoot you. If you're a mosquito, you need this tactic, because it
takes a LOT of shots for a mosq to bring down a MAX. Reavers can just
unload their rocket pods like they do on infantry...

ANOTHER NOTE: Aircraft are extremely useful at hit-and-run attacks against
the VS even if there are AA MAXes about. Why? Well, they aren't good against
the TR because if you fly by, everyone will pull out a Striker launcher and
shoot you down. AA MAXes are in very low numbers, 2-3 per facility when
defending. Just about every TR infantry above BR9 will have a Striker missile
launcher. So, why is this so good against the VS? Well, think of the name
of the tactic here: HIT AND RUN. Basically, unload rocket pods and afterburn
outta there! Reload, repair, then come back for more! "But what about the
AA MAXes?" Simply put, VS AA MAXes use medium speed projectiles. And, the
AA MAX that is shooting you HAS to keep you near their reticule or else the
shots become dumb-fire. SO, when you burn your way out of the range of the
enemies' sight, the projectiles will turn into dumbfires and not hurt you.
Even though the missiles on the Striker launcher use the same guidance system,
it's more effective because the missiles DO move faster than the starfire
projectiles. If you know where the AA shots are coming from (see the projec-
tiles on your radar), then you can go ahead and unload your rockets on
the source. Then, you can call in the liberators and galaxies and the
enemy base is yours!!!

Vehicles VS Vehicles
--------------------
It's always fun to walk outside and see 4:4 vehicle fights!!! However,
if you're IN the vehicle, just remember, EVERY SHOT COUNTS!!! Magriders
have a specific advantage here because their shots don't arc like the
tank shells do. This means that they will have more accuracy. Just score
enough hits on the enemy, and they will fall. Also, remember to keep moving.
ESPECIALLY FOR THE MAGRIDER!!!

Vehicles VS Aircraft
--------------------
Fun Fun FUN!!! This is a lot more difficult for the vehicles because
they don't have a good weapon against aircraft unless there is a skyguard
or AA MAX in the area. Basically, you need to switch to the vehicle's
"lighter" weapon. In the case of the Vanguard, it's the 20mm cannon. For
the Prowler, it's the 12mm cannon. In the case of the Magrider, they're
a little more screwed unless the gunner has very good aim. If you're the
plane, dodge the enemy fire... If it's a reaver you're in, go ahead and
unload rocket pods and then immediately switch to the 20mm cannons. Then
finish them off...... BTW, it might not make much sense, but the 20mm
cannons are in fact, devastating against tanks...

Aircraft VS Aircraft
--------------------
This is the most fun thing I've ever experienced in planetside besides
walking in a room with a Jackhammer and owning 8 people. The only way
to win an Aircraft VS Aircraft battle is aim... You need to maneuver a
shitload, and fire WHENEVER you get the chance. Don't waste your rocket
pod ammo on the reaver, instead, use the 20mm gun. Mosquitoes actually
have a great upper hand here, even against Galaxies. Galaxies are also
massive gunships because of the 2 side cannons and the rear cannon on
them... The only way to survive it is to approach from the front. This
is where the rocket pods come in handy! Also, the liberator is a little
advantageous as well. What you need to do is, approach it from any angle
EXCEPT the direct front, and a large area in the back. Try approaching
it from above. Lodestars are unarmed, 'nuff said.

Combat Engineer VS Anything
---------------------------
The combat engineer can be a little pest to anything in the field, especially-
 if your goal is to capture a well fortified tower or base. Spitfire turrets
are effective against infantry unless your enemy has a decimator handy.
Remember the damage levels on mines that I put above? Lay down a few mines
and watch vehicles and MAXes fall. Motion sensors have a large radius,
about the SOI of a tower. If you place it right, you just made a mini
radar-dome. Very useful at detecting enemies. Boomers are also a pest
if the enemy is a cloaker too. 1 Boomer owns any number of MAXes and infantry
in the radius. If you're against the CE, I recommend the advanced targeting
implant, and a lightning tank.

Cloaker VS Anything
-------------------
Cloakers are also little pests. They can only be detected by motion sensors,
mosquitoes, and people with the darklight implant. If they're CE's, then
MAXes are screwed by them too... They typically use the AMP or Boomer.
Also, most cloakers are advanced hackers. Watch your AMS!!! If you're
against cloakers a LOT, get the darklight implant. Mostly, the cloaker's
first implant is Sensor Shield. Go figure... If you're fighting against
a cloaker, you're screwed. They usually shoot so close and so fast that
your only hope of survival is if you have a shield implant ready...


-----------------------------------------------------------------------
---------------------THE BEST WAYS TO GET EXP--------------------------
-----------------------------------------------------------------------

OK! This is gonna be a good list. Effectively, there's a lot of ways
to get kills and BEP. I'll describe the certs in rank on how much BEP
is earned.

FOR FRAGGERS (people who shoot guns...)
---------------------------------------
1: Heavy Assault
2: Anti-Vehicular
3: Repair
4: Reinforced Exo-suit

Ok, fraggers are basically the people who run around shooting enemies.
Their only requirement is a good FPS.

Heavy Assault is the cert that gives you the 'grinding' weaponry. Since
you get 300-400 EXP per kill, you can get lots of EXP through getting
frags. And since you've heard my stories of "8 kills per life", you can
understand that you can do almost the same thing...

Anti-Vehicular isn't THAT good, but whenever you take down a vehicle
properly, you get TONS of EXP. For example, someone in my outfit got 2500
EXP for taking down a prowler (or so he claims).

Repair helps because after a battle, you can repair your REXO. Or you
can repair friendly MAXes.

The Reinforced Exo-suit is obviously a necessity for staying alive. You
can also frag a lot more with your 2 rifles!

FOR CLOAKERS
------------
1: Infiltration Suit (No shit sherlock...)
2: Combat Engineering
3: Advanced Hacking
4: Medical

OK, cloakers don't really need any major certs except for the infiltration
suit.

Combat Engineering can be deadly because you can own 1 MAX, a group of
infantry, or 1 wall turret at your discretion.

Advanced Hacking gets it's rating because you can hack an enemy vehicle,
get in the gunner position, and start killing. However, if you want to
drive the vehicle away, you need to have the cert for it.

Medical just helps to keep you alive. Kind of a waste of inventory space
though, go for the regeneration implant.

This is a very slow way to get BEP, despite its effectiveness. However, for
the people who have a REALLY bad FPS (like I used to), this is for them.

FOR 'TECHIES' (I'll explain)
----------------------------
1: Uni-MAX
2: Armored Assault
3: Ground Transport (NEW)
4: Light Scout

Techies are the people that run the big-ass armor into the field. This
includes MAXes.

Uni-MAX gives you access to every single MAX. Why do you think this would
be useful? IT OWNS!!!

Armored assault is VERY good at getting EXP because if you have a good
gunner, you can battle other heavy tanks and kill every enemy on the field.
Just remember that heavy tanks are worth LOTS of EXP.

I put ground transport in because, if used right, the empire specific
deliverers dominate. You do need gunners and those gunners do need to
be in your squad. Now all they need is empire specific reavers!!!

Light scout is great because you get your hands on the lightning tank!
Since it's 1-manned, you get all the EXP for the kills. Use wisely...

FOR SUPPORT PEOPLE
------------------
1: Combat Engineering
2: Air Support
3: Air Cavalry
4: Ground Support

Support people are the people who have crappy computers. They are actually
VERY key to the success of the empires. They basically repair everyone,
fortify bases, pilot the bombers, drop troops, etc. In the future, Sony's
supposedly going to make a system so that support people get more EXP
for the things they do.

Combat Engineering is the source of most of the suppport caste's EXP.
The kills the turrets, mines, and boomers make, bring EXP to the 'creator'.

Air support grants the Galaxy dropships, lodestars, and the Liberators.
EXP is good for the Galaxies because you fly over a shitload of enemies
when you do a drop, and when the capture is completed, you get the maximum
EXP.

Air Cavalry doesn't get too high of a rating because it's hard to find
and kill a good target. But I do find it fun to maneuver around the courtyard
of a facility in a reaver...

Ground Support grants the AMS. Everyone finds this so necessary. And
it will attract enemies. This means that when the capture finishes, you
get the maximum EXP. I think sony should make it so that when non-squadmates
spawn from your AMS, you get around 100-200 EXP for it.

ANOTHER NOTE FOR THE SUPPORT ROLE: Sony is introducing a "merit" system.
Merits are earned by doing support roles no one wants to do. For example,
making a galaxy drop, repairing a base, delivering a module or an LLU with
your vehicle. Even though the merit system isn't fully introduced yet, I
did a little research online... I do assume that merits will be worth some
amounts of EXP. I don't know! We'll see...

FOR THE PEOPLE WHO USE PERSONAL WEAPONS OF MASS DESTRUCTION
-----------------------------------------------------------
1: Uni-MAX
2: Air Cavalry
3: Light Scout
4: Command Rank 4-5
5: Armored Assault

This one is interesting because it's the best way to get tons of EXP
on your own. Very hard to rank...

Uni-MAX obviously gives you access to every MAX. This can own after a
little practice...

Air Cavalry is very powerful if you can use it right. The reaver has
a simple tactic, UNLOAD YOUR ROCKETS!!! Mosquitoes fit a little more under
the support role.

Light scout gives you the lightning tank. Very powerful in the right
hands.

OK, I know that Command Rank isn't exactly a certification, but it is
very handy to have. You can brag about how you're CR5 on the sanctuary
and that you're looking for squad members. They will obey you!!! Lots
of EXP in the squads... Also, you get access to orbital strikes at CR4.
If you target them right, you can cause shitloads of carnage and death.
Lots and LOTS of EXP from that.

Armored assault is VERY good at getting EXP because if you have a good
gunner, you can battle other heavy tanks and kill every enemy on the field.
Just remember that heavy tanks are worth LOTS of EXP.
(note how I copied this from the 'techies' section...)


MY PERSONAL COMBO, PLEASE READ THIS!!!
--------------------------------------
OK, this is my favorite combination yet. This IS the certification sequence
that I have on my BR20 character... Just one thing, I recommend it ONLY
for the NC or the TR. The VS don't stand a chance with it.

Now then, first, go through the original training. HOWEVER, when you
get an AMS in the VR zone, deploy it, and bind yourself to it. This will
give you 200 exp. When you finish the training after drawing EVERY weapon,
EVERY MAX, getting into EVERY GUNNER POSITION, EVERY VEHICLE, go to the
sanctuary. When you enter the HART building, face the implant terminal,
the medical terminal, and the certification terminal, but don't use any
of them yet. These tricks just get you a little more exp. Now, back outside,
find a GUN TOWER OR AIR TOWER, WATCH TOWERS DON'T WORK. Go to it, and
head upstairs. When you reach the guntower 'control point', face it. Then,
head further upstairs to the turrets. Face a turret until you get the
exp, then enter the turret to get more exp. After all this, head downstairs
to the spawn room in the tower and face the lockers. Then face the spawn
tubes. Then, enter a spawn tube and deconstruct. Respawn at the sanctuary
obviously.

If you're reading this while not playing the game, I bet you're wondering,
WHY THE HELL SHOULD I DO THAT??? Well, I just told you my trick of getting
to BR4 without entering combat. Cool, huh?

Now, you have 7 cert points. What you need to get is simple: REXO SUIT,
and MEDIUM ASSAULT. Yes, I know you have 2 cert points left over... Anyway,
head out into combat. 

When you get to BR6, you will have an option for
an implant and you'll have 4 cert points. Here's what I say, get HEAVY
ASSAULT. Load all the weapons you need into your rexo suit and head out
into more combat. Also, as for the implant, I say get SURGE if you're
NC or ENHANCED TARGETING if you're TR.

When you hit BR9, get ANTI-VEHICULAR weaponry. Load yourself appropriately.
If you are on the NC, load yourself with Decimators. If you're the TR,
get a Striker.

ON TO BR14 ALREADY!!! Here, you have the option to another implant, I
recommend REGENERATION. And, get HACKING and ADVANCED HACKING with your
5 cert points.

You got BR17? Good. Get the ENGINEERING cert. Reason being is, you
can repair your REXO suit and just about anything else when needed...

BR18: Get SENSOR SHIELD as your last implant. However, you might not
be using it until BR19...

BR19... Get the INFILTRATION SUIT. Infiltrators are always needed on
the battlefield. They make great hackers, recon people, and OS 'makers'.

BR20: SORRY!!! You only have one cert point left!!! Maybe in the future,
a cert will have value reduced and you'll get another cert point. Maybe
not... But still, there's nothing you can buy with a single point. Now,
I recommend getting your CR up.

CR0: You start with CR0... Oh well. To get CR quickly, I recommend you
join an outfit. The biggest NC outfit I know of is the 666TH SPECIAL OPS.
Just so you know, capturing a facility when you're squad leader will get
you Command exp. Also, even though this tip is for the NC and the TR,
I'll recommend another outfit for the VS. It's called the AUTOBOTS. They're
probably the biggest outfit for the VS.

CR2: You get the Command uplink... Nothing special about it yet.

CR3: EMP Strike becomes available with the command uplink device.

CR4: The devastating Orbital strike becomes available. The EMP Strike
has a bigger radius now. The "See all enemies" ability becomes available.

CR5: Takes forever to get (ahem)... The orbital strike, emp strike, and
"see all enemies" come in a bigger radius now. You can now send out global
or continental chat messages that everyone can hear and no one can ignore.


BR1: Medium assault (2 cert points spent)
BR2: Reinforced exo-suit (5 cert points spent)
BR6: Heavy Assault (9 cert points spent)
     Enhanced Targeting [TR], or Surge [NC] (1 implant slot used)
BR9: Anti Vehicular(12 cert points spent)
BR12: Regeneration Implant (2 implant slots used)
BR14: Advanced Hacking (17 cert points spent)
BR17: Repair (20 cert points spent)
BR18: Sensor Shield Implant (3rd and last implant used)
BR19: Infiltration Suit (22 cert points spent)
BR20: NADA

If you want the reason why you should go with Enhanced targeting for
the TR or Surge for the NC, it's all about weaponry. The chaingun
for the TR is a little slower of a killer compared to the Jackhammer
for the NC. You'll want to know which targets to shoot first, and the
Enhanced targeting implant will help out. You get Surge for the NC because
you can never seem to catch a galaxy or a deliverer to get to the target
enemy base. Even though it really only helps when you get the cloaker
suit, it's recommended. If you feel like it, you can swap around Surge
and Regeneration (get surge at br12, and regeneration at br6). If you
want, you can even replace surge with something like enhanced targeting
until you get the Infiltration suit. AT (advanced targeting, ET phone home)
might help against vehicles if you use a decimator or a phoenix.

ANOTHER TIP: If you think the grunt method is REALLY slow at getting to
BR20 and you're on the NC, I have a tip for you. Get the AA MAX cert
somewhere down along the line. Then when you hit BR19, ditch it and get
the infiltration suit. If you want to know why AA MAXes are good for EXP,
it's for a few reasons. First off, NO ONE will be the Anti-Air at a base.
They'd rather defend against infantry or incoming tanks. Second off, if
you look at the EXP values of Aircraft below, you'll see that ALL AIRCRAFT
ARE WORTH MORE THAN 1000 EXP (unless you killed them right at the vehicle
pad). The enemy has to have survived for more than 3 minutes for the value
to be really 1000. Still, AA MAXes are very useful. Plus, they can get you
to the battlefield quickly (run mode)... Even though this trick will work
with every side, it's best for the NC (as always!).

-----------------------------------------------------------------------
-------------------TYPICAL ATTACK STRATEGIES---------------------------
-----------------------------------------------------------------------

There are several ways to attack and capture a base or a room... Again,
the most common form of attack is 'zerging'. That is too simple and not
very fun though. Anyway, I'll describe a lot of strategies below.

ZERG
----
This term was taken from Starcraft. It means "swarm", in all forms of
the word. It is nearly unstoppable unless the defending team is REALLY
good. The key to a successful zerg is numbers, and a good combo of tanks,
MAXes, and infantry. AMS is needed to keep a good zerg going. It can only
be stopped by equal numbers and skill.

GHOST HACK
----------
This involves 3 or more cloakers and an AMS. Works on facilities and
towers. Basically, you need to stay unseen until it's too late. Combat
Engineering cloakers are needed to blow up spawn rooms and repair things
when a capture is finished. AMS is needed, like the zerg. It can be stopped
by 1 person in rexo armor with the darklight implant...

AIR RAID
--------
I've seen this way too often. It involves a squadron of around 3-8 reavers
and maybe a liberator or 2. What happens is, the reavers go ahead and
start unloading rocketpods on the various targets. Then the liberators
come in and bomb what's left. Simple because it can end a battle in 30
seconds. The only way to stop it is with at least 4 AA MAXes. 1 will not
do the job.

DRAIN
-----
This is a tricky little bastard. It's a tactic that is very simple, but
it can be hard to pull off. You need at least 1 squad, and an AMS. You
find a random facility on an enemy continent, take the drop pods down
there, hack the vec term, and get an AMS. From there, use anti-vehicle
weaponry, plasma grenades, and boomers to blow up EVERY wall turret, EVERY
equipment terminal, and *EVERY vehicle terminal*. However, DO NOT DESTROY
THE WHOLE SPAWN ROOM OR THE GENERATOR. LEAVE 1 SPAWN TUBE OPERATIONAL.
The thing is, you want to make it so that facilities have NO resources
left. When they have no resources, they are neutral. When they're neutral,
you can hack them at any time. I recommend taking a techplant. BTW, you
can damage the generator, just don't destroy it. The reason for leaving
the generator and a spawn tube is, you don't want to attract attention
until the facility goes neutral. One additional note, if you see an ANT
heading for the base, take cover, DON'T MOVE or else you will be detected
and cries for help will be sent out. If they start to refuel the facility,
pull out a decimator, and take out the ANT QUICKLY. Hopefully, the driver
was inside, and he didn't have enough time to get outside an undeploy the
ANT and leave... HAHAHA. But really, if there's an ANT, kill it when it's
just deployed. When the ANT enters the CY (courtyard), don't move because
you'll be put up on radar. Squad chat helps a lot here. Point being, DON'T
ATTRACT TOO MUCH ATTENTION. However, if a mosq flies over, take defensive
positions, hack the vec term an get tanks, ETC.

As I put the line "EVERY vehicle terminal" in stars, that means IGNORE THAT
PART. DO NOT DESTROY THE VEHICLE TERMINAL. You might need it if you're disc-
overed and you need more defense from the enemy.

HIT-AND-RUN
-----------
This is a small tactic that I just made up for the hell of it. I have
yet to see it on the battlefield. It involves a squad. Everyone in that
squad has heavy weaponry. There is also a need for an AMS (big surprise...)
What that squad does, is make their way to the generator room, and blow
it to kingdom come! Then, they hack the facility and it's an easy capture.
I recommend stationing guards at the generator just in case an enemy finds
their way to repair it...

MASS RAID (Only seen on TR)
---------------------------
OK. This one's hilarious. The way raids are done for the TR, are quickly,
and with MASSIVE numbers!!! I mostly see these on the East Coast server
(Emerald/Konried). What happens is, the CR5's of the empire discuss a
possible raid on command chat (personal cr5 line of course). When most
of the people agree with it, EVERY person in the empire recalls to the
sanctuary. They meet at the EAST side of the sanc, and form mass amounts
of vehicles, MAXes (hah, TR?), and infantry (with galaxies!!!). When enough
people have gathered (when the cr5's are happy), everyone moves out to
the global target. Just so we have a perspective here, I will list numbers...
Around 6 galaxies, 25 reavers, 8 prowlers, a few lightnings, and, AROUND
100 INFANTRY!!! With this massive force, not only will the target continent
be poplocked in 5 minutes, but the enemies will not stand a chance. THE
ONLY THING TO DELAY THE DOMINATION IS THE CONTINENTAL LATTICE (hack times)!!!

FAKE THE "WEAPONS TRADE"
------------------------
This one's even more hilarious. MadMAX and I did this one time against
the TR... Anyway, it involves 2 or more people that are certified to use
every sort of empire specific weapon (Heavy assault, Anti vehicular) and
a MAX (not necessary if you have an adv hacker). For those of you who
don't know, weapons trades happen between the TR and the NC every once
in a while away from battle on a continent with all 3 empires. While I
was going to hack a tower with MadMAX (2-man squad), we saw a weapons
trade going on there. He had a scattercannon MAX, and I had a rexo suit
outfitted with a jackhammer, a phoenix, a magscatter pistol, and an REK,
along with ammo for all of them. ANYWAY, what you need to do is find a
weapons trade, and go along with it. In the middle of the weapons trade,
you'll want to put some of the weapons in your locker. As the enemy does
that, pull out the biggest gun that you have that you can pull out the
fastest (in my case, it was the magscatter pistol because it only takes
less than a second to arm it). So, I was ahead of MadMAX by pulling out
the pistol and shooting. It took him about a second to start shooting
his scattercannon. When he did, we owned the TR. Then, I took my REK,
he took the spawn room, and I hacked the tower. VICTORY!!! The moral of
the story is, DON'T BE A @#$%ER AND DO WEAPONS TRADES. If you happen to
stumble into one accidentally, go along with it until the time's right.
Then, SHOOT EVERYTHING THERE. Don't forget to report the person who started
the weapon trade; they are against the rules.

-----------------------------------------------------------------------
-------------------------SOLO STRATEGIES-------------------------------
-----------------------------------------------------------------------

This section will be like the section above. However, these strategies
are PURELY solo. I'll list the personal requirements for these tactics
too...

TAKE THE SPAWN ROOM ALONE
-------------------------
Required Certs:
1) Infiltration Suit
2) Advanced Hacking
3) Anti Infantry MAX (or Uni-MAX)

This is a slick maneuver I stole from the NC when they used it against
me... Ahh revenge... Oh, the trick, yes. OK, what you need to do is work
your way to the spawn room as a cloaker. DO NOT TRY TO KILL ANYONE ON
THE WAY. IF YOU DO, EVERYONE WILL TURN ON DARKLIGHT IMPLANTS AND YOU'RE
DEAD!!! When you do get to the spawn room, pull out your 'cert enhanced'
REK. Hack an equipment terminal in there, and use it. From it, buy the
DREADED ANTI-INFANTRY MAX. From this point on, keep shooting rounds until
everything you thought was living is a corpse. It is extremely deadly
when you're the NC (scattercannon) or the TR (dual cycler). Why? Well,
since the new vehicles, the TR's dual cycler has its power increased against
infantry. The NC always dominated this technique. The VS have a pretty
good anti-infantry MAX. The only problem is, it's not made for close up,
indoor combat. It lacks damage in the long run. And, EVERY SHOT COUNTS.
Remember, 2 DECIMATOR shots is all it takes to kill you.

BUSY AMS? NO PROBLEM!
---------------------
Requirements:
1) Infiltration suit
2) CR4 or CR5
3) Sensor shield implant helps

This is dreaded. Obviously, there will be busy AMS's on the battlefield.
The simplest way to take an AMS out is with an orbital strike. Ask ANY
CR5 and they will say the same. Anyway, if you don't know, you need to
find the AMS first. When you do find it, set your command uplink thingy
up, and FIRE!!! Best AMS I ever took down with an OS brought 13 kills...
Just remember, if the enemy AMS is under a balcony or some kind of
shelter, OS the AMS to the closest outside area. Remember, you can't
call in OS's inside or under a balcony...

THEY LOCKED THE DOOR! SET THE BOMB!!!
-------------------------------------
Requirements:
1) Infiltration suit
2) Combat Engineering
3) Sensor shield REALLY helps here
4) Adv. Hacking is optional, but helpful to get more ACEs from hacked
EQ terminals

Alright. The objective here is: ABSOLUTE SABOTAGE. What you need to do
is set mines in every doorway in an entire facility. Put mines in front
of the vecpad so that vehicles die after driving off! This is an annoying
factor for your enemy, especially if they are a MAX. Remember, MAXes die
in 1 hit from landmines. Plus, enemies don't exactly stare at the ground
waiting to see a landmine. It's perfect. Just remember, wraiths are GREAT
helps if you fill the trunk with ACEs. If you have ADV. Hack, you can
hack an EQ terminal and get more ACEs. If you have sensor shield, then you
can also take out spitfires and motion sensors with boomers.

-----------------------------------------------------------------------
-----------------------THE BASIS FOR EXP-------------------------------
-----------------------------------------------------------------------

This section will describe how EXP is "ranked". I will also include the
maximum EXP value for EVERY SINGLE UNIT. Let's get started.

OK. Seeing as how I'm contemplating the torture of thinking about writing
EVERY SINGLE UNIT'S VALUE... Let's start with capture EXP...


CAPTURE EXP is based on how many enemies are in the facility's SOI. The
maximum EXP you can earn from ANYTHING at ONE GIVEN TIME is 2250 EXP.
To get the full 2250 EXP, 20+ enemies need to be defending the facility
you're attacking. If there was 1 enemy, you get 5% of that 2250. if there
was 2 enemies, you get 10% of that 2250 EXP, and so on.

RESECURES can only get up to 60% of the 2250 EXP. This means that they
only get 1350 EXP at the MAXIMUM. BTW, the resecures follow the same procedure-
s as capturing. The more enemies, the more EXP.

SQUAD LEADERS have it a little different. They don't get BATTLE EXP for
captures, instead they get COMMAND EXP. From now on, I'm calling this
CEXP. CEXP works on the same basis as every other capture and resecure
works. The maximum is 1350 CEXP (resecure) or 2250 CEXP (capture). There's,
yet, ANOTHER modification to the amount of CEXP squad leaders can get.
The squad leader gets more CEXP if his squad is bigger. A 2 man squad
will not get the leader much CEXP. Again, it's multiplied by 60% and increment-
s by 5% for each additional squad member. So, therefore, if a 2-man squad
helps capture a facility with 18 enemies in the SOI, the squad leader
will only get 1215 CEXP compared to the available 2025 CEXP available
if he had a 10-man squad. Platoons do not affect CEXP values...

SQUAD MEMBERS work on just about the same system as everyone but the
squad leaders. HOWEVER, everyone in the squad takes their different amounts
of EXP from the capture (yes it can be different), and the game averages
them out. Then, the EXP is handed out to the squad evenly. Just to make
up for this, everyone also gets 100 extra EXP for the capture if they're
in a squad. HOWEVER, that extra 100 doesn't go over the maximum of 2250
EXP. If everyone was in the SOI without leaving at ANY TIME DURING THE
CAPTURE, and there was 27 enemies in the SOI, they will all get 2250 EXP,
despite the extra 100 EXP. ONE MORE THING. If there was 19 enemies in
the SOI, that means you would normally get 2138 EXP. The extra 100 EXP
brings it up to 2238 EXP. If the average in the squad gets you, say, 2175
EXP, then the added 100 EXP will bring it up the the maximum, 2250 EXP.
THE MAXIMUM OF 2250 EXP WILL NEVER BE EXCEDED.


All right, now that that's done, let's get to the unit value...

The value of ANY unit is based on a few things. The first is the most
key of all of them, it's how long the opponent has been alive. If you
kill someone who has just respawned, you won't get more than 4 EXP for
the kill, even if the enemy switched into REXO armor and heavy weapons
before you killed them... The second factor in EXP is how well armed the
enemy is. If you end up facing an enemy that has NO weapons on him, then
you won't get more than 50 EXP for the kill. HOWEVER, we get back to the
first factor of EXP. If the enemy had his weapons on him for a long time
and he cleared them right before he died, the enemy that killed him will
still get a substantial amount of EXP for the kill. The third factor of
EXP depends on what armor you're dealing with. If you're up against a
Prowler or Vanguard, you'll get the full 2250 EXP. MAXes will get you
around 600-700 EXP. Infiltrators get 500-600. REXOs 400-500. ETC, ETC,
ETC... The fourth and final factor of kill EXP depends on the Battle Rank
of the enemy you killed. If you're a BR6 and you killed a BR20 who had
a Chaingun, you will likely get a little extra EXP for your feat. The
most amnesty I've gotten from higher BR is 100 EXP extra, maybe 150. Also,
most infantry don't live very long. The average EXP for each kill including
bonuses is around 250 EXP.

Now, shall we proceed with the dreaded list?

INFANTRY
--------
STANDARD EXO-SUIT: From 5-200 EXP, depending on lifetime. Lifetime value
rises slowly.

AGILE EXO-SUIT: 50-350 EXP, Lifetime value rises slightly faster than
standard.

REINFORCED EXO-SUIT: 100-500 EXP, Lifetime value rises extremely fast.

ANY MAX ARMOR: 300-700 EXP, Lifetime value is essentially ONE MINUTE
to maximum.

INFILTRATION SUIT: 100-500, Depends on BR. Also depends if cloak is on
or not.


COMMON VEHICLES
---------------
AMS: Depends on the armor of the driver. Explosion causes collateral
damage. Kills caused by the collateral damage give you EXP. Ranges from
500-700 for average AMS kill.

ANT: The value of the NTU inside PLUS the value of the armor of the driver.
NTU value can extend up to 1000 EXP.

BASILISK: Depends on driver + around 400 EXP. Maximum possible is around
800 EXP.

DELIVERER: Value of all passengers PLUS about 400 EXP. No maximum.

GALAXY: Value of all passengers PLUS about 1500 EXP.

HARASSER: Value of gunner PLUS about 700 EXP.

LIGHTNING: Up to 1500 EXP.

MOSQUITO: Up to 1000 EXP.

REAVER: Up to 1300 EXP.

SUNDERER: Value of all passengers PLUS around 800 EXP.

WRAITH: Depends on whether or not it's cloaked. Valued at around 700
EXP.

SWITCHBLADE: NO IDEA.

LIBERATOR: Up to 2000 EXP. Depends on how many bombs it's dropped...

SKYGUARD: NO IDEA.

FLAIL: NOT ENOUGH!!! Worth about 1000 EXP.

ROUTER: NO IDEA.

EVERY OTHER VEHICLE
-------------------

PROWLER: Depends. If fully gunned, can get above 2250 EXP.

VANGUARD: Same as prowler.

MAGRIDER: Same as prowler except the maximum is around 1800 exp.

MARAUDER: NO IDEA.

ENFORCER: NO IDEA.

THRESHER: NO IDEA.

THUNDERER, AURORA, AND RAIDER: All based on same system as the deliverer,
except bonus of about 600 EXP.


OK. A little more background on the vehicle frags. The EXP values on
vehicles are to the extreme. There is a drawback to this. When you kill
the vehicle, it has to have a driver in it to get the vehicle's worth
of EXP. Gunners and passengers count as independent regarding EXP. When
you kill something like a liberator, you will get a list of kills and
EXP values, they will look something like this:

BLABLABLA [picture of a MAX] THEPILOT
You have earned 1926 EXP for this kill.

BLABLABLA [picture of a MAX] THEBOMBARDIER
You have earned 462 EXP for this kill.

BLABLABLA [picture of a MAX] THETAILGUNNER
You have earned 385 EXP for this kill.

Notice how the first kill against the pilot was worth the most? The pilot
and his vehicle is what grants the major EXP. If there's no pilot, then
the first gunner provides your supreme EXP levels. The passengers/gunners
that are not driving provide you with regular EXP that you would get for
killing a ground infantry... NOW, in the end, you can exceed the entire
limit of 2250 EXP, but not exactly. For the tanks that are worth so much
exp, the 'pilot-frag' will only get you up to the maximum of 2250 EXP.
Then the gunners will follow... SO, you can exceed the limit of 2250 EXP
for total kills in one vehicle, but ONE SINGLE GRANT OF EXP WILL NEVER
GO ABOVE 2250 EXP. CAPISH??!? Good... Just remember, if there was no one
in the vehicle when you destroyed it, your EXP is NADA!!!

NEW NOTE:

All right, something interesting happened recently. I took out a liberator
with the NC AA MAX and this is the EXP values I got:

BLABLABLA [picture of a MAX] THEPILOT
You have earned 1811 EXP for this kill.

BLABLABLA [picture of a MAX] THEBOMBARDIER
You have earned 1811 EXP for this kill.

NOTICE how both the pilot and the bombardier are both the same EXP value.
I really have no idea why, but it might have something to do with another
patch released after the new deliverer variants. I really have no idea.
Maybe we're getting rewarded even more for taking out armored vehicles!
If so, then that means that tanks will be worth twice as much if they
have a gunner in them!!!

Now that I have gone through THE LIST, I will show you the requirements
to get from BR to BR... This list will show you a list of BR's. The numbers
next to each BR is the required EXP to get to it from the last earned
BR.

BR1: 0 EXP (well duh, you start with it)
BR2: 1000 EXP
BR3: 2500 EXP
BR4: 4000 EXP
BR5: 7500 EXP
BR6: 10000 EXP
BR7: 12500 EXP
BR8: 15000 EXP
BR9: 17500 EXP
BR10: 20000 EXP
BR12: 22500 EXP
BR13: 25000 EXP
BR14: 27500 EXP
BR15: 30000 EXP
BR16: 32500 EXP
BR17: 35000 EXP
BR18: 37500 EXP
BR19: 40000 EXP
BR20: 45000 EXP

TOTAL EXP REQUIRED TO GET FROM BR1 TO BR20: A WHOPPING 385000 EXP POINTS!!!

You know, that's 1600 frags... LOL!!! GOOD LUCK!!!

Knowing another few things, I did some more math... The fastest way to
get to BR20 is to pilot Heavy Armored Tanks. They get about 1200 EXP for
you and your gunner for each enemy tank you take out. This means that
584 enemy kills will be enough to get you to BR20. Just to put the killing
speed of tanks, 3 shots from a prowler will end a Magrider or a Vanguard.
2 shots from a vanguard will end any other tank. 4 shots from a magrider
will end any other tank. Also, if you're a tank, you will attract at least
one enemy tank every 4 minutes. This means that 39 continuous hours of
playing planetside will get you to BR20!!! I'M SO CRAZY!!!

OK, I take that back. REAVERS are the more effective methods of getting
kill EXP. Assuming you can get 1 kill per minute, all it takes is 32 continuou-
s hours of planetside.

Doing even more math taking into consideration the 1600 frags required
to get to BR20... I found out that it would take 54 CONTINUOUS HOURS OF
PLAYING PLANETSIDE AND GETTING 2 KILLS PER LIFE BEING A HANDWEAPON SOLDIER!!!
I guess my math teacher failed me for a different reason... (hehehe)

THE SLOWEST method of getting to BR20 would be cloakers. Cloakers are
cool, but they're only really effective if you're already close to BR20.
In the end, it takes 107 CONTINUOUS HOURS OF PLAYING PLANETSIDE (based
on the fact that you get a kill every 4 minutes). Just to think that that
was my method before I got a good framerate going...

By the way, these might not be ENTIRELY accurate. For example, if you
play for 2 hours a day and you're not BR20 in 2 weeks with the reaver
strategy, it's probably because you're not getting 1 kill a minute. Also,
some people who gun in tanks don't even shoot at targets they see, so
it might take a little longer to get the kill rate going. And you might
die if the enemy gets the first shots.

-----------------------------------------------------------------------
-----------------------THE BEST WAYS TO KILL---------------------------
-----------------------------------------------------------------------

Yet another new addition to this section of the guide. This section will
explain the best ways to kill (IMO). I'm open to suggestions here too.

THE MOTHER OF ALL MOTHERS: THE REAVER
-------------------------------------
For those of you who don't know, the reaver is one SON OF A BIATCH. It
has huge clips of 150 20mm bullets. It also comes with rocket pods with
clips of 16. We're gonna stick with the rocket pods... ONE ROCKET BARRAGE
WILL END ANY WALKING INFANTRY, MAX, TURRET, OR LIGHT VEHICLE!!! TWO ROCKET
BARRAGES WILL END ANY HEAVY VEHICLE OR ANY WALKING MAX THAT SEEMED TO
DODGE YOUR FIRST BARRAGE. The only requirement to efficient use of the
reaver is a good graphics card so you can see long distances. You also
need a decent FPS and connection so you don't miss your target. You also
need to know how to maneuver through trees to avoid the enemy's guided
AA missiles!!! Just remember, if you see "WARNING: MISSILE LOCK", PUNCH
YOUR AFTERBURNERS, HEAD FOR THE GROUND AND SHOOT THE HELL OUT OF THERE.

THE GODFATHERS: THE JACKHAMMER/MINI-CHAINGUN
--------------------------------------------
The Godfather was a gr8 movie, eh? Lol. Back to planetside now... This
game lives for the one certification everyone dies to have: HEAVY ASSAULT.
The reason behind this craze? THESE TWO BIG-ASS GUNS THAT COME WITH IT!!!!
The Jackhammer is a 16-round-per-clip shotgun that is rapid fire. It's
reload time is decent, and all it takes is 2 rounds to take out an enemy.
The mini- chaingun is a COMPLETELY DIFFERENT MOTHER F***ER. RUN INTO A
ROOM WITH THE MINI-CHAINGUN, BLAST BULLETS IN EVERY DIRECTION UNTIL YOU'RE
SURE THAT EVERYTHING MOVING IS A CORPSE, AND REAP YOUR REWARDS (the EXP
and your enemy's weapons)!!! THIS MOFO HAS 100 BULLETS TO A CLIP!!! It
also has a very decent reload time. If you don't take out an enemy with
this, you must either be in agile armor, or you're a n00b!!! LOL, jk...
Needless to say, I rate the chaingun SLIGHTLY over the Jackhammer. The
reason being, it's easier to aim the chaingun.

I'VE LOST THE TANK SHELL, DO YOU HAVE IT?
-----------------------------------------
Knowing that tanks are very devastating, I figured I should put them
here. WHY? Well, killing another enemy tank will bring you TONS OF EXP.
There's only one pest to the tank. You need to find a gunner for it. The
reason why that's hard is because you have to invite the gunners to join
your squad. This means that he will get EXP for the kill, as will you.
Mutual benefit... HOWEVER, the kill EXP is literally cut in half when
in a squad. Oh well, 1125 EXP is still a lot. The greatest part of tanks
is the fact that you don't need a great framerate to use them. Sure, your
gunner needs the good framerate, but you don't. Chances are, that the
enemy will be able to hit your tank with guns anyway, theres no dodging
them...

DO YOU SEE THE BIG BLUE LIGHT?
------------------------------
The flail... It's famous for it's destructive power. It can reach across
a continent and shoot out ANYTHING. It is a one-hit-kill weapon. It has
a large, loud, "blue beam" that serves as a projectile. The only drawback
is the fact that you HAVE to be in a squad to use it effectively. Why?
Someone has to laze the targets!!! I think personal waypoints should work
too... But they don't. Oh well.


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~CREDITS~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

I wish I had more credits than this...

ONE THING: If anyone sends in suggestions, or strategies, they will be
credited RIGHT HERE!!!

~666th Spec Ops for getting me to CR5 on the NC.

~Marshmallow for giving me the idea for the "section dividers", (I read
some of his guides and got a similar idea...)

~SONY for making such an awesome game

~My anonymous buddy for giving me a good program that wrapped 754 LINES
UNDER 80 CHARACTERS!!!

~And finally, MadMAX01 (actual nickname), for introducing me to Planetside.
I give him most of the credit for this guide.