PlanetSide 2/Classes

There are six classes in PlanetSide 2. Each class has a specific role and progression tree. All six can make use of the Squad Leader certification tree, which is discussed below.

Universal Certifications
Both medical kits and restoration kits heal the player when used. The only difference is that medical kits give their health all at once while restoration kits give their health over time.

Since the restoration kit's effects are not cancelled out by enemy fire, it is possible to use one, then enter a battle and regenerate health as you lose it.

Since switching weapons is extremely difficult, it is not recommended to use a restoration kit during combat. Keeping in mind that restoration kits are considerably cheaper than medical kits, restoration kits are generally favoured by most players. Unlocking one of the two is recommended for newer players since it enables them to employ their utility slot, which usually requires 100 or more points to make use of otherwise. Once unlocked, these certifications carry over to all the other classes.

Once unlocked, both medical kits and restoration kits must be purchased from the equipment loadout screen for 75.

Infiltrator
The Infiltrator class emphasizes sabotage, stealth, and precision shooting. Equipped with a sniper rifle to use at long distances, the Infiltrator is great for picking off stationary or distracted targets.

Players who choose the Infiltrator class also have access to a cloaking device which allows them to move semi-unseen across a battlefield. The cloak drains faster when moving, and leaves behind a distinct shimmer, which attentive players can shoot for an easy kill. Weapons are disabled while cloaked, and it takes a few seconds to activate and deactivate it.

The other tool Infiltrators use to aid their team is use of a motion tracking dart. Using this device, enemies around the dart can be tracked. It is not commonly used due to its rather short detection range, but it can still help when securing a point. The dart itself appears as a small orange dot, usually stuck to a wall and emitting a rather shrill noise.

Finally, Infiltrators can hack terminals and turrets. This causes them to flip sides and become usable by your team. Since a destroyed terminal or turret is of use to no one, it is obviously a better idea to hack them rather than destroy them. If necessary, Infiltrators can re-hack formerly friendly terminals and turrets, switching their sides yet again. Equipment may be hacked by holding down E.

Passive Systems
Advanced Equipment Terminal Hacking: This certification determines the amount of time it takes for you to successfully hack a terminal or turret. Since most infiltrators rely on sniping or killing enemies with an unlocked SMG, the value of this skill is somewhat low. While hacking terminals and turrets is a great thing to do, points are not awarded after four consecutive hacks. The first level, costing only one point, is always worth getting, but pursuing this tree further is not recommended.

Unlike other unlocks, however, this certification does not need to be equipped and is always available to the player.

Tool Slot
Recon Detect Device: This certification improves the sensor dart tool that all infiltrators can use. This dart reports on hostile movement in its area. The dart itself will appear as a small orange dot that makes a shrill noise. This tool is often used by Infiltrators to keep a certain area - such as an entrance to a building with a control point in it - under watch. Unlike other projectile weapons, this tool is meant to be fired at world geometry as opposed to enemy hardware or personnel.

Improving this tool becomes quite pricey, and oftentimes there are other certifications that require your attention first. If you get the chance, however, improving the Recon Detect Device can assist your team if you're able to get close enough to the enemy to use it.

Ability Slot
Hunter Cloaking Device: The standard cloaking device renders the user invisible for a time. It will, however, result in a distinctive shimmer that attentive players can shoot at. This makes it effective at moving to another sniping spot, or to surprise an enemy by sneaking up from behind them and using your sidearm (or your SMG, if you've purchased or unlocked it).

Note that it is impossible to take offensive action while your cloak is up, so make sure to drop it if you've been detected. It is, however, possible to aim through your sights, making it possible to observe enemy movements from a concealed position.

Nano-Armour Cloaking Device: The alternative to the standard cloak is the nano-armour cloak. What this version lacks in duration, it makes up for in damage absorption. This enables infiltrators to take some fire while getting into a good position.

It still, however, does not enable attacks while active, so it still must be used with caution. The reduced duration will also fail to aid players who wish to observe enemy movements, or to make runs between safe spots.

Suit Slot
Advanced Shield Capacitor: This suit modification accelerates the recharge rate of a players' shields, allowing them to reduce the amount of time spent unshielded once they have been depleted. This certification is generally of limited use, however, since shields tend to go down very quickly anyways.

The shield capacitor does not improve the capacity of shields; it only improves the rate at which they regenerate.

Ammunition Belt: The Ammunition Belt certification is of limited use to Infiltrators, who have typically quite a lot of ammunition and are often provided for in this regard by Engineers looking for some easy experience.

This certification has more value to players who utilize their weapon ammo quickly, such as if you've decided to purchase or unlock the SMG. For sniping infiltrators - that is, the overwhelming majority of them - the points are better spent elsewhere.

Flak Armour: This certification helps reduce the damage from explosions, which includes landmines, tank shots, and grenades. Explosives are very common and can cause considerable damage to the class that has the least health of them all.

On the other hand, flak armour doesn't help in the slightest against enemy gunfire, making its use somewhat moot if you're found by enemy infantry. The splash damage also won't help you survive against an enemy tank or a Liberator.

Grenade Bandolier: This certification enables you to carry an additional grenade of any type. This can help if you enjoy spamming grenades, but it is quite costly and likely isn't going to be one of the first things you unlock.

Grenades aren't often used by the infiltrator anyway, but if you have unlocked a specialty grenade type, this can help you make the most of them.

Nanoweave Armour: The most widely used certification of this type, Nanoweave Armour gives a straightforward health increase. Extra health rarely goes awry. Although its bonuses are relatively small compared to the damage you'll be taking, it may buy you an extra half-second it takes to make a kill. If you're unsure as to what to equip for this slot, make extra health a priority and equip Nanoweave Armour.

Grenade Slot
Decoy Grenades: Decoy grenades will produce false weapons fire and a minimap icon when thrown, allowing you to lure opponents to false readings to investigate. This can be useful as a misdirection tool, but the icon produced on the minimap is almost always a land vehicle from one of your sides. This grenade doesn't really do much in pitched battles, but can be useful to distract opponents while you make an escape under your cloak. EMP Grenades: More akin to standard grenades than the decoy grenade, the EMP grenade scrambles enemy players' displays and removes their shields. It doesn't have the same explosive power as the standard and has less destructive ability, making this a specialty weapon that isn't often used. Its high certification cost also prohibits it from being used often. {|

Utility Slot
Antipersonnel Mines: Each side has its own antipersonnel mine, which will detonate when enemies enter its vicinity. The Terran Republic uses Claymore mines that are only triggered in a certain degree of deployment; they must be properly positioned in order to be effective. These mines emit two bright green lasers that will display to Terran Republic players the effective range of the mine; the lasers will not appear for the other two factions. The New Conglomerate employ "Bouncing Betty" mines that, contrary to their name, simply explode when infantry targets pass within their operational radius. The Vanu Sovereignty's unimaginatively named Proximity Mine is similar. All mines may be shot to destroy them; however, the small size of the Vanu Sovereignty and New Conglomerate's mines make them difficult to be spotted, let alone shot. Mines are best revealed using infared imaging, as provided by the night vision scopes on most weapons.
 * +Antipersonnel Mine Costs & Levels
 * Planetside2 certs.png||Allows the Infiltrator to use antipersonnel mines.
 * Planetside2 certs.png||Increases carry capacity to 2.
 * }
 * }

Light Assault
Light Assault players utilize a Carbine as their primary weapon, though the primary calling of the Light Assault class is the jetpack. The jetpack enables players to fly for a time, allowing for attacks from a perch. Light Assault players are encouraged to strike rapidly and from an unexpected position, such as from the top of a tower, and harass the opposing team.

Many Light Assault players also save the certification points up for remote explosives, which help considerably. Light Assaults often use their jetpack to attack a tank from above, slap a few remote explosives on it, and then jetpack away before blowing the tank up.

It is also possible to use the jump jets to survive otherwise lethal falls, such as from bailing out of an aircraft. The Light Assault may also use the jets to confuse and disorient opponents in a melee.

Combat Medic
The Combat Medic is the only class to use assault rifles so far. They appear to be very similar to Carbines in many respects as well. True to their name, Combat Medics are tasked with keeping a front alive and in good health. Using their trusty healing tool, Combat Medics can heal and revive downed players.

Combat Medics also have an area-of-effect healing aura that they can activate with the F key. This ability can also be used as a self-heal.

Although Combat Medics can revive any class, they are less efficient at resurrecting MAX players, who will come back with a fraction of the health other classes would. Combat Medics also cannot heal MAX players.

Engineer
The other side of the coin to Combat Medics, Engineers are tasked with keeping vehicles, terminals, and turrets in working order for their team. The repair tool (known in-game as the Nano-Armour Kit) can be used to repair such items if they are destroyed. They also are the only class to be able to heal MAX players.

Engineer players may also deploy their very own machine gun turret, called the MANA Turret. Only one can be out at a time, but MANA turrets can be quite powerful at stopping an enemy advance. The chief problem with turrets is that they only provide protection from one direction: the direction the turret is facing. Turrets also have a problem with rockets, and their height sometimes make setting them up at a window a problem.

Another impressive use for MANA turrets, besides their offensive power, is their distraction abilities. Most players will focus their attacks on a turret when they see one. This can let an Engineer know an enemy is approaching, or draw some heat away from actual players in a firefight.

Finally, Engineers utilize ammo crates that automatically refill a friendly players' ammunition. This makes them great pals for Heavy Assaults, who utilize their rocket launchers often.

Heavy Assault
Heavy Assault players are the tip of the spear for any assault. Armed with both a high-capacity light machine gun and a rocket launcher for eliminating vehicles, Heavy Assaults are powerful jack-of-all-trades combat classes. Heavy Assault players are tasked with general purpose fighting, and can deploy a powerful "overshield" with the F key to further enhance their survivability. This overshield can be modified using certifications to have different effects.

MAX
The Mechanized Assault Exosuit, or MAX, costs infantry resources to equip. Having very reduced speed and versatility, MAX players are essentially walking tanks. Though they cannot stand up to a concerted assault, especially from range, MAXes sport two arm-mounted weapons that greatly modify its abilities.

Most MAXes have an anti-infantry weapon on their left and an anti-vehicle grenade launcher on their right, but an anti-aircraft weapon on the right is possible as well. It is possible to, if you're willing to spend money on the game, purchase a second of each type to further specialize in anti-infantry, anti-armour, or anti-air combat.

The MAX's special ability is a charge which grants them a powerful speed boost. This enables them to charge right into a firefight, where the close quarters MAX weapons can punish enemies swiftly, or most commonly as a retreat tool.

If you're killed as a MAX, a cooldown timer ticks down to the time when you can use the MAX again. Dead MAX players, therefore, should be primary targets for Medics, as without them they will be forced to switch classes. That said, however, only Engineer players can heal a MAX to normal health once a Medic resurrects them.