Aye. I'm near useless though. I've had my good moments though. Such as a moment ago when I was playing engineer, with an AA max. Repairing, restocking and acting as a coaxial gun with my turret. Fun times.
3 Things:
1. When I shoot people, I barely break their shield then they kill me. That, of course is when I can see where the shots are coming from.
2. I have near 70 Certs now and no idea what to spend them on.
3. I have 750 of each resource and no idea what to spend it on.
Any suggestions?
I'm Octobomb1
What operating system of Windows do you use? If it's Windows 7 or prior, take a look at this site on how to improve how your OS interacts with the internet.
http://windows7themes.net/how-to-improve-latency-in-wow-in-windows-7.htmlIf your OS is one that is improved by this registry change, it will slightly to significantly reduce the times when you shoot someone and then they have full shields after killing you, or when you both are shooting each other and you both die. The tip was originally for World of Warcraft back when Win7 was still new, but if you use Win7 now it's applicable to Planetside 2 as well.
If you'll be playing mostly as heavy, I recommend getting the compensator and forward grip for SAW, it makes it a lot better. Though certing out engie or medic tool first is still better for improving cert gain rate.
That is good advice for the NC6 SAW, another bit of good advice is not to use the HV ammo on it as it's not really necessary and will make the recoil much worse.
Another bit of advice: Make sure you unlock all the 1 cert cost things first after you get a scope on your favorite class. After you unlock each 1 cert cost zoom for your vehicle's primary, secondary and etc, MAKE SURE TO EQUIP it in the loadout. It will make you and your gunners very happy, and experienced players less likely to bail out. One of the easiest ways to spot a new player who will get you killed or drive you the wrong way or not take cover to repair the vehicle as you gun for them is if the secondary on their vanguard doesn't have the 1 cert cost zooms on it. Same with sunderer basilisks.
Vehicle: Always drive as an engineer. Try to gun as an engineer if you can. When the vehicle you are driving takes some damage, do not hesitate to take cover to repair it to 100%. It's usually ok to shoot back a few times if you are above 75% vehicle health before reversing behind the cover you should try to stay near. If it took damage once, it's likely to keep taking it until it dies unless the threat is removed. Anytime you have damage, jump out to repair it unless you are under fire. Remember not to overextend as a vehicle when there are threats to you. Keep an eye out for light assaults trying to jet over you to drop C4 on you.
Make sure you put some certs into the engineer's ammo pack. It will make you fair amount of certs when placed in the right place, even while you are afk. There is a cap of how much xp per time period you can get, but dropping ammo and repairing squad maxes is one of the better ways to get certs. The ammo pack will also last longer, and it will overwrite lower level ones which means only you will get experience. I'd recommend getting it to the max level whenever you feel it's viable and prior to that getting it to whatever level feels inexpensive enough to be plausible.
If you drive vehicles often, rank up the Engy tool before medic tool, if not then get medic tool to the second to last level. The last rank is expensive in certs, if you play medic often you should obtain revive grenades first before the last rank. They are very good with Grenade Bandolier suit on the medic, because you can carry 4 at once and each potentially can revive a whole corpsepile of friendlies while giving you an xp reward for five revives.
Advice on Heavy: Gauss SAW is a good weapon. I use mine with 4x truesight, compensator and the grip. I used to use HV ammo but I think using that is what made me not like the gun as much as the 100 cert cost GD-22s. The GD-22s is decent all around without being outstanding, which isn't bad for 100 certs. It's main advantages are it's super fast for an LMG reload and is it's excellent recoil characteristics compared to the SAW, especially a SAW with HV ammo. Some people use the GD-22s with a Suppressor, laser and 2x scope as a close range gun, but I use Flash Suppressor, 4x truesight, and the grip as a mid to long range jack of all trades.
I've also unlocked the EM-1 for 250 certs. I like it less than the GD-22s, but there is one thing it's better at than the GD-22s: clearing a room of concussion grenaded enemies. The GD-22s has only 50 rounds in a magazine while the EM-1 has 100 base and can use extended mags for 200 rounds in a fast firing close range gun that can fit a silencer and advanced laser. It's also fun to point at spawn room exits from a place they can't shoot you from. It can go full auto for a long time with the extended magazine, and it makes choke points less inviting. The downside of course are friendly NC infantry around you somehow not noticing that you have been firing nonstop in the same spot for five seconds and running in front of you.
If you have trouble with maxes, cert into anti-vehicle grenades. They do relatively massive damage to maxes. One and a rocket from the Shrike will kill one if I remember correctly, though those I did that to might have been damaged already. If you would rather be a good team player against normal infantry, cert into concussion grenades and avoid throwing them near yourself or teammates. Concussion grenade is THE infantry portable solution to an infantry force entrenched in a small building with close range weaponry like Dasanfall does on Mattherson. Consider using grenade bandolier, especially if you use anti-vehicle grenades. It will allow you to chuck four armor damaging weapons at tanks or maxes while you are behind cover. Unlocking C4 will improve the heavy's versatility for all loadouts, but it was the last class I unlocked C4 for and I made good use of a heal over time kit in the slot for a very long time. I used it to heal up when not around friendly medics. It's useful once in a while but C4 is better (and more certs)
Obtain the Hawk anti air launcher. You can hit vehicles near you with the Shrike, but aircraft are too maneuverable on all axises for it to be reliable enough for them. Eventually the Crow Anti-Vehicle launcher is a good choice as well, though if you are going to get the Phoenix you may as well get that and pass on the Crow.
Infiltrator: Infiltrators can use proximity mines or health kits. Many high ranked infiltrators (and some Light Assaults) will equip the instant health kit and will run around with it out so they can instantly go to full health when taking damage. Personally I think that's an unintended result of the design of the health kit, but it's undeniably effective if not silly looking. I would change it if I could, so there was a three second delay before the heal was applied, and that cloaking or damage broke it. It seems like it was intended to be an after battle type heal for when there isn't a medic around because the heal over time one breaks if you stealth. I'd also make the heal over time kit last longer but heal at a slower rate and break on damage. In return I'd probably double the amount each rank can carry because it's undeniably a nerf on equipment that is usually less effective than alternatives, and also give cert refunds for it of course.
Infiltrators can also use proximity mines in the same slot, and in my opinion are probably the best class to use them unless your engineer is going to have utility pouch as (I think) utility pouch would let you have more mines out at once. You can have as many mines out as your class allows, and having it unlocked on two classes does not allow you to have more. They are quite useful on any loadout of infiltrator, unless you deploy in a spot where enemy infantry can't or are unlikely to reach you. If you are sniping in a building, you can put it in the route you aren't looking at, if you are SMGing you can drop them if you have time when someone is chasing you, you can drop them in doorways or at stairs or on capture points or at vehicle terminals.
EMP grenades are OK. I'm not sure if they have been fixed, but they apparently have a really small radius since a few patches ago. If you hit someone with them though it drops their shields and makes their screen glitch out a little, mostly useful because of the dropped shields. Almost useless against maxes and useless against vehicles.
Decoy grenades are very bad. They don't light up on the minimap like a real person firing their weapon would, and only play the sound effects of gun fire. The only upside to them is that they are so uncommonly used that it might actually fool someone who doesn't realize the weapons are unsuppressed and should show on the map.
Recon Dart is extremely useful to your team, and also earns you a fair amount of xp every time someone it spots is killed by a friendly. In places a lot of deaths occur in a small area, like a busy tower fight, it can make a lot of certs. If you play infiltrator often I highly recommend certing this up as high as you can stand the cost.
The default NC infil gun is a bolt action. I didn't like it at first but as I became better I started liking it more than the semi-auto that I obtained for 100 certs. Always aim for headshots unless the target is wounded. Don't use the suppressor on it would be my recommendation. It doesn't really need any attachments except possibly a larger scope (I use the 12x)
If you play infil often, you should get a closer ranged gun. This could be a scout rifle for close to mid range, an SMG for close range, or the semi-auto or bolt action that are for closer range with lower power scopes than the default. SMGs are very strong close up, and the infiltrator has the easiest time getting the jump on people of all the classes which combined makes it hands down the best close range option. Some people like the Scout rifles, but I've never been very successful with them at either close or mid range though that may be due to being used to the drop on my bolt action. I would definitely recommend the close range sniper rifles though, especially the 250 cert close range bolt action. It's really sweet with a suppressor.
Medic: The default gun, the Gauss Rifle, is a good all around gun. I didn't use it much and instead obtained the 100 cert cost burst version of it. Both default and burst have exceptionally fast moving bullets which makes landing distant shots easier, and the burst model is better when strafing while aiming. I think the Gauss Burst also has the fastest infantry primary weapon bullet velocity in the game though I could be wrong. The Reaper DMR has been described to me as a mini Gauss SAW. I have it but I don't use it, but some Goons use it as their only medic weapon.
My main medic gun is the Gauss Rifle-S, for 500 certs. This is because it can fit the smoke launcher underbarrel. While spamming smoke would be better accomplished by the engineer as they will always be able to drop more ammo for themselves, on a medic it allows you to smoke firing lanes and corpsepiles prior to using revive nades on exposed corpses or running out yourself with your tool in hand. This allows you to revive with a higher percentage of friendlies reaching safety without requiring another revive. In addition sustained smoke screens are extremely useful when launched in front of an enemy position, as smoke screens will force them to leave that position to shoot at advancing infantry or to wait for the advancing infantry to emerge from the smoke screen. It's also useful for smoking up towers as otherwise the defenders have a clear view to shoot out from. You can fire the smoke grenade straight up, and ten seconds later or so it will land maybe thirty yards directly ahead of you (I've never measured, I just know the general range by feel now). You can send it out slightly lower and it will increase the range. This makes it pretty much the ONLY weapon in the game that I can think of offhand that you can fire indirectly over a vertical wall in front of you like a mortar and reliably do what it's intended to do. I've even had it land directly on enemies (and friendlies) after doing this which is always good for a laugh, though of course it was unintentional to hit someone with it directly. This attachment is the reason why I run around spamming my 'need ammunition' voice command, because smoke launcher can only carry two rounds.
Don't get healing grenades. They suck in various ways in that the duration is short, the effect applied is weak, and you are hardly rewarded for using it. You'll probably only use revive nades anyways.
Get C4 for medic eventually, both bricks. Heal over time kits are useful until then as they stack with the healing aura, and the first one is 30 certs and is applied across all classes so you might as well get it early to put in empty slots where c4 will go eventually. Unlocking C4 for Medic changes the class as no longer will you lack a way to threaten vehicles, and the eventual two C4 lets you explode tanks and even damaged sundies. They are also good in doorways to explode maxes and infantry.
Light Assault: For the suit slot, I've always used the Adrenaline Pump. It's very cheap at one rank of 30 certs, and although other options could be nice too they cost more. I also like the slight increase to mobility, especially when using a shotgun.
Unlock 2 c4 bricks on your LA as soon as you can. It makes the class entirely different in that you no longer have to hide from vehicles and maxes, and you can bomb groups of infantry with the C4 from above.
I have unlocked smoke grenades but I can't recommend them. I use them mostly to obscure my movement, or to block a firing lane. I don't usually use an NV scope even though I always carry a smoke grenade. The first of several reasons I can't recommend them are that they are bugged and won't explode into smoke clouds if you throw them too far away from you. The second reason is they take about three seconds from the throw to emit smoke. If it was an instant explosion like the EMP nade on infiltrator, it would be MUCH better. The third reason is because the underbarrel smoke launcher for S type rifles and carbines is better in every way except they have to be launched a small distance before functioning. A fourth reason is because you'd have to have bandolier to carry more than one at a time and resupply at consoles, whereas the launcher carries two and can resupply from ammo kits.
Mercenary is a pretty good gun. I didn't use it much. The ACX-11 is my preferred LA gun for mid to long range with compensator, 4x truesight, grip and HV ammo. For close to mid range I use the GD-7F with 3.4 red dot, soft point ammo, laser sight and no suppressor. Suppressor slows down the bullets and takes it down to SMG ranges as far as damage dropoff goes.
One type of gun you will certainly feel good about obtaining is one of the Shotguns. Unlocking one unlocks it for all the classes except infiltrator, but it's especially good with LA because you can jump from above and land behind someone, as well as running faster with adrenaline pump. I use the Piston because I'm from Michigan, but on top of that it's extremely powerful at close range as it's the fully auto shotgun. Unfortunately it was 1000 certs. For other people, I'd recommend unlocking the 250 cert semi-auto shotgun, the Sweeper I think. It's still a shotgun, for 1/4 the price. The Semi-Auto and pump action shotguns are better at long range with slugs, while the fully auto shotgun has too much recoil for slugs to be worth using. Slugs will reduce your very close damage and you don't get that nice spread that makes hitting things with a shotgun even easier at close range.
Engineer: In addition to other advice I gave about the Engineer in what has turned into a poorly formatted post, I will include more here. For Suit slot I would recommend flak armor. It will keep you alive while you repair a sunderer or tank under fire. I haven't put any certs into the Anti infantry MANA turret, because I don't use it very often as it makes your character model stationary with the head exposed and you can't crouch when using it. I use it more as placeable cover to crouch behind than I do as an actual turret.
For Engy guns, see LA section as they both use carbines. The S version carbine is slightly more useful for the Engy as they can drop ammo to resupply their underbarrel weapons. The grenade launcher isn't as good as it was a few patches ago, but it probably is still useable and I already covered Smoke launcher in the medic section. I don't think I've ever seen anyone use the underbarrel shotgun but I suppose it could be useful to have the power of a shotgun up close but still have a carbine for mid range.
The Engineer can use the battle rifle, but it's not that great in my opinion. It does a LOT of damage per hit for a reasonably fast firing semi-auto weapon, but it jerks horizontally so it's often best to let the gun settle back down before firing again and aim for headshots. Up close you can fire it as fast as you can in hipfire though the crosshairs are rightfully large and will cause a fair amount of misses, while firing asap at mid range aiming down the sights will cause you to miss a lot of your shots as it jerks left and right significantly. It will kill with two headshots though, so it's not all bad. The Heavy Assault can also use the battle rifle, but in my opinion has superior options in their LMG line that can do almost as well at long range while much better the closer you get.
Unlock tank mines. All the tank mines. You don't really need utility pouch but if that's how you want to do it by all means. Tank mines are ridiculously easy to spot out in the open now. However, the three allowed without utility pouch still will explode parked sundies if you lay them down then shoot them. This makes them more powerful than C4 for this purpose, as the two allowed C4 will only light a stock sundie on fire. They are also good at the crest of hills as they are less likely to be spotted. Also at the end of bridges and other places terrain will obscure them. Another good place is below the ramp of the vehicle spawn pad. If you explode a good player like that in their large fighting machine, it's super effective because not only did they not do any damage with their vehicle, but it's also on cooldown. Finally, tank mines are absolutely critical when defending old-style Amp Stations. A shield penetrating Fury sunderer can enter the main base before the defenses are down while loaded with anti-infantry maxes and support. Now imagine you have ten of those entering your base all at once; it will be tough to dislodge them if they get enough people in. However if your team puts successive horizontal lines of mines down behind the vehicle doors where they can't be shot, if an enemy tries the sundies packed with maxes plan it will result in many of the sundies exploding, hopefully along with all their occupants who would lose their infantry resource investment and have their max on a timer. This won't be an issue in the future as Amp Stations have been redone.
MAX: The stock max isn't very good as you have to mix the weapon types at first. If you plan to use your max, you should plan to unlock either a second falcon at 250 certs, or a second shotgun also at 250 certs. A second burster is 1000 certs and isn't considered as powerful for it's dedicated task when dual mounted as other options. What suit slot is up to you, some prefer Flak and some prefer Kinetic with a small minority taking auto-repair. I'd recommend against auto-repair, in most cases where you would pull a max it should not be terribly difficult to find an engineer.
Falcons are intended for close range anti-vehicle, and are good against enemy maxes and will kill infantry if you land both rockets. Shotguns are great against infantry but the worst of the options against a max. Slugs are also very good against infantry, especially at slightly longer range than pellets as well as being slightly better against maxes.
If you use your max often, then for the shotguns you will want extended mags though they are obscenely expensive at 500 certs per weapon. Many Goons heavily recommend slugs for the shotguns as well, proclaiming #Sluglyfe, though I only recently unlocked the second shotgun arm so I have no opinion on the matter yet. I don't think the Falcon has any optional to cert into whatsoever.
For ability slot, it depends if you want to look cool holding a shield that doubles as mobile cover for people behind you or if you want to be able to dash away from danger. The shield is also said to be good for reloading behind, as other types of max have magazines large enough to kill you without reloading while your own shotguns, and I think slugs also, will have to reload to kill an enemy max even with extended magazines.
For vehicles:
I don't use the Vanguard often, but in good hands it's the best anti-Vehicle tank. It's also very sluggish which makes it susceptible to anti tank weaponry despite slightly higher resistances. It's highly recommend to cert up the vanguard shield and use Racer frame. There is some debate in Goon as to what kind of armor benefits it the most once fully certed. I use stealth armor myself, though I am too cert poor to have it maxed. AdmiralSnuggles uses a max stealth vanguard to great effect to get behind enemy armor without being engaged until he gets the first shot in from the rear. Other armors are more self explanatory.
I use the lightning much more often than the Vanguard. I have HE and Skyguard unlocked. HE Lightning was the first gun I auraxiumed, partially because towards the start of the game it had much more powerful splash damage and there used to be a notorious outfit known as The Enclave on Mattherson that tended to run in huge infantry blobs with a loadout mandated by their leader that included Nanoweave armor instead of Flak. The HE is still very good for long range infantry bombardment, but it only one shots on a direct hit so most kills will take two shots unlike previously where you could commonly kill five or ten full health infantry in one shot. It also has a lot more drop than many cannons, but in situations where there are infantry crowded together I wouldn't choose a different weapon due to the lightnings' mobility and the Vanguard's HE cannon being only slightly better, though the Kobalt on top is nice.
The skyguard is dangerous to ESFs, a threat to lingering Liberators, and annoying to Galaxies. The more friendly skyguards in an area, the more off limits it is to enemy aircraft. If you put too many zoom levels into skyguard, it will be difficult to track aircraft, so the first or second level of zoom is all you will need. At close ranges you won't want to use zoom so you can track fast enough.
I haven't used the Viper since long before they changed it to what it is now, but it's pretty good against infantry from what I hear. For all lightning loadouts I use Rival Chassis, which allows you to reverse very quickly. You can escape many things by driving backwards until you get to cover and can turn around for full speed ahead. I also use the smoke dispenser, because lock ons are annoying without it, and because it creates a smokescreen you can reverse behind and tanks firing at you will be less accurate, especially if you turn slightly. I also use second to last stealth armor because the last rank is expensive and because not showing on the minimap when not firing is great.
I don't use the Liberator much, but if you do then get the Tankbuster. The frame that gives more vertical thrust is the one recommended by Goon. All the bottom guns are good, but the shredder requires some certs in accessories and the zephyr is 750 certs and the Dalton 1000. My favorite to gun is the Dalton with hefty zoom. The butt gun is recommended to be the walker or the bulldog. Bulldog does a lot of damage to esfs. It's harder to hit them with it compared to the walker, but against infantry the Bulldog is the best companion to the belly gun if you have a 3rd person dedicated to gunning it.
For the Galaxy, Goon does Flying Fortress loadouts or Battle Galaxies, or Wrasslin' Galaxies if you don't have a lot of desire to cert your galaxy. Flying Fortress loadouts are anti-air, with Walkers all around. Battle Galaxies are designed to linger above a battle and use wing mounted bulldogs on infantry while absorbing hits. Wrasslin' Galaxies are for wrestling other Galaxies or unaware Liberators and thus are largely poorly certed, though if you plan to be a professional wrassler it's a good idea to get stealth armor up to second to last level at least so you aren't spotted on your way from the top rope to another Galaxy or when you bodyslam a ground vehicle. Many Goons use Racer frame for both Flying Fortress and Battle Galaxies due to it's quick acceleration. I myself use Precision Drops, as I prefer to wrassle and it allows me to turn and roll the wings much faster for ESF clotheslines, but it makes the Galaxy too slow to intercept anything heading away from you. I plan to put bulldogs on the wings at 250 certs for each wing and leave the others basilisk because walkers cost way more certs.
For the Reaver, you should probably choose hover frame. Until dogfighting frame allows you to pitch up and down faster, it's not as useful in dogfighting as it doesn't increase a and d rudder enough to outmaneuver other frames significantly enough and roll rate won't help you turn fast enough to lose someone behind you, and it gets no bonus to speed from either forward movement or angling down plus ascend key. It is very good for attacking ground targets though, as it will allow you to put the nose on target quicker and more accurately with practice. It's also the best for flying low around terrain and this is one area it can beat Hover frame, provided they don't simply ascend above and shoot you down from there. Racer frame could be good for air to air missile usage but I usually hear of people using hover frame so they can afterburn while holding the ascend key, which lets them keep their nose pointed at you while moving vertically. Forward movement+Ascend+afterburner while looking at the missile is also the maneuvor to defeat lockon missiles, though it was also doable without hover frame prior to the last big patch (against the old A2A missiles at least) and I haven't been able to try it since. Remember to map Analog throttle in your aircraft keybinds, it will allow you decelerate much quicker than holding s with one key press. Mine is mapped to G. Some people map pitch up or down to a key as well, as it will enable faster pitch up or down than using the mouse, which will allow you to turn much faster.
I've never used the harasser much. If you have a good driver it can be good at whatever it's weapon is appropriate for. It's probably better to specialize so the basilisk doesn't seem that great for this vehicle, unlike most. With a good AV weapon and hit and run it can ruin a tank crew's day, and with anti infantry it can tear them up pretty well though weapons best used while stationary like the Kobalt will see less value in it.
The Flash is my favorite vehicle. If you want to see why, go to VR, install turbo on it and find a wall or a tree nearby. Drive into it slowly so the front wheels pick up off the ground like it wants to climb the wall. Then hit turbo and watch it actually climb the wall. You can rotate it in the air with a and d, so if you are going to land upside down you should try to right yourself. Don't be surprised if you explode on landing; exploding is what the Flash does best. There really is no trick to it, it's seemingly random with some massive distance jumps not killing you while falling ten feet without using turbo can be instant death despite landing on your wheels. Most big jumps though will at the very least damage you, so it's a good idea to drive it as an Engineer. With some C4 safely mounted comfortably under the driver's buttocks, the Flash with turbo is the best anti-vehicle torpedo in the game.