PlanetSide 2/Classes: Difference between revisions

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{{Header Nav|game=PlanetSide 2}}
{{Header Nav|game=PlanetSide 2}}
{{sidebar|float=right|width=250px|title=Equip Your Certifications!|contents=Once you've unlocked something, be sure to equip it! Unlocking Nanoweave Armour for a much-needed health boost does nothing until it's actually equipped.}}
{{sidebar|float=right|width=250px|title=Equip Your Certifications!|contents=Once you've unlocked something, be sure to equip it! Unlocking Nanoweave Armour for a much-needed health boost does nothing until it's actually equipped.}}
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.
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.


All classes except the MAX have access to a melee attack with a dedicated close-quarters weapon (the TR Chain-blade, the NC Mag-Cutter, and the VS Force Blade; all appear to be identical) and that faction's pistol. The MAX only has two weapons, controlled with left and right click respectively, and uses the "MAX Punch" (a simple arm-swinging attack) in a melee.
==Universal Certifications==
{| {{prettytable|float=right||style=width:600px}}
|+Medical Kit Costs & Levels
|-
| [[File:Planetside2 certs.png|15px]]50|| Grants access to a consumable Medical Kit that can be used to quickly restore a portion of health.
|-
| [[File:Planetside2 certs.png|15px]]100|| Increases the number of Medical Kits that can be carried to 2
|-
| [[File:Planetside2 certs.png|15px]]150||Increases the number of Medical Kits that can be carried to 3
|-
| [[File:Planetside2 certs.png|15px]]500||Increases the number of Medical Kits that can be carried to 4
|}
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.


Certification-wise, the following are certification items that may be shared amongst all classes. Purchase them for one class, and all others will be upgraded along with them.
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.


{|{{prettytable|text center=1}}
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.
|+ Universal Certifications
{{-|right}}
! Category
{| {{prettytable|float=right||style=width:600px}}
! Image
|+Restoration Kit Costs & Levels
! Name
| [[File:Planetside2 certs.png|15px]]30||Grants access to a Restoration Kit which can be used to regenerate the user's health over six seconds.
! Description
|-
! colspan="6"|Levels
| [[File:Planetside2 certs.png|15px]]100||Increases the number of Restoration Kits that can be carried to 2
|-
| [[File:Planetside2 certs.png|15px]]200||Increases the number of Restoration Kits that can be carried to 3
|-
|-
! rowspan="2"|First Aid
| [[File:Planetside2 certs.png|15px]]500||Increases the number of Restoration Kits that can be carried to 4
| Imagehere
| Medical Kit
| Medical Kits are used by all classes to quickly rejuvenate lost health. Useful if you're on your own and you don't have a nearby Medic. Investing certification points in this increases the number of kits you can carry at once. Each medical kit costs [[File:Planetside2 infantry.png|15px]]75.
| [[File:Planetside2 certs.png|15px]]50<br />Carry one
| [[File:Planetside2 certs.png|15px]]100<br />Carry two
| [[File:Planetside2 certs.png|15px]]150<br />Carry three
| [[File:Planetside2 certs.png|15px]]500<br />Carry four
|-style="background-color:#D3D3D3"
| Imagehere
| Restoration Kit
| Restoration kits are used similarly to medical kits, except they regenerate health over time instead of all at once. Each restoration kit costs [[File:Planetside2 infantry.png|15px]]75.
| [[File:Planetside2 certs.png|15px]]50<br />Carry one
| [[File:Planetside2 certs.png|15px]]100<br />Carry two
| [[File:Planetside2 certs.png|15px]]150<br />Carry three
| [[File:Planetside2 certs.png|15px]]500<br />Carry four
|}
|}
==Infiltrator==
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 [[File:Planetside2 infantry.png|15px]]75.
{{-}}
 
==[[File:Planetside2 infiltrator.png]] 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.
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.


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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 {{kbd|E}}.
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 {{kbd|E}}.
===Certifications===
===Certifications===
{|{{prettytable|text center=1}}
====Passive Systems====
|+Passive Systems
{| {{prettytable|float=right||style=width:600px}}
! Image
|+ Adv. Hacking Costs & Levels
! Name
| [[File:Planetside2 certs.png|15px]]1|| Increases efficiency of hacking enemy equipment terminals by 10%
! Description
|-
! colspan="6"|Levels
| [[File:Planetside2 certs.png|15px]]30|| Increases efficiency of hacking enemy equipment terminals by 20%
|-
| [[File:Planetside2 certs.png|15px]]50|| Increases efficiency of hacking enemy equipment terminals by 30%
|-
| [[File:Planetside2 certs.png|15px]]100|| Increases efficiency of hacking enemy equipment terminals by 40%
|-
|-
| Imagehere
| [[File:Planetside2 certs.png|15px]]500|| Increases efficiency of hacking enemy equipment terminals by 50%  
| Advanced Equipment Terminal Hacking
| This certification determines the amount of time it takes for you to successfully hack a terminal or turret.
| [[File:Planetside2 certs.png|15px]]1<br />Hacks are 10% faster
| [[File:Planetside2 certs.png|15px]]30<br />Hacks are 20% faster
| [[File:Planetside2 certs.png|15px]]50<br />Hacks are 30% faster
| [[File:Planetside2 certs.png|15px]]100<br />Hacks are 40% faster
| colspan="2"|[[File:Planetside2 certs.png|15px]]500<br />Hacks are 50% faster
|}
|}
[[File:Planetside2 advancedequipmentterminalhacking.png|left]]
'''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.


{|{{prettytable|text center=1}}
====Tool Slot====
|+Tool Slot
{| {{prettytable|float=right||style=width:600px}}
! Image
|+Recon Detect Device Costs & Levels
! Name
| [[File:Planetside2 certs.png|15px]]0||'''Given at start'''<br />Allows the user to detect movement of enemies in the radius of the sensor dart, can spot cloaked enemies.
! Description
|-
! colspan="6"|Levels
| [[File:Planetside2 certs.png|15px]]30||Increases scan rate and range of the sensor dart.
|-
| [[File:Planetside2 certs.png|15px]]50||Increases scan rate and range of the sensor dart.
|-
| [[File:Planetside2 certs.png|15px]]200||Increases scan rate and range of the sensor dart, increases sensor ammo count by 1, increases lifespan of the sensor dart.
|-
|-
| Imagehere
| [[File:Planetside2 certs.png|15px]]500||Increases scan rate and range of the sensor dart, increases sensor ammo count by 1, increases lifespan of the sensor dart.
| Recon Detect Device
|-
| This certification determines the effectiveness of the sensor dart. Higher levels make the dart scan more often and have a larger range. The highest levels increase the dart's lifespan and enable you to carry more of them.
| [[File:Planetside2 certs.png|15px]]1000||Increases scan rate and range of the sensor dart, increases sensor ammo count by 1, increases lifespan of the sensor dart.
| [[File:Planetside2 certs.png|15px]]0<br />'''Given at start'''<br />Enables use of the Recon Detect Device
| [[File:Planetside2 certs.png|15px]]30<br />Scan rate and range improved
| [[File:Planetside2 certs.png|15px]]50<br />Scan rate and range improved
| [[File:Planetside2 certs.png|15px]]200<br />Scan rate, range, and lifespan improved; carry one additional dart
| [[File:Planetside2 certs.png|15px]]500<br />Scan rate, range, and lifespan improved; carry one additional dart
| [[File:Planetside2 certs.png|15px]]1000<br />Scan rate, range, and lifespan improved; carry one additional dart
|}
|}
'''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.


{|{{prettytable|text center=1}}
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
{{-}}
! Image
 
! Name
====Ability Slot====
! Description
{| {{prettytable|float=right||style=width:600px}}
! colspan="6"|Levels
|+Hunter Cloaking Device Costs & Levels
| [[File:Planetside2 certs.png|15px]]0||'''Given at start'''<br />Consumes nanites to bend light around the infiltrator, resulting in near perfect invisibility while motionless. Nanites regenerate over time.
|-
|-
| Imagehere
| [[File:Planetside2 certs.png|15px]]10||Increases the rate in which cloaking nanites regenerate by 10%.
| Hunter Cloaking Device
| The standard cloaking device will render you invisible. Movement will reduce the cloak's effectiveness, and it leaves behind a visible shimmer that attentive players can detect.
| [[File:Planetside2 certs.png|15px]]0<br />'''Given at start'''<br />Enables use of the cloaking device
| [[File:Planetside2 certs.png|15px]]10<br />Cloak regenerates 10% faster
| [[File:Planetside2 certs.png|15px]]50<br />Cloak regenerates 20% faster
| [[File:Planetside2 certs.png|15px]]100<br />Cloak regenerates 30% faster
| [[File:Planetside2 certs.png|15px]]150<br />Cloak regenerates 40% faster
| [[File:Planetside2 certs.png|15px]]500<br />Cloak regenerates 50% faster
|-
|-
| Imagehere
| [[File:Planetside2 certs.png|15px]]50||Increases the rate in which cloaking nanites regenerate by 20%.
| Nano-Armour Cloak
|-
| This cloaking device not only makes you invisible, but also reduces the amount of damage you take while active. This cloak, however, drains faster than the standard.
| [[File:Planetside2 certs.png|15px]]100||Increases the rate in which cloaking nanites regenerate by 30%.
| [[File:Planetside2 certs.png|15px]]50<br />Enables use of the nano-armour cloak
|-
| [[File:Planetside2 certs.png|15px]]100<br />Cloak lasts 1 second longer
| [[File:Planetside2 certs.png|15px]]150||Increases the rate in which cloaking nanites regenerate by 40%.
| [[File:Planetside2 certs.png|15px]]150<br />Cloak lasts 2 seconds longer
|-
| [[File:Planetside2 certs.png|15px]]200<br />Cloak lasts 3 seconds longer
| [[File:Planetside2 certs.png|15px]]500||Increases the rate in which cloaking nanites regenerate by 50%.
| colspan="2"|[[File:Planetside2 certs.png|15px]]500<br />Cloak absorbs 10% more damage
|}
|}
{|{{prettytable|text center=1}}
'''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).
|+Suit Slot
 
! Image
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.
! Name
{{-|right}}
! Description
{| {{prettytable|float=right||style=width:600px}}
! colspan="6"|Levels
|+Nano-Armour Cloak Costs & Levels
| [[File:Planetside2 certs.png|15px]]50||Unlock Nano-Armour Cloaking.
|-
| [[File:Planetside2 certs.png|15px]]100||Fuel consumption is reduced allowing the cloak to last 1 second longer.
|-
|-
| Imagehere
| [[File:Planetside2 certs.png|15px]]150||Fuel consumption is reduced allowing the cloak to last 2 seconds longer.
| Advanced Shield Capacitor
| This certification improves the recharge rate of your shields.
| [[File:Planetside2 certs.png|15px]]1<br />Shield recharges 0.5 seconds faster
| [[File:Planetside2 certs.png|15px]]10<br />Shield recharges 1 second faster
| [[File:Planetside2 certs.png|15px]]30<br />Shield recharges 1.5 seconds faster
| [[File:Planetside2 certs.png|15px]]100<br />Shield recharges 2 seconds faster
| colspan="2"|[[File:Planetside2 certs.png|15px]]200<br />Shield recharges 2.5 seconds faster
|-style="background-color:#D3D3D3"
| Imagehere
| Ammunition Belt
| This certification enables you to carry more ammunition for your primary weapon and your sidearm
| [[File:Planetside2 certs.png|15px]]150<br />Carry one additional magazine
| [[File:Planetside2 certs.png|15px]]200<br />Carry two additional magazines
| [[File:Planetside2 certs.png|15px]]400<br />Carry three additional magazines
| colspan="3"|[[File:Planetside2 certs.png|15px]]500<br />Carry four additional magazines
|-
|-
| Imagehere
| [[File:Planetside2 certs.png|15px]]200||Fuel consumption is reduced allowing the cloak to last 3 seconds longer.
| Flak Armour
| Equipping this certification increases your resistance to explosions.
| [[File:Planetside2 certs.png|15px]]1<br />Damage from explosions reduced by 15%
| [[File:Planetside2 certs.png|15px]]10<br />Damage from explosions reduced by 22%
| [[File:Planetside2 certs.png|15px]]50<br />Damage from explosions reduced by 30%
| [[File:Planetside2 certs.png|15px]]150<br />Damage from explosions reduced by 39%
| colspan="2"|[[File:Planetside2 certs.png|15px]]500<br />Damage from explosions reduced by 50%
|-style="background-color:#D3D3D3"
| Imagehere
| Grenade Bandolier
| Carry additional grenades with this certification.
| colspan="2"|[[File:Planetside2 certs.png|15px]]100<br />Carry one additional grenade of any type
| colspan="4"|[[File:Planetside2 certs.png|15px]]500<br />Carry two additional grenades of any type
|-
|-
| Imagehere
| [[File:Planetside2 certs.png|15px]]500||Increase the damage reduction by an additional 10%
| Nanoweave Armor
| Provides a maximum health bonus.
| [[File:Planetside2 certs.png|15px]]1<br />10% maximum health boost
| [[File:Planetside2 certs.png|15px]]10<br />12.5% maximum health boost
| [[File:Planetside2 certs.png|15px]]50<br />15% maximum health boost
| [[File:Planetside2 certs.png|15px]]150<br />20% maximum health boost
| colspan="2"|[[File:Planetside2 certs.png|15px]]1000<br />25% maximum health boost
|}
|}
{|{{prettytable|text center=1}}
'''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.
|+Grenade Slot
 
! Image
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.
! Name
{{-}}
! Description
 
! colspan="6"|Levels
====Suit Slot====
{| {{prettytable|float=right||style=width:600px}}
|+Advanced Shield Capacitor Costs & Levels
|-
| [[File:Planetside2 certs.png|15px]]1||When equipped, the recharge delay for damaged Personal Shields will be reduced by 0.5 seconds.
|-
| [[File:Planetside2 certs.png|15px]]10||When equipped, the recharge delay for damaged Personal Shields will be reduced by 1 second.
|-
| [[File:Planetside2 certs.png|15px]]30||When equipped, the recharge delay for damaged Personal Shields will be reduced by 1.5 seconds.
|-
|-
| Imagehere
| [[File:Planetside2 certs.png|15px]]100||When equipped, the recharge delay for damaged Personal Shields will be reduced by 2 seconds.
| Decoy Grenades
| Decoy grenades emit false minimap readings, and can confuse or lure opponents.
| colspan="6"|[[File:Planetside2 certs.png|15px]]150<br />Enables purchase and use of decoy grenades.
|-
|-
| Imagehere
|[[File:Planetside2 certs.png|15px]]200||When equipped, the recharge delay for damaged Personal Shields will be reduced by 2.5 seconds.
| EMP Grenades
| Enemies within range of an EMP grenade will have their shields depleted and their HUD scrambled.
| colspan="6"|[[File:Planetside2 certs.png|15px]]200<br />Enables purchase and use of EMP grenades.
|}
|}
{|{{prettytable|text center=1}}
'''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.
|+Utility Slot
 
! Image
The shield capacitor does not improve the capacity of shields; it only improves the rate at which they regenerate.
! Name
{{-|right}}
! Description
{| {{prettytable|float=right||style=width:600px}}
! colspan="6"|Levels
|+Ammunition Belt Costs & Levels
|-
| [[File:Planetside2 certs.png|15px]]150||Grants access to the Ammunition Belt which allows soldiers to carry 1 additional magazine for both their primary and sidearm weapons.
|-
| [[File:Planetside2 certs.png|15px]]200||Allows soldiers to carry 2 additional magazines for both their primary and sidearm weapons.
|-
|-
| Imagehere
| [[File:Planetside2 certs.png|15px]]400||Allows soldiers to carry 3 additional magazines for both their primary and sidearm weapons.
| Anti-personnel mines
|-
| Anti-personnel mines create deadly explosions when enemies approach them.
| [[File:Planetside2 certs.png|15px]]500||Allows soldiers to carry 4 additional magazines for both their primary and sidearm weapons.
| colspan="3"|[[File:Planetside2 certs.png|15px]]200<br />Carry one anti-personnel mine
| colspan="3"|[[File:Planetside2 certs.png|15px]]400<br />Carry two anti-personnel mines
|}
|}
'''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.


==Light Assault==
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.
{{-}}
{| {{prettytable|float=right||style=width:600px}}
|+Flak Armour Costs & Levels
|-
| [[File:Planetside2 certs.png|15px]]1||Reduces the amount of damage received from explosions by 15%
|-
| [[File:Planetside2 certs.png|15px]]10||Reduces the amount of damage received from explosions by 22%
|-
| [[File:Planetside2 certs.png|15px]]50||Reduces the amount of damage received from explosions by 30%
|-
| [[File:Planetside2 certs.png|15px]]150||Reduces the amount of damage received from explosions by 39%
|-
| [[File:Planetside2 certs.png|15px]]500||Reduces the amount of damage received from explosions by 50%
|}
'''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.
{{-}}
{| {{prettytable|float=right||style=width:600px}}
|+Grenade Bandolier Costs & Levels
| [[File:Planetside2 certs.png|15px]]100||Allows 1 additional grenade of any type to be carried.
|-
| [[File:Planetside2 certs.png|15px]]500||Allows 2 additional grenades of any type to be carried.
|}
'''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.
{{-}}
{| {{prettytable|float=right||style=width:600px}}
|+Nanoweave Armour Costs & Levels
|-
| [[File:Planetside2 certs.png|15px]]1||When equipped increases health by 10%
|-
| [[File:Planetside2 certs.png|15px]]10||When equipped increases health by 12.5%
|-
| [[File:Planetside2 certs.png|15px]]50||When equipped increases health by 15%
|-
| [[File:Planetside2 certs.png|15px]]150||When equipped increases health by 20%
|-
| [[File:Planetside2 certs.png|15px]]1000||When equipped increases health by 25%
|}
'''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====
{| {{prettytable|float=right||style=width:600px}}
|+Decoy Grenade Costs & Levels
|-
| [[File:Planetside2 certs.png|15px]]150||Grants access to Decoy Grenades which are capable of simulating weapons fire and projecting a false radar signature.
|}
'''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.
{| {{prettytable|float=right||style=width:600px}}
|+EMP Grenade Costs & Levels
|-
| [[File:Planetside2 certs.png|15px]]200||Allows the Infiltrator to use EMP grenades.
|}
'''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====
{| {{prettytable|float=right||style=width:600px}}
|+Antipersonnel Mine Costs & Levels
| [[File:Planetside2 certs.png|15px]]200||Allows the Infiltrator to use antipersonnel mines.
|-
| [[File:Planetside2 certs.png|15px]]400||Increases carry capacity to 2.
|}
'''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.
 
==[[File:Planetside2 lightassault.png]] 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.
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.


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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.
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==
===Certifications===
====Ability Slot====
{| {{prettytable|float=right||style=width:600px}}
|+Drifter Jump Jets Costs & Levels
| [[File:Planetside2 certs.png|15px]]50||Drifter jump jets trade all upward thrust for a more controlled burn allowing the user to glide for much further distances at increased speeds.
|-
| [[File:Planetside2 certs.png|15px]]100||Increases the efficiency of the jump jet allowing for longer sustained use
|-
| [[File:Planetside2 certs.png|15px]]150||Further increases the efficiency of the jump jet allowing for longer sustained use
|-
| [[File:Planetside2 certs.png|15px]]200||Further increases the efficiency of the jump jet allowing for longer sustained use
|-
| [[File:Planetside2 certs.png|15px]]500||Further increases the efficiency of the jump jet allowing for longer sustained use
|}
'''Drifter Jump Jets:''' Drifter jets are for Light Assault players who wish for additional speed instead of height. They can still be used to safely fall, but the ability to ascend is highly limited. Most players favour the ability to attack from perches, so unless you're certain of your purchase, look into upgrading the standard jump jets.
{{-}}
{| {{prettytable|float=right||style=width:600px}}
|+Jump Jets Costs & Levels
| [[File:Planetside2 certs.png|15px]]0||'''Given at start'''<br />Allows the use of low rocket-assisted jumps with a short cooldown.
|-
| [[File:Planetside2 certs.png|15px]]10||Increase fuel capacity by 8% and regeneration speed 12%
|-
| [[File:Planetside2 certs.png|15px]]50||Increase fuel capacity by 16% and regeneration speed 24%
|-
| [[File:Planetside2 certs.png|15px]]100||Increase fuel capacity by 24% and regeneration speed 36%
|-
| [[File:Planetside2 certs.png|15px]]150||Increase fuel capacity by 32% and regeneration speed 48%
|-
| [[File:Planetside2 certs.png|15px]]500||Increase fuel capacity by 40% and regeneration speed 60%
|}
'''Jump Jets:''' The trademark of the Light Assault class, jump jets allow for unprecedented mobility and flexibility on the battlefield. Jump jets enable light assault players to attack from a perch, or to reach otherwise inaccessible areas to wreak all kinds of havoc. An example might be to descend from a tower to plant remote explosives on an attacking Sunderer, or to ascend to the top of a large facility to plant a Squad Beacon there and enable the rest of his squad to spawn right on the facility itself.
{{-}}
 
====Suit Slot====
{| {{prettytable|float=right||style=width:600px}}
|+Advanced Shield Capacitor Costs & Levels
|-
| [[File:Planetside2 certs.png|15px]]30||Increases the user's sprint speed when equipped.
|}
'''Adrenaline Pump:''' This certification simply increases the user's sprint speed. The Light Assault class is all about mobility, and this will certainly help. However, most newer players will likely want the extra health that Nanoweave Armour provides, as opposed to additional speed to evade attacks.
{{-}}
{| {{prettytable|float=right||style=width:600px}}
|+Advanced Shield Capacitor Costs & Levels
|-
| [[File:Planetside2 certs.png|15px]]1||When equipped, the recharge delay for damagedPersonal Shields will be reduced by .5 seconds.
|-
| [[File:Planetside2 certs.png|15px]]10||When equipped, the recharge delay for damaged Personal Shields will be reduced by 1 second.
|-
| [[File:Planetside2 certs.png|15px]]30||When equipped, the recharge delay for damaged Personal Shields will be reduced by 1.5 seconds.
|-
| [[File:Planetside2 certs.png|15px]]100||When equipped, the recharge delay for damaged Personal Shields will be reduced by 2 seconds.
|-
|[[File:Planetside2 certs.png|15px]]200||When equipped, the recharge delay for damaged Personal Shields will be reduced by 2.5 seconds.
|}
'''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.
{{-}}
{| {{prettytable|float=right||style=width:600px}}
|+Ammunition Belt Costs & Levels
|-
| [[File:Planetside2 certs.png|15px]]150||Grants access to the Ammunition Belt which allows soldiers to carry 1 additional magazine for both their primary and sidearm weapons.
|-
| [[File:Planetside2 certs.png|15px]]200||Allows soldiers to carry 2 additional magazines for both their primary and sidearm weapons.
|-
| [[File:Planetside2 certs.png|15px]]400||Allows soldiers to carry 3 additional magazines for both their primary and sidearm weapons.
|-
| [[File:Planetside2 certs.png|15px]]500||Allows soldiers to carry 4 additional magazines for both their primary and sidearm weapons.
|}
'''Ammunition Belt:''' This certification can prove useful to Light Assault players who use their jump jets often to reach places inaccessible to Engineers. This will help a Light Assault maintain an attack without the aid of Engineers. However, most newer players likely won't survive long enough for this certification to be of value, and thus will likely choose Nanoweave Armour instead.
{{-}}
{| {{prettytable|float=right||style=width:600px}}
|+Flak Armour Costs & Levels
|-
| [[File:Planetside2 certs.png|15px]]1||Reduces the amount of damage received from explosions by 15%
|-
| [[File:Planetside2 certs.png|15px]]10||Reduces the amount of damage received from explosions by 22%
|-
| [[File:Planetside2 certs.png|15px]]50||Reduces the amount of damage received from explosions by 30%
|-
| [[File:Planetside2 certs.png|15px]]150||Reduces the amount of damage received from explosions by 39%
|-
| [[File:Planetside2 certs.png|15px]]500||Reduces the amount of damage received from explosions by 50%
|}
'''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.
{{-}}
{| {{prettytable|float=right||style=width:600px}}
|+Grenade Bandolier Costs & Levels
| [[File:Planetside2 certs.png|15px]]100||Allows 1 additional grenade of any type to be carried.
|-
| [[File:Planetside2 certs.png|15px]]500||Allows 2 additional grenades of any type to be carried.
|}
'''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.
 
Light Assault grenades can be very useful - especially smoke grenades, which help players navigate areas that are under heavy guard.
{{-}}
{| {{prettytable|float=right||style=width:600px}}
|+Nanoweave Armour Costs & Levels
|-
| [[File:Planetside2 certs.png|15px]]1||When equipped increases health by 10%
|-
| [[File:Planetside2 certs.png|15px]]10||When equipped increases health by 12.5%
|-
| [[File:Planetside2 certs.png|15px]]50||When equipped increases health by 15%
|-
| [[File:Planetside2 certs.png|15px]]150||When equipped increases health by 20%
|-
| [[File:Planetside2 certs.png|15px]]1000||When equipped increases health by 25%
|}
'''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====
{| {{prettytable|float=right||style=width:600px}}
|+Flash Grenade Costs & Levels
|-
| [[File:Planetside2 certs.png|15px]]200||Flash grenades emit a blinding flash and a concussive wave temporarily blinding anyone within range.
|}
'''Flash Grenade:''' A powerful weapon if used properly, flash grenades can help break a stalemate around a door. Try throwing one in and then advancing while the opposition is blinded; it may create an opening that you and the rest of your team can exploit.
{{-}}
{| {{prettytable|float=right||style=width:600px}}
|+Smoke Grenade Costs & Levels
|-
| [[File:Planetside2 certs.png|15px]]200||Allows Light Assault to use smoke grenades.
|}
'''Smoke Grenade:''' When deployed, smoke grenades create a wall of obscuring smoke that can be employed to create temporary concealment. Although enemy fire can still damage and kill enemies through smoke, it becomes far less effective if the enemy doesn't know where to aim. The most likely response to a smoke grenade is a normal grenade, using the area of effect to hopefully eliminate advancing enemies. So although it doesn't provide complete cover, it, like the Flash Grenade, can be used to create an opening that your team can exploit.
{{-}}
 
====Utility Slot====
{| {{prettytable|float=right||style=width:600px}}
|+C-4 (Explosives) Costs & Levels
|-
| [[File:Planetside2 certs.png|15px]]200||C-4 Explosives are capable of incredible damage to infantry and vehicles alike.
|-
| [[File:Planetside2 certs.png|15px]]500||Increases C-4 capacity to 2.
|}
'''C-4 (Explosives):''' Remote detonated explosives are key to Light Assault players wishing to take on an armoured target like an enemy tank or a Sunderer. The jump jets that provide unprecedented manoeuvrability on the battlefield mesh well with the ability to plant remote explosives. Once in close quarters against an enemy tank, use your jump jets to hop around its roof and then plant explosives on it. Use the left mouse button to trigger the explosives and destroy the tank.
 
Each brick of remote explosives costs [[File:Planetside2 infantry.png|15px]]100.
{{-}}
 
==[[File:Planetside2 medic.png]] 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.
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.


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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.
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==
===Certifications===
====Passive Systems====
{| {{prettytable|float=right||style=width:600px}}
|+Triage Costs & Levels
|-
| [[File:Planetside2 certs.png|15px]]100||Allows the combat medic to passively heal others that share a vehicle with them.
|-
| [[File:Planetside2 certs.png|15px]]150||Increases the amount of health restored by the Combat Medic to 0.8% per second.
|-
| [[File:Planetside2 certs.png|15px]]200||Increases the amount of health restored by the Combat Medic to 1.4% per second.
|-
| [[File:Planetside2 certs.png|15px]]400||Increases the amount of health restored by the Combat Medic to 2% per second.
|-
|[[File:Planetside2 certs.png|15px]]500||Increases the amount of health restored by the Combat Medic to 2.8% per second.
|}
'''Triage:''' A Medic player will now heal teammates who share a vehicle with them. Since most vehicles are designed to be operated alone or as combat vehicles themselves, however, this certification doesn't see much use. It is only valuable on Galaxies and Sunderers, both of which can carry large numbers of people. In combat, however, people are less likely to run back to a Sunderer for health and are more inclined to either die and respawn or seek out a combat medic on the field.
{{-}}
 
====Tool Slot====
{| {{prettytable|float=right||style=width:600px}}
|+Medical Applicator Costs & Levels
|-
| [[File:Planetside2 certs.png|15px]]0||'''Given at start'''<br />A nanite based medical applicator that has been specialized to repair and revive infantry soldiers.
|-
| [[File:Planetside2 certs.png|15px]]10||Increases healing and revive speed by 10%. Revives infantry at 30% health and MAX units at 7.5% health. Adds 0.5 meters to base revive range.
|-
| [[File:Planetside2 certs.png|15px]]30||Increases healing and revive speed by 20%. Revives infantry at 40% health and MAX units at 10% health. Adds 1 meter to base revive range.
|-
| [[File:Planetside2 certs.png|15px]]50||Increases healing and revive speed by 30%. Revives infantry at 50% health and MAX units at 12.5% health. Adds 1.5 meters to base revive range.
|-
|[[File:Planetside2 certs.png|15px]]100||Increases healing by 40% and revive speed by 45%. Revives infantry at 75% health and MAX units at 15% health. Adds 2 meters to base revive range.
|-
|[[File:Planetside2 certs.png|15px]]500||Increases healing by 50% and revive speed by 65%. Revives infantry at 100% health and MAX units at 20% health. Adds 4 meters to base revive range.
|}
'''Medical Applicator:''' A must-have for any medic player, a mere 10 certification points enables medic players to revive MAX units. This makes them very useful to MAX players, since dying to them means they'll have to select another class to play as. Note that although you can revive MAX players, you cannot heal them; that duty falls to Engineers.
 
The medical applicator's range is at first extremely short, making it difficult to revive friendlies without getting killed yourself. The faster revive speed and revive range are the real bonuses to upgrading the healing tool; the speed helps a little but the higher amount of health upon revive actually decreases the number of points you get from reviving a teammate. This is because revives will always result in 75 points, and a higher amount of health upon revive means less healing experience afterwards. Nevertheless, however, improving the healing tool is a standard amongst medic players. A few players revived and healed can help keep the fight going and might win the day.
{{-}}
 
===Ability Slot===
{| {{prettytable|float=right||style=width:600px}}
|+Nano-Regen Device Costs & Levels
|-
| [[File:Planetside2 certs.png|15px]]0||'''Given at start'''<br />Creates a nanite field that regenerates health in a radius around the Combat Medic.
|-
| [[File:Planetside2 certs.png|15px]]1||Reduces the Nano-Regen Device's cooldown period.
|-
| [[File:Planetside2 certs.png|15px]]10||Increases the Nano-Regen Device's health regeneration.
|-
| [[File:Planetside2 certs.png|15px]]30||Reduces the Nano-Regen Device's cooldown period.
|-
|[[File:Planetside2 certs.png|15px]]50||Increases the Nano-Regen Device's health regeneration.
|-
|[[File:Planetside2 certs.png|15px]]200||Reduces the Nano-Regen Device's cooldown period.
|}
'''Nano-Regen Device:''' Pressing {{kbd|F}} will activate this area-of-effect healing aura around you, enabling you to heal a large number of players at once. This healing aura heals far slower than the standard healing tool, but it can help heal targets that are far away, under cover, or are otherwise unable to be hit by the healing tool.
 
The healing aura influences yourself as well, so in lieu of a restoration or medical kit, employ this healing aura even when alone to regenerate lost health. It is also possible to engage the aura in combat, to help give yourself a little extra health in the middle of a firefight.
{{-}}
 
====Suit Slot====
{| {{prettytable|float=right||style=width:600px}}
|+Advanced Shield Capacitor Costs & Levels
|-
| [[File:Planetside2 certs.png|15px]]1||When equipped, the recharge delay for damaged Personal Shields will be reduced by 0.5 seconds.
|-
| [[File:Planetside2 certs.png|15px]]10||When equipped, the recharge delay for damaged Personal Shields will be reduced by 1 second.
|-
| [[File:Planetside2 certs.png|15px]]30||When equipped, the recharge delay for damaged Personal Shields will be reduced by 1.5 seconds.
|-
| [[File:Planetside2 certs.png|15px]]100||When equipped, the recharge delay for damaged Personal Shields will be reduced by 2 seconds.
|-
|[[File:Planetside2 certs.png|15px]]200||When equipped, the recharge delay for damaged Personal Shields will be reduced by 2.5 seconds.
|}
'''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.
{{-}}
{| {{prettytable|float=right||style=width:600px}}
|+Ammunition Belt Costs & Levels
|-
| [[File:Planetside2 certs.png|15px]]150||Grants access to the Ammunition Belt which allows soldiers to carry 1 additional magazine for both their primary and sidearm weapons.
|-
| [[File:Planetside2 certs.png|15px]]200||Allows soldiers to carry 2 additional magazines for both their primary and sidearm weapons.
|-
| [[File:Planetside2 certs.png|15px]]400||Allows soldiers to carry 3 additional magazines for both their primary and sidearm weapons.
|-
| [[File:Planetside2 certs.png|15px]]500||Allows soldiers to carry 4 additional magazines for both their primary and sidearm weapons.
|}
'''Ammunition Belt:''' The extra clips provided by this certification are usually of limited use to Medics, as more often than not they are on the front lines with the rest of the team, and there is usually an Engineer player more than willing to share the ammo. However, medic players have access to their healing aura ability that can help extend their life considerably. When caught behind enemy lines and are running low on ammunition, this certification could be a lifesaver. However, newer players will likely be killed before ammo is a problem.
{{-}}
{| {{prettytable|float=right||style=width:600px}}
|+Flak Armour Costs & Levels
|-
| [[File:Planetside2 certs.png|15px]]1||Reduces the amount of damage received from explosions by 15%
|-
| [[File:Planetside2 certs.png|15px]]10||Reduces the amount of damage received from explosions by 22%
|-
| [[File:Planetside2 certs.png|15px]]50||Reduces the amount of damage received from explosions by 30%
|-
| [[File:Planetside2 certs.png|15px]]150||Reduces the amount of damage received from explosions by 39%
|-
| [[File:Planetside2 certs.png|15px]]500||Reduces the amount of damage received from explosions by 50%
|}
'''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.
{{-}}
{| {{prettytable|float=right||style=width:600px}}
|+Grenade Bandolier Costs & Levels
| [[File:Planetside2 certs.png|15px]]100||Allows 1 additional grenade of any type to be carried.
|-
| [[File:Planetside2 certs.png|15px]]500||Allows 2 additional grenades of any type to be carried.
|}
'''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.
 
If you have the Revive Grenade unlocked, this certification can change the tide of battle with a few well-placed revive grenades. Until you have them unlocked, however, a single fragmentation grenade will be enough to keep most players going.
{{-}}
{| {{prettytable|float=right||style=width:600px}}
|+Nanoweave Armour Costs & Levels
|-
| [[File:Planetside2 certs.png|15px]]1||When equipped increases health by 10%
|-
| [[File:Planetside2 certs.png|15px]]10||When equipped increases health by 12.5%
|-
| [[File:Planetside2 certs.png|15px]]50||When equipped increases health by 15%
|-
| [[File:Planetside2 certs.png|15px]]150||When equipped increases health by 20%
|-
| [[File:Planetside2 certs.png|15px]]1000||When equipped increases health by 25%
|}
'''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===
{| {{prettytable|float=right||style=width:600px}}
|+Nanite Healing Grenade Costs & Levels
|-
| [[File:Planetside2 certs.png|15px]]200||Nanite Healing Grenades heal nearby friendly soldiers upon detonation.
|-
|}
'''Nanite Healing Grenade:''' A powerful healing grenade provides an effective area of effect healing burst to players in range. This requires a considerable mental change, as throwing grenades at friendlies is not something that is normally encouraged. Despite its apparent strengths, however, most players skip over this grenade type and favour the Nanite Revive Grenade instead. Players will often activate their area of effect healing ability in lieu of using healing grenades.
 
Nanite Healing Grenades cost [[File:Planetside2 infantry.png|15px]]65 each.
{{-}}
{| {{prettytable|float=right||style=width:600px}}
|+Nanite Revive Grenade Costs & Levels
| [[File:Planetside2 certs.png|15px]]200||Nanite Revive Grenades revive nearby friendly soldiers upon detonation.
|}
'''Nanite Revive Grenade:''' An extremely powerful grenade revives friendlies in its area when it explodes. The grenade of choice for many Medic players, the Nanite Revive Grenade, when thrown into a large crowd of friendlies, can quickly bring an entire flank or an entire battle back from the dead and sway the whole fight in your favour. Properly placing the grenade, however, can prove difficult since it bounces considerably.
 
Nanite Revive Grenades cost [[File:Planetside2 infantry.png|15px]]100 each.
{{-}}
 
===Utility Slot===
{| {{prettytable|float=right||style=width:600px}}
|+C-4 (Explosives) Costs & Levels
|-
| [[File:Planetside2 certs.png|15px]]200||C-4 Explosives are capable of incredible damage to vehicles and infantry alike.
|-
| [[File:Planetside2 certs.png|15px]]500||Increases maximum C-4 capacity.
|-
|}
'''C-4 (Explosives):''' These powerful explosives are occasionally purchased for Medic players. Although not as useful on Medics as they are on Light Assault players, Medics can still employ C-4 to eliminate enemy vehicles quickly. It is also generally better to equip C-4 than a Restoration or Medical Kit, as the Medic can already self-heal with the healing aura ability.
 
Each brick of remote explosives costs [[File:Planetside2 infantry.png|15px]]100.
{{-}}
 
==[[File:Planetside2 engineer.png]] 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.
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.


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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.
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==
===Certifications===
====Tool Slot====
{| {{prettytable|float=right||style=width:600px}}
|+Nano-Armour Kit
|-
| [[File:Planetside2 certs.png|15px]]0|| '''Given at Start'''<br />The Nano-Armour Kit quickly repairs friendly vehicles, MAXes, and equipment.
|-
| [[File:Planetside2 certs.png|15px]]10|| Increases the repair speed of the Nano-Armour Kit.
|-
| [[File:Planetside2 certs.png|15px]]30||Increases the repair speed of the Nano-Armour Kit.
|-
| [[File:Planetside2 certs.png|15px]]50||Increases the repair speed of the Nano-Armour Kit.
|-
| [[File:Planetside2 certs.png|15px]]150||Increases the repair speed of the Nano-Armour Kit.
|-
| [[File:Planetside2 certs.png|15px]]500||Increases the repair speed of the Nano-Armour Kit.
|}
'''Nano-Armour Kit:''' More commonly referred to as the repair tool, this certification is useful for just about any Engineer player. This certification doesn't really increase the repair speed of the repair tool, but allows it to heal more before overheating.
 
Since an easy-but-boring way to grind for certification points is to find turrets and repair them, this certification can make that grind considerably easier. A faster repair speed enables you to, at maximum level, fully repair a turret with only one cooldown period.
{{-}}
 
====Ability Slot====
{| {{prettytable|float=right||style=width:600px}}
|+Ammunition Package
|-
| [[File:Planetside2 certs.png|15px]]0|| '''Given at Start'''<br />A deployable ammunition package that replenishes the ammo of nearby soldiers.
|-
| [[File:Planetside2 certs.png|15px]]60|| Increases the lifespan of the Ammunition Pack to 2 minutes.
|-
| [[File:Planetside2 certs.png|15px]]100||Increases the lifespan of the Ammunition Pack to 3 minutes; also increases the radius in which the pack will resupply ammo to 4 meters.
|-
| [[File:Planetside2 certs.png|15px]]150||Increases the lifespan of the Ammunition Pack to 4 minutes; also increases the radius in which the pack will resupply ammo to 5 meters.
|-
| [[File:Planetside2 certs.png|15px]]200||Increases the lifespan of the Ammunition Pack to 5 minutes; also increases the radius in which the pack will resupply ammo to 6 meters.
|-
| [[File:Planetside2 certs.png|15px]]300||Increases the lifespan of the Ammunition Pack to 6 minutes; also increases the radius in which the pack will resupply ammo to 7 meters.
|}
'''Ammunition Pack:''' Most players choose not to rank up the ammo pack, as it is already quite common for players to run right on top of an ammo pack to make sure they're getting the most out of it. Lifespan upgrades are generally useless as well, as chances are you'll be needing the ammo pack for yourself.
{{-}}
{| {{prettytable|float=right||style=width:600px}}
|+Anti-Infantry MANA Turret
|-
| [[File:Planetside2 certs.png|15px]]50||Increases the amount of time it takes to overheat to 8.5 seconds.
|-
| [[File:Planetside2 certs.png|15px]]100||Increases the amount of time it takes to overheat to 9.0 seconds.
|-
| [[File:Planetside2 certs.png|15px]]150||Increases the amount of time it takes to overheat to 9.5 seconds.
|-
| [[File:Planetside2 certs.png|15px]]200||Increases the amount of time it takes to overheat to 10.0 seconds.
|-
| [[File:Planetside2 certs.png|15px]]500||Increases the amount of time it takes to overheat to 10.5 seconds.
|}
'''Anti-Infantry MANA Turret:''' This certification is rarely ever ranked up, as the deployable turret creates a massive coloured shield that is a magnet for sniper and rocket fire. All you'd need, if anything, is 8.5 seconds, which is already quite a bit. 9.5 seconds or more of continuous fire from a single source lures all the rockets in the world at it.
{{-}}
{| {{prettytable|float=right||style=width:600px}}
|+Anti-Vehicle MANA Turret
|-
| [[File:Planetside2 certs.png|15px]]50||Decreases the turret's cooldown period between shots to 5.75 seconds.
|-
| [[File:Planetside2 certs.png|15px]]100||Decreases the turret's cooldown period between shots to 5.5 seconds.
|-
| [[File:Planetside2 certs.png|15px]]150||Decreases the turret's cooldown period between shots to 5.25 seconds.
|-
| [[File:Planetside2 certs.png|15px]]200||Decreases the turret's cooldown period between shots to 5.0 seconds.
|-
| [[File:Planetside2 certs.png|15px]]500||Decreases the turret's cooldown period between shots to 4.5 seconds.
|}
'''Anti-Vehicle MANA Turret:''' On the other hand, a faster refire rate for your missile-launching turret (assuming you have purchased it for 700 certification points or 500 station cash) can prove to be very effective, assuming you can find a good spot to set it up. The most common target for missile launching turrets are Phalanx turrets and Sunderers - the latter of which usually have a large crowd of Engineers fixing in an attempt to keep their Sunderer alive and their spawn point up. Firing more missiles in less time can help you win the repair battle, and might mean the difference between a destroyed or still active Sunderer.
{{-}}
 
====Suit Slot====
{| {{prettytable|float=right||style=width:600px}}
|+Advanced Shield Capacitor Costs & Levels
|-
| [[File:Planetside2 certs.png|15px]]1||When equipped, the recharge delay for damaged Personal Shields will be reduced by 0.5 seconds.
|-
| [[File:Planetside2 certs.png|15px]]10||When equipped, the recharge delay for damaged Personal Shields will be reduced by 1 second.
|-
| [[File:Planetside2 certs.png|15px]]30||When equipped, the recharge delay for damaged Personal Shields will be reduced by 1.5 seconds.
|-
| [[File:Planetside2 certs.png|15px]]100||When equipped, the recharge delay for damaged Personal Shields will be reduced by 2 seconds.
|-
|[[File:Planetside2 certs.png|15px]]200||When equipped, the recharge delay for damaged Personal Shields will be reduced by 2.5 seconds.
|}
'''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.
{{-}}
{| {{prettytable|float=right||style=width:600px}}
|+Ammunition Belt Costs & Levels
|-
| [[File:Planetside2 certs.png|15px]]150||Grants access to the Ammunition Belt which allows soldiers to carry 1 additional magazine for both their primary and sidearm weapons.
|-
| [[File:Planetside2 certs.png|15px]]200||Allows soldiers to carry 2 additional magazines for both their primary and sidearm weapons.
|-
| [[File:Planetside2 certs.png|15px]]400||Allows soldiers to carry 3 additional magazines for both their primary and sidearm weapons.
|-
| [[File:Planetside2 certs.png|15px]]500||Allows soldiers to carry 4 additional magazines for both their primary and sidearm weapons.
|}
'''Ammunition Belt:''' The extra clips provided by this certification are usually of limited use to Medics, as more often than not they are on the front lines with the rest of the team, and there is usually an Engineer player more than willing to share the ammo. However, medic players have access to their healing aura ability that can help extend their life considerably. When caught behind enemy lines and are running low on ammunition, this certification could be a lifesaver. However, newer players will likely be killed before ammo is a problem.
{{-}}
{| {{prettytable|float=right||style=width:600px}}
|+Flak Armour Costs & Levels
|-
| [[File:Planetside2 certs.png|15px]]1||Reduces the amount of damage received from explosions by 15%
|-
| [[File:Planetside2 certs.png|15px]]10||Reduces the amount of damage received from explosions by 22%
|-
| [[File:Planetside2 certs.png|15px]]50||Reduces the amount of damage received from explosions by 30%
|-
| [[File:Planetside2 certs.png|15px]]150||Reduces the amount of damage received from explosions by 39%
|-
| [[File:Planetside2 certs.png|15px]]500||Reduces the amount of damage received from explosions by 50%
|}
'''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.
{{-}}
{| {{prettytable|float=right||style=width:600px}}
|+Grenade Bandolier Costs & Levels
| [[File:Planetside2 certs.png|15px]]100||Allows 1 additional grenade of any type to be carried.
|-
| [[File:Planetside2 certs.png|15px]]500||Allows 2 additional grenades of any type to be carried.
|}
'''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.
 
If you have the Revive Grenade unlocked, this certification can change the tide of battle with a few well-placed revive grenades. Until you have them unlocked, however, a single fragmentation grenade will be enough to keep most players going.
{{-}}
{| {{prettytable|float=right||style=width:600px}}
|+Nanoweave Armour Costs & Levels
|-
| [[File:Planetside2 certs.png|15px]]1||When equipped increases health by 10%
|-
| [[File:Planetside2 certs.png|15px]]10||When equipped increases health by 12.5%
|-
| [[File:Planetside2 certs.png|15px]]50||When equipped increases health by 15%
|-
| [[File:Planetside2 certs.png|15px]]150||When equipped increases health by 20%
|-
| [[File:Planetside2 certs.png|15px]]1000||When equipped increases health by 25%
|}
'''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.
{{-}}
{| {{prettytable|float=right||style=width:600px}}
|+Utility Pouch
|-
| [[File:Planetside2 certs.png|15px]]200||Allows C4 to be carried in the Utility Pouch, increasing the overall carrying capacity by one.
|-
| [[File:Planetside2 certs.png|15px]]400||Allows Tank Mines to be carried in the Utility Pouch, increasing the overall carrying capacity by one.
|-
| [[File:Planetside2 certs.png|15px]]500||Allows an additional C4 Explosive to be carried in the Utility Pouch, increasing the overall carrying capacity.
|-
| [[File:Planetside2 certs.png|15px]]1000||Allows an additional Tank Mine to be carried in the Utility Pouch, increasing the overall carrying capacity.
|-
| [[File:Planetside2 certs.png|15px]]1000||Allows antipersonnel mines to be carried in the Utility Pouch, increasing the overall carrying capacity.
|}
'''Utility Pouch:''' A prohibitively expensive certification, the Utility Pouch is often not used. However, the ability to field additional explosives can prove to be quite effective. It is generally best, however, to spend certifications elsewhere first (most notably, it is possible to upgrade carrying capacity without the utility pouch) and then consider this if your certification points ''really'' have nowhere to go (keep in mind that 1000 certification points is more than enough to buy a weapon!).
 
====Grenade Slot====
{{-|right}}
{| {{prettytable|float=right||style=width:600px}}
|+Sticky Grenade Costs & Levels
|-
| [[File:Planetside2 certs.png|15px]]100||Sticky grenades attach themselves to most surfaces when thrown.
|-
|}
A far cry from the standard, extremely bouncy grenades, sticky grenades will adhere to surfaces. This makes them far more easily controlled, but very difficult to indirect fire with them. Sometimes it is possible for their damage to penetrate shielding. As with normal grenades, however, they generally aren't worth using against vehicles.
 
Sticky grenades cost [[File:Planetside2 infantry.png|15px]]75 each.
 
====Utility Slot====
{| {{prettytable|float=right||style=width:600px}}
|+Antipersonnel Mines
|-
| [[File:Planetside2 certs.png|15px]]100||Antipersonnel mines explode in the presence of nearby enemy soldiers.
|-
|[[File:Planetside2 certs.png|15px]]150||Increases Antipersonnel mine capacity by one.
|}
'''Antipersonnel Mines:''' An oft-used certification that can prove to be very annoying to the enemy, antipersonnel mines can instantly kill any class except the MAX. AP mines will automatically detonate when an enemy walks within range; Terran Republic claymores are unique in that they will only explode and cause damage in a certain direction. The New Conglomerate's Bouncing Betty mine and the Vanu Sovereignty's unimaginatively named Proximity Mine are omnidirectional. These are the same mines utilized by Infiltrators.
 
Each mine costs [[File:Planetside2 infantry.png|15px]]75.
{{-}}
{| {{prettytable|float=right||style=width:600px}}
|+Tank Mines
|-
| [[File:Planetside2 certs.png|15px]]100||Tank mines are an effective solution to enemy ground vehicles.
|-
|[[File:Planetside2 certs.png|15px]]150||Increases Tank mine capacity by one.
|}
The only class to use these weapons, anti-tank mines (or simply "tank mines") are extremely powerful and can cause considerable damage to enemy vehicles. One or two are usually enough to destroy a Sunderer. Mines will trigger in the presence of enemy vehicles, including stationary ones. Most players, therefore, will prefer to drop their mines on top of their target instead of bringing the target to the mines.
 
Tank mines are extremely difficult to use, as there are very few choke points where enemy vehicles must travel. Various bridges are a possibility, but most players will expect them there.
 
Each anti-tank mine costs [[File:Planetside2 infantry.png|15px]]75.
{{-}}
{| {{prettytable|float=right||style=width:600px}}
|+C-4 (Explosives) Costs & Levels
|-
| [[File:Planetside2 certs.png|15px]]200||C-4 Explosives are capable of incredible damage to infantry and vehicles alike.
|-
| [[File:Planetside2 certs.png|15px]]500||Increases C-4 capacity to 2.
|}
'''C-4 (Explosives):''' Not often used on Engineers, the Light Assault class is the most oft user of remote explosives. Most players will prefer mines of some description, though remote explosives can prove effective in other areas - especially for Terran Republic players, who may not have time to set up an direction-specific Claymore trap.
 
Each brick of remote explosives costs [[File:Planetside2 infantry.png|15px]]100.
{{-}}
 
==[[File:Planetside2 heavyassault.png]] 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.
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==
==[[File:Planetside2 max.png]] 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.
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.


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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.
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.
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