PlanetSide: Core Combat




PlanetSide: Core Combat

Developer:Verant Interactive Genre:Arcade Release Date: Download Games Free Now!

About The Game

PlanetSide: Core Combat adds a new style of gameplay to PlanetSide with head-to-head urban warfare, testing players' skills as they react quickly to enemy troops in high-adrenaline fire-fights in subterranean alien complexes. With six new underground war zones, additional weapons, vehicles, and enhanced empire bonuses, Core Combat creates a new dimension for players to master in PlanetSide's all-hours-of-the-day online conflict.

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PlanetSide: Core Combat

PlanetSide: Core Combat Review

By Catherine Black |

PlanetSide was and is an ambitious achievement. An online first-person shooter on a huge, persistent-world scale. It was not without some teething problems, however. As much of a blast as it was to play, PS was riddled with bugs, lag and instability. The novelty and fun of it, however, managed to survive these ailments. What hobbled PS in the long run, however, was how quickly the tides of war could change. Your faction could grab hold of an entire continent, taking all day to vanquish your foe--and then you would log on the next day only to find that same continent completely secured by the same enemy you'd plowed through the day before, or even hours before.

It's a much more stable game now, however, and some significant tweaks have been put into place to make defense last longer and base capping a matter of CTF rather than sitting around for a base timer cap to wind down to zero. Core Combat adds some further twists that can create an impressive fortress of any base. It's too bad that the cavern maps themselves are virtual wastelands, but we'll get to that in a moment.

You'll have six caverns with the expansion pack, connected to six continents on Auraxis. Only two of these caverns will be accessible at any given time. You can get to them via a warpgate, and two gates are placed on each connecting continent.

Unfortunately, the cavern warpgates are almost always in the middle of nowhere, so if you're already on the ground, it's a bit of a pain to get underground. However, you can drop from the HART transport and will be able to select a drop point that's right nearby. It's probably better this way anyway--driving into the cavern is an exercise in patience, because it's really only geared towards foot traffic and flying vehicles. It's a cramped place, and there are no roads, only lots of sheer dropoffs.

Cavern transportation is provided by "ziplines," statically-placed glowing cords that move a soldier rapidly from point to point. There are dozens and dozens in each cavern, but they don't ever go conveniently to where you need to go.

The point of the cavern is to acquire a Vortex Module, which you can take to the generator room of a surface base and install to give that base various benefits like rapid respawn, faster foot movement, extra health, a base shield, and the ability to get Ancient Tech vehicles at a surface base vehicle pad.

In order to gain a module, you have to acquire a special box at the top floor of a "Stasis" base, which you'll usually find at opposing ends of a cavern. Once you get the box, you have to take it to the center base and charge it up, which takes a while and leaves you vulnerable to attack.

Did I mention the ziplines aren't very intuitive? This is a major sticking point. Sometimes you'll zip over to what turns out to be a dead end, or you end up at a base attached to ziplines that go in every direction but the one you want to go. Sometimes moving from line to line is a few feet, other times you have to jump through a warp pad or hop off a cliff in order to get to the next one. There's an excessive amount of planning required. "Let's see, if I head over to that base, I see I can take a zip to that other one, if I run through the inside and go out that door."

PlanetSide: Core Combat Game Walkthrough

--------------THE BEST GUIDE TO PLANETSIDE & CORE COMBAT---------------

This guide is Copyright me 2004. Planetside & Core Combat is Copyright
Sony Online Entertainment 2003. I am in no way affiliated with the Sony
Online Entertainment industry  (a.k.a. SOE).

I AM ALSO GRATEFUL to a buddy who goes anonymous who helped me fix the
lines to 80 characters. In fact, he helped fix 757 LINES THAT WERE ABOVE 80
CHARACTERS!!! Just to put it into perspective, this guide is big, being
exactly 3009 lines long... If you want to know how he really did it, he
used a program that he made. Easy, but powerfully effective.

Special Thanx goes out to MadMAX01 (planetside nickname) for introducing
me to planetside.

My own personal nicknames for the NC and the TR will remain undisclosed
(not here). MadMAX01 will be the only one to recognize me on the battlefield...

In case you're wondering, madMAX means mad-MAX (mech suit). His name's
not really max...

I am also sorry about the CAPS and the ... thing... Bad habit, my first guide,
gimme a break.


I'm open to any and all suggestions at this time.

~~~~~~~~~~~~~~~~~~~~~~~SECTION 0: CONTENTS~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

~Section 0: Contents (WELL YOU'RE READING IT!!!)
	-Contact Info
~Section 1: Version History
~Section 2: Story, as taken from Planetside & Core Combat Manuals
~Section 3: Basic Way 2 Play
~Section 4: Every side, Every weapon, & Every vehicle
	-Common Pool Weapons, Armor, & Vehicles
	-Cert Costs, Ratings, ETC.
	-The Vanu Sovereignty
	-The New Conglomerate
	-The Terran Republic
~Section 5: Typical Strategies
	-The "do's and dont's" of just about everything
	-The best ways to get BEP
	-Attack methods
	-How to make a good character
	-Solo Strategies (NEW!!!)
	-The Basis For EXP (NEW!!!)
	-The Easiest way to kill (NEW!!!)

~Section 6: Credits

--------------------------CONTACT INFO---------------------------------

If you want to contact me for a suggestion or a strategy, I want you
to check to see if it's not in the guide first!!! It's very annoying when
I read email about something already in the guide.

Send your suggestion to "" Yes I know my spelling
sucks, don't rub it in.

IF YOU SEE A SPELLING ERROR (Besides in my email name):
Again, send the 'paragraph' of the spelling error to
"" If you send just the single word, it won't

There were some errors with the word wrap program which my friend used to fix
the guide to specs of Gamefaqs... If you see MORE THAN 3 lines of blank-ness,
send me an e-mail to "" (3rd time I said that!!!)
Also, if something doesn't look right with weapon, vehicle, cert, and implant
star ratings (theres an unexpected space at the beginning of the line), then
tell me about that too.

I have SpamblockerZ, so there. :-P

Hmm, don't bother. SpamblockerZ blocks these too. :)

~~~~~~~~~~~~~~~~~~~~~~~~~~VERSION HISTORY~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Version 1.5 (7-2-04):
*Ahh, it's summer and there's not a SINGLE GODAMN WAVE ON THE BEACH ABOVE
2 FEET!!! Oh well, since I'm in summer school and there's NO good surf,
I figured I'd update this guide...
*I'm adding a section that tells you the basis for EXP. This will include
capture EXP.
*I got rid of the ASCII art, it sucked...
*Another new section: "The easiest way to kill..."

If any of you people happen to kill these things and get their EXP values,
I will put you in the Credits section.

Version 1.1 (6-30-04):
*Ahh, sony doesn't want to stop with improvements, and I agree with them,
I put in the new vehicles
*Some improved tips on getting lots of frags
*For some reason, rocklet rifle is less powerful since the new vehicles
came in, damn...
*My own special trick for my own character is now here
*The secret to getting BR4 in Training is in the "how to make a good
character" section

Version 1.0 (5-8-04):
*OK, I'll be honest, I didn't actually release version 0.5, just wanted
to know how I made some of this guide...
*Added Implants Section
*Added Cert section
*Added "how to make a good character"

Version 0.5 (4-28-04):
*First release (not really)
*Still need to look at some weapons & vehicles
*I am open to suggestions
*'Typical Strategies Section' to be coming soon!
*Common Pool Weapons and Vehicles complete


(Note that these stories are taken directly from the manuals)


*In existence for over a thousand years, the Terran Republic was the
sole governing power with an intergalactic reign. The Terran Republic
maintained absolute authority until recently when an expeditionary force
was sent into a wormhole to colonize a newly discovered world named Auraxis.

*During the course of colonizing Auraxis, three main bases were established
at different locations on the planet's surface to expedite the colonization.
In the following years, numerous outposts were constructed across Auraxis'

*Remnants of an ancient alien race were also unearthed, and this race
became known as the Vanu. No traces of what happened to the Vanu could
ever be found, but elements of their technology were discovered during
the colonization stages, most notably 'rebirthing' technology. Utilizing
a hybrid of man-made and Vanu technology, humans are able to store their
genetic pattern. Whenever someone dies, that person is able to come back
to life via the rebirthing technology.

*Near the end of the colonization period, the wormhole collapsed, stranding
the Terran Republic expedition from the main empire. Tensions grew and
escalated. Emboldened now that the main body of the Empire was cut off,
the Terran Republic was ultimately divided into three Empires: those still
allied with the Terran Republic, and two new empires - the New Conglomerate
and the Vanu Sovereignty.

*Now the three empires are engaged in a world-wide war for control of
Auraxis. A war without permanent death...

--------------------------Planetside: Core Combat----------------------

"Why must everything be turned into a weapon?" The scientist gesticulated
wildly at the crystalline structures around him. "The Ancients created
this planet as a construct to alter the very fabric of existence. We have
the barest inkling of how they effected such manipulations, yet we diminish
these great discoveries by turning them into weapons of war! It's beyond
comprehension! We could be changing the entire known universe for the

The scientist stopped himself suddenly and pulled back, stifling his
anger. This was the sort of outburst many of his colleagues had made shortly
before they disappeared.

The Way Commander in front of him waited patiently, relishing the widening
eyes and almost panicked expression that crossed the scientist's face.
He paused and wondered which way to handle the situation, while allowing
the scientist a few more moments of uncertain fear. "You see the Goal,
but you don't find the Way," the Way Commander finally said.

The Way Commander waved his arm to encompass the crystalline vista beyond.
"You say this vast underground chamber was a staging house for energies
that swept over the entire planet. That, combined with the other five
chambers elsewhere in the world, chambers very much like this one--those
dimensional energies were warped and changed so that the Ancients could
wander across the multiverse as they pleased?"

The scientist merely nodded perfuntorily, unwilling to speak lest he
sway The Way Commander into a negative judgement.

"You say that these buildings weren't habitations at all, but merely
baffles and routing structures for those energies, regardless of how they
appear to us."

Again, the scientist simply nodded.

"But what of it? The Geowarps on the world above didn't open through
human efforts. As far as we can determine, those gates weren't even there
when we did the initial planetary surveys. And we certainly didn't see
anyone building them. They just appeared in position, literally out of
thin air." The Commander stepped closer to the fearful scientist. "The
Sovereignty doesn't have a lock on those Geowarps. You know this. We're
not the only ones that can reach those caverns."

The Way Commander smashed an armored fist agsinst a nearby crystalline
wall and sent a deep thrum throughout the chamber. The strange crystalline
material remained unmarred. "We've found ways to harness this new Ancient
Core energy. The other empires have this capacity as well. So we still
don't have a technological advantage."

The Way Commander met and held the gaze of the scientist. "For that we
have the treachery of your fellows to thank." The scientist quaked. The
Way Commander referred to the leak of information from Sovereignty scientists
to members of enemy empires, which revealed how to activate the newly
discovered Geowarps. The reaction by the Way Commanders had been swift
and violent.

"The Way is to eradicate every non-Sovereignty being from this planet,
and thus eliminate all threat. Afterward, at our discretion, we can review
that greater goal of traveling across the multiverse and changing existence."
The Way Commander's tone dripped with scorn. "You should ensure that you
are here to see that glorious day by assisting the Commanders rather than
questioning our decisions." He turned to board his Reaver. "I'll remember
your words," he said over his shoulder. "See that you remember mine."

The Reaver hatch closed and the ship took off, maneuvering through the
cavern tunnels and out through the Geowarp to the surface above.

Trembling, the scientist tried to raise moisture to a mouth gone dry.
His outburst had cost him. He would need to be very careful in the future
to avoid further notice by the Command caste. He took one last look up
at the Ancient Core complex hovering on the central cascading energy column
before turning back to his instruments. The Commander was right about
one thing. Others would be here soon to steal the secrets of the Ancients,
and his dilemma was simple-if these discoveries were to be turned into
weapons, whom would he rather possess them?

~~~~~~~~~~~~~~~~~~~~~~~~~~~~THE BASICS~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Ok, this is gonna be plain and simple. Unless you want to follow one
of the strategies shown in section 5, there is one thing you must always
get regarding certifications. MEDIUM ASSAULT. However, if you are a total
noob, you probably dont know what i'm talking about... Therefore I will
go into an in-depth description of the 'basics'.

You get equipped at equipment terminals. You get certified at certification
terminals. You get Vehicles at vehicle terminals. You get medified (healed)
at medical terminals... Anyone starting to see a pattern emerge here?

In planetside, there is one main goal. Fight to the death. Your objective
is to capture facilities from your enemies on several continents. Whenever
you kill someone in any way what-so-ever, or capturing enemy facilities,
you get Battle Experience Points (BEP). When you get BEP, you can raise
your Battle Rank (BR). When you get a promotion in BR, you get one "certificat-
ion point", otherwise known as a cert point. With cert points, you can
buy certs (certifications... why you wouldnt figure this out i'm not sure,
but hey). When you buy certs, you get access to new weapons, vehicles,
armor, and enhanced support equipment. Medium Assault is one such cert
that gives you access to better weapons than the pea-shooters you start
out with. But BR20 is the highest you can go. Also when you get up to
BR 6,12, and 18, you get an 'implant slot' (no abbreviation). With an
implant slot, you get one implant. Implants give you super scary powers.
^_^. For more info on those, see section 4. Of course there are very VERY
special abilities available to people who get "Command Rank" (CR). CR
is gained by capturing facilities when you're a squad leader (See below).
Unlike BR, CR is limited to CR5 (vs. BR20). CR1 isn't very major. You
can chat with everyone that has command rank from anywhere to everywhere.
CR2 gives you a neat little toy. You get an item called the "Command Uplink
Device". It provides you with better abilities as you rise in CR. However
it can only be used outside... At CR4, you get to see where all the enemies
and all the friendlies are in an area. Pretty handy. At CR3, you get access
to the EMP Strike. Although I don't find it very useful, it is cool for
taking out a minefield, or getting rid of everyones implants. CR4 gives
you access to the coolest thing ever. It's called an Orbital Strike (OS
for short). Even though you can only call one in every 3 hours (!!!) It's
handy for killing a huge number of people gathered in a facility, or a
busy AMS maybe... CR5 gives you access to a supposedly more powerful orbital
strike with more blast radius. Plus you can use global chat, as well as
continent chat. It allows you to contact EVERYONE on a continent, OR THE
WORLD FOR ALL YOU CARE!!! Handy because whenever I'm going on a lone raid
on a continent, I always seem to be overwhelmed by the opposition because
there are very few friendlies and it's hard to recruit more. With global
chat, you can literally get people to FLOCK to a continent! But be careful
about it, grunts (people with no command rank whatsoever) don't seem to
like people with CR5. Believe me, I didn't until I got up to CR3. IT'S
ALL JEALOUSY!!!!! Notice that I've said much about the command role, thats
because it's important on the battlefield. Now then, back to certifications
and BR. There are no certs that cost less than 2 cert points. Most of
the useful certs cost 3 points. VERY useful, but rare certs cost 4 points.
costs that much). Also, you can "sell" a cert after you buy it if you
want. However you can only do that every 24 hours, so do choose wisely
on certs.

Moving onto my next point: Death. If any of you bothered to read the
story, it says that an alien race was uncovered. They had "rebirthing"
technology. Whenever you die, you can respawn, it just depends where...
There are many options to respawn, but some may be smarter or stupider
than others. If you chose to respawn at an AMS (Advanced Mobile Station),
you can't get a MAX suit. But if you don't use MAXes, then an AMS is a
great way to stay in the action. If you spawn at a guntower, then you
can get your MAX, but towers cannot move, and if the tower's far from
the battle, you might not see much action. If you spawn at a facility,
you might be RIGHT IN THE MIDDLE of the action. If not, then it's nearly
the best method of respawn because you can get your vehicles. But the
best method of spawn IMO is a guntower, because you can get any armor
and gun you want, and if you have a guntower, a friendly had to capture
it meaning that supposedly it's close to the battle. But it's all your
choice. It really depends on what certifications you get. 

Squads. This is a new thing in FPS games that I think is pretty cool.
In a squad, you stay in contact with one-another anywhere. If you are
on the same continent as another squad member and that squad member gets
a kill, you get some of the BEP for that kill. Whenever a facility is
captured and you're in a squad, you get more BEP for the capture. If you
create the squad, then you're squad leader. If you're squad leader, you
own everyone under your command. Also if you capture facilities when you're
a squad leader, you get CEP for the all so useful command abilities...
If you and another squad leader agree on it, you can form a platoon. A
platoon is essentially 2 or 3 squads joined together. That means they
can get up to 30 people. Squads can only be 10 people each. Also if you
want to form an "outfit", you need a squad of 10. All 10 people must not
already be in an outfit. Then the squad leader can make his choice and
create the outfit if all conditions are met. Platoons are really cool
because they can own a whole base if they are fully sized. A whole continent
if it's fully sized with all BR20 CR5's (very VERY rare). BTW, outfits
are permanent unless you choose to resign. Plus numbers in an outfit can
reach hundreds. I've seen outfits so large that you crash if you try to
join them...

done in 2 ways (depending on the facility). The first is called "Hack-And-Hold"
The objective is to hack a control console with a piece of equipment called
an REK. And once that is done, make sure the place doesn't get resecured
by the enemy (they resecure a facility in the same way you hack it, with
an REK). There are also several other special abilities that can be done
with the REK. You can open all locked doors by shooting it at the door
lock. If you have Hacking certifications, you can hack terminals for your
use. Also with hacking certs, you can hack control consoles and door locks
faster. Anyway, back to hack-and-hold. After you hack the control console,
you must make sure your enemy doesn't resecure it for 15 MINUTES!!! It
may sound like a long time, but it goes by very quickly. Once you've captured
the building, you can use it to your pleasure, but be warned that your
enemy can hack it again and try to take it back. Also between the time
a facility is hacked and captured, terminals cannot be used unless you
have hacking certs. The second way a facility is captured is by an "LLU".
LLU's only appear when an LLU carrying facility is hacked. When an LLU
appears, someone from the hacking team must grab it and get it to a friendly
control console within 15 minutes. If you have the LLU, you can't drive
vehicles. Plus you can't get into flying vehicles. Also EVERYONE FROM
FOR RESISTANCE!!! However, when the LLU is brought to the friendly control
console, the facility that was hacked is immediately captured. Whenever
EVERY facility is captured on a continent, that continent is considered
owned by the empire that has the facilities. When the empire owns the
continent, no drop pods can be deployed onto it. (see below)

TRAINING... When you create a new character, you start at BR1 CR0. You
get 4 cert points to start with. The first thing you should do is go into
the VR training centers on your sanctuary, the continent you start out
on. Whenever you equip a new weapon or vehicle in training, you get BEP,
usually 100-200. You can get up to about BR3.7 by doing this, even though
I've gotten up to BR4 twice. After going through training, you have 6
cert points (or 7 if you figured out how to get to BR4, ^_^, my secret...).
And you can get any cool abilities you want. I recommend for a beginner
that you get Medium Assault, and when you get BR4, Uni-Max. The empire
you chose is your choice, but if you're a beginner, you should go with
the Terran Republic. If you're kinda good/experienced in FPS combat, go
with the New Conglomerate. If you are an EXTREMELY EXPERIENCED teamplayer,
asskicker, etc. Go with the Vanu Sovereignty.

I myself, am a VERY experienced 'asskicker' at planetside. So therefore,
I should be playing the VS. However, the VS isn't exactly my favorite
side because their only real advantage is their MAXes. Therefore, I play
as the NC and the TR, at different times of course. I am BR20 CR5 on the
NC, but I'm working my way up on the TR, being BR8 CR 0.2, not bragging
or anything...

ANYWAY, I hope I covered enough of the basics right in this... LONG SECTION!!!

~~~~~~~~~~~~~~~~~~~EVERY GUN, VEHICLE, MAX, ETC.~~~~~~~~~~~~~~~~~~~~~~~

I know the section is out of sync with the contents section, I'm just
lazy to change it...


The backbone of your existence and success in your empire is how good
you are at handling weaponry and vehicles. To use such equipment requires
clearance/certification. This section explains the certification system.


[TR] Terran Republic
[NC] New Conglomerate
[VS] Vanu Sovereignty
[C] Common, everyone can get it with the proper cert
[AT] Special Core Combat weapon that can only be purchased underground
or at a place with the right module



Medium Assault
Usefulness: *****
Cost: ***** (2 cert points)
Overall rating: *****
Weapons given: [TR] Cycler, [NC] Gauss, [VS] Pulsar, [AT] Spiker,
[C] Punisher, [C] Sweeper.

Medium Assault gets a high rating because it is so necessary. It only
costs 2 points and gives you access to weapons that can actually get a
VERY VERY VERY VERY SKILLED!!!!!!!!! Oh yeah, and it's the requirement
for every other hand-weapon cert.

Heavy Assault
Usefulness: ****
Cost: ** (4 cert points)
Overall rating: ****.5
Weapons Given: [TR] Chaingun, [NC] JackHammer, [VS] Lasher, [AT] Maelstrom

This is the cert that literal commandos get. It only gives access to
2 weapons. (Per side) However, these weapons are total GRINDERS TO INFANTRY.
Everyone who thinks their character is a major battlefield character should
get this. These weapons also bring some power to the people with low FPS.

Special Assault
Usefulness: ****
Cost: **** (3 cert points)
Overall rating: *****
Weapons Given: [C] Rocklet Rifle, [C] Thumper, [AT] Radiator

Pretty good. It give you access to the dreaded Rocklet Rifle. When in
the right hands, it owns. The thumper is pretty cool because you can shoot
it in a corridor and hit your enemy. The Radiator COMPLETELY ignores armor
when in damages. And it lasts a long time, pretty cool.

OK... Since a recent patch in planetside was released, I have noticed
that the rocklet rifle has decreased damage, decreased blast radius, and
no incendiary system (lasting damage)... Oh well, the Thumper and Radiator
are still good.

Usefulness: **
Cost: * (3 cert points)
Overall rating: ***
Weapons given: [TR] Striker, [NC] Phoenix, [VS] Lancer, [C] Decimator

One of the more useless certs. The only reason it gets a 3/5 is because
of the decimator. The Phoenix for the NC is pretty cool, but gets boring
after a while. The striker is literally a cheat weapon...

Usefulness: *
Cost: * (3 cert points)
Overall rating: 0
Weapons given: [C] Bolt Driver

The absolute most useless cert in the game. It gives you access to a
sniper rifle. 2 hits will kill anyone in any armor. However it just plain
sux. See the stats I give on it for more details.


Infiltration suit
Usefulness: ****
Cost: **** (2 cert points)
Overall rating: ****
Armor given: [C] Infiltration suit

Cool because you can be invisible... If you have combat engineering,
then you can blow up the enemy's generator room in a facility. (If you're
lucky). Also cool because you can sneak up on an unsuspecting enemy and
blow the shit out of them in the form of your chosing. Useful, but not
a total "must-get".

Reinforced Exo-suit
Usefulness: *****
Cost: **** (3 cert points)
Overall rating: ****
Armor given: [C] Reinforced Exo-suit

Everyone except a vehicle expert should have this certification. See
the stats I give on it for more details

Anti-Infantry MAX
Usefulness: ******
Cost: **** (3 cert points)
Overall rating: *****
Armor given: [TR] Dual Pounder, [NC] Scattercannon, [VS] Quasar

This MAX rox. 'Nuff said. Notice the extra star on usefulness...

Anti-Vehicle MAX
Usefulness: ****
Cost: **** (3 cert points)
Overall rating: ***
Armor given: [TR] Dual Cycler, [NC] Falcon, [VS] Comet

Little less useful than the anti-infantry MAX, but still cool.

Anti-Air MAX
Usefulness: ******
Cost: ****** (2 cert points)
Overall rating: *
Armor given: [TR] Dual Burster, [NC] Sparrow, [VS] Starfire

I rate this one of the most useful certs because everything seems to
come under air-raid. AA MAXes are the most useful weapons against aircraft.
No more to be said...

Usefulness: **********
Cost: * (5 cert points)
Overall rating: *****
Armor Given: EVERY SINGLE DAMN MAX LISTED ABOVE!!! (Empire restrictions

This thing is probably the enemy's ticket to hell. You get a 3 cert point
discount because you get EVERY MAX available to your empire. Prepare to


Air Cavalry
Usefulness: *****
Cost: ** (4 cert points)
Overall rating: *****
Vehicles Given: [C] Reaver, [C] Mosquito

Gives you 2 powerful aircraft in their own aspect. They get such a high
rating because no one is ever prepared for them... The most useful vehicle
cert IMO.

Air Support
Usefulness: *****
Cost: **** (3 cert point)
Overall rating: ***
Vehicles Given: [C] Galaxy, [C] Liberator, [C] Lodestar

Gives you 3 major support aircraft. They aren't always needed, but the
Liberator can leave a path of destruction in its wake. The Galaxy can
drop a full squad anywhere, and the lodestar can re-arm and repair other
vehicles before another attack.

Usefulness: **
Cost: ***** (2 cert points)
Overall rating: ****
Vehicles given: [C] Basilisk, [C] Wraith, [AT] Switchblade, [C] Fury

Good for transport, but thats it. I like the switchblade too because
it can go over water and it has a slightly good gun.

OK, new ATV since a recent patch. It's called the Fury...

Armored Assault
Usefulness: ****
Cost: **** (3 cert points)
Overall rating: ****
Vehicles given: [TR] Prowler, [NC] Vanguard, [VS] Magrider, [AT] Flail

Cool. The vehicles are very powerful. But it can always be annoying to
find a gunner. The Flail is so powerful, it doesn't belong in planetside.

Assault Buggy
Usefulness: ***
Cost: **** (3 cert points)
Overall rating: ***
Vehicles given: [TR] Marauder, [NC] Enforcer, [VS] Thresher

Also cool. But to use them right, you need to know how to evade fire.
Plus it's still annoying to find a gunner.

Usefulness: 0
Cost: ***** (2 cert points)
Overall rating: 0
Vehicles given: [C] Harasser

Light Scout gives you the harasser anyway. This is a useless cert

Light Scout
Usefulness: *****
Cost: ***** (3 cert points)
Overall rating: ****
Vehicles given: [C] Lightning, [C] Harasser

Much better. This gives you the harasser. It also gives you a cool little
tank. I like that tank because you control the gun. The most useful GROUND
vehicle cert next to ground support

Ground Support
Usefulness: *****
Cost: ***** (2 cert points)
Overall rating: *****
Vehicles given: [C] AMS, [AT] Router

Okay, remember how I said that Air Cavalry was the most useful vehicle
cert. I lied. This is. You can get a mobile respawn station... Plus the
router can teleport your troops wherever you decide to put a telepad.

Ground Transport
Usefulness: ***
Cost: ***** (2 cert points)
Overall rating: **** (since the new patch)
Vehicles given: [C] Deliverer, [C] Sunderer, [TR] Raider, [VS] Aurora,
[NC] Thunderer

The only reason I was sympathetic enough to give this thing a rating
of 3 is because either of these transports are great at carrying the LLU.
Otherwise, they have poor armor and they just suck.

OK, since a new patch, there are more new deliverers that are empire-specific.
This gives them another star rating


Note that these certs are listed with their advanced counterparts...
Also, equipment certs don't get a cost rating because they all cost the
same BTW, the cost is 3 for the equipment certs, and 2 for their advanced

Hacking + ADV.Hacking
Usefulness: *****
Overall Rating: *****
Abilities Given: Faster hacking with REK, hijack vehicles, hack terminals,
hack lockers

Hacking alone is useless. ADV. Hacking is a big difference. With it you
can jack a busy AMS. Useful indeed... Also because you can hack about
4 times faster, you are at much less risk.

Medical + ADV.Medical
Usefulness: ***
Overall Rating: ***
Abilities Given: You get the MED Applicator

This is actually useful without its adv. counterpart because you can
heal yourself. If you have ADV. Med, you can revive friendly soldiers
from the dead. Which is near useless because they can respawn anyway...
You don't really need it to heal friendlies or yourself though. I'm sure
most people have the regeneration implant.

Usefulness: ******
Overall Rating: ******
Equipment Given: Nano-Dispenser, Body-Armor-Nano-Kit

EXTREMELY USEFUL!!! If you want to "drain" a base of fuel, so it becomes
neutral, you destroy everything in it. However once you capture the facility
after the drain completes itself, you need to repair EVERYTHING THERE!!!
With the Nano-Dispenser, repairs of anything but people can be done. The
Body-Armor-Nano-Kit repairs body armor. PEOPLE WITH MAXES WILL LOVE YOU
IF YOU FOLLOW THEM WITH THIS THING! They both use the same ammo source.

Combat Engineering
Usefulness: ***************************************
Overall Rating: ***************************************
Equipment Given: Adaptive-Construction-Engine (ACE)

Note that I put engineering seperate from combat engineering. That's
because they are useful in their own special manners. Combat engineering
(CE) requires engineering though. CE is very useful because you can set
up 4 different kinds of items nearly anywhere. It's so useful that, if
one soldier who is a CE captures a tower about to be swarmed by a squad
of infantry, that one CE can hold off that WHOLE SQUAD ALONE!!! More info
about the ACE below.


Remember in the 'Basics' section how I said that when you get to BR 6,12,
and 18, you can get an implant? Here you go. Implants are little things
that get stuffed inside your head that make you stupid (just kidding).
They give you cool useful abilities. However they come at a slight cost.
You have 3 main stats on you, Armor, Health, and Stamina. Stamina Controls
whether or not you can run. It gets drained whenever you jump, or use
an implant. If you drain your stamina, you cannot run until some of it
regenerates. Also after you die, implants need to 'initialize'. This can
take little time in some implants, a lot more in others. Also implants
need to re-'initialize' if they get hit by a jammer grenade. Keep that
in mind. By the way, crouching and sitting in a vehicle will regenerate
your stamina faster than standing. If you are moving in any way but a
vehicle, stamina will not regenerate.

Audio Amplifier
Usefulness: ***
Initialization time: *** (The higher, the shorter time)
Stamina Drain: *** (The higher, the less drain, 5 stars means no drain)

This thing takes your stamina and puts ALL running people on your proximity
map. You can also hear running infiltrators, but this doesnt uncloak them.

Usefulness: ****
Initialization time: **
Stamina Drain: *

This thing takes 2 stamina points for 1 health point. Meaning that it
can drain your stamina to heal you halfway. Useful for infiltrators so
they dont need a med applicator.

Usefulness: If infiltrator *****, if not, then 0
Initialization time: ****
Stamina Drain: Depends on armor (Rexo *, Agile **, Standard ***, Infiltrator

This thing sucks away stamina to make you run very very fast. However
stamina drain is so high, I only use it for infiltrators.

Sensor Shield
Usefulness: For infiltrator *******, for anything else, **
Initialization time: *
Stamina Drain: Based on the same scale as surge

This thing is VERY VERY VERY USEFUL!!! It's one of the newer implants
in planetside. It appeared in version 2.6.5 and I'm assuming you don't
want a history lesson. Anyway. This thing is awesome for infiltrators.
It can hide you from any kind of radar, even if you are next to a motion
sensor or a mosquito fighter. But the true advantage to this is the fact
ft111!!!!! Also it gets a 2 star rating for every other armor because
they cant be hit by spitfire turrets if you use it. The reason for the
low rating is, theStamina Drain depends on armor...

Personal Shield
Usefulness: *****
Initialization time: *
Stamina Drain: *

This badboy can keep you alive for those last 5 seconds you need. When
flipped on, it activates a forcefield that slowly drains your stamina.
You cannot be affected by explosives or aggravated damage if this thing
is on (however you will lose stamina when you get hit by either). It absorbs
lots of damage on a 1 for 1 (stamina) basis. Pretty cool, but it is highly

Usefulness: *****
Initialization time: ***
Stamina Drain: ****

Drains stamina slowly to allow you to see infiltrators, no matter what.
However, it also reduces your sight range GREATLY. But the ability to
see infiltrators is invaluable. Probably the best way to get rid of it
if you're an infiltrator is with a jammer grenade... Maybe an EMP Strike
if you're CR3. Plus, there's another good reason to get this. Cloakers
that are spotted are dead cloakers... They have no effective weapon to
shoot back with. You also get a lot of EXP from dead cloakers.

Usefulness: *
Initialization time: *****
Stamina Drain: *****

I call this implant binoculars because it literally is, binoculars. Plus
it's showed as a binoculars icon in the player info menu... Only used
by snipers. And snipers suck anyway. But it can get your zoom up to a
good 12x. It also has noStamina Drain.

Enhanced Targeting
Usefulness: *****
Initialization time: *****
Stamina Drain: *****

The best implant IMO. If you haven't played the game, you might not think
this is very major, but it with it, you can see enemy's health bars. It's
very useful because you can know what to shoot and kill easily. Also has
NOStamina Drain. Plus it initializes fast. In addition, you can see who's
in a vehicle (And the vehicle's health of course...).

Second Wind
Usefulness: 0
Initialization time: *
Stamina Drain: *

The worst implant. It strips away your stamina to keep you alive when
you are just about dead. But it needs to reinitialize before it can do
it again. And that takes a while. Don't bother. Sure it can give you that
tiny boost of health you need to pull off the kill, but its useless.

Melee Booster
Usefulness: ***
Initialization time: **
Stamina Drain: ***

Drains stamina when you swing a knife. BUT, in secondary mode, that knife
will make the kill. NO MATTER WHAT (Unless your enemy has MAX armor).

-----------------------------Common Pool Stuff-------------------------

All of these weapons, vehicles, and equipment is available to every side...
If you have the cert to use them.


Standard Exo-suit
Usefulness: 0
KillingAbility: 0
Protection: * (50 HP protection)
Speed: ****
Holsters: 1 pistol, 1 rifle Inventory: 6x9

You spawn in it. When you spawn you have a suppressor, a pistol, and
an REK, along with a little ammo for both. Thats about it. It really sux.
When you spawn, switch to agile or rexo armor quickly (or MAX, hehehehe).

Agile Exo-suit
Usefulness: *****
KillingAbility: ***
Protection: **** (100 HP protection)
Speed: ****
Holsters: 2 pistols, 1 rifle Inventory: 9x9

That's better. This armor is very good because if you have the right
rifle, you can kill a lot. Although its not as good as rexo, you can still
kill people with it.

Infiltration Suit
Usefulness: ****
KillingAbility: *****
Protection: 0 (Because it has 0 HP armor)
Speed: ***** (highest)
Holsters: 1 Pistol Inventory: 6x6

With a small inventory and only one pistol slot, you need to equip wisely
with this thing. It also has 0 protection from damage. So if you have
the medical cert, a med applicator would help. Very VERY useful in capturing
vehicles with advanced hack. Can make easy kills on unsuspecting enemies.
However, it isn't a total frag-machine

Reinforced Exo-suit (REXO)
Usefulness: *****
KillingAbility: *****
Protection: ***** (200 HP protection)
Speed: * (Slowest)
Holsters: 2 Pistols, 2 Rifles Inventory: 12x9

This baby can stand against anything. It has extremely high resistance
to all types of damage. And with 2 rifles, get ready to own. It's only
major drawback is speed. And if you try to use the surge implant, you
will drain your stamina so fast you'll laugh. Also there's one more drawback,
you can only drive an ATV or buggy with this armor on. No tanks or aircraft...
However you can be a passenger in any vehicle.

Automatic Machine Pistol (AMP)
Damage: ***
Range: *
Accuracy: *
Rate of Fire: ****
Clip: ****
Overall Rating: ***
Required Cert: None

Good pistol. Commonly used by infiltrators, it can kill someone very
quickly if you're at point-blank range. I wouldn't recommend getting it
unless you're an infiltrator though.

Suppressor Rifle
Damage: *
Range: ***
Accuracy: *****
Rate of Fire: ***
Clip: **** (30)
Overall rating: *
Required Cert: None

A BB-Gun. This thing totally sucks. If you see anyone using this, they
are probably stuck with it, don't have medium assault, or is a total noob.
But there's more dignity in using this than using a pistol (unless the
pistol's a TR Repeater).

Fragmentation Grenade
Damage: ***
Range: **
Accuracy: ***
Rate of Fire: *
Clip: ** (3)
Overall rating: ***
Required Cert: None

Ahh, we get to the 'nades... This thing is kinda good. I like to load
them in my pistol holster and lob them at spitfire turrets... They can
do pretty decent damage to people, 2 of them will kill anyone in agile
armor, if they are close enough to the blast. But I don't use them to
get kills... But they are VERY useful at distracting people.

Jammer Grenade
Damage: 0
Range: **
Accuracy: ***
Rate of Fire: *
Clip: ** (3)
Overall rating: **
Required Cert: None

Only good for 2 things. 1: Getting rid of pesky mines. 2: Neutralizing
that damn Darklight implant. This is only really used by infiltrators...
However, I have seen a reaver brought down by one before!!! That might
be cool if it wasn't so hard. I think there should be Jammer rockets...
GUIDED Jammer rockets!!! Simply put, this is an EMP.

Plasma Grenade
Damage: ****
Range: **
Accuracy: ***
Rate of Fire: *
Clip: ** (3)
Overall rating: ****
Required Cert: None

Me like, Me like... This thing can get a kill off of anyone if the grenade
hits them directly. However, the kill isn't instant. This thing relies
on aggravated damage. It slowly burns your enemies to death. Good for
quick kills as an infiltrator. Just remember that it has to hit the target
right in the center for an insured kill.

Damage: ****
Range: ***
Accuracy: *****
Rate of Fire: ****
Clip: *** (30 for gun, 1 for the 'lobber')
Overall rating: ****
Required Cert: Medium Assault

An all around good gun. This is like an M16 with an XM148 mounted on
it... Essentially, it is a powerful rifle with a 30 round clip. If you
use the secondary mode, you can fire a small rocket or a grenade, depending
on what's loaded in there. I find it HIGHLY overlooked because of its
clip size. This thing can actually get a few good clean kills.

Sweeper Shotgun
Damage: ****
Range: **
Accuracy: ***
Rate of Fire: **
Clip: *** (8)
Overall rating: *****
Required Cert: Medium Assault

OK, this thing is pretty damn good. Unless you try to go sniping (bah),
you'll never end up in long range combat. 3 shots will kill anything.
ANY NON-MAX ARMOR. Unless you are playing as the NC, never be caught without
one of these. Powerful, but like the punisher, it's overlooked a LOT.

Damage: *****
Range: *****
Accuracy: ***
Rate of Fire: ***
Clip: ** (3)
Overall rating: ****
Required Cert: Anti-Vehicular

This is the vehicle pilot's feared enemy. It has 3 shots when you get
it. However, it cannot be reloaded. If you want to fire more than 3 shots,
you need to put another decimator in your inventory. 2 shots will own
a buggy, 3 a tank, 1 an ATV. 6 owns the generator...

Bolt-Driver Sniper Rifle
Damage: *****
Range: *****
Accuracy: **
Rate of Fire: *
Clip: * (1)
Overall rating: *
Required Cert: Sniping

All right. Simply put, this weapon sucks. 2 shots will kill any infantry
without max armor. 15 shots will kill any max armor. Even though it has
good damage, range, and an 8x zoom scope, whenever you aim it, the cone
of fire spreads a shitload, meaning you have to wait 5 seconds before
you get accuracy back, and by then your enemy will have moved. Waste of
3 cert points. Your only kills will be engineers repairing turrets or
other snipers. 'nuff said.

Rocklet Rifle
Damage: ****
Range: *****
Accuracy: ****
Rate of Fire: ****
Clip: *** (6, I think)
Overall rating: ** (Used to be 5, but it's weaker since patch)
Required Cert: Special Assault

This is one of the best weapons available. A clip will do as much damage
as 1 decimator shot against vehicles. Also, it has a good little aggravated
damage system on it too. It can own infantry, simply put. AND, you know
how often, a barricade of enemies will hold up in a guntower, waiting
for your massive attack force to barge in? WELL, theres a neat little
secondary fire that this rifle has. When you use secondary fire, ALL ROUNDS
is one of my favorite weapons, and there are only 3 favorite weapons I

Damn... Ok, since a recent patch in planetside, the power of the rocklet
rifle has been decreased a LOT. It no longer has any aggravated damage
on it... Oh well. Time to ditch special assault...

Thumper Grenade Launcher
Damage: *****
Range: **
Accuracy: ****
Rate of Fire: **
Clip: *** (6)
Overall rating: ****
Required Cert: Special Assault

The other Special Assault weapon. This thing isnt as good as the rocklet
rifle, but it can be pretty cool. If you don't wanna risk yourself when
firing down a corridor, launch a plasma grenade. It is pretty good, but
it ONLY launches grenades.

OK, now, since the patch, this is THE special assault weapon. Just be
sure to load it with plasma grenades...

Remote Electronics Kit (REK)
Usefulness: *****
Damaging power: Depends on whether or not you have hacking certs.

This is the thing you use to get by door locks or to hack control consoles.
If you have the proper hacking certs, you can capture enemy vehicles,
hack a terminal to make a vehicle or get equipment, etc. Never be caught
without one (an REK).

Medical Applicator
Usefulness: ***
Damaging power: 0

I dunno. It's cool for healing yourself and other friendies. The ADV.
Med ability is kinda stupid, it brings the people back from the dead.
But they respawn anyway. Not really useful for healing yourself or others
because most people have the regeneration implant now.

Usefulness: *****
Damaging power: ****

This thing repairs the armor of anything living and walking. Even MAXes.
Follow a MAX or 2
around with this thing equipped. Watch the ownage.

Usefulness: *****
Damaging power: ***

Repairs ANYTHING that is stationary. Cannot repair armor on soldiers
though. It CAN repair terminals, turrets, spawn tubes, vehicles, etc.
If it repairs turrets, you can use those turrets against your enemy!

Adaptive Construction Engine (ACE)
Usefulness: ******
Damaging power: *****

OK, This baby has got a long description!!! If the right person is using
it, he can keep a squad out of a base or tower. It can deploy into 4 different-
 items (with limits of course):
~High Explosive Mine (up to 20)
~Spitfire Turret (up to 10)
~Motion Sensor Alarm (up to 20)
~Boomer (Stays alive as long as the detonator exists, unlimited)

Each of these items has special abilities. I will show these in chart
form again:
~HE Mine
 	-1 Mine = 1 MAX (poor guy), 1 ATV (going UNDER 60 KPH, if he's faster,
he takes 0 damage)
 	-2 Mines = 1 Light vehicle (Assault buggys, Harasser), any walking
	-3 Mines = 1 Medium vehicle (Lightning tank, AMS, ANT)
	-4 Mines = 1 Heavy vehicle (Heavy Assault Tanks)
	-1 Boomer = 1 MAX, 1 infantry, 1 Spitfire turret (if you can get it
	-2 Boomers = 1 Light/Medium Vehicle, 1 Terminal
	-3 Boomers = ANYTHING BUT TURRETS AND GENERATORS (takes out spawn tubes)
	-4 Boomers = 1 Wall Turret
	-6 Boomers = The Generator...
~Motion Sensor Alarm
	-Detects ANYTHING in its radius and puts it on EVERYONE's radar
	-Has a radius about 3 times as large as a tower
	-Doesn't detect anyone with an active sensor shield implant
~Spitfire Turrets
	-Kills armor before killing health on infantry
	-Damage depends on range
	-Can shoot anything and cause decent damage
	-Owns infantry
	-DOESN'T shoot at people with the Sensor shield.

Lots of Items... Anyway there's one more thing to remember seeing that
I wrote a page and a half on the ACE, YOU GET THE EXP FOR EVERY KILL YOUR
ITEMS MAKE!!!!!!!!!!!!!!!

Laze Pointer
Usefulness: *****
Damaging power: *****

This thing is cool. If someone in your squad has a Flail, you can use
this thing to target an object for them. The shots your squad member makes
should be perfect hits. Also, for clarity, the Flail's range is literally
a continent! I've seen people firing Flail shots in a 'random' direction.
Then I go to an enemy facility and see Flail shots hitting the ground.
Then I see kill stats of people that were in the Flails at the facility
I started at!!! Be warned. If your enemy has a vehicle module, you're

Usefulness: ****
Damaging power: ?

Heals you 25 health instantly. But it takes a LOT of inventory space
(4x2 for one). Also, you have to wait about 5 seconds between using them.
Med applicator... get it if you need emergency health. If you need healing
after a battle, use the regeneration implant.

Command Uplink Device
Usefulness: ***********************************************
Damaging power: ***********************************************

to be outside to use it. When unholstered (in your hands), EVERY FRIENDLY
will know your position because of a small blue waypoint.

Advanced Nanite Transport (ANT)
Armor: **
Max Speed: **** (60kph)
Acceleration: ****
ManeuverAbility: ***
Control: ****
Weapon: 0
Required Cert: Any vehicle cert

This thing is supposed to refuel EVERY base!!! What you need to do when
you get it is to drive up to a warpgate, deploy the ANT from the back,
then drive back to a facility. When the facility starts to refuel off
of your ANT, you get about 40 EXP per second (20 per half second). Plus
refueling takes a while. So you can get around 1000 EXP for completely
refueling a facility

Lightning tank
Armor: ****
Max Speed: **** (70kph)
Acceleration: ***
ManeuverAbility: *****
Control: *****
Weapon: ***
Required Cert: Light Scout

This tank is entirely controlled by the driver. It has a gun that can
do very decent damage. It does about half the damage of a decimator. Along
with good splash damage. Because the turret is controlled by the driver,
he gets all the EXP. He also gets more because it's not divided among
a whole squad... An all around good tank

Armor: ***
Max Speed: ***** (80kph)
Acceleration: ****
ManeuverAbility: ***
Control: ***
Weapon: *
Required Cert: Light Scout OR Harasser

This thing carries 2 people, a driver, and a gunner. The driver obviously
drives. The gunner mans a 12mm rotary chaingun. The gun is okay, but it
really sux. This vehicle is commonly seen being driven up to a facility's
side entrance and the driver making an attack on the facility. But there
are better tactics.

Advanced Mobile Station (AMS)
Armor: ****
Max Speed: **** (60kph)
Acceleration: **
ManeuverAbility: **
Control: ***
Weapon: 0
Required Cert: Ground Support

This thing is the most useful vehicle in the game. It is essentially
a mobile base. It can deploy its spawn tubes and equipment terminals and
a cloaking field that keeps it invisible to enemies, but it can't move
in its deployed state. This thing is famous for being the lynchpin of
an assault. When placed in the right spot, it can go undetected by the
enemy until it's too late. VERY, VERY useful.

Galaxy Dropship
Armor: ***** (Heaviest in game)
Max Speed: ***** (around 90kph)
Acceleration: *
ManeuverAbility: *
Control: *
Weapon: ***
Required Cert: Air Support

When this thing is spotted over a base, cries of help are screamed!!!
This badboy can carry a shitload. Being able to carry 1 pilot, 3 gunners,
6 passengers, 2 MAXes, and a light vehicle! IF YOU LOAD THIS THING TO

Armor: ****
Max Speed: Same as galaxy
Acceleration: *
ManeuverAbility: **
Control: **
Weapon: 0
Required Cert: Air Support

This thing is a support aircraft to the extreme level. Being totally
unarmed, with low manueverability, and very limited armor, this thing
is almost useless in neck to neck combat. However, behind the front lines,
it has a big role. When landed on the ground, it repairs all friendly
vehicles around it. Also, all vehicles around it have the ability to rearm
themselves from the lodestar. It can also drop one vehicle ANYWHERE (maybe
an ams?).

Liberator (A.K.A. GOD)
Armor: ****
Max Speed: *** (96kph)
Acceleration: ***
ManeuverAbility: **
Control: ***
Weapon: *****************
Required Cert: Air Support

(Talking in an Arnold Schwartzeneggar accent) Prepare to meet your maker!!!
This badboy will own anything that gets under it. It can carry 3 people.
A pilot, a tailgunner, and the feared bombardier. The bombardier is the
one that owns you. He can carpet-bomb an area of his chosing, most commonly
the vehicle pad. AA weapons can get the misery bombed out of them. Aircraft
are left vulnerable to a 35mm nosecannon and a 25mm tailgun. Get under
it and you will go to heaven (you die). Which is why I nicknamed it GOD.
And if you're wondering about how much armor's on this thing? 4 clips
from the NC AA MAX will take it out!!!

Armor: ***
Max Speed: **** (80kph)
Acceleration: ****
ManeuverAbility: ****
Control: *****
Weapon: ***
Required Cert: Assault buggy

OOOOOOOKKKKKKKKKKKK. This is the only weakness of GOD. Also, the skyguard
(aka 'skytard') can own infantry too. The gunner also has an 8x zoom.
Don't run from this. I've seen one take down a Prowler before. <-------

Armor: ***
Max Speed: ***** (105kph)
Acceleration: *****
ManeuverAbility: *****
Control: *****
Weapon: ****
Required Cert: Air Cavalry

Remember GOD? Well this is JESUS!!! This thing can own any group of infantry
with rocketpods. It also has 2 20mm cannons which seem to do a lot of
damage against tanks. The only weakness to it's power is the fact that
the rocketpods are not guided...

Armor: * (Lightest in game for a vehicle)
Max Speed: ***** (115kph)
Acceleration: *****
ManeuverAbility: *****
Control: *****
Weapon: **
Required Cert: Air Cavalry/Mosquito

An AMS's worst enemy. This thing has a neat little flyover ability that
allows it to see anything under it on radar. Including a cloaked AMS.
Or an infiltrator. It is omniscent. However it has a weakness. It's weapon
absolutely sucks. It is only good for causing damage versus MAXes, and
infantry. It CAN decloak an AMS by firing on it though.

Armor: ****
Max Speed: **** (80kph, used to be 60kph, but patched)
Acceleration: ***
ManeuverAbility: **
Control: ****
Weapon: **
Required Cert: Ground Transport

This thing can carry 1 driver, 2 passengers, and 2 gunners. Each gunner
works a 20mm cannon. Nothing much else to say about it besides the fact
that it can float on water.

Remember this, the speed of the deliverer was increased by a lot when
the new 'empire-specific' deliverer variants were released. Keep this
in mind when it comes to transporting the LLU.

Armor: *****
Max Speed: *** (40kph)
Acceleration: **
ManeuverAbility: **
Control: ****
Weapon: ****
Required Cert: Ground Transport

This thing is a galaxy on wheels. Being able to carry a pilot, 2 maxes,
7 passengers, and 2 gunners (I think...). Each gunner operates a 75mm
cannon. Pretty much the same weapon that the lightning has, but a little
less damage.

Armor: *
Max Speed: ***** (90kph)
Acceleration: *****
ManeuverAbility: *****
Control: *****
Weapon: *
Required Cert: ATV

A quad with a lot of speed in it. Perfect from getting from point A to
point B in no time. Although one mine will kill it at lower speeds, it
can dodge fire very easily. And, if it's moving fast enough, mines won't
even damage it. Pretty cool.

Armor: *
Max Speed: ***** (90kph)
Acceleration: *****
ManeuverAbility: *****
Control: *****
Weapon: 0
Required Cert: ATV

This is the same thing as the basilisk without a gun. It also has a devious
littleability. If the rider is wearing an infiltration suit, he can CLOAK
his wraith!!! I find this useful because if you get off the wraith, it
stays cloaked. Pretty cool if you sneak up on a group of enemies, kill
one, then drive off before anyone knows what happened... Then drive up
again and kill another. Also, if you're going fast enough, you can 'squish'
enemies in this thing. But you might take damage.

Armor: *
Max Speed: ***** (90kph)
Acceleration: ****
ManeuverAbility: *****
Control: *****
Weapon: ***
Required Cert: ATV

Wow, a reasonably powerful ATV. It's exactly like the basilisk except
for it's weapon. It has a forward-fixed hellfire missile launcher. The
missiles do about as much damage as a decimator. Just remember, that you
have to turn your vehicle to aim the weapon, it can't sweep left-right.
It CAN sweep up-down, so you don't need to worry TOO much. It does seem
to have a slower acceleration compared to the basilisk and the wraith
too. Oh well.

-----------------Vanu Sovereignty Weapons and Vehicles-----------------

Here we get to the VS. The VS are focused on energy weaponry. They sacrifice
punching power for flexibility and versatility. A few of their weapons
have built in AP modes. Also, a couple weapons share types of ammo. Plus,
other empires can't get their hands on the VS ammo. *laughs*

Damage: ***
Range: ****
Accuracy: *****
Rate of Fire: ***
Clip: *** (16)
Overall rating: ***
Required Cert: None

This is the standard VS pistol. It's pretty good and you might be able
to kill with it. But there are better weapons. The really cool thing is
that this runs off of an energy cell. That energy cell is also used in
the Pulsar, and the Lasher. Very versatile. It also has a built in AP
mode. Just switch to secondary fire.

Damage: ***
Range: ***
Accuracy: *****
Rate of Fire: ****
Clip: **** (40)
Overall rating: ****
Required Cert: Medium Assault

The VS Medium assault rifle. This thing has a 4x zoom on it for long
range. Like the beamer, it uses energy cells and has an AP mode. However,
this thing has almost NO recoil on it for the first 10 shots. Kinda cool,
but the pulsar loses in the damage department.

Damage: *****
Range: ***
Accuracy: ***
Rate of Fire: ****
Clip: *** (25)
Overall rating: ****
Required Cert: Heavy Assault

I like all heavy assault weapons. This one however, is my least favorite
of the 3. It is commonly used, but no one knows how to use it right. If
you can use it right, you can expect to get lots of kills. Enjoy!

Damage: *****
Range: *****
Accuracy: ***
Rate of Fire: ***
Clip: ****
Overall Rating: ***
Required Cert: Anti-Vehicular

The VS anti-vehicle weapon. Even though I dont see it a lot, it is very
damaging. Like MANY weapons, it's overlooked. No one knows how to use
it right. It also has a 4x zoom to go along with its long range.


Armor: ***
Max Speed: ***** (80 kph)
Acceleration: ****
ManeuverAbility: *****
Control: *****
Weapon: ***
Required Cert: Assault Buggy

Pretty deadly. It takes the bite in damage. Doesn't do a lot of that.
Nothing much more to say, except the fact that it has a REALLY cool hoverAbili-
ty. It can go over water, off cliffs, etc. Plus it can strafe.

Armor: ****
Max Speed: *** (60 kph)
Acceleration: ***
ManeuverAbility: ****
Control: ****
Weapon: *****
Required Cert: Assault Tank

This is the best tank in the game IMO. It's got a VERY powerful gun on
it. That gun doesn't fire shells too. That means that you don't have to
worry about shots missing because you didn't aim high or low enough. It's
very accurate. With aMax Speed of 60 kph, I think the only weakness of
this thing is its armor.

Armor: ****
Max Speed: **** (70kph)
Acceleration: ***
ManeuverAbility: ***
Control: ***
Weapon: ****
Required Cert: Ground Transport

A new weapon in the planetside arsenal. This is a deliverer variation.
Like the deliverer, it holds 2 gunners, 2 passengers, and 1 driver. Plus,
it can drive over water. It has a weapon called the "Flux Pod Launcher".
It does decent damage, but it has a slow reload and a clip of only 12.
It IS much better than the deliverer though.


Weapon: **** (clip of 80)
Ability: *****
Overall Rating: *****

The BEST MAX in the game IMO. It is basically a huge pulsar that does
tons of damage at a much faster rate. It also has a built in AP mode.
It's REALLY cool ability is the ability to "jump" When I say jump, I say
they can scale a watchtower! I've gotten on top of the HART building once
with the jump ability...

Weapon: **** (clip of 10)
Ability: *****
Overall Rating: ***

Unguided. That's the only problem I have with this. It is the Anti-Vehicle
Max. It too has the jump ability. Hard to use right, but if used right,
it's pretty good.

Weapon: **** (clip of 8)
Ability: *****
Overall Rating: ****

Now this is the kind of AA I'm talking about!!! Guided in all respects,
this thing has a fast firing gun that, with 8 shots, will take down a
reaver. Because it's guided, it will have a devastating effect on any
aircraft that enters its range...

OK, new news about the guidance systems. When I started playing the VS
for a while, I liked their MAXes. They're good, but they're nothing compared
to the weaponry the NC MAXes are mounted with. I noticed that the projectiles
on the starfire MAX require you to keep the target near your reticule, even
after you fire. If you don't, the projectiles turn into dumb-fire and they
become useless. This also means that enemy aircraft can escape from your
sight and take very little damage.

---------------Terran Republic Weapons and Vehicles--------------------

MORE IS BETTER! That's the TR's opinion of weaponry. Perfectly demonstrated
by it's medium assault weapon, the cycler. Better demonstrated by it's
heavy assault, the chaingun. The TR sacrifice damaging power for large
numbers. Their equipment is deadly, but they are weaker in the MAX department.
Their 2 vehicles aren't that good either.

Damage: ****
Range: ****
Accuracy: *****
Rate of Fire: ****
Clip: *** (20)
Overall rating: ****
Required Cert: None

A very cool pistol. I see this a lot when I'm against the TR. You can
get owned very easily by an infiltrator with this. That's because it doesn't
have the recoil the AMP has. Being very accurate, having a quick rate
of fire, and causing lots of damage makes this a good weapon. I recommend
it be in your first pistol holster at all times.

Damage: ***
Range: ****
Accuracy: ****
Rate of Fire: *****
Clip: ***** (50)
Overall rating: ****
Required Cert: Medium Assault

This thing is a little baddie. It sounds almost EXACTLY like the chaingun
making it very confusing. It doesn't do a lot of damage, but it spits
out bullets fast, and it's got a clip of 50. If you see any TR soldier
without a chaingun, you'll see them with this. Always handy.

Mini-Chaingun (MINI?!?)
Damage: ***
Range: ***
Accuracy: ****
Rate of Fire: *****
Clip: ***** (100!!!)
Overall rating: *****
Required Cert: Heavy Assault

This is a very very powerful gun!!! Run into a room with it, spit out
a few dozen bullets, you just killed 8 people in 4 seconds... Although
it's very powerful, it's nowhere near as powerful as 

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