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    FAQ/Strategy Guide by ilagzalot

    Version: 1.5 | Updated: 07/02/04 | Search Guide | Bookmark Guide

    --------------THE BEST GUIDE TO PLANETSIDE & CORE COMBAT---------------
    This guide is Copyright© me 2004. Planetside & Core Combat is Copyright©
    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.
    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
    	-Cert Costs, Ratings, ETC.
    	-The Vanu Sovereignty
    	-The New Conglomerate
    	-The Terran Republic
    ~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
    --------------------------CONTACT INFO---------------------------------
    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.
    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
    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.
    I have SpamblockerZ, so there. :-P
    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..."
    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
    to know how I made some of this guide...
    *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
    (Note that these stories are taken directly from the manuals)
    *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'
    *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----------------------
    "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
    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.
    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...
    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
    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...
    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.
    [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
    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
    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.
    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...
    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.
    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...
    Usefulness: **********
    Cost: * (5 cert points)
    Overall rating: *****
    Armor Given: EVERY SINGLE DAMN MAX LISTED ABOVE!!! (Empire restrictions
    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
    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.
    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.
    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
    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
    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.
    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.
    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.
    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.
    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
    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
    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
    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.
    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.
    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.
    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.
    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
    is one of my favorite weapons, and there are only 3 favorite weapons I
    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.
    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.
    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
    	-3 Mines = 1 Medium vehicle (Lightning tank, AMS, ANT)
    	-4 Mines = 1 Heavy vehicle (Heavy Assault Tanks)
    	-1 Boomer = 1 MAX, 1 infantry, 1 Spitfire turret (if you can get it
    	-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
    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: ***********************************************
    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
    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
    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!!!
    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. <-------
    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...
    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.
    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.
    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.
    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.
    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.
    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*
    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.
    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.
    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!
    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.
    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.
    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.
    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.
    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...
    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.
    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.
    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.
    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).
    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.
    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!
    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.
    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.
    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
    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...
    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.
    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.
    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!
    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!!!
    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.
    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!!!
    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.
    Damage: *****
    Range: ****
    Accuracy: *****
    Rate of Fire: *****
    Clip: ***** (150)
    Overall rating: *****
    Required Cert: Heavy Assault
    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.
    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).
    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
    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.
    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)
    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.
    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!
    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
    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...
    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
    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...
    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
    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...)
    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,
    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,
    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
    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.
    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.
    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...
    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.
    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 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.
    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
    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
    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
    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.
    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...
    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.
    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?
    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
    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.
    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
    LIBERATOR: Up to 2000 EXP. Depends on how many bombs it's dropped...
    FLAIL: NOT ENOUGH!!! Worth about 1000 EXP.
    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.
    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.
    You have earned 462 EXP for this kill.
    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!!!
    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.
    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
    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
    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
    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.
    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
    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
    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
    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.
    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
    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.
    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
    ~And finally, MadMAX01 (actual nickname), for introducing me to Planetside.
    I give him most of the credit for this guide.

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