What is Planetside II?
"Planetside II" is the sequel to the celebrated but only modestly successful MMO "Planetside". It is a first person, open world shooter where soldiers from 3 different factions battle for control of bases, landmass and glory. The emphasis is on large scale battles between air, infantry and tanks and it was not uncommon to end up in fights between hundreds of people in the original. Where the first game had a monthly subscription, this sequel will not. The plan is for it to be free to play with some sort of cash shop.
The first game came out just before the MMO boom in 2003. It immediately found a core fanbase but the game suffered from many isssues large and small and saw a major drop in player numbers after the first 6 months. Shortly thereafter the MMO behemoth "World of Warcraft" came out and gutted the population further. As a result, Planetside was largely abandoned by SOE and the game was left with a skeleton crew of developers.
However, the game has survived to present day as one of the extremely rare MMOFPS products on the market and while it never reached any particularly great heights, almost everyone saw the massive potential in the game. Now fans hope that Planetside II can live up to the expectations.
So what's the deal, man?
In Planetside II you will get to fight as a soldier in one of three different factions:
The Vanu Sovereignty
—Vanu Sovereignty information brochure
The Vanu Sovereignty (VS) is an Enlightened/fanatical faction established around the technology of the exctinct alien species that once inhabited the planet of Auraxis, the world we're fighting for in the game. Their weapons are all energy based and most of their vehicles tend to hover. Oh, and they love the colour purple!
The Terran Republic
—Terran Republic propaganda poster
The Terran Republic (TR) is the benevolent overlord/evil dictator and they have an affinity for fast firing ballistic weapons and tanks and the colors red and black! They used to be the big dogs on campus and are now fighting to wrest control back of Auraxis from the other two factions.
The New Conglomerate
—New Conglomerate recruitment bulletin
The New Conglomerate (NC) are the freedom-fighting idealists/terrorists who want to usher in a new era for the people of Auraxis and their focus is on slow but hardhitting vehicles and guns. Their favourite colors are yellow and blue!
For more detailed info check out the videos below!
Some Alpha and Beta videos from Higgs and TotalBiscuithttp://www.youtube.com/watch?feature=player_embedded&v=KSXXEOJUcG0
To fully enjoy this game, it is recommended that you join an outfit. Dont be a lone wolf, be a part of a group and you will realize that your team can exert greater force on the conflict at large. The PA Forums have created two official outfits so far:
The Cult of Arcadia is a Vanu outfit located on the Eastern US Server Waterson. Contact info is on their forum thread OP.
Tunnel Snakes Rule! is a Terran Republic outfit that is located on the Western US Server Connery. Contact info is on their forum thread OP.
There are a couple other guilds floating out there, the Euros have a VS guild somewhere, and there are a couple guys touting NC colors... if you want to join those guys you'll probably have to ask in this thread for the time being. I dont think the moderators would give another thread to this game.
TECHNICAL ADVICE CORNER
I'd like to pool together the little tips and tricks that can squeeze out that little bit of extra Frames per Second out of your computer.TOGSolid wrote: »
If you haven't tried using the CPU Unparker Utility, I HIGHLY recommend you give it a shot. Everyone who uses it is reporting solid FPS gains and that their rig is no longer chugging in big fights. It might make your game playable.
I suggest we put this sucker in the OP because it's solving problems for a lot of PA bros.
GAMEPLAY, TACTICS, STRATEGIES, ADVICE
This is will eventually be segregated into different sections regarding basic, intermediate, and expert level play and concepts.
-Basic concepts are what you need to know as a completely new player to jump in and help contribute to your faction as quick as possible.
-Intermediate concepts would explain classes and their capabilities as well as leadership administration and abilities. Maybe even about what purchases would be worth getting.
-Expert level concepts would be tips and tricks figured out over hundreds of man-hours we as a forum have played this game, as well as the meaty number crunchy aspects, and high level leadership advice like working with other platoons and the faction as a whole.
For now, we are just accumulating it all here.
NotoriusBEN wrote: »
Below are some still relevant videos for Planetside 2. They talk about how to go about taking objectives and a facility instead of just shooting mans.
This video right here may be 30minutes long, but it explains about 90% of what you need to know as a new *capable* player. It explains facilities, how to take them, what many of the different icons mean. There will be minor changes due to some facility layouts, but the basics are relevant.
Breach busing Tech Plants. Not as much of a game changer as it used to be, but still a useful tactic.
Taking a Bio Lab. The most complicated base type to take. This breaks it down for you.Class DescriptionsLight Assault
Class Ability: Jetpack
Primary Weapons: Carbine, Shotgun
Special Weapon: none
Death from above! Light Assaults are all about close-range engagements where their instant height advantage lets them go places nobody else can. They also make effective demolitionists with their ability to drop C4 right on top of unsuspecting enemy vehicles. Remember not to engage in direct combat if you can help it, as the LA has no unique squishyness-lowering equipment.
Class Ability: Personal Shield System
Primary Weapons: LMG, Rifle, Shotgun
Special Weapon: Heavy Launcher
If Light Assaults attack from the sides, the Heavy attacks from the front. Their LMGs are great for engaging groups of enemies or loosing supressive fire (when you're not taking forever to reload) while their shield adds an extra layer of protection whenever you can call for it. Heavies are also the only class with anti-vehicle ability by default thanks to their rocket launchers (which can be replaced with lock-on anti-tank and anti-air variants). Their only specific downside, aside from reload time, is their reduced movement speed - they are otherwise effective at almost any range.
Class Ability: Area Medical Applicator
Primary Weapons: Rifle, Shotgun
Special Weapon: Medical Applicator
Behold the Medic, helmet of alabaster. Medics are much more capable of offense than one would think, their battle rifles effective at medium range (though they come up short against carbines in close combat). Their Medical Applicator can restore health to allies and even revive fallen ones - just make sure the area's clear unless you want to feed kills to the enemy. For maximum not-staying-deadness, add Revive Grenades!
Class Ability: Advanced Construction Engine
Primary Weapons: Carbine, Rifle, Shotgun
Special Weapon: Armor Repair Kit
Mechanical counterpart to the Medic, the Engineer can fix up tanks and planes right good with his repair gun. The A.C.E. can be used to deploy a MANA Anti-Infantry Turret for extra kick and cover or an Ammunition Pack for allies to reload at, effectively giving the Engie unlimited ammo (if you live long enough to need it). Finally, they have the unique option for Sticky Grenades.
Class Ability: Cloaking Device
Primary Weapons: Sniper Rifle, Scout Rifle
Special Weapon: Recon Detect Device
One order of sniping with backstab on top! Infiltrators are the squishiest of all classes by default, so they must rely on staying out of enemy sights. To this end they are capable of cloaking for a short time, moving about while displaying little more than distortion to observers at the cost of being unable to use guns, grenades or melee attacks while hidden. The primary weapon of Infiltrators is the sniper rifle, delivering headshots in both bolt-action and semi-automatic flavors. Those wishing to do their thing in close quarters may enjoy a rapid-fire scout rifle instead. Serve with a side of EMP or Decoy Grenades.
MAX: Mechanized Assault Exo-Suit
Class Ability: MAX Charge
Primary Weapons: Arm-mounted guns.
Special Weapon: More arm-mounted guns.
The true "tank" class of the game, the MAX is so deadly and tough as to require Infantry Resources and a respawn timer. Most MAXes work best at close range, though weapons (available in both Left and Right Arm versions) vary among factions. What they all share is the Burster flak gun, available on Right Arm by default, making them the go-to anti-air option when there's nothing else around.Checkout what I found guys: visual representations of every weapons' simulated shot group. It excludes sniper rifles and shotguns (which are pretty much identical anyway), and it uses hip fire variables, but it's still the best way to conceptualize the data.One thing to note about C4/AT Mines/Grenades, that new players are probably not yet aware of - that stuff costs infantry resources. C4 is 100/brick, Mines are 75, and frag grenades are 45 (not sure about the bouncing betties or other grenade types, since I haven't unlocked them yet). It's not normally a big deal, but MAX suits also cost inf. resources to spawn (100), and in prolonged fights where things aren't going your way (as in, you just can't compete with a zerg rush), you may run out of something if you don't stock up when you get a chance.
What I usually do is spend most of my accumulated infantry resources on grenades and mines when I first log in for the day (unlocked c4 first, then decided to get anti-tank mines and wow, c4 was a waste of 200 certs for an engineer - I don't have the mobility of an LA, so I almost always die getting into a position where I could use it). I try to save at least 100 inf. resources (in case I need to pull a MAX) and they start building up immediately, especially if your faction doesn't have their heads up their asses and decides to do something other than try to take the Crown.