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Odin047

[PS2] General Intro to Infantry

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General

  • Be careful crossing the road near a friendly tank. The driver can't really see well and rarely can stop in time to avoid running you over.
  • Consider friendly vehicles as merciless death machines. Never assume they will stop for you and try and avoid them.
  • Let the medic heal you to full health after they have revived you.
  • You do not take damage when dropping from a galaxy dropship as long as you are not close to the flight ceiling when you drop. You do not inherit the velocity of the galaxy, so where you get out is where you fall.
  • All guns do damage to fighters. Shoot at them to scare them away if you are under attack and have no Anti-Air nearby. Be careful however, sometimes shooting at enemy vehicles will only draw their attention to you.
  • The knife (T) two-shots all non-MAX infantry. Use it on unaware enemies to save ammo.
  • You unlock the Spawn Beacon from the Command certification tree. This allows your squad members to hot drop on your beacon, with some cooldown. The certification requires Battlerank 10 and can only be used while you are the Squad Leader.
  • Never run over vehicle spawn points. Spawned vehicles will kill you as they appear.
  • Flashlights on weapons are not useful.
  • Most weapons require burst firing and the use of sights to be effective.
  • You can switch fire modes (single shot, full auto etc.) with B.
  • You can stop your breathing when sniping by holding shift.
  • Headshots do extra damage, so aim accordingly.

Light Assault

  • Use your speed and agility to strike from unexpected angles. Going head-to-head is usually a bad idea.
  • Your jump jets automatically activate when you keep space bar pressed down.
  • Using your jump jets when dropping from a galaxy (even for a split second) removes the fall damage immunity from you.
  • C4 is extremely powerful against turrets, vehicles, MAX units and clusters of enemy infantry.
  • A pump shotgun will make you more effective at extreme close range, great for very crowded areas.

Medic

  • Friendlies you revive come to life with reduced health. Heal them back up before carrying onwards.
  • You can not heal a wounded MAX unit.
  • You can revive a MAX unit that has been killed, though it takes longer than reviving normal friendlies.
  • The medic's abilities are an Area of Effect (AoE) heal that affects all nearby friendlies, and a device that creates a shield regeneration zone. Use them when they do the most good for both you and your friends. You can only use one at a time.
  • Make sure to upgrade your healing tool. Many will not accept your revives if you have not upgraded it, yielding you no points, because they do not want the health penalty. The increased time and range also allows you to revive more players, yielding exceedingly large amounts of experience.
  • The revive grenade is great. Use it when a large amount of allies die in a confined space. However revive grenades do not revive killed MAX units.

Engineer

  • You can heal (repair) a wounded MAX unit.
  • You can also repair friendly vehicles, base turrets, generators, and terminals.
  • Always drop ammo near Heavy Assaults that are firing rockets. They need it bad and you get tons of points.
  • You can replace the ammo box on your loadout and still give out ammo by selecting your turret and then pressing B (change fire mode).
  • Deployed turrets can act as cover for friendlies, even if you don't plan on firing the turret yourself.

Heavy Assault

  • Shooting at the rear of a vehicle does insane amounts of damage. You can two-shot a main battle tank by shooting at it's rear with the default launcher.
  • Your shields also negate damage suffered from dropping.
  • The default rocket launcher does the second most pure damage, behind the decimator. The anti-air launcher does least damage. The anti-tank lock-on launcher sits right between the two. The annihilator does the least damage. The empire specific rocket launchers are often better than the other options.
  • Both lock-on launchers need three rear hits against a main battle tank. The default destroys it with two.

Infiltrator

  • As an Infiltrator you are given a set of tools that, if they're right used, enable you to unleash a reign of chaos at enemy frontlines by appearing in the middle,                                                                               taking down a few of them and disappearing again into nowhere.
  • You can choose between two very useful tools to reveal the positions of enemies within a wide area not only to you but also to everyone else of your faction.                                                                           Motion Spotters and Recon Darts often make the difference between being successful or not! Always use them as much as possible!
  • Hack all the things! Every hacked terminal is free exp for you, a resupply station for your friends and a nuisance for the enemy.
  • On several scopes, you can use the Shift key (holding breath), to steady your aim a few moments.
  • Hacking an occupied turret forces the (confused) enemy out of it.
  • Cloak is not an invisibility: you are only harder to see. You are easier to see when moving than when immobile. An alert enemy will easily notice you.
  • Cloaking and uncloaking makes a distinctive, faction-specific sound. In quiet areas, an attentive enemy may be alerted to your presence this way.
  • Do not play like a sniper, shooting from behind friendly lines. Play like an infiltrator and get behind the enemy positions for maximum effect.
  • You can not be healed when cloaked.
  • You can not fire while cloaked.
  • Enemies can not spot you with Q when you are cloaked.
  • If you have been spotted by an enemy (with Q), you can remove the spotting by cloaking.
  • Consider cloaking into an enemy held base, hacking a terminal and spawning an AMS equipped Sunderer. If you have a platoon/squad that can then instantly spawn when you deploy your vehicle,                               the enemy won't know what hit 'em!

MAX

  • Wait for a few seconds if you die: a friendly medic can revive you! Friendly medics will have a "+" symbol on the main map.
  • Everyone starts with a single Anti-Air Buster on their MAX loadout. Use this if you need AA and there is nothing better available.
  • When doing Anti-Air duty, lead your targets. It's no use having the bullets fly past behind him.
  • You can use the MAX units charge ability (F) to quickly move from place to place. Great for getting closer to enemies, running away and just changing location.
  • Switching out of the MAX suit invokes the acquisition timer.
  • You can, however, change your weapons at any terminal without any penalty.

 

http://www.reddit.com/r/Planetside/wiki/new_player_tips_and_hints#wiki_infantry

Edited by Odin047
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