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Found 15 results

  1. Foxhole is the game we've been waiting for in the AJSA! Been wanting a suitable replacement for Planetside, but been disappointed by the failed wannabes? This game doesn't just fill the gap, it truly has the capacity to go farther. Everything you do has an effect on the outcome of battle, for both good or ill. Not the best at fighting? No worries, this game requires players to build vast amounts of base defenses, as well as run your entire team's economy. The front-line cannot function without the supplies you send them. There is a place for everyone here, plus the game is top-down, similar in camera angle to Diablo, and the game is not overly graphic heavy. Interested in forming a clan ingame? Game is currently only $20 USD, so hop on it and join the AJSA in Foxhole! Post here with questions or if you wish to join in. Game will be officially supported once we have the numbers. If you wish to debate the game's viability, do so on discord. http://store.steampowered.com/app/505460/Foxhole/
  2. now as some of you know the construction system is out, and with that comes new players or people who are just coming back to planetside 2, for this reason alone I'm making a quick do's and don'ts. do spend your starting certs on suit ability, tool and vehicle upgrade slots. don't spend your certs on infantry weapons. why? weapons are a SIDE grade not an upgrade, plus most starting guns are easy to use and well rounded that can fill many roles the only bad starting gun for new players is NC LMG the gauss saw. do join a squad or platoon, dont lone wolf. why? this is a team based game with hundreds of players and team work can win the base, but some of us dont like other people irl or in game so you can lone wolf if you want but i don't advice it. do spend some money at least 20 US dollars, don't spend your life savings. why? its a good game the least you could do is support it! again this was to be a quick do and don't have any other quick do's and don'ts add them here!
  3. Hey guys, officer Crazykidsbite here! So I wanted to update you guys on a few new updates and plans for the community topic. I wanna go ahead and start the off by saying I've clear up both forums and outfit trash. What I mean upon this is that I've cleaned up inactive members, extremely old forum posts, and restructured command staff. I do apologize to anyone who might have come back after a year of inactivity and give Planetside another try. I want to go on to say that our operations will commence every Sunday at 12PM CST and 6PM GMT. As well we will have training's and they will commence on Tuesday at 12PM CST and 6PM GMT. Finally we will have Mid Week Operations or MWO, every Wensday at separate times for American and European players. For Americans the operations will happen at 6PM CST, for Europeans the operations will happen at 6PM GMT. The reason for this is not to separate the community but rather promote player activity for all time zones and to as well show that we are active once more! As well to keep things fresh within the Planetside community will be began to play as the almighty American freedom fighter faction the New Conglomerate. Who can deny the almighty Jackhammer? We will be playing on the Emerald server and if you wish to join add the player crazykidsbite onto your friends list so that I can invite you to the outfit as it is under construction. We will have operations as the NC but we want to dust off the the TR outfit. As well with our activity once more we have been promoted back up to the official status of the AJSA, so this marks the first day of the... Wait for it. 3rd campaign! Aside of the joyous achievement we are looking for Sargent's and Prospects to help maintain the outfit and lead the squads into battle. The requirements of applications will be discussed below. We require an at least 16+ maturity in this community.Knowledge of leading squads and communicating with command.To be a wolf instead of a sheep.To be able to think outside of the box.As well to be patient with the flow of battle.To be able to handle situations within the community and in-game. I want to thank everyone for joining us in the last few operations, and as each week goes by everyone will began to notice the seriousness and the effectiveness of the outfit and we will dominate the ground and skies.
  4. Not gonna lie here.. I kind of peed myself a little when I realized what I had actually just pulled off. In all seriousness, this is can't miss. #200FOOTHEADSHOT
  5. Greetings! This post is supposed to settle once and for all how to join the Planetside 2 outfit. We are fighting on the Emerald Server, as part of the Terran Republic. Our outfit tag is [AJA] (a remnant of the old Angry Army). You do not have to include something alluding to the AJSA in your name (e.g. AJSAConan), just choose a name with which you identify (in my case Conan8). We do not have any requirements as to when and how often you play, but obviously we appreciate active members. Please keep in mind that we don't utilize any other method of joining the outfit from the one mentioned below, so ingame applications will not be accepted, which is done to ensure that all outfit members are registered on the forum. In order to join you should: Create a character on the Emerald Server, belonging to the Terran RepublicGo on teamspeak and look for a Council Member, Commander, Officer, Sergeant or Prospect (distinguished by the Channel Admin server group) within the PS2 subsection of teamspeak and ask them for an invite. If there is currently noone online who can invite you wait or come back later, there is usually always someone online during the course of the day. (Important: Do not go around asking random members of our field command on teamspeak for an invite, seeing as most of them don't have those permissions (unless of course you know that they can invite you))In order to receive the invite you have to be signed in with your Terran Republic character on the Emerald server. You cannot receive any invites whilst being offline (so posting your name here and asking for an invite isn't going to help). Ensure that you give the person who is supposed to invite you your character name (not the account name). Furthermore being already part of a separate outfit means that you cannot receive any new invites either, so make sure you leave it prior to applying here.Now you should be part of the outfit and you can obviously play with us. If you don't see anyone currently playing just wait in one of the squad channels, sooner or later someone will always come by once someone is playing! (Usually most people just check whether there is a squad going and if not they just head off again, so if they see a couple of people playing there they are usually inclined to join.) Here is an outdated list of the PS2 staff: Guild Leader Conan Officers Darktemplar Sergeants AgentRed BlackOpsElf Crazykidsbite General Bravo Pig_Face ProfessorOaked Puttymon Prospects Hunter5988 Jackoburst Redfubar Yog In addition these other members of our field command can invite you Council Members DoctorEvil SgtRoss Commanders Craig910 Dogfish Officers AverageSpacePope Thefantasticfunk Weynard Ysnar Other Members Crazykidsbite Norman Sparro Unsaidlightning ================================================================================ If you would like to be considered for the position of a Planetside 2 Sergeant, then feel free to send an application to me (Conan), utilizing the template at the end of this page. Below you will find a list detailing said appointment. Please note that you will undergo a probationary period before officially being promoted to a member of our Staff. Position Title: Planetside 2 Sergeant Reports to: - General Bravo - Crazykidsbite Benefits: - Sergeant Rank and Title - Access to the Command Tent section in the PS2 Forum - Channel Admin privileges in the Teamspeak PS2 section - Ingame rank of Prospect (later Staff Member), enabling you to invite players and later also promote members to Veteran members ingame Purpose: - To distribute the workload the PS2 staff is currently handling to more personnel. - To ensure the smooth running of the day to day business. - To help enhance the quality of PS2 Op Nights and Events. Possible Responsibilities: - Create and run squads during the week and take charge of squads during our Op Nights - Help manage the AJSA PS2 guild in its daily business, including helping to train members, assist in cooperation between our outfit and our allies and inviting new members. Requirements: - Be a Veteran or above. Exceptions can be made depending on the performance and skill of the applicant, but have to be Commander approved - Be online at the very least once a week - Communication skills (needs to be able to give orders effectively, a microphone is a must) - Integrity, Teamwork and Interpersonal skills Desired Skills: - Understand PS2 battlefield dynamics (including prediction of enemy movement) - Irl leadership skills (i. e. military background) and/ or previous PS2 leadership experience - Administrative, business related skills (i. e. data processing, personnel management, PR management) - Filming, editing skills - Proficient in the use of Teamspeak (including setting up whisper lists) ================================================================================ Please only apply of you fulfil the requirements. Desired skills are not mandatory, but rather advantageous. Make sure to use the template below for your application. PS2/ Teamspeak User Name: Location and Timezone (including what time and date you are usually on): Why do you want to become a PS2 Sergeant? Are you a Veteran or above? Which (if any) of the desired skills do you fulfill? Do you have any other skills you deem useful? Any extra questions or comments:
  6. Thanks to everyone who joined us during our 22nd Operation and special thanks to Jaymawdo for taking platoon lead during this Op. We started out on Amerish with around 30 players and our number remained relatively steady throughout the Operation. During this Op we had the longest and most successful starting phase so far, going on for about 1 h 30 min. With Hossin, Esamir and Amerish to choose from, we decided to go to Amerish, seeing as Esamir was full and Hossin isn’t too popular. We chose to lay siege to the VS warpgate, ‘cause fuck the VS, that's why. Before the starting phase began the PS2 staff moved 2 Sunderers into the mountains to the north-east of Aramax Chemical Co, which were overlooking the VS warpgate. With one of them being an ammo-Sundie we ensured that we had stationary turrets, that didn’t run out of ammo, whilst also ensuring spawn points to our troops. After all members joined we started preparing the siege of the warpgate, by setting up Burster-Maxes along the ridge of the mountain facing the warpgate, whilst the infantry stood by with lock-on launchers and support classes. There was definitely enemy activity going on in the area, with an enemy Valkyrie passing directly over us at one point, however the VS did not react to us before we set out to destroy their vehicles. At first only few targets patrolling the area showed themselves, which were being met with an incredible flak-screen. Disgruntled by being shut down we immediately got a consistent light resistance to our siege of about half a dozen pilots, constantly launching bombing runs at us and constantly being shut down. The enemies even mobilized a few tanks during the early phases to bombard us from afar, but with the enormous range between us, this endeavour to suppress us was ultimately futile. Soon we started getting a larger resistance from organized outfits, which started organizing bombing runs in Liberators and Galaxies. With the amount of hostile air increasing and with the air starting to exploit the mountainous terrain slightly to their favour, the pace of the combat picked up. The enemy would throw a consistent mix of Galaxies at us to attract fire or pancake us and Liberators to bombard us. During this period the first VS tanks started appearing in our rear, diverting the attention of our infantry away from the warpgate front. Our forces also began to experience more action, seeing as our forces were more spread out and the enemy encounters would become more frequent, sometimes even lasting for multiple minutes. This meant that also the amount of communication increased exponentially, with new targets being called out and support being requested every couple of seconds. Nonetheless the comm discipline was astounding, especially considering 30+ people were sitting in the same channel. Furthermore some members took the initiative during the battle, by pulling some mossies, which would lure enemy ESFs to our Burster-Maxes, which would then open fire at them, either destroying them outright or causing them to panic in the massive amount of flak we were putting out. With the alert on Esamir coming to a close in the favour the of the Vanu, the enemy resistance picked up significantly. Within the first 5 min of the alert being over, the VS forces nearly doubled. Whilst some parts of the new enemies weren’t aware of our presence yet, the organized outfits soon started setting up a massive push against us. Having attracted also the hostile puppy players with our fire, the resistance was soon overwhelming. Now our forces started to be really challenged, seeing as our forces were already engaged with the previous number. Nonetheless our forces stood firmly against the onslaught of enemies. Whilst the VS was successful in taking Esamir, we were determined to prevent the VS from consolidating their forces as they did on Esamir. The increased number of enemy aircraft in the sky made it increasingly difficult to focus fire on a single target. Our locked-down Burster-Maxes now couldn’t undeploy and turn around to track a target, they had to statically face in one direction, seeing as new targets would immediately present themselves, as soon as the aircraft they were shooting at flew past them. This meant that the solid wall of flak changed its form with our Maxes now taking up positions surrounding our perimeter, to ensure that no flank was completely unprotected. Meanwhile the cliffs and mountains around us enabled many aircraft pilots to approach undisturbed, until the last few meters. At this point the enemy outfits were organizing themselves even more, setting up multiple Liberators in single file for bombing runs. The general confusion of the increased hostile population also enabled a couple of enemies to get within our lines and take out the ammo Sunderer; it is unclear whether the perpetrators bailed out of some aircraft, were Gal-dropped or managed to sneak up on us the conventional way, but as a result the ammo on our remaining Sunderer was now finite. Despite the increased resistance our forces managed to establish the new defensive perimeter against the VS forces, focussing AA fire to mainly to the North, East and South, whilst the infantry focussed on defending against the advancing VS infantry and vehicles to the West. Shot down enemy aircraft was usually immediately replaced, but our Maxes managed to increasingly push the Vanu back, preventing them from controlling the airspace directly above us. Nonetheless the hostile air stayed close, constantly bombarding us either from afar or by launching bombing runs at single point in our defense. With the limited cover our remaining aircraft pilots could provide Hunter5988 managed to bring another ammo Sunderer in, which gave our deployed Sunderer sufficient ammo for the G30 Walker, enabling us to put more bullets between us and the enemy. However after about 10 min in the heat of the combat, it too was destroyed by unknown forces, which again put us at the disadvantage of having a finite amount of ammo in the remaining Sunderer. Having worked out a defensive routine the battle continued this way with barely any conditions changing for about 20 min, however at some point our damage output surpassed their Nanites-regeneration ability and the number of the hostile aircrafts receded. As soon as that was the case our forces slowly began to focus fire again, which increased the defensive capabilities even more and soon after that we secured the airspace again, giving us time to consolidate our forces. After a while the VS began their air raids once more, albeit with a lower amount of enemy aircraft. Nonetheless this was enough to tie our Burster-Maxes to the east, to suppress the warpgate. At this time the VS managed to position a Sunderer west of our position, with a strong VS push, which was being spearheaded by at least 4 VS maxes, being lead at our own deployed Sunderer. Whilst we do not have accurate numbers on that push, an unidentified AJA soldier described it exaggeratory as “at least a whole fucking platoon”. This significant push enabled a single VS engineer to get close enough to our last Sunderer and deploy 3 tank mines below it, which weren’t blown up in time. In the meantime our forces managed to grind the majority of the VS forces down to directly focus fire on the VS Sunderer, which lead to it being destroyed. Whilst we attempted to rally an engineer with a level 6 repair tool, another VS engineer managed to bail from an arírcraft and put more tank mines under the Sunderer. Although everyone open fire on him he managed to throw a grenade out, before he died, which marked the end of our remaining Sunderer. With the last Sunderer being destroyed our troops now relied on squad spawn beacons, whilst we tried to establish alternative spawn options. However being denied the opportunity to pull new Maxes meant, that our flak screen was soon being grinded down by the enemy aircraft, which put us in a downward spiral in terms of defendability, dooming us ultimately to failure. Simultaneously the VS was assaulting us from all sides with C4 fairies, advancing on their own up the hill to prevent attracting attention. With the Burster-Maxes looking at the sky and the infantry focussing on keeping the Maxes alive, they managed to approach our forces and presenting us with deadly friendship-bricks, meanwhile the VS moved armoured forces up from the rear. Soon our forces were all destroyed, which spelled the end of our starting phase. Despite being killed at the end, it was especially noteworthy that our platoon consisted to about a third of new players, even with a lot of them being below BR10. Nonetheless these new players demonstrated extremely high skill, considering their low rank; they most certainly pulled their weight. Not only showing very good comm discipline for such new players, they also demonstrated a good ability to follow orders and instructions from the squad leaders. This concluded the starting phase and we moved to the “Mercy Phase”, where we finally let the Vanu out of their warpgate to have some fun. Seeing as we spend so much time on the start phase, we decided to only spend a short time battling elsewhere, before starting the racing phase. We moved our forces into AuraxiCom Substation, to help defend against a slightly superior Vanu zerg. Our forces moved swiftly in and charged A point. Whilst the push itself wasn’t particularly coordinated, one could still observe that our forces split up into 2 groups, with one heading straight for the capture point, whilst the other diverted to the West, to flank the enemy at the control point from higher ground. With this successful flanking manoeuvre the VS fell very fast and we pushed them further to the South-West. However the VS overwhelmed the puppy TR forces to the South-East, flanking our front lines, which caused them to collapse. With the VS having secured the western higher ground for themselves our forces were now forced to advance under fire on the direct path or flank through the narrow, stony and overgrown strip of terrain to the east of the capture point. Using Light Assaults for this feat, we managed to push them out again after a minute, this time pushing them past the confines of the base. This was mostly assisted by Bravo, who brought up an armoured column from the North, bombarding the VS infantry and vehicle forces outside of the base. Keeping the momentum, Bravo pushed up and destroyed the remaining VS forces and charging them through the open field to the south, annihilating any opposition. With Alpha and Charlie also mounting up to move to Auraxis Firearms Corp, we soon lay siege to this base as well. However this base is quite a fortress and with about equal forces the chances of taking it were quite slim. So after the first initial pushes were repelled, we decided to end the Op on the high note of repelling the Vanu all the way back to their own territory and called an end to the overall combat phase of the operation. This concluded the combat phase and we moved to Sungrey Amp Station (on Amerish), to begin another edition of our exciting racing league. This time a Max race around the outer wall of Sungrey Amp Station. Congratulations on the winner of the AJSA Racing League #22, the Max race on Amerish! 1. FinnishFighter 2. Pig_Face 3. Conan During this Op the relatively new player EternalRobot distinguished himself, hence he will receive the MVP award (as soon as we figure his forum name out). Despite his low BR he took the initiative in luring enemy ESFs to our Burster-Maxes in the starting phase with a mossie, greatly aiding our endeavour of keeping the sky clear. Not only demonstrating initiative and a great sense of teamwork, he also was very helpful in assisting Hunter5988 to come to our help with another ammo Sunderer, by providing air-ground assistance, keeping Vanu tanks away from him. His performance greatly assisted the entire platoon in our endeavour to dominate the Vanu warpgate, not only earning him the appreciation and respect from the PS2 staff, but also from the platoon as a whole. As always, did you take some cool screenshots or footage of the Op? Post them below!
  7. Thanks to everyone who joined us during our 20th Operation! At the beginning we started out with 25 people on Amerish, heading for the NC front. To kick things off we pulled armor from Crux Headquarters to hit the NC, currently assaulting Mekala Cart Mining. We swiftly obliterated the NC armor and Sunderers around the base, but the present allied forces were unable to retake A-cap, meaning the base was lost. Realizing that there was a severe lack of bases where we could destroy armor, we started to assault the base on foot, which ended the beginning phase. Moving our forces in quickly overwhelmed the NC and we took the base in the name of the Angry Army! Afterwards we moved our forces southwards in order to take Mekala Tech Plant, currently controlled by the NC. Seeing as we had numerically superior forces heading for the Tech Plant and had more than 50% on Amerish it looked like the base would be possible to take. We pushed quite soon to A-Cap, almost taking the base. However the NC pushed us out about 2 min before we would have taken the base. Whilst the NC was distracted to retake A-Cap the SCU was successfully destroyed. Nonetheless the NC was able to destroy our Sundies and push us out, seeing as they managed to rally numerically superior forces at Mekala. After rearming at Mekala Cart Mining we found that we still technically had enough forces to push them out, if we would get help from TR forces, fighting other battles (we had the upper hand in every other battle). Once more we assaulted, but our forces were countered by a Vanguard zerg, bottlenecking us north of the Tech Plant. With the hostile turret support from the gundeck of the Tech Plant we were unsuccessful in pushing in and they soon overwhelmed us, heading for Mekala Cart Mining. We successfully pushed them out again and charged once more, seeing as the NC all of the sudden had a massive population drop, however after we charged once again they poured back in. We were outpopped there, regardless of still having more than 50% of the Amerish forces, which were most notably wasted in a 48+ zerg hosted by the TR outfit 382, who dedicated their entire force to ghost-cap one base at a time. With the unfortunate lack of support from them we had to pull out, after grinding for more than an hour, heading for Sungrey Overwatch to take it from the NC. Unfortunately they managed to push us out 10 seconds before we got the base with a Max crash, obliterating our forces. With numerically superior NC forces and a longer way to A-Cap we had to pull out. Meanwhile Charlie was assaulting AuraxiCom Substation, where they valiantly supported the 382 in taking it, after they turned their attention to bases defended by the NC. Looking to the VS we moved Alpha and Bravo to Aramax Chemical Co, to stop the VS from taking the base. Brushing the VS aside we soon established the local TR dominance. In the meantime Charlie was continuing their assault on Splitpeak Pass, securing it in the name of the Angry Army! This concluded the Combat Phase of the Operation and we moved to The Bastion, to start the 22nd Official Racing League race, the 2-man Flash enduro race, which turned out to be one of the shortest races to this date, due to all but 2 teams committing suicide at Heyoka Chemical Compound. 1. Natemanpro 2. Robz Gamez Once again TrashMan distinguished himself during the Op, hence he will be receive his 2nd MVP award (which will unfortunately not display on his account as such). This time most notably showing an aptitude for multiple approaches to combat, supporting his squad as an Engineer in the most crucial of moments or piloting a Lib. But his most notable exploits were both his flawless competence as a tank driver and his ability to obtain intel and passing it onto his squad. He significantly boosted Charlies combat performance and showed the PS2 staff once more that he is part of the elite AJSA PS2 playerbase. As always, did you take some cool screenshots or footage of the Op? Post them below!
  8. I have been having a problem with planetside for about a year now and i assumed it was due to lag, but recently some people on the teamspeak server told me it was just because of my computer. If anyone has had this glitch and knows how to fix it an you please help me? Also, logging out and loging back in fixes it temporarily but you can probably tell how much of a pain that is. This is a video of the glitch.
  9. Hello, I am Demiser500 gaming hobbyist. I need help in choosing a laptop to game on. Whoa! Calm down I understand that a desktop is better than a laptop. I already have a very capable desktop that runs BF4 multiplayer on ultra at 100 fps. I am looking to be able to game in the rest of home other than my office. However, I am not looking to spend a fortune on a gaming laptop. What I am looking for is a laptop that is capable of playing BF4, PS2 and other triple A titles on mostly high/medium settings. I have looked around on the web and found that I will most likely end up with a NVIDIA GTX 765M in the laptop. It seems to be the niche at my price point which is under $1500. I will mainly use it to play on the weekdays and going to friends homes; on the weekends and easy nights I'll be in the office on the desktop. So the end all be all question is really.....what the hell should I get so I can game all around my house? And how much should I spend? I am very open to the idea of not spending a lot of money and getting a laptop that performs well in those areas. So I guess I'm looking for the reaction where when you look at the game on the screen you say "oh, that looks good" not "damn, that is nice". Because nice is spelt with too many $$$. Thanks for any input soldiers.
  10. Hi! My names in game are ThePeruvian (BR 100 TR), ThePeruvian01 (BR 49 VS), and ThePeruvian02 (BR 59 NC) and I thought I'd share my knowledge of the game for anyone who is new to the game or existing player. Just so you guys know: I've played all factions (TR, VS, NC)I've played all roles (medic, engi, heavy,....)I've used all vehicles (even cross faction but tanks not so much)I'm a flying llama, who will eventually become dragon llamaI've used all vehicles in TR to very high endsI'm a pilot across all factions (ESF primarily, Liberator, Galaxy -occasionally)I've played both playstyles (Solo and in squads/platoons)So got any questions? Or did I make this post for no reason *sad llama face*
  11. New to the game? Here are some tips and commandments for engagement. Tips: The Ten Commandments of Infantry. ( You have the rifles and the guns, use 'em.) I - Point the muzzle at the enemy. II - Start firing. III - Aim in for a closer shot if they aren't flipping around like a ninja. IV - Reload only when you have an opening or are on a low clip, unless otherwise forced. V - Always, always be moving. Do not stand still. Do not stop. You will die. Applies to near all facets of the game savour a Tank Line, in which case you're the meat-shield and should move only when taking heavy fire or about to have a C4 charge dropped on your arse. VI -You -WILL- die. Often. Very often. The goal is to take down at least on bastard before they get you. VII - Prioritize targets by threat to team and available assets you have; if you're heavy, get to a coverable position and take out that Tank/Sundy/MAX Unit. Otherwise, if there's a sniper taking you out - flank and kill. Healers come next, then Engi's unless you're covering a Tank line. Heavies must die when defending a tank line. When you've the option for a full burster MAX when enemy aircraft are abuzz and your team doesn't have coverage, take that chance to rack some kills while saving your asses. Get to coverable position with a clear sky view and get an engi to follow. VIII - Don't try for skill-shots like Headshots or Knife kills. The head's a small target and you're playing an MMO. Only an Infiltrator's rifle has the ability to fire at a fast enough speed for an accurate shot without lag taking a toll. Knife Shots do only partial damage, it's better to unload a clip instead of risking a close-quarters attempt when the enemy may have a shotgun to shatter your soul. IX - Be jumpy, see a figure and don't have an immediate identification in close quarters? Shoot it. (THIS APPLIES ONLY TO THE GAME, if you ever join the army and get stupid-jumpy without identifying target R. Lee Erney will Skullfuck you.) X - Q everything. EVERYTHING. If it ain't marked, fire once. If it shoots back, kill it. The Infantryman's Code: "I am my brother's Keeper. I am my legion's hand. I am first to enter and the last to leave. Reckoning has seen no wrath likened to my own. For my country I die, - for my creed I rise again. They who are not us are nothing but worms to be stamped beneath our booth, so let us trudge on and conquer the insects." The Ten Commandments of the Armor Line ( Heavy Ground Units! Boom Boom!) Tanks: (Prowler, Vanguard, Magrider) I - Your Tank is cover, when full reverse avoid running over your Team. Other folk are fair game. So is Joe. II - Your tank is your sanctum and the first vanguard of your offense into near any large conflict. A well equipt tank-line should lead the charge to the war and second the assault to the base. (You want to let your infantry clear out any base, but in a frontal war between Steel you should be fronting the assault and be sure you have a clear path to the rear for repair should you need it.) III - You are not infallible, you will likely want to pair your pull of Armor with an Engi class for self-repairs should it be required. Sunderers: IV - You are the last to battle but the most important for an assault. Always find defensible positions behind rocky outcroppings and terrain to deploy. V - Mountains are not your friend. VI - You are the greatest target on the field, invest some certs in a G30 Walker and 60MM Bulldog. Harassers, Lightnings, and Flashes: Welcome to Guerrilla Warfare VII - The Flash is the Bitch's ride, take her over the hills and through the woods to the sweet smell of napalm. VIII - The Harasser is a defensibly fast tri-soldier transport. The Engi or MAX should man the rear and you should have a seasoned marksman for your gunner. You are easy to kill, but your speed makes up for it. You're built for flanking, get behind the enemy infantry and let loose - or, if you're equipt, take out the tank line without being hit. Drive close, but be faster than their barrel can swivel. IX - The Lightning is golden for three types of combat - Anti-Air with the Skyguard, Bombardment with the AP default turret, and Tank-Buster with the HEAT turret. Go kill 'em, tiger. - Oh, and you can flank like a beauty and have great climb on hills for a tank. Just be sensible with what you try and mount, 'eh boy? The Final Commandment of Armor Warfare: X - You are the Shield and Sword to an offense, be mobile, be steadfast, and be aware. "You shall be the Keeper of the Field, the caller of justice and the bringer of destruction. Let no structure stand against you, let none escape. May they quake before you and flee." The Ten Commandments of the Sky ( Fly-boys! Unite! ) Fighter Craft: (Mosquito, Reaver, Scythe) (Keep in mind; Each fighter craft is different, Mossie's are faster, Reavers have the most armor and verticle thrust, and Scythe's are the most maneuverable.) I - Always be moving. Always. Do not stop under any circumstance unless at an extreme distance unable to be seen at first glance. II - Terrain is your friend and enemy. Trees are your Arch-Enemy. Get used to bobbing along the countryside with the terrain, using every crevice, wall, tree, and valley as your shield. Lock-On rockets are hard to shake, if impossible in sheer air. III - When you get locked on, DO NOT PANIC. Take the nearest dive toward cover at that lock confirmation and stick behind it or flank around it depending on where you think that ordinance came from. If not 40% sure, or entirely unsure, stick there and pray. IV - A2G and A2A pods don't guarentee a win, your cannon can do just the same. Rotary is best for aircraft and default best for Universal use. A2G when you're going against armor/infantry. A2A when you need air-superiority. The Liberator: V - You are slow, you are destructive, and you are a massive target. Your best chance at securing a kill is when the enemy is fully occupied on the ground or you have enough air-superiority to be able to go unnoticed for a time. VI - Altitude is your companion, along with a sighted weapon with zoom for your gunner. Super Zoom. Highest air. Have a couple friendlies escort you with A2A coverage. VII - Your rear gunner should have an A30 Walker at his disposal. Your belly gunner needs a Dalton or Zephyr. VIII - You -can- kill fighter craft with your belly gun; when fighting tilt your belly in the enemy's direction and have constant radar notification or comm contact with your gunner. The Galaxy of the Universe of Joe: IX - The Galaxy is the ultimate Infantry transport to the center of a raging battle and perfect for quickly getting troops too and fro the battlefield. It's a great engager for starting a fight and perfect for getting to the next. Need I say more? Oh, your weapons. G30 Walker top and rear, 60MM Bulldogs on the sides. - Tilt your top toward the enemy air and circle ground-targets if you're awaiting a pick-up signal or clearing units for a clear drop. The Creed of Skyward Souls: X - You can see nearly everything on the field, make sure your people know what's coming and what's around. "From this earth I do ascend toward heaven and sky, to reap the souls of the wicked so far below. Through my eyes my Commander sees, and through my window I glean knowledge of the battle to come. I lay flame and iron beneath me in a cleaning swathe of purification, a covering shadow across the landscape, the darkening peace of my brothers down below."
  12. If anyone out there supports the idea of a quake 3/ quake live division, support it! Spread the word! I'd really love to see some ajsa representation on quake live... maybe we can get together for some Tdm ctf or q3 instagib... who knows?
  13. Is the Angry army starting an outfit in Planetside 2? If so, what team and server?
  14. HELLO ANGRY ARMY! I am new here (much like everyone else) and am looking to play games with you people. Anyone interested in creating a Planetside 2 platoon?