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Found 4 results

  1. From the small, to the large, tactics are the foremost obligation of any serious PS 2 player. It doesn't matter what you do, so long as there is a continent impacting effect for it. Flying around, blowing up base turrets at bases that are two and three fights to be hacked, is ultimately a useless gesture. But for many, hitting the instant action command on the map, can be second nature. And a costly lesson in not knowing the fight you're stepping into. With that in mind, we're going to work from the first steps into the WG, right through to a cont cap. Gonna flip this around this time, and go from small to large on this time -----Get your Orders Clear----- As a new soldier, the first thing you need to do, is check the map for the fighting. Do not just hit the touchpad and jump into the first "Deploy" spot you see. Some fights need you, other fights are a lost cause or unintended. Jumping into them can mean that you spend more time feeding the enemy XP than earning it yourself. On the map, check continent ownership(upper right corner) and population density(upper left), to be sure that the fight is something you can be of use at. Also, don't be afraid to ask for an outfit or squad platoon before jumping straight into the fray. Generally the outfits are at the tip of the spear on the ideal fights, so it's never a waste of time to ask. ------Squad Unit Tactics------ Alright, you've got four or five people around you, maybe chatting in proximity. Again, we're going to break this down from the outside in. ------Infantry------ First rule, is stay together. Try to avoid losing sight of your group unless you're all entering a building or base. in open terrain, it's very easy to get turned around, cut off, and isolated from your friends. You put yourself in more danger, and weaken that small unit of yours. But, this doesn't mean following each other in a line to a door. Spread out to the sides as you run, get a wedge or line going. It makes your group a larger target, making area effect weapons less effective. It also means that you have multiple eyes on any shooter who targets you from the front. Once you get into base real-estate, that changes. Now, you're in Urban Warfare, and open spaces are deathtraps. Hug walls, stack up, and keep yourselves together to make it easier to put mass fire on a sudden target. Make no mistake, even five Engineers and a medic, pelting a MAX with assault rifle and Carbine fire, are FAR more scary, than two MAXes slugging it out one on one. Look for large boulders, medium angle hill and ridge lines, anything that breaks your enemy's line of sight. Base your offensive, around these locations. Small trees are bad for GROUP coverage(but excellent for snipers and light assault to hide in) Set your support down behind safe cover, and get your enforcers up on the edges of cover firing. Send your observers out to the flanks, where they can keep an eye on your sides, and let the enforcers focus on the front. Supports need to move between the firing groups to resupply or revive downed allies. This gives you a larger area to fight from. it's very easy for a small boulder to hide nine or ten soldiers behind it. The problem is, one tank shell, missile barrage, or well placed grenade, and instead of nine soldiers, you have nine casualties and a broken offensive or defensive point. Enforcers in particular, need to get down when you are hurt or out of ammo. Your pistol is not the same as your assault rifle, light machine gun, chain gun, rockets or grenades. And even a light sniper can drop a shielding heavy in a single shot if he's already hurt. -----Cohesion----- Author's Note: I have been debating this issue for a very long time. It's been hard to determine how much this section needs to be stressed without being overbearing. I will probably come off quite harshly here, but that is because PS 2 really does prove the proverb true. I will not reveal any specific situations, but I have seen excellent, and horrible examples of Cohesion in PS2. While the former were fine, the bad ones were at times enough to make me want to jump ship. So if I hurt anyone's feelings, or poke at a person's playstyle, please don't take it personally. I just couldn't find a way to bring this across any softer that would satisfy me. For want of a nail a horseshoe was lost, for want of a horseshoe a horse went lame, for want of a horse a rider never got through, for want of a rider a message never arrived, for want of a message an army was never sent, for want of an army a battle was lost, for want of a battle a war was lost, for want of a war a kingdom fell, And all for want of a nail. In any other FPS game, the external game is always secondary to your personal game. Jump on GRO or CS-GO, and you can easily snipe even when you have a bad team. In Halo 4, you can grab a jetpack, carbine and grenades, and your personal skill can trump the scoreboards to humorous effect, even if your team didn't win. But PS 2, is unlike any other game. EVERYTHING, turns on the skill of the players. Big things, and little things. There's no automated warning system to tell you where enemies are. Bases won't flip themselves back to our side, vehicles and turrets won't heal themselves. Attention to detail, keeping up with the little things, can actually tip the balances of power in a fight. Pursuant to that, keeping the enemy firing blindly, spawning into kill zones, and doing little beyond running spinning and shooting like idiots, can turn hopeless fights into PS 2 101 educations. But all of this, comes from one thing: the many working with the few, to accomplish organized tasks in a stressful situation. Leadership, organization, and committment to a group effort universally nets more cert points, kills, and medals, than trying to lone wolf it. There are occasional exceptions to this, but they are rare, and often require a very narrow set of conditions and situations to come about. Having said that, I must point out a few difficult truths: PS 2 is not for the solo player - I don't know about others, but I have pined for years, even before PS 1, for an in depth, tactical group action game, where I could play with others to accomplish something together. Not TFC, CS, DF, or Halo, but a game where the group is only as effective as the sum of it's parts. Sony answered those hopes with PS 1 and 2. But that means our personal skill, is not as important, as our contribution to a group effort. By joining an Outfit, you want to be a part of a greater effort - Outfits are voluntary. By joining one, you say to yourself and others, that you want to help out on a coordinated offensive. If you join just for an easier time to spawn in so you can grab an Inf, a .50 and go snipe hunting, make sure that's NEEDED, or find a rando group to satisfy your precision lust. Running, is not the same as Doing - It's very easy to get caught up in a vicious cycle: The base is falling, you spawn at a sunderer or inside. You grab your weapons and armor and run to the heroic defense of your home ground....and get quickly cut to ribbons by the enemy who's now encircled the spawn exit zones or has set up an effective kill zone around the Sunderer. Undaunted you quickly respawn, telling yourself it'll be different this time. You grab your armor and run....and get quickly cut to ribbons by the enemy who's now encircled the spawn exit zones or has set up an effective kill zone around the Sunderer. Undaunted you quickly respawn, telling yourself it'll be different this time. You grab your armor and run....and get quickly cut to ribbons by the enemy who's now encircled the spawn exit zones or has set up an effective kill zone around the Sunderer....sensing a pattern here? You're running a lot, but doing very little with it. The rush of adrenaline at saving a falling base can easily override both personal and group logic. We become so fixated on not taking even one step backwards, that we forget the first step to a counter, is often a step back. Always evaluate your situation, and adjust your tactics accordingly. Likewise, communicate what you see to higher, because they might be in a different situation. Not being able to see the six or seven Prowlers or Magriders on the other side of the base that's crumbling like a sandcastle, could give a Squad or Platoon Lead the info needed to counter or redirect their fight. Orders are to be obeyed, not questioned - This one REALLY bugs me at times. Yes, we all know it sucks when you see a problem, kick it up the chain of command, and nothing's done about it. Or when you see an opportunity, call it in, and get told to do something else. But as painful as it is, we cannot(Yeah, I've probably said this half a dozen times in half a dozen differen ways) work solo to achieve a given objective. It takes nothing for twelve people to do what they want; log in midday on the servers for a prime example of this. Hundreds of people doing nothing but what they want, almost completely oblivious to the actual situation. A squad or platoon that can accomplish simple tasks in a stressful environment, will become a nexus of coordinated activity. As they see a group doing a single thing, other people naturally gravitate towards doing that same thing. But all of this is impossible, without adhering to orders. Your squad or platoon lead has the overall goal in mind. You may feel your vision is important, and at times it can be. But you must trust your leaders, that they know what they're doing, and follow their orders. In turn, leaders have to both know when to pull on the reins, and when to let them go. It's very easy to try and micromanage people in PS2, and it will get annoying fast. Rattling off endless step-by-step orders clogs the comm, has everyone paying more attention to your next order than the game, and losing the ability to think for themselves. They become frustrated automatons, have less fun, and are less effective. Delegate, organize and coordinate. Do NOT dictate, codify, and presume. Break your squad in half or thirds or fourths, and assign fireteams to specific tasks. TRUST them to get it done. Know your Forces - In most movies, as well as most real life images of military units, someone almost always has a simple pad and pen for writing. They could be using it for any number of reasons, but there's always one that stands above them all: because it's easier to refer to paper than memory. Find out who in your forces can do what. Not everyone either WANTS to be a Medic, or has the certs invested into it to make it worthwhile. By knowing your forces, you can set up fireteams based on a cohesive whole, comprised of different parts. Platoon Leads can take this to the next logical extreme, and make entire squads around a single combat point: Armor, Spec Ops Stealth, Fast Attack, Air Dominance, AV Infantry. With a squad, you can park them at a road intersection or a choke point and punish vehicles that try to make it past. Or call in a Bombing run along a specific targeting zone. :-) Before your Op starts, do a role-call of who likes to do what. Who are your pilots and drivers? Who love light Infantry, or are certed into MAXes? Pick three roles each player likes to do, jot them down under their names, and keep it nearby. So instead of sounding like a rookie leader, constantly asking "Hey, who can do this?" you'll project confidence and trust in your people, to just call out names, ask for a role switch, and give them their marching orders. Following this, assign a second in command. At the platoon level, you're the coach, your squad leads are your captains, and your second in command is your quarterback/striker. You call the plays, they execute them under the SIC's guidance. At the squad level, YOU'RE the Quarterback, but the SIC is your center. You work together, to move the plays on the field. This can fluctuate as needed, but it's better to have two clear voices of who's leading, than you trying to respond to everything. Give your SIC a little bit of freedom, so he doesn't feel the need to "Mother-May-I?" you to death. Your leadership filters through him, his leadership through your squad, and your squad's leadership through the other players. As disconnected as it may sound, it WILL work. Random players want to be on the side that seems to know what they're doing. That's the Outfits and outfit squads. They'll follow you like puppies if you can demonstrate order and organization in battle. :-)
  2. Welcome back to the Hadder Doctrine. Alright, this is the one that separates Planetside 2 from CoD and Battlefield; mechanized combat. I'm not talkin about jumping into an armored pop gun, and running people over to giggles as you avoid aircraft. I'm talkin standin off a ridgeline 300+ meters, in a row of Lightnings and Prowlers, laying sheer hell upon a position, and driving those pissy infantry BACK inside where they belong. I'm talkin a Skyguard Lightning, turning Liberators, Reavers, Scythes, Vals and Gals, into panicked cowards rushing for the horizon or the safety of their base. Armored Warfare, at it's finest. This guide will cover the basics of armored combat, and delve into the two main vehicles used in that purpose: the Lightning and the Prowler. Now, there will be those who say that the Harrasser belongs in this list. To that I will spend a few moments suppressing a laugh, before I remind those people that the Harrasser is vulnerable to ALL fire, Small and Large. I have personally taken out a Harrasser as a Heavy, with nothing but a TR Chain gun. The Harrasser is just that: a harrassing tool. It CAN get kills, it CAN destroy tanks. But it will NEVER be able to slug it out in tank vs. tank combat, let alone support an infrantry action. it is the evil ghost that hides in darkness. Because as soon as a Lightning or an MBT starts lighting one up, it vanishes. -----The Field of Battle----- Let's get this out of the way fast: if your tank is inside the walls of a base, and you're still in it, you're in a bad positon. Tanks, light or heavy, are meant to support the INFANTRY invading the base, not armor. Early on, this tactic works, largely because there are not a lot of engineers with tank mines. As PS2 ages on the PS4, and engineer players get more and more disposable certs, expect to see far more base interiors lined with mines that will one or two-shot your tank in VERY short order. it's an easy way to a fast 300-700 XP for almost no work. :-) Incidentally, if you ARE an engineer reading this, take the advice to heart, Get yourself tank mines, a utility pouch and just go nuts mining major roadways. There is nothing more personally satisfying, than running in front of a Vanguard as he brings that big gun around, while you mine the road before him and duck down behind a boulder....save for that fiery explosion when he foolishly rolls forward to try and get a shot on you again. :-) Another flat rule: There is only ONE pilot class: the Engineer. If you're not in a vehicle, you can be anything you want. But only Engineers are pilots/drivers. Why? The repair gun is a big part of it. But more than that, the Engineer can set up their own small defensive position with turrets and Claymores, to field-repair their tank without threat of taking damage. Having that nook where you can heal up without fear, is a tremendous stress-reducer(I know; we play video games to reduce stress alread. :-) ) The stress you carry into each fight, increases your twitch and decreaes your thinking. With that said, tthe question remains: where should a tank be in PS2? For the Magrider and the Vanguard, they can get close with little loss. The Mag's manueverability, and the Van's shielding, can give them an edge in a close-in slugfest. The Lightning and the Prowler however, live in distance. Every meter away from your target, is another meter of drop, auto-fire drift, and the chance of a round despawning. You want to generally be either at the line of the infantry, or a good 50 meters back, shelling from safety. Distance is your ally; NEVER abandon your allies. If you find a Sunderer, drive away from it. Spot it, floor it away, and circle back before shooting from range. That range, will often buy you the five or ten extra seconds needed to finish a Sunderer, before it drives off, or destroys you. Remember, EVERYONE who spawns at a Sunderer, will get a message when that specific Sunderer is attacked. So if you wait until you're in a better position, it is that much longer before those forces can converge on you to fend you off. With that question answered, another comes up: Where should a tank NOT be? One word: Roads. You have treads, you have suspension, and you have power. Roads make your trip easier, NOT safer. The roads belong to Sunderers that have crap manueverability, Harrassers that can turn on a dime and turbo away, and Flashes that can drive in stealth. Tanks are the offroad kings. And it's a lot harder to mine an open plain, than it is a narrow roadway. Use roads for convienence, but never treat them as the BEST way to get to your target. The biggest defensive positions are often set up to cover roadways with more than one turret. One tiny team-based caveat applies to this, but it also applies to all vehicles: run in front of a friendly Sunderer if possible. Remember my advice about mines? Their one saving grace, is they won't discriminate. Any enemy vehicle that rides over one, is toast. But as valuable your vehicle may be to YOU, a Sunderer is often ten times more valuable to your faction on that continent. Take the hit for the team, respawn in that Sunderer if you can, and ride on to victory. Even if you're in your OWN Sunderer, just using it to get from point A to point B with no intention of deploying it, ride in front of another Sunderer and take the hit. -----Lightnings----- "For the strength of the Pack is the Wolf, and the strength of the Wolf is the Pack." Rudyard Kipling - The Jungle Book We've all seen it. Someone running around with a Lightning, running nose to nose on a Sunderer or a turret, spending a few precious seconds gleefully blasting away, before said Sunderer or turret shows them what firepower can do. Maybe we've BEEN that person. In regard to the Lightning, the above quote should be gospel. One Lightning, is one wolf. Fast, yes. Dangerous? Not really. The Lightning is second only to the Harrasser for how easily it can be destroyed. It's speed and it's manueverability, are hindered greatly by it's vulnerability. While not vulnerable to small arms fire, the Lightning is a true jerry-cooker against large caliber rounds. Almost any non-infantry variant of a tank's main gun, will kill a Lightning in 2-4 hits depending on the gun and where the Lightning is hit at. So never slug it out. Hit and move. Once your target's on fire, you can focus in on the kill shot, but until then, treat them as an undamaged vehicle, and keep dancing for the fight. This changes UTTERLY, if you can coordinate a 4-man squad of Lightnings. Now, you're not one wolf, you're a wolfpack. And even a bear can be killed by a wolfpack. The easiest way to move in sync on the battlefield, is a Line or Echelon formation. The Squad lead should be at the back of the pack, or perhaps 3rd in line, so that if a target's spotted, you can jump off formation, and survey your target before committing to the fight. it also makes it easier to give voice commands to help keep the formation in shape, because you'll see everyone's postion without giving up forward perspective. In the pack, agression is key. Vanguards and Magriders, are used to outshelling a single Lightning. Scare them into running, by pouncing on them. Hit them, drive them off, and chase them down. Wait for them to stop and try to repair, and hit them again. The only thing more useless than a wounded tank, is a wounded tank pilot. Convince them that you're their waking nightmare, and they'll go back to being infantry or grab an air vehicle, in which case, see The Danger Zone guide for scaring them back into just Infantry. :-) Sunderers are a particular favorite for the pack. There is nothing more terrifying for a sundie force, than being shelled from three or four different positions. HEAT rounds exploding all over the place, damaging them, the Sunderer, and all their hopes and dreams. :-) The Sunderer is a crippled buffalo. it will spend several seconds just getting UP to run, and will do so far more slowly than you will in your Lightning pack. And just like a wolf pack, harrass and corner. Two lightnings shoot when it's running, two more move to get ahead of it and cut it off. Often this will be enough to kill it before the process even needs to repeat. But what fun repetition. :-) -----Why the Prowler is Leagues better than the Vanguard and Magrider----- Right now, Prowlers are probably feeling underpowered compared to Vanguards and Magriders. Vanguards are tougher than a Prowler, and Mags are more manueverable. This is FALSE. In terms of firepower, we top them both. The Prowler fires two rounds, with a base reload time of 2.5 seconds. This alone, is better than the Vanguard at number two, which fires ONE round, every 4 seconds. Our damage per round, is 1000 points on a dead shot with HEAT rounds, compared to a Vanguard's 1600. So we're already doing more damage over one reload, than the Van(4 rounds, vs 2: 4000 damage, vs 3200) But, we can get even FASTER with our fire rate. Taking the first rank of Anchored Mode, reduces reload by 12%. Add in the Reload speed option in the HEAT turret, and we shave 0.1 second off our reload time. So, we're down to 2.4 seconds before anchored mode, 2.15 AFTER anchored. if you MAX both Reload Speed and Anchored mode, you will shave a flat 0.5 seconds off your reload time, and then reduce it by 48% in Anchored mode, giving you a reload rate of 1.35 seconds. 2,000 points of damage, flying downrange a little over every second. :-) You will complete two FULL reloads, before your Vanguard completes ONE. so you're sending 6,000 of damage out, before he can even get 3200 out By the time that Vanguard completes TWO reloads, you will have completed almost SIX. :-) And this doesn't even factor in that our tank rounds travel FASTER in anchored mode, resulting in less dropoff over distance, less adjusting, and more precise fire control. What Vanguard pilots have mastered, and HAVE to master, is HITTING with every shot possible. That's why it seems like they win most trades. Nose to nose with another tank, they can slug it out and come out on top. But if they have to adjust for range, for their own movement, every miss is a stab in the gut for a Vanguard. Make them do that. If a Vanguard has to travel more than ten seconds to get to you, almost every experienced Van Pilot will refuse that fight. Ten seconds under fire for them is a lifetime against our Prowler. :-) Ergo, you always want as much distance as you can safely aim through, with your Prowler. It will take some practice at first, and a bit of patience. But it will be well rewarded. Again, this changes if you have a 12-man squad of fully crewed Prowlers. Now, you're not just a wolf pack, you are a pride of Lions. YOU OWN THE BATTLESPACE!!! Two Prowlers with Anti Air secondary guns, two with anti armor secondaries, and two with anti infantry, and there is no base or force that can move you. No Liberator or Reaver will dare get close, no light Assault or Engineer will try to C-4/tank mine you. And you will laugh heartily at MAXes and Heavies when they try to hard-shot you with AV. -----Sunderer: The Not So Magic Schoolbus----- Okay, that reference shows my age. But this is the part where I must point something out. Something dark, evil, lurking inside the heart of every PS2 player - Treating your Sunderer, as a call girl. Granted, the Sunderer doesn't do much for the individual player. It brings in so-so XP, is a nice spawn point, and generally is a fun thing to have around. But, how are they treated? Left on roads in front of cannons, or parked on enemy vehicle pads. Lined up three and four on a roadway or behind a ridgeline because the other drivers couldn't be bothered to find a space for them. If Sunderers could talk, I'd say they'd be the biggest peace advocates Auraxis will ever have. Poor placing of a Sunderer, is hands down the fastest way to destroy momentum in the game. There are INFINITE places to put a Sunderer, but a few spots can make that spawn point damn near impossible to find and assault. If you spawn a Sunderer with the intent to deploy it, don't just drop it anywhere. Put it where your faction can benefit most from it, and you will benefit most from it. Around almost every base, will be natural defilade positions; hills, moutains, chasms, tree groves, that will block your vehicle's direct line of sight from the base. it allows your infantry to move in under cover, without worrying about getting sniped DIRECTLY from a base by snipers or turret gunners. The longer they live, the greater the chance the base will fall or the position will be defended. In the same vein, DISTANCE is useful. When you first plan to assault a defended base, you want your Sundie well away FROM that base. It spreads out your forces, and gives them more points of attack to approach from. They get to pick their fight, be it sniping, assaulting, or destroying. It also makes defenders come OUT of their beloved base, to seek you out. In that uncertain middle, is where your forces have the advantage. As the fight swings in your side's favor, you can move your Sunderer in more and more if others haven't already. Getting the Sundie to be moved against an interior base wall, is generally the best sign that the fight has been won. At that point, even Light assault C-4 and Heavy rockets, are far less of a threat than before. But that won't happen if your Sunderer is blown up long beforehand. In the same turn, outfitting your Sunderer with a single Flak Cannon, will save you more than 30% in Nano costs from having to respawn it because some aircraft blew your original to hell. Vehicles and Infantry are a little harder to deal with, but that's what your nearby infantry are far better able to deal with. ---------- In closing, vehicles are the core of any action. The longer those vehicle stick around, the stronger that core becomes. As you develop your skills in PS2, keep your eye on maximizing your vehicle's life-span. More kills, more certs, and more carnage, will always be your reward.
  3. Originally, I was going to cover each class individually. But since my first writing of the Doctrine, PS2 has grown and expanded far beyond what the core game was when it first launched. So instead, I'm going to break this part down into two separate areas: The concept of damage trading(yes MOBA fans, PS 1 and 2 had it first. :-P ), and the roles each class can play. -----Effective Damage Trading----- Okay. You're in the field, shooting enemies....and dying....a LOT. You're not really feeling like anything's working for you, because you run a few steps into the thick of the fight, and die soon after. Welcome to the losing side of damage trading. On average, about 60% of the kills you take and dish out in PS2, are gonna be twitch based, who saw who first, time to kill exchanges. It's the bread and butter of any shooter....and they're largely meaningless. :-) One or both of you is going back to respawn, and the other might end up pushing a little further into the objective or out from it. They'll be health damaged, so unless they find a medic or pop a first aid kit, the next fight will probalby do them in anyways. Effective Damage Trading, is hitting your enemy, WITHOUT getting hit yourself in a meaningful way. Shield damage, is meaningless damage. Your shields will return to full in about ten seconds. Health is largely gone forever. So if you avoid health damage, and are dropping targets, you're doing Effective Damage Trading. This is accomplised by fire control, and positional awareness. Fire Control is the easier of the two. It takes practice, and a bit of patience to master at first, but it WILL net you greater survivability. First, hit up on the D-pad. If your weapon jerks upward and you hear a click, congratulations; you have a gun with an alternate fire mode. The modes run between semi-auto, 2x burst, 3x burst, and full auto I believe. Full Auto, is your twitch shooter control mode It gives horrific accuracy, but if you're close, it won't matter. Semi-Auto, is best used at the near maximum engagement ranges of your gun. Fire a shot in semi auto, and you'll see that your gun automatically returns to wherever you first put the crosshairs. This is why someone can outsnipe an Infiltrator with a carbine if they're good and fast. :-) 2 and 3x bursts, hover in between the two extremes. As a rule of thumb, if your target is close enough that from a dead center waist shot, your burst will END with their body still in your crosshairs, it's safe to use the burst fire over Semi or Full. otherwise, your second or third round, is a wasted shot, that just deplets your magazine faster. Positional awareness is an art. It's knowing where you are in relation to your objective, and how your enemy IS moving against you. How they were moving is irrelevent, and how they MIGHT be moving, is wishful thinking. Having Positional Awareness, takes the hardest thing imaginable; not starting to shoot when you see targets. Figure out who's doing what, where and how BEFORE you start shooting. Get a gameplan of where you want them to go, and what you'll do when they DON'T do that. :-) It's a lot easier to know your line of retreat if a Light Assault goes on a flanking run against you, than trying to shoot a target moving perpendicular to you, towards cover. Mastering these two skills, is what separates good PS2 players, from the ones people dread to see show up in their kill review. :-) -----Roles----- Combat - "Gee, what's this for?" :-) I know I know, it sounds silly. This is a shooter, we all have guns, not paintrollers and squirt bottles(Thanks Splatoon for making that reference actually relevant again.) But while every class CAN do combat, some do it REALLY well. And one of them DOESN'T make this list: The Infiltrator. Combat isn't JUST killing the OPFOR. It's denying them the ability to prosecute their objectives. And the Light Assault, the Heavy Assault, and the MAX, are the ideal classes for this role. Your goal, isn't JUST to kill infantry. It's to destroy force multipliers. Tanks, aircraft, Sunderers; these are the heart of any good offensive action or defensive position. Knocking them out, frees up several people who may need to be watching FOR those threats, and lets them push in to the cap points. Support - If armor and air are the heart of any good strategy, Support is the backbone of one. Without question, every base will fall, every assault will fail, without Supports patching things up and keeping them in the fight longer. And thus, it is vital that a Support not neglect their job. Wherever you go as an Engineer or a Combat Medic, your role first, is to SUPPORT an action, not prosecute one. If it's a choice between firing your gun and healing or repairing something or someone, pick the latter two over the former every time. In particular, I'm going to call out three things I've seen that can drive you nuts: Engineers not dropping ammo packs, medics rocking the Nano-field regenerator instead of the Shield regenerator and Medics not ressing MAXes. Engineers - I know, an ammo pack isn't sexy. it nets you a paltry 13 xp per person you resupply per tick. And it doesn't even resupply deployables like C-4 mines or turrets. Just stuff like Heavy Rockets, MAX ammo and Infilrtator Recon Darts. But those three things, are at times the most crucial part of an assault or defense. Heavies can carry between 3-7 rockets I believe. but after that's gone, they have to run back to a terminal to resupply. Meaning they're not shooting rockets. The NS-7 Burster anti air gun on the MAX, holds I think 80 shells by default; just three full clip bursts. Your resupply bag, will turn them into GREAT mobile turrets that will bring YOU XP when you succeed in an attack or defense.Medics take a special note here: DITCH the nano backpack field regeneration, for the Shield regenerator deployable. Health always takes FAR more damage than shields will, but that's all your backpack will fix, is health. Your Shield regenerator, will save you TONS of nano-heal ressing time, and deliver XP in spades. And while people's shields are regenerating, you can spam your healing gun to top off their health. :-)Medics - Where is the love?!?!?!? :-) Yes, Ressing a MAX will take time, and yes, you can't then heal them back to full with your gun. But there is no tougher unit to FACE than a MAX. That MAX you're walking away from, might have been the only thing scaring off a pack of Reavers or a Lib bomber. Without the customary Burster greeting they've been getting, they won't be looking for an easier target; they'll have just FOUND ONE. Logistics - This isn't filling out request forms. It's scouting targets, unlocking a base's defensive structure, and figuring out how to hit it. Almost exclusively, this is the role of the Infiltrator and Light Assault. One does it by stealth, the other does it by air. But the goal is the same: spot targets, show Sunderers and hidden tanks and mines, and give your friends the best ways to knock them down. Usually, this role gets a little lost in the fog of war, as a lot of things are happening. But remember, this is a TEAM effort. Your solo play, is SECOND to our overall objectives. Shoot to defend yourself. Spot and scout, to HURT the enemy. Command - As with Logistics, this isn't sitting on your hands. Squad leaders need to be reading the field more than trying to fight OVER it. See where enemies are coming from, and guide your squad to them from cover. Ideally, this is a Combat Medic, or an Engineer. You may be required to dig in somewhere, and hold for a while. Better if you can supply your squad with ammo and health AND act as a spawn beacon. But remember, if you dig in, DIG IN!!! Don't declare a holding position, and then go on a flanking run. Because anyone who dies, is going to spawn right on you again, and you'll make them and yourself a target. Platoon Leads need to be in the map far more than shooting. You need to be up-to-date on every map change that happens, to understand what's going on in the battle. It can be tempting to take a vehicle or a Heavy out and hurt the enemy. But you have 47 other people who are waiting for GOOD orders, not just ANY orders. You want to take them on a path of victory, not lead them through defeat after defeat. :-) Counter-Support - Yes Infiltrators aren't COMBAT focused. No; our skinny little friends are the bane of every Engineer, Medic, Heavy, Turret, mine, Sniper, shield restoration device, and ammo pack there is. :-) Get yourself the large caliber sniper rifles, the straight pull bolt, and watch...ideally under the 8x power scope. The zoom feature, does NOTHING to your range. But at each increase in Scope power, your field of view is NARROWED If you can get away with the 8x or 7x power scopes, you'll have a lot more targets to choose from. Watch for a dug in position; a wall or a choke point that the enemy are funneling fire into. Flank that position, and work up weakest to toughest in shot priority: Infiltrators and their deployables, Combat Medics and their deployables, Combat Engineers and THEIR deployables, and Heavies. It's tempting to tap a MAX with your Big .50, but don't. You almost certainly wont drop him in under three shots, and by the second, every enemy near him knows where you are. Leave that shot, for an Engineer with an Anti-Material Rifle.
  4. A long time ago, I wrote a verbose post on an Outfit Forum, that I called The Hanner Doctrine. These guides, covered various aspects of PS2, from air to vehicles and infantry. Sadly, said forum was swiped, along with my posts, which I am only now beginning to recreate. But, getting back into PS2, I felt now was the time for the Doctrine's return. :-) -----Air Combat----- Air to Air and Air to Ground combat, have now officially lasted for more than 100 years. But for all the advances in modern technology, metals, tracking and support systems, it's one of the first air to air aces, Oswald Boelcke, whose principles of combat have outlasted anything else. Even in PS2, where the flight mechanics are not entirely grounded in reality, the core precepts of Boelcke, stand firm. So, here are the aerial combat manuevers, formulated by Bolecke, and interpreted for Planetside 2 that you should know before you strap into a Mosquito and ride fire. Understand, these are NOT iron clad rules. They're the mindset you should carry into each fight: - Try to secure the upper hand before attacking. If possible, keep the sun behind you This one is almost a no-brainer. If your enemy's above you when you see him, do not engage him but climb to get above him first. If you're above him, move to get the sun behind you, so you can't be seen. Likewise, if your target's on the ground, hug the ground or dive from directly above, where he can't shoot at you effectively. Never hang in the middle between the extremes. It's remarkably easy to disregard this rule, and you will generally pay for it. Mosquitos have the fastest speed, and LOWEST armor in game. So play to those strengths, and always get the advantage BEFORE you begin the fight. - Always continue with an attack you have begun This one deserves a certain modification. In most cases, you do want to adjust your speed and pitch, to keep yourself behind your opponent. Better to let them open up a hundred meters and be behind them, than hug their rear, get shaken and end up the one on the wrong end. However, there is a tactic you'll come across(war thunder players probably know this one by heart) called Boom n' Zoom. Basically, you secure your advantage, floor your craft towards your target and tag em with a burst. But instead of circling back around, you keep going in a straight line, and put as much distance between your target and you as possible before re-engaging. It's effective, and annoying as hell. You are picking your fights, your way, and it can be a distraction that can spin up six or seven enemy aircraft to hunt you down. You'll see this one pop up in a lot of Mosq builds. Any Mosq you see with just Afterburner tanks and no rockets, is a fan of Boom n' Zoom. And it's HORRIFICLY effective. :-) Being able to outrun your opponent, and make them turn around to leg it back to the fight in a wounded aircraft, is one of the most annoying things you can do. - Open fire only at close range, and then only when the opponent is squarely in your sights Sounds silly, right? "Who'd fire at long range, or when they're still banking?!?!?!" The answer is, you will when you feel the trigger itching under your finger. It's easy to speculate-fire, trying to guide your rounds into your target. But every missed round, is one less HITTING the enemy. It's one less doing damage, and two more, to taking your target out. Let the adrenaline out of your hands, and wait for those moments when your target levels out, or loses focus. - You should always try to keep your eye on your opponent and never let yourself be deceived by ruses "WOW!!! That Mosq is just circling at max altitude!!! What an idiot!!!" No. that Mosq is suckering you in. You may have seen him first, but he'll see you before you get to his altitude, and he's gonna dictate how the fight plays out because we are the bloodstained road-runners. This is where your advantage comes into heavy play here. Distance and position will almost always trump speed and manueverability. Control both, and you control the fight. But never piss it away. If you see an enemy suddenly break for a base you know is empty, assume it's not anymore. That his budies are waiting for you to get close enough to light you up. Give him the room, and keep your eye on him. He'll have to leave his friends and come out again, and you've already got him sweating from making him run the first time. - In any type of attack, it is essential to assail your opponent from behind Ideally, you always attack from slightly above, and clearly behind your opponent. This can change depending on the type of aircraft you face, but it's more often than not, the safest position, and the one that leaves you in the most control. Again, sweat out the rush of combat. The first to die, is often the first to stop thinking. Keep that position until someone MAKES you give it up. - If your opponent dives on you, do not try to get around his attack, but fly to meet it This one can be hard, as on the PS4, we don't get inner view controls. So it's hard to determine where an attacker is in terms of altitude. But it applies to all attack angles. Turn INTO your attacker, never AWAY. You cut his time on target, you sharpen the angle he needs to keep lead, and you force him to decide between turning away, or a possible ram. All three benefit you more than the prospect of giving him a somewhat straight line to shoot at. - When over the enemy's lines, always remember your own line of retreat This one is -VITAL!!!!- And remarkably simple to accomplish. Your line of retreat, is where you know friendly forces are waiting to assist you. A Sunderer deploying troops, a base with AAA guns and friendly boots on the ground, even a squad of Lightnings(because at least one of them will have a skyguard turret) is where you need to run when things go sour on you. But there's no great mystery to figure out. Before your fighting begins and between fights, throw down a Personal Waypoint where you want to retreat to. Then, you have an automatic map copilot to tell you where you head in case of danger. Ideal spots, are a base two hack points or more away from the front, so you won't lose it in a sudden rush cap. Remember, War is about the efficiency of destruction. If your Mosquito takes out seven infantry, and is shot down six times, you've lost way more than the NC gained. Your nanite pool wil be empty, so no more vehicle spawns.