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[edit]
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[edit]
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
.Certifications[edit]
Passive Systems[edit]
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[edit]
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[edit]
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[edit]
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.
100 | Allows 1 additional grenade of any type to be carried. |
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.
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[edit]
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.
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[edit]
200 | Allows the Infiltrator to use antipersonnel mines. |
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.
Light Assault[edit]
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.
Certifications[edit]
Ability Slot[edit]
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.
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[edit]
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.
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: 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.
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.
100 | Allows 1 additional grenade of any type to be carried. |
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.
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[edit]
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.
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[edit]
200 | C-4 Explosives are capable of incredible damage to infantry and vehicles alike. |
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 100.
Combat Medic[edit]
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.
Certifications[edit]
Passive Systems[edit]
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[edit]
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[edit]
Nano-Regen Device: Pressing
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[edit]
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 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.
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.
100 | Allows 1 additional grenade of any type to be carried. |
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.
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[edit]
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 65 each.
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 100 each.
Utility Slot[edit]
200 | C-4 Explosives are capable of incredible damage to vehicles and infantry alike. |
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 100.
Engineer[edit]
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.
Certifications[edit]
Tool Slot[edit]
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[edit]
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.
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.
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[edit]
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 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.
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.
100 | Allows 1 additional grenade of any type to be carried. |
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.
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.
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[edit]
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.
Utility Slot[edit]
100 | Antipersonnel mines explode in the presence of nearby enemy soldiers. |
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.
100 | Tank mines are an effective solution to enemy ground vehicles. |
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.
200 | C-4 Explosives are capable of incredible damage to infantry and vehicles alike. |
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 100.
Heavy Assault[edit]
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[edit]
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.