PlanetSide 2/Gameplay

Creating a new character on PlanetSide 2 must be done with care, as currently there are no options to alter any of these parameters. That said, however, the creation process is quite simple.

Upon first starting the game, it will present to you a list of three factions to choose from, and a brief description of each. Click here for additional information on the three factions.


 * Terran Republic: Favours large magazines and high rates of fire. Low damage is compensated by high volume.
 * New Conglomerate: Employs small magazines with a hefty recoil, but but has the hardest-hitting of all three factions.
 * Vanu Sovereignty: Uses directed energy weapons that have a remarkably quick reload time; emphasizes flexibility, but has fewer shots per magazine as the Terran Republic and has less power than the New Conglomerate.

The next step is to select a server. Although all the servers employ the same gameplay, with real no alterations made, this will be important should you choose to pursue a larger community. Outfits (also known as 'guilds' or 'clans') establish themselves on certain servers, and in order to play with one, you need to be on their server. If you have a preference to which community you join (or fight against), server selection is important.

The final screen you'll be presented with are the character customization options. These choices are very limited, and can be almost overridden completely with the purchase of armour and masks. There is a field for a screen name, a choice of gender, and a choice of faces.

Your First Spawn
Starting out, players will spawn in one of the smaller facilities close to a large fight and be automatically placed in a random squad. Players who want to experiment should redeploy to the warpgate - the main base of operations that each faction has on the continent. The redeploy button can be found at the bottom of the map screen, which can be accessed by pressing M. Pressing this button begins a five second countdown which will 'kill' you and enable you to respawn elsewhere. Select the Esamir, Indar, or Amerish Warpgate from the list of spawn locations.

Since the Warpgate has examples of everything discussed in the guide and has friendly fire disabled, feel free to experiment here without fear of doing anything you shouldn't. You should note particularly the large computer consoles you can employ. There are five different kinds. Press E to access them.
 * Continent Terminals: Have a large globe on them, and are located in the center of the facility. Unlike other terminals, these are found exclusively here and nowhere else. Accessing one of these terminals allows you to choose which continent you are currently on.
 * Infantry Terminals: Have an image of a gun on them. These terminals, when accessed, can be used to alter your current loadout. You can change which of the six classes you are, as well as completely refresh all of your ammunition reserves.
 * Vehicle Terminals: These come in two flavours: the first version has a tank on it, and can be used to deploy any of the four vehicles available to your side. If found on the field, these terminals may be prevented from spawning main battle tanks (the Terran Republic Prowler, the New Conglomerate Vanguard, or the Vanu Sovereignty Magrider) depending on which facilities have been captured. The second version of this terminal has a six-wheeled truck known as the Sunderer on it. This version may only deploy Flashes (four-wheeler ATVs) and Sunderers (logistics trucks). It is also possible to alter the loadout of your vehicle from the menus, but you cannot alter the vehicle further once it is deployed.
 * Air Terminals: This terminal may deploy the faction's fighter plane of choice, or the ground-attack Liberator. It is also possible to alter the loadout of your vehicle from the menus, but you cannot alter the vehicle further once it is deployed.
 * Galaxy Terminals: This terminal may deploy the Galaxy air transport. It is also possible to alter the loadout of your vehicle from the menus, but you cannot alter the vehicle further once it is deployed.

All vehicle spawning requires resources, which will automatically refill over time. It also activates a several-minute long cooldown timer, so do your best to keep your vehicle alive.

Classes

 * Main Article: Classes

There are six classes, one of which requires resources to employ.
 * Infiltrator: A sabotage and sniping expert, the Infiltrator is armed with a cloaking field to help get behind enemy lines. The infiltrator leaves a very distinct shimmer, however, making it ineffective against attentive players. Their primary weapon is the sniper rifle, which (with the exception of the Vanu) must be aimed higher to compensate for bullet drop. Players must hold down the sprint key in order to remove scope sway for long distance shots. Infiltrators are also armed with the ability to hack terminals (and turrets!) and force them to change sides. This forces the enemy team to either destroy and repair them (with an engineer) or to re-hack them (with another infiltrator). Finally, the infiltrator may also deploy motion-tracking darts which enable him to track enemy movements.
 * Light Assault: Essentially the Team Fortress 2 Scout class, the Light Assault favours a jet pack which enables them to reach high spots and attack from a perch. This makes them dangerous to players who run and aim mostly at ground level.
 * Combat Medic: A standard medic class, the Medic is capable of healing and reviving downed teammates using a trusty healing tool. Armed with an assault rifle, the Combat Medic is not to be trifled with. The Combat Medic's special ability is to heal all teammates in a radius around him or her.
 * Engineer: Armed with the same carbine as the Light Assault, the Engineer is a versatile class. The repair tool enables Engineers to repair damaged vehicles, terminals, and MAX players. Engineers come with two ammo packs - the first is deployed with the 4 key. This may be replaced by mines at later levels. The second ammo pack may be deployed by accessing the deployable machine gun (5) and then hitting B. The machine gun itself is effective against infantry and, to a lesser extent, aircraft.
 * Heavy Assault: The tip of the spear on any attack, the Heavy Assault class is armed with a light machine gun that has a lengthy reload time, but with a high capacity. The Heavy Assault is also armed with an unguided rocket launcher, effective against vehicles. The Heavy Assault is a tough nut to crack, especially when the player deploys his or her "overshield" which greatly mitigates damage.
 * MAX: The only class which requires resources (more on those later) to equip, the MAX is essentially a bipedal tank with only two arm mounted weapons - an armour piercing grenade launcher to contend with vehicles, and an anti-infantry rotary cannon. Various other weaponry can be bought for the MAX either for real life money or for the free currency, altering its role significantly. The MAX's default special ability is a charge ability, sacrificing its attacking ability in favour for speed for a short period of time. MAX units may be resurrected by medics who have upgraded their healing tool, but healed only by engineer players.

Resources
Resources are utilized to purchase various items in-game. Resources are automatically accumulated over time, and are earned through standard play. Additional resources can be gained by fighting in certain territories, or by purchasing a boost to gain more resources quicker. left The Infantry resource is used primarily to purchase infantry consumables. Examples of this include bricks of remote explosives, personal healing kits, grenades, and landmines. Equipping the MAX suit also requires this resource. Since it is possible to purchase and hold items, it is acceptable to buy an entire inventory's worth of grenades or other use items for future use, especially if you don't use the MAX often.