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Found 72 results

  1. Greetings all, I am TheUnholyHandGrenade, fresh recruit and longtime admirer of Angry Joe and his Youtube channel, Now with my own Youtube channel as well under the same name as my Steam Account, and I am hear to kick the asses of bad games, put out game reviews, meet new people, learn new things, and have an awesome time. Games include Planetside 2, DOTA 2, Team Fortress 2, Star Wars: The Old Republic, Counter Strike: Global Offensive, Civilization V, XCOM: Enemy Unknown, Star Wars Battlefront II, Star Trek Online, DC Universe Online, Defiance and Left 4 Dead 2. FOR THE ANGRY ARMY!!!
  2. I don't want to be that guy but i thought it would be interesting to see what FPSs people like to play. Please guys don't turn this forum into a flame war. also suggest more FPSs that aren't in the list and i will put them up for Poll, thank you. ​Please Invite your friends to come vote! Thank you
  3. You might have seen some of our past Planetside 2 events, and thought, "Wow those sound like fun, but I live on Christmas Island and the Op start times never align with my timezone!" Well wayward soldiers of the Terran Republic, do we have the the event for you! The AJSA, working with the mightiest Outfits on the Waterson server, are teaming up to bring you a 24 HOUR OPERATION! What's more, while new and veteran players are encouraged to hop on and off throughout the day and night, those brave souls who strive to play ALL 24 HOURS will receive some awesome awards! NOT HYPED YET? Watch the video below and continue reading below for the juicy details! https://www.youtube.com/watch?v=sChZq_VPG_k Source: Video by AJSA Sergeant Jeroscope! THE PLACE WHERE: Waterson Server, Terran Republic WHEN: Kick off will be SATURDAY April 26th @ 2:00 PM EST (7:00 PM GMT / 11:00 AM PST) and the op will continue for 24 HOURS until SUNDAY April 27th @ 2:00 PM EST (7:00 PM GMT / 11:00 AM PST) WHO: Officers and Sergeants will be around during the operation to invite people to the AJSA Outfit HOW: Communication within the AJSA will take place in our Teamspeak server @ ts3.ajsagaming.com - Look for our Planetside 2 Channel! THE PLAN Objective The AJSA in coordination with other participating Outfits aim for nothing short of complete domination of all 3 continents by the end of the 24 hours operation. Active squads and platoons will put a priority on capturing territory, even if it means not focusing on a Bio-Lab/Tech Plant/Amp Station Alerts. Overall direction at any particular time will be decided by Shift Commanders. Shifts AJSA Commanders, Officers and Sergeants are dividing up the 24 Hours into Command Shifts, so we will always have someone fresh and not delirious from lack of sleep in Command! Once we have the final schedule we will post here. Inter-Outfit Cooperation Our honored allies on the Waterson Server, have gotten on board with the common goal of playing a 24 Hour Operation and dominating the planet. While internal Outfit communication will take place in each Outfit's voice servers, Leadership and Shift Commanders will be in touch with their opposites in other Outfits via In-game Command Chat, Steam messaging, or private Teamspeak. Here is the growing list of other Outfits that will be on the battlefield with us: Opposition Be Damned (ODMN) Artillery (RTIL) Heavy Metal Rain (HMRN) and more as we confirm their participation! Treat our Battle Brothers with respect and courtesy, we will need their help against the Smurf and Barney hordes! THE GLORY For those players who think they have what it takes to stay up the ENTIRE 24 HOURS, we have a special contest and awesome reward if you can make it to the end! Entry Players must submit their in-game name to this official thread BEFORE THE START OF THE OP: http://angryjoeshow.com/ajsa/topic/17775-full-24-hour-endurance-contest-entry/ Shift Commanders will all have the names of those going for the full 24 hours, and will reference the list when doing the check-ins. Rules To be eligible, you must be on our Teamspeak and have a mic. Players will be required to be on Planetside 2, barring the occasional disconnect and re-logging on. Players must respond to roll-call: every 2 hours for the first 12 hours of the Operation; every 1 hour for the last 12 hours. Roll-calls will involve the following procedure: 1) At the exact hour mark, the Shift Commander will do a roll-call of all the remaining endurance players. 2) When your name is called, you must respond over your mic that you are Present. Absent players have a five-minute grace period after all the names are called to report in (in case they took a Bio break when the Roll-Call happened). 3) Players not responding when called on or during the 5-minute grace period, well be struck from the List of Active Players, although they are still welcome to play after they wake up from drooling on their keyboards. 4) All Active Players who make it to Hour 24's final check-in will receive the awards listed below. AWARDS The crazy, bad ass players who can make it the full 24 Hours (cheaters will be dealt with harshly) will naturally receive a BAD ASS SEAL OF APPROVAL for their forum profile, visible on all past and future posts on the AJSA Gaming Forums. In addition, the bad asses will be able to create a Member Title of their choosing (within the limits of good taste). The Member Title is the bit of text above your Avatar in forum posts. This post has been promoted to an article
  4. I'm a new member so let's get an introduction down. I'm gonna be playing for fun and value, but I want to involve myself in this community as much as possible. I'm not a tryhard hardcore gamer by any stretch of the imagination. My childhood games are things like Sonic the Hedgehog, Quake, Spyro the Dragon, Tomb Raider, Streets of Rage, and many games from that time. Other than Quake and Doom I never grew up on the hardcore games and gaming communities. So please, if I join a game don't hold expert level performance from me, but I'm going to try my absolute best regardless. I play plenty of games. My new Steam account doesn't have as many hours recorded but I play CS:GO, Planetside 2, Insurgency, Team Fortress 2, I'll be starting on DCU Online, and many more. At the same time, much of my time is taken up as I'm a payed artist in character design. I don't let this get in my way though as I clock in still too many hours in video games. I'm extremely friendly, just say hi! I don't judge, I accept most kinds of people. I don't claim to be perfect but I try to be as close as possible when it comes to treating other human beings. Everyone here's cool with me as of right now.
  5. Thanks for everyone for coming out to the Op! 3 Full Squads and change gave us the flexibility to branch out but also concentrate our force when we needed to punish the NC and VS! We also won the Alert on Indar, which is a nice change of pace for TR! I know some of you are probably wanting to play in large groups more often, and the best way to do that is coordinate with each other and make permanent squads where you can practice together and get to know your fellow teammates. Our Elite Squad in the AJSA is Fox Squad, lead by Officer Wildfox99, and you can tell their practice and coordination comes through in a pinch! Whether you want ask to join Fox Squad or start your own, the key is getting to know your fellow soldiers during Ops like these. Also congratulations to the top finishers in AJSA Racing League Race #7: Lightning Bug Biathlon! 1st Place: Conan8 2nd Place Goldleader815 3rd Place: Pig_Face As always, did you take some cool screenshots or footage of the Op? Post them below!
  6. Hey guys, Darkwolf1802 here! As of recently, I have been making many videos for my YouTube channel, including content from games such as: Garry's Mod, No More Room in Hell, and PlanetSide 2. I was wondering if you guys could check out my channel? My most recent videos are live streams from twitch, all in HD. If you check them out, I would be really grateful! Thanks Guys, long live the AJSA! YouTube Channel: https://www.youtube.com/user/darkwolf1802 Twitch Channel: http://www.twitch.tv/darkwolf1802x
  7. If you're new to PS2 and you're going to play with the AJSA (or at all) for your very first time, you might want to read this first. I'm up for helping newbs. EU evenings, if I have time on my hands. What the fuck is Planetside 2? PS2 is an MMOFPS that can be described as a massive perpetual match of the popular conquest FPS game mode. Each map is many square kilometers across and features more than a dozen outposts and bases. There are three in total: Indar, Esamir and Amerish. Indar is a desert continent with a lot of mesas, canyons and ridges, with the occasional forest / savannah biome to the south and a few mountains. Esamir, the ice continent, features much more open terrain with low hills and slopes, a frozen river, ice stalactites and only the occasional mountain. Amerish, on the other hand, is a very lush, temperate continent with almost nothing but mountains and forests, which pose a significant threat to aircraft and a constant challenge to drivers. A fourth continent, the central swamp land of Hossin, is in development and will be released in a few months. The three continents are connected via warp gates, big home bases that are protected by huge shield bubbles. Anyone can switch continents at their globe consoles inside the main building. However, opposing factions have no way to enter or shoot through the warp gate shields. To prevent camping, every warp gate was also granted a selection of powerful turret towers. With Hossins release, the warp gates might be replaced by three-way mini-regions. From the warp gate, there are conquest lines stretching the entire continent. These serve to potentially focus battles on all bases instead of only a few and force players to plan assaults before “zerging” randomly. Thus, before you capture a region, you must own at least one region whose conquest line leads to the one you want to take. If you do not own this adjacent region, you can neither take capture points nor overload shield generators. At time of writing, Amerish still hasn't been subjected to the conquest lane system and still features the old conquest methods. To capture a base on Amerish, you only need any adjacent base. Speaking of capture, to actually take a base you technically need only do one thing: Take more than half of the capture points and hold them for a bit. Most bases only have one (A), but there are also bigger ones that feature up to four (A,B,C,D). There are four major types of bases: Minor outposts that have no special features, Major Outposts that can have aircraft or heavy tank spawn consoles, Tower outposts that have both (high strategic value!) and Main bases. Main bases are Biolabs, Tech Plants and Amp Stations. Each of them are big enough to have their own set of 2-4 sub bases. These sub bases don’t only serve to grant the conquest lines to the main base but also feature installations like teleporters or jump pads that make capturing the main base so much easier. They are often defended by individual vehicle shields. Main bases also have a multitude of shield generators. In contrast to pain shields, which protect spawn buildings from enemy fire but can be shot through by the owning faction, vehicle shields prevent both sides from shooting through them with heavy artillery (not: rifles, carbines, pistols, etc). They also do not prevent enemy infantry from getting in. A third kind of shield is the main base shield, which only allows friendly infantry and vehicles through, but blocks fire from both sides. Lastly, SCU shields protect Spawn Control units (which power the main spawn room) and only allow friendly infantry and outgoing fire. Each set of shields can and should be deactivated. Vehicle Shields have one generator each, main base shields are powered by two generators and SCU shields automatically deactivate once the base is at least halfway captured. Pain shields disappear once the SCU has been destroyed, since that also disables the enemy spawn. These generators are located all across the facility to prevent the defenders from camping the interior. So, in order to capture a main base, you usually need to: Move in a tank column and create spawn points for your teamDeactivate the Vehicle shields blocking your way by overloading and guarding the generators until they blow upMove your vehicles inside the base courtyardOverload and destroy the main base shieldsMove on the capture point(s), take it and hold it until the base is halfway cappedOverload and destroy the SCU. This entirely disables the enemy spawn room.Finish capping and clear out the baseRepair all generators before you move out. Tech Plants enable your faction to spawn heavy tanks at connected bases, provided they have the appropriate console. Biolabs give a global healing bonus and Amp station provide far more resources than any other base. Bases can also house a couple of turrets, towers and curtain walls in addition to the regular installations (spawn, cap point, transport vehicle terminal). Examples of these are The Bastion, Quartz Ridge or The Stronghold. Taking these tends to be time intensive, not necessarily because of the turrets but because of their strategic importance as way stations to major conquest targets. There are other, frequent choke points such as The Traverse on Esamir, which happens to be the critical bridge outpost to push north/south. Another is The Crown, partly for its strategic significance as an air base and central location, partly for its famed history of being almost impossible to capture (Like, 6-hours-meat-grinder-impossible. EU Game Officer DestroyNickFenton is a great fan). The Ascent (!) and Scarred Mesa Skydock share (not entirely without reason) similar reputations of being a major pain to take. Conversely, focal and easy-to-capture bases like Rust Mesa Outlook, The Palisade, East Canyon Checkpoint, Haven Outpost, NC Arsenal, Crimson Bluff Tower and Vaemar Logging Company usually change hands at least once or twice per hour. Ti Alloys Inc. and the Allatum Bothany Wing are especially well known for their high traffic due to their proximity to The Crown. If you are looking for a fight, the bridge between Ti Alloys and The Crown has possibly seen the most blood out of any other location in game. Examples of minor bases: Palos Solar Array, Stillwater Watch, Highroads Station. Examples of major bases: Auraxis Firearms Corp, J908 Impact Site, Scarred Mesa Skydock. Examples of tower bases: The Crown, Saerro Listening post, The Ascent. Examples of main bases: Mani Biolab, Peris Amp Station, Mao Tech Plant. At times, it may happen that you receive “Alerts”. Alerts are mini-events that confront you with an objective like taking a continent entirely, capturing all nine Biolabs (lol!) or taking over all [insert main base here] on [any continent]. For the love of god, do not concern yourself with main bases during continent capture alerts unless you have a MASSIVE population advantage. They take WAY too long to cap for WAY too little ground taken in relation to the smaller bases with larger hex influence. The rewards for winning an alert are kind of significant. 10.000 XP with an additional 2.000 for participation, which roughly translates to 50 certs. If the alert is not completed by the time the timer runs out, each faction will only be awarded a fraction of the 10.000 reflecting their progress at the end of the alert. Usually, though, the constant 20% XP bonus on the continent in question makes for much better progress. Things to Buy / Cert into If you're not sure what to cert, these are always a good decision! --- Sunderer AMS - GET THIS ASAP! SPAWN BEACON - SUPER IMPORTANT Flares Rotary and Hellfire Rocket Pods for Mossie Skyguard for Lightning Mine guard and racer chassis for tanks Walker AA turrets and Halberd/Bulldog turrets HE and AP tank turret variants Acquisition timers for Sunderer, Mossie, Prowler and Flash. Snow, forest and sand camo for guns, armor and vehicles Forward Grip, Compensator and, if available, Soft Point Ammo for any gun you plan on using. HS/NV Scopes for firearms - If you're thinking of engaging at ranges where the HSNV fails, you should probably be a sniper get closer anyway, you tosspot! Thermal vision for vehicle weapons - Not as much range as night vision, but much more contrasting colours. Nanoweave armor - Forget the situational shit, it all boils down to time to kill (TTK). More HP = More surviving. That simple. Everything else provides too little of a bonus or is just a gimmick. If you enjoy being dead with more grenades on you, knock yourself out, but you'll still be dead. Frag Grenades - Flashbangs and smokes are nice but situational, use them only if you know what you're doing. Medikit - If you need health, you either need it RIGHT FUCKING NOW or you can wait until you find a medic. Forget regen kits. NS-44 - This sidearm is entirely boss. The TX1 Repeater is still really good, though. Especially if you can't aim for shit. NS-7 - If you do decide to get it, it's a great weapon for any class. Just remember it's an SMG! --- ROLE POINTERS These tips will help you succeed while on ops. Read them, understand them, remember them. --- ASSHOLES SPIES / INFILTRATORS Alright, fine. FINE. I’ll do a section on spies. Stop your whining; just don’t say I didn’t warn you. Here we go: Infiltrators (also called spies) are the snipers in Planetside 2. Because that, in itself, is a very boring and frustratingly ineffective activity, he has a bunch of actually useful gear that you should use if you choose to play infiltrator. This means that you should use that gear only and stop sniping! Seriously, it does literally nothing except delay a single enemy for about 20 seconds, which any heavy could have done just as well. Anyhow, the infiltrators most #SWAG ability is cloaking. This makes the user invisible to thermal and night vision scopes. Also, the character model itself becomes translucent, with only the model borders being kind of visible as distortions in the air. You can still detect an infiltrator running through your base if you are observant, but it is still extremely easy to just overlook them and you can’t spot them to the rest of your team while they’re cloaked. This frequently results in hilariously confusing Teamspeak conversations (Hey guys, hey guys listen, listen up guys! Theres an OH MY GOD HE FUCKING KILLED ME HE’S ON THE SECOND FLOOR IT’S A SPY GUYS HE’S GOING TOWARDS THE THINGIE WATCH OUT GUYS HE’S CLOAKED HE JUST KILLED ME HE HAS AN SMG GUYS CAN I GET A REZ PLZ?), so if you do report an infiltrator, keep it short and precise or just say something a long the lines of “An enemy spy is in the base.”, because by the time we get to their last known locations, you better believe he’s now looking at that location through the scope of his sniper rifle. In short, as an infiltrator, use your cloak and always, always, always carry an SMG because SMG spies are super OP if done right. There are a couple of strategies to harass as an infiltrator, but I won’t go too far into these as it doesn’t necessarily help the team and I don’t want you to turn into a freeloader. However, do remember to place your proximity mines near key points (like capture points, spawn points, congested stairs, generators etc). That can help immensely in the defense or recapture of a base. Conversely, there are a few ways in which you can be of help to your team directly. You can hack. To do this, step up to any enemy terminal and press and hold E. After a few seconds, the console will switch to TR control and we will be able to use it. You will also get XP for this. A second strategy is the proximity sensor, a small dart you can fire that immediately makes all enemies within its range visible on the minimap. This is very useful and can make the difference between wining and losing, especially when surveying your flanks or the aforementioned key points. A final note on cloaky flashes: they might clear out a congested enemy sundie, but overall they’re not as effective as you might think. Cloak. Spot. MIne. Recommended certs: Either the hacking or the sensor device upgrade. Getting the sensor is probably the better idea. Cloaking is acceptable but not as useful to the team. You also want to pick the EMP grenade over the Decoy, simply because the decoy is apparently buggy ATM. Then again, neither is a particularly great grenade. Get the proximity mines. Recommended weapons: The Armistice and Hailstorm SMGs are both good. As for sniper rifles, if you absolutely must have one, there are many favorable reviews of the Rams .50, so I would suggest you go for it, although I have almost no experience with any sniper rifle. Remember you have a knife. --- LIGHT ASSAULT - LASS Light Assault is exactly that- a ~light assault~ class. You're squishy, alright? You won't kill a MAX head on; actually, you probably wouldn't even kill a heavy. Anyhow, as a LASS, your weapons will generally have a decent damage per second (DPS), a high Rate of Fire (ROF), a short reload timer and mediocre range and accuracy. You're great at shooting people from behind, above, the side, below- any place from where they can't see (read as: shoot, spot) you. And guess what? You've got a handy tool for that. It's called a JETPACK. It allows you to fly by holding down the space bar. Amazing, right? Yes, yes, very amazing. Now, what you want to be doing is use the roof of a building, not the door, okay? That means you leave the rushing of baddies to people who know what the fuck they're doing heavy assaults. You pick off people who don't expect to get shot. That means engineers and medics. Nothing is more funny than a MAX without heals, helplessly flailing around like a big bunch of useless scrap metal. Except bad snipers (Haha, that's actually tautological, geddit? Bad Snipers?!). Anyway, when you're not messing with the enemy's backbone, you should be using your C4. If you don't know what that is, you're bad and should feel bad that's no problem! It's a package of explosives. Not only can it be used in all kinds of hilarious ways to blow up your friends' Mosquitoes, It happens to be especially great at taking out enemy vehicles. They all have weak spots (rear), but if you don't know them (even though you should because I just told you), just use two in place of one. Actually, use three. And bring a friend with more. To sum it up: Fly to hard to reach areas (Or generators!) Pick off essential personnel Go nuts with C4 Recommended Certs: Jepacks - Don't use the drifters, nobody needs them. Recommended weapons: The TRAK-5 is an all-around great gun. I've heard good things of the Uppercut and the Jaguar, too. --- MEDIC Medics are possibly the most useful class in game. Medics can heal and revive others with their med tool. Hey, go back and read that again. Yes, that means they are an incredible force multiplier and a squad with two competent medics won't technically need a Sunderer. Anyway, if you're playing a medic, I love you you are doing it right. What you should be doing is constantly checking the minimap for heal requests and dead buddies. In doing this, you will quickly gain ~mad certs~ and ~mad props~, as everyone in your squad will know your name and instantly like you. Also, you're helping out your team. Sounds great, right? But wait, there's more! You also get an ability that quickly heals yourself, revive grenades (because why the fuck not) and you can still carry guns AND C4! Whaaat?! Why the heck aren't you playing as medic yet? Oh, that's right, because your guns would suck and your KD would look like ass. Well, life's tough, innit? Heal people (Seriously!) Don't die Don't try to be a heavy assault Recommended Certs: Med tool - OH MY GOD PUSH THIS CERT HARD. If your tool sucks, you will only revive people at 25% health and they will want to slap you for it. Ungrateful fucks, I know. Revive Grenade - Infinitely more useful than a heal grenade. Nano Regen - Pretty neat. You don't need to waste time getting your med kits out this way. Remember you glow in the dark while you use this. Triage and C4 are kinda secondary for medics, but you can get them if you seriously have certs to waste (YOU NEVER HAVE). Recommended weapons: As you want to be close to the people who die a lot, you want to carry a close range weapon. A shotgun like the Uppercut or any SMG will do the job. --- Engineers Engineers are pretty cool guys. As far as their role goes, they are very similar to medics in that their repair tool makes them a big asset to any team. There's not much left to say on the class, really. They repair stuff. Oh, and they have some pretty sweet looking turrets that are unnecessary in almost every situation, so don't buy those. What you should be getting, however, are tank mines (not Claymores, those are for assholes) and ammo packs. it can be critical to mine a road in advance when you know an enemy zerg is coming. If you're fighting outside of a base (usually on a forward position like a hillside or dune), ammo packs are also a godsend, especially to heavies and their rocket launchers! Lastly, you might not know this, but only engineers can ~heal~ MAXes. They can't revive them, though. You'll need a medic for that. Stupid, I know, but hey. Repair people (Seriously!) Don't die (protip: stand at the side of allied tanks as you repair them so they don't run you over by accident. The side facing away from the enemy, obviously.) Don't try to be a heavy assault DEPLOY YOUR PACKS AND MINES OH MY LORD DONT FORGET THIS IT IS SUPER IMPORTANT !!!ONEELEVEN! Recommended Certs: Rep tool - See Med tool. Not quite as important as the med tool is for the medic, but since it is your main role, this should be a no-brainer, right? RIGHT?! Ammo Pack and Tank mines - Yesplease. Turrets, Claymores, C4 and Sticky grenades are a big MEH on the engy. Get them last, if at all. Recommended weapons: See medic. TRAK-5 or similar rifles also acceptable. --- Heavy Assault - HASS Heavy assaults are the class you want to be playing the most. They have a lot of HP and do tons of damage, nuff said. As a heavy, you will be doing the hard work while all other classes sit back and snigger at you behind your back because you're the big dumb work horse. But that's alright, we need you! Just don't listen to the voices inside your head telling you to shoot your allied spies, okay? They just don't know any better. After all, your KD is off the charts while theirs sucks, so you must be a better person, right? You're the hero and you know it, so go out there and shine, buddy! One important thing to remember is that you have an ability called "Overshield". This allows you to take more damage than usual. You will want to make it a force of habit to hit that F button any time you think you might get shot at. It will give you the edge in almost any fight. Might even win you a couple 2v1s and 3v1s, too. I'm not joking, people can be hilariously bad at times. You are also the only class apart from the MAX that is inherently good at killing tanks, because you carry rocket launchers (MURCA!). My advice for handling rockets is not to fire them unless you know you're going to hit your target, because they tend to leave traces that will give your position away. They also have pretty terrible bullet drop. Be on the front line. Distance is cool, but don't snipe. Nobody likes snipers. USE YOUR OVERSHIELD Recommended Certs: Concussion Grenade - BE CAREFUL WHERE YOU TOSS THIS OH MY LORD Nanite Mesh Generator - Surprise element. Adrenaline Shield is too situational. Resistance Shield can be acceptable. Recommended weapons: I was very fond of the T9 ACGV and I still love the TMG-50. The Chaingun can be great (Ask craigr910 about how to use it), the other guns are mostly okay. You probably wont need any SMGs or Shotguns, though. --- MAX LOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOL WAIT WHAT RATATATATAATATATATATATATATAATATATAATATATAATATATAATATATAATATA BANG BANG PEW PEW PEW MUH FREEDUUUUUUHMS Recommended Certs: Lockdown - BLAP BLAP BLAP BLAP BLAP Acquisition Timer - This is actually useful during ops. Flak Armor - The one thing that can kill you are other MAXes, rocket launchers and tanks. Get this and you're golden. Unless you're stupid. In that case, I don't know what to tell you. Recommended weapons: Against Infantry: Mercy > Fracture > Burster = Pounder Against Tanks: Fracture > Pounder > Burster Against Aircraft: Burster > Fracture Against Other MAXes: Onslaught > Fracture = Mercy > Pounder --- Other helpful tips Gief healz Voice chat is bad Follow waypoints Grenades are bouncy. Watch the road for mines Shaddap when boss is talking Aim down your sights, that's why you have them! Don't fight at Biolabs, tech plants and Amp stations during continent capture alerts SPOT SHIT USING Q. I DONT KNOW HOW I CAN STRESS THIS ENOUGH. NOT SPOTTING KILLS PEOPLE! Oh, by the way, spotting makes you flash on the enemies' minimap! Weee! Aircraft (Also: How to fly in PS2) In order to fly well in PS2, you will need the following keys: Space Bar Pressing and holding this makes you continuously rise in the sense of "upwards from the pilot's point of view". This means your aircraft will always try to go ~up~, so if you're flying upside down, you will actually ~fall~, geddit? I found that keeping this pressed most of the time will keep you much more stable. In fact, I can't imagine flying without holding space bar. It will keep you rising constantly, so you can occasionally tilt your nose downwards to bomb some fools without having to worry about crashing. If you were having trouble with how your aircraft constantly keeps sinking on its own, using the space bar you can now technically hover forever. It also makes your aircraft much more maneuverable. For instance, if you're running away from an enemy Reaver/Scythe, chances are you don't want to fight them or you can't. The only certain (and also hilarious) way to get rid of enemy interceptors is making them crash. You do this by flying through very narrow spaces like Amerish forests, Esamir Ice spikes or Indar canyons. Holding space bar here will make you turn incredibly fast, since it automatically makes you go slightly in the direction you're going as long as you're not yet perfectly aligned (read as: Nose tilted downwards). It also makes you move away from anything ~below~ you, even if that is only a tree you just turned away from which is now "below" your aircraft, making you turn faster. In short, using your space bar makes flying a lot easier. Try it. W and S Your W and S keys will accelerate and decelerate you, respectively. In general, you always want to be moving (Hint: Dumbfire missiles kill people), so remember to keep pressing W if you’re not comfortable getting fancy with the mouse yet. Also, keep in mind to slow down when you’re flying low, especially when landing. There is some tolerance, but aircraft have a tendency to asplode if you rub them too much. A and D Your A and D keys will make you ~turn~ in a sense that you will turn on the spot, but only if you’re at a certain altitude (min. approx. 10m above ground). This is a very slow maneuver that can (and should!) be pulled off much faster with the mouse, but it is useful when starting or landing on pads and it looks super cool. You might want to use these while in Warpgates when it is crowded. LCtrl LCtrl is pretty much the exact opposite of the space bar. It will make you sink, as in, move in the direction of your aircrafts belly. This is in no way as important as the space bar, but it is useful in a few situations. First of all, it helps immensely with emergency (not: crash) landing. Slow down, hover about 10-20m above ground, hold LCtrl. It might be a bumpy maneuver, but your aircraft will stick to the ground like glue after sliding a bit. Be careful if your HP are low, you might take some damage. Holding LCtrl will also stabilize upside-down flight, if, for whatever reason, you need to do that. And lastly, if you or someone else did a dumb and you are now upside-down, skitting across the ground inside the warpgate, HAHAHAHAHAHAHAHAHA holding LCtrl and tilting your aircraft to either side strongly using the mouse can unflip you. Probably not in a Galaxy, but Mossies? Yup. F and LShift These are your default abilities. Actually, I lied. Flares (F) have to be certed into, but you should do that before you take off. Why? Because anyone that’s half decent with a missile launcher will shoot you down in 10 seconds flat, that’s why. Anyhow, your Flares and your Afterburner (LShift) will both save your life a lot. Flares will shake any lock (HASS missiles as well as Rocket pods), but they won’t make you invisible to flak. Afterburners are not just useful for faster travelling but can also mean the difference between escaping flak fire or producing more scrap metal that magically disappears after a few seconds. If you plan on flying a lot, those are really good certs you want to be looking at. Some hints on flares: They take about 20-30 seconds to reload, so don’t fly back into a warzone after shaking the first lock unless you want to die. Furthermore, don’t pop your flares until your enemy has actually fired a missile that is tracking you. You will get additional audio feedback once that happens. If you flare prematurely, haha sex joke there’s no knowing whether or not you might have shaken the lock just by flying straight. Wait, what? That’s because missile launchers require a few seconds of keeping the crosshairs on your aircraft to fully lock on. These “locks” can still be broken by circling around a mountain, but more frequently they will break because you simply flew somewhere the enemy can’t see you (buildings, trees in the way, etc). If you flare right away, you will have wasted you joker and your opponent will still be able to lock you when the effect wears off. It is always better to see if you need to flare before you do. E E stands for Eject. Don’t do this. Ever. Mouse The mouse is the central instrument for maneuvering your aircraft. Even though you could in theory fly exclusively by using your keyboard, you shouldn’t. The mouse lets you tilt your aircraft forward (Bombing and shooting, also checking the surface below) and backward (Gaining altitude, duh), as well as perform barrel rolls. This part is pretty straightforward, actually. Once you understand how to use the space bar, you will truly come to love flying in PS2. There are two things in particular you can do with mouse movements. 1) You can do super cool, fast and instant barrel rolls to display your ~m4d sk1llz~ or simply to express your happiness with your general situation. Doing these frequently also helps to keep your brain focused on the controls. 2) In combination with the space bar, tilting movements with the mouse help unbelievably much in banking and turning. To turn on a dime, simply roll 90° to either side, slam down and hold the S key and pull your mouse back hard while rolling back up to level out your aircraft. The scientific term for this maneuver is “OSHIT SURPRISE ROCKET BUKAKKE (OSRB)”. Advanced tips Mosquito equipment Before we go into this, I think you need to understand the Mosquito's role in the greater picture. It is not a floating doom fortress. It is a fast, nimble glass cannon. That being said, it can also be a taxi, infantry cover, meat shield or dinner table, depending on your creativity. Its main use, however, is AA support, with anti ground defense as a side role. To excel in these roles, there are a couple of things it needs, some areas where it's good and some where it's bad. For example, it is the second best interceptor of the three, the Scythe being a dedicated dogfighter, the Reaver being... well, shit. Anyway, making the Mossie work isn't always easy. It doesn't have a dedicated Anti-Tank weapon and it is really flimsy. However, it is very fast and carries a lot of ammo. The slim hull and hitbox are also a big plus. Now, what do you want as far as equipment goes? All of the following are great choices: Rotary main weaponHellfire rocket podsFlaresDogfighting airframe The most important of the four is probably the rotary gun. It tears infantry, flashes and enemy interceptors to shreds. You don’t even need the anti-Infantry turret. Be wary of the high ROF, though. Your clip will be empty within very few seconds. The Hellfire pods are the most used secondary weapon for the Mosquito. If you don’t know them, Hellfire rockets are air-to-ground weapons, carrying dumbfire rockets. These bad boys will 2-4 hit any infantry unit (except MAXes) and feature quite a bit of AOE splash damage. There are air-to-air rockets as well, but they work in the same way as the heavies’ launcher. Once you have the flying skills necessary to track a Scythe long enough at high speeds to lock it and a high tolerance of frustration in regards to enemy flares, by all means, go ahead and use this. I usually stick to Hellfires because the rotary mostly AAs well enough. Galdropping, Galbombing First off, this should only be relevant to Squad leaders and veterans. Flying a Galaxy is similar to flying a Liberator, but it requires massive amounts of experience and care to foresee AA threats due to the Galaxys inability to escape any fight. The Gal is much less forgiving than a Lib or a Mossie and requires high piloting skill to use effectively and safely during ops. If your Gal is caught by a Skyguard Lightning, a MAX, a tank column with AA turrets, AA Phalanx turrets or, god beware, enemy interceptors, you’re going to have a very hard time surviving. Oh, and if you get trollflipped or are otherwise forced to abandon your pimped out Gal, you will probably not be able to pull another one for a long time. As such, leave the pulling and piloting of these to people who know their shit. Unless you’re one of those people. In that case, read on. I’ll assume you know how not to get killed. Galdropping is easy in theory. If you want to drop off your squad over an enemy base (or indeed any base at all), make sure you are positioned right above a favorable position. Nothing messes a drop up like an enemy tank column you didn’t see. Multi-story buildings are especially great because your buddies can just pick off the opposing campers form above without having to get dirty. To make sure everyone gets out, hit Page Down and lock your vehicle to everyone. This will eject any passengers you are carrying, including dumbass AFKers who shouldn’t be rolling with you anyway. Don’t forget to unlock it again, though! Once you have blown your load, find a quiet spot to touch down and hide, lest you be spotted and shot out of the sky while waiting on your ground team. Galbombing is the most magnificent art of actually using the expensive guns you bought for your happy space whale. After dropping your squad off, at least two gunners should remain with you to man the turrets. Ideally, you will have purchased two bulldogs (Thermal Scopes!) and two walkers (any magnifying scope works), giving you an even chance against ground and air targets alike. Now, get close to the enemy base and let your mates support your squad. Remember not to stay still for too long (Missiles!) and keep in mind that your gunners are to your sides. Always turn the cockpit away from the enemy and feel free to give them instructions on where the targets are. Dogfighting and evasive maneuvers Perhaps the most difficult thing you will have to do as a pilot is fighting another aircraft. This is very dependant on the situation and the environment, balance of power etc., so I can only give you a few rough pointers. First of all, you want to be using your rotary, not your Hellfires. It will seem like a good idea, but, take my word for it, you won't hit for shit. Rocket pods are way too slow, so they can't hit an aircraft that's trying to outmaneuver you. A rotary gun, on the other hand, will. Also, bank. Bank hard. Don't try fancy spirals and barrel rolls. The farther you go in your evasion without turning around to fire, the easier it wil be for your enemy to track you. Keep close. Space bar comes in handy here. Furthermore, if you're trying to run from a missile, you're doing it wrong. Simply dive and pulse your afterburners. When you get close to the ground, pull back up as late as you can. Leveling out your plane and flying low might still work. In doing this, you are misdirecting the missile into the ground. This works about half the time. Also possible with cliff sides and the like. Evading flak gunners is a bit tricky. Their guns need to reload, but they can't be jammed and they can immediately correct their aim if they see it's off. With this in mind, don't think you're safe if you're not getting hit. he might just be reloading or reaiming. The most surefire way to get to safety is to figure out where the AA is coming from and building up transversal velocity. This means flying in an arc that makes it almost impossible to aim for you due to a combination of weird angles and high speed. Think of it this way: if someone comes straight at you, it's easier to shoot him than if he was running around you in circles. Liberator belly flak (AKA Pr0lib) The Pr0lib is a move I've fallen for a few times. In this case the liberator crew uses the Lib's secondary turret as a heavy flak, flying upside down and lobbing grenades at a chasing interceptor in hopes of OHKOing it. If you're chasing a Lib and it suddenly flips upside down, consider breaking off and coming back in from a different angle. If you want to keep chasing the Lib, use space bar and LCtrl to avoid getting hit. Whatever you do, do not fly straight. What is this tankery? Thoughts on armored warfare. Planetside 2 features 5 ground vehicles; 2 tanks, and 3 transport craft. While the transports can be pulled from any vehicle terminal belonging to your faction, tanks require an advanced station found only in main bases, towers, sub bases and a few specialized outposts. Next up, we’re going through all the TR ground vehicles, so get ready to take notes. Flash The Flash is the weakest of all vehicles. It’s basically a transport quad with two seats, a grenade launcher slot and no protection against incoming bullets. It is pretty fast but also very loud, so don’t think you can use it to sneak inside enemy bases just like that. Or can you? Infiltrators can use a cloaking device for the Flash, enabling it to randomly appear at enemy spawn points and cause screams of horror as the tacked-on Fury grenade launcher detonates everyone in range (Confirming, unnecessarily of course, that all infiltrators are good for is stealing kills and farming certs. Fuck spies!). However, apart from the Cloak+Fury trick and roadkilling people, the Flash has next to no combat capabilities worth mentioning. Its only real use is getting you from one location to another. Don’t try to invade a base with a flash mob (Tee Hee), bring a Sundie instead. Harasser Harassers are similar to Flashes in that they can be hurt by any weapon in the game and they are about as fast. And that’s where the similarities stop. A Harasser buggy has one more seat, protects two of three crew members from bullets, is much easier to control than the Flash and packs a lot more of a punch. As the name suggests, it is very hard to hit a Harasser with pretty much anything that is not a regular firearm, provided it has a competent driver. If it does get hit, however, it will become harder and harder for the crew to stay alive, since nothing kills a Harasser as fast as a big cloud of smoke. Except maybe an AP round. A popular and effective tactic is getting a medic, an engineer and an AA MAX in one Harasser, equipping it with a Halberd or Vulcan AT turret and Vehicle stealth/Shield diffusor and then rape enemy tank columns from behind. Sunderer The last of the transports and arguably the most useful and versatile vehicle in game, the Sunderer is a 12-seat bang bus rolling fortress with turrets. While it is most frequently used as a mobile spawn and resupply point (AMS-S Upgrade, 50 certs, GET IT NOW), it can also provide ammo to nearby vehicles, repair them or break through enemy vehicle shields with the shield diffusor. Even though the Sundie can assume many roles, it is also the most expensive ground vehicle and has the second longest cool down period of any vehicle in game (Galaxy having the longest), so make sure you mean it when you pull this. It offers a wide variety of turrets, from the stock dual Basilisk AA guns over Bulldog AT, Walker and Ranger AA to Kobalt AI guns. These will, of course, be crewed by your passengers. Make sure these guys know what they’re doing. You won’t believe how fast you can get yourself and your mates killed by one retard deciding it would be a good idea to randomly shoot at enemy aircraft at night, alerting everyone and their mom to the specifics of your location and turning your merry 12/12 ride into an XP piñata in short order. When deploying your AMS Sundie ( , make sure it is well hidden. This either means parking it behind a rock formation the enemy can’t easily get to, or leaving it 200-400m behind the front line. Remember, it’s often your only nearby spawn point and any Engy/LASS/HASS can take it out with the explosives they carry. Lightning The Lightning tank is a pretty generic single-seated combat vehicle. The stock turret performs well enough against infantry and transports but you’re shit out of luck you won’t win any fights against other tanks. Depending on whether you prefer a more AI, AT or AA approach, you should move on to the HE, AP and Skyguard variants of the turret respectively. The Lightning in and of itself is fast and agile, but will usually be outperformed by any Main Battle Tank (MBT) due to their superior firepower and health. With this in mind, the only two roles the Lightning can reliably fill is Anti-Infantry and dedicated Anti-Air, the Skyguard being the most scary AA turret save for twin burster MAXes in lockdown. However, even though the Lightning sucks against other tanks, you will frequently be stuck with it since you can’t pull a Prowler unless you own a Tech Plant or are at the warp gate. Prowler The more you play, the more you will realize how weird this tank is. The Prowler, like all MBTs, has two seats and rocks a main turret along with a secondary turret. However, unlike the Magrider and Vanguard, it has a double barrel, allowing it to miss once per salvo at the cost of reduced damage per bullet. This is very much in line with other TR weapons, but apart from the obvious benefits of having a second round, it requires you to hit twice every time in order to apply serious damage, which may discourage newer players. Furthermore, it is neither the fastest nor the slowest tank, and has ~okay~ HP. One issue you will find with the Prowler is that it is easily outperformed by Vanguards (NC being the dedicated armor faction) but also hardly hits Magriders due to their superior speed. Additionally, it is even more vulnerable to enemy infantry than the other two MBTs, since it lacks the Vanguards shield and the Magriders mobility. As a result, Prowler drivers often find themselves outclassed in bigger engagements. One instance where it does shine, however, is bombardment and AI. The deployment ability buffs its ROF significantly, which leaves it at a comfortable 2-2.5 times as high ROF than any other MBT. Combine this with a Thermal scope and reload speed on your HE turret and you plow through enemy infantry like a hungry American (haha, another tautology) does through burgers, and that’s not even factoring in the potential outcome of adding a Bulldog secondary turret. Just make sure you get all of them before they start lobbing missiles at you. Even AA is possible with this setup (within limits…), using a Walker or ranger secondary. Advanced tips Make sure you have read the entire post before you come here. I’m assuming you know all of the above! Nobody ever has enough certs. Even if it’s Nanoweave Armor Lv. 5, you can always use more unlocks. But, as we’re all painfully aware, farming certs takes time. Luckily, you are in the favorable position of being an AJSA member, with a couple of veterans at your side to help you. The following hints and techniques were compiled by the top ranked players within the outfit for you to employ. KD whore edition 1) Use your grenades to scare people out of hiding. Just throw it in a building you suspect has enemies hiding in it and see what transpires. This works especially well on noobs camping in generator buildings during big battles. Don’t expect the grenade to do all your work for you, though; a seasoned player will be able to judge whether he actually needs to run. If he’s hiding behind something, he might not even take damage (no hit marker), giving you a false sense of security. On the other hand, he’ll definitely know you’re around. Try not to use the same door you threw the grenade into. 2) Know when to hip fire. Spray-and-pray becomes useless at a certain range, regardless of weapon. You might hit your enemy once or twice, but in exchange you have now alerted the entire area to your presence. Aim down your sights. The only exception to this are the Underboss and Commissioner pistols, which are highly damaging and do not fire fast enough to create a lot of recoil. They are also pistols, which means they are your last resort for when time is running short (bored, stored, whored. Look at me rhyming.) and thus you need a weapon that is ready to use right the instant you pull it. Fortunately, both of the above will kill in one or two hits, provided you hit the guy a few times already. That is not to say you should try to noscope everyone at 100m with your secondary, but it’s still better than nothing if your main weapon has run out of ammo. Within the range of up to 10-20m, depending on weapon and terrain, hip firing your gun can be effective, if not more accurate. A good rule of thumb is to hip fire as long as the enemys body is about as big or bigger than your hip firing crosshair. (Thanks, Krazatan!) 3) Covering fire. If you’ve got spare ammo and you need to cross a road or field that you’re certain is being watched by the enemy, try to keep pulling the trigger in the general direction of the opponent as you go. It’s surprisingly effective and might get you far enough to sprint the rest of the way to safety. Or maybe just into the revive range of the closest medic, heh. 4) Be sneaky. If you see a bunch of TR trying to push through a door that obviously has a dozen enemy guns on the other side, why would you waste a life doing the same if you can just go around it? One recent example is the west entrance to the A point at Camp Waterson. Our squad simply circled around the northern wall and picked off the enemy respawns running straight across the place. Keep yourself on hillsides, on top of hills, in bushes, behind corners, on ledges, bridge beams, and, if necessary hump that border, baby! Stay on the outskirts of a base and kill enemy snipers and Sundies. Remember that your team still needs you, though! Don’t be the guy that wanders off to kill dudes when he should be holding down the point / SCU / Spawn / whatever, especially during AJSA squads/Ops! Killing respawns is also possibly the easiest way to farm certs that you can think of. I’m not talking about spawn killing, even though that certainly helps your KD, but about shooting enemy players on their way from their spawn building/Sundie. They just don’t expect you to be so close to their safe haven and there’s no chance in hell they’ll kill you if you get to jump on them. Great examples for this are bases whose spawn building leads directly to a two-sided turn like amp stations, Grey Heron Shipping or The Crown. Just make sure you either switch positions after every other kill or so or you bring a silencer for your gun. When you’re camping Sundies, keep an eye on the turrets. If they start moving, you start to leave. The same goes for you being discovered. If your squad is taking a base and you have the men to spare, try to keep two of your players close to the enemy spawn. It takes a lot of work off the capture crew. Other common victims of this “flower picking” are engineers, since they can’t look up as they repair tanks. Just make sure the tank is empty or doesn’t see you. 5) Burst fire and single shot firing modes are largely irrelevant, but you should remember to keep your full auto to a minimum except when in close combat. 3-5 shots per burst are about as long as you can go without sacrificing accuracy. When the HSNV scope starts to hit its limits and you can hardly see the target, it is usually better and more efficient to either flank the guy or deliver single or twin shots to his head. Speaking of head shots, don’t try to be extra cool. Nobody will notice. Just aim for the chest, it kills people much more reliably than missing a bunch of times as you try to triangulate the position of his nose. By the way, your weapon recoil will do the job for you anyway. Oftentimes your third or fourth round of each burst will be a head shot at medium range. An exception to this rule are MAXes. Chances are you’re not surviving those fights anyway, so you better try and kill them off fast. Shooting the MAXs body might tickle it a bit, but it’ll still kill you. 6) Keep away from the cluster fuck. Tank columns, Biolab assaults and MAX crashes are the bane of any KD. If you must join those fights, either pull a MAX or try finding a position from where you can shoot safely. This can be a tree on the side of the road, a ditch, a dune, a crooked rock formation, the roof of a building, anywhere a tank can’t shoot without putting itself into a bad position. Also, the Infantry escort of major assaults is most vulnerable from its sides and above, not the rear (Where do you think those guys are coming from, huh?)! 7) MAX Crashes. We have done this to success many times and it often results in decent certs for everyone involved. A MAX crash happens when an entire squad or platoon switches to MAXes, Engineers and Medics in a rough 3:2:1 ratio and rushes a highly active enemy spawn area. I don’t think I need to say any more- it’s good for your KD. Good spots: A) The walls of Amp stations, as attacker or defender. Requires a bit of getting used to, but it’s possibly the most amazing spot of any major base, especially as a LASS (Generator baiting!). A good spot for Tower bases as an attacker (The Crown, Glacier Station, The Bastion, The Ascent…) is as follows: From the pain shields on the second floor (coming from spawn), go straight, then down either flight of stairs, then turn to the opposite side of the room that sometimes houses the capture point, go straight until you hit the railings, find the center and turn around. You should now be looking at the end of both stairs and you should be able to hide behind a hydraulic-pillar-thingie. From there, you can pretty much cream any enemy leaving spawn towards the vehicle bay. Watch your flanks. C) The very top of Tower bases, as an attacker. Free view of the landing pads and all enemy rocket launchers. You have multiple levels above the flight deck you can use and if you’re still getting shot (AA MAXes are inherently observant of that spot), just walk around on the ledge until your enemy can no longer see you. I swear he’ll forget you the second you’re gone in large fights and assume someone else killed you already. D) Another Tower base spot, this time as defender: The top of vehicle bay stairs, right at the door, especially as a twin Mercy MAX with lockdown and an Engineer. Those are serious infantry bottlenecks, a good place to deliver unintended head shots, very hard to get hit at and easy to escape. Just be mindful of the other flight of stairs across the vehicle bay and have your engy check it out from time to time. You don’t want to get caught in the back, right? E) One more Tower spot, as attacker or defender: Use the lifts on the second floor (with the two spawn pain shields) to go up, but leave the stream before you arrive on the flight deck. Instead, let yourself fall on the beams supporting the landing pads. People just keep forgetting how easy it is to get sniped from there. Also hilarious with C4 :3 F) Grey Heron Shipping, as defender: leave spawn towards the point, then go left. Optional: Grenade the point for a lucky kill. Continue down the corridor until you hit the wall, then go right and then straight again. On your way, you can find plenty of targets that are so occupied with getting to the capture point they might not expect you to show up. G) Rust Mesa Lookout, standing right on the capture point. Needs at least 3-4 heavies and 1-2 medics. Just stand behind the boxes and aim at the spawn building. Always have at least one heavy securing your flanks (especially the building across to your right!) H) Saerro Listening Post, towards the back, on the cliffs: Pull up a deployable HE Prowler. There is a spot that allows you to aim barely into the corridor on the first floor. I last did this about a year ago, it would be great if we could see if it’s still possible. I) The Ascent, to the southeast. There is a really sheer and high cliff you can stand on that leads directly up to you from Raven’s Landing. EVERYONE that wants to take The Ascent must first go there. Bring your friends rockets. J) The Crown: Between the tower and the jump pad. Defenders will constantly run there to try and take it back (because you took it, right?), so feel free to hide in one of the orthogonal corridors and shoot at them as they run. That big cliff across the valley to the south (often called Magrider Hill for the way it was used with the initial warp gate rotation) is also a great spot for bombing the tower safely. When pushing towards Ti Alloys, see if you can get on the beams below the bridge. It’s usually a much safer way across. Another good approach is by circling around to Ceres Hydroponics. With how focused the battle usually is between The Crown and Ti Alloys, everyone seems much too concerned with the bridge to check their backs. K) Scarred Mesa Skydock, The Ascent (Whatever you do, don’t ever lose these two!), The Stronghold (kinda), The Bastion, Grey Heron Shipping, Mao Tech Plant, Peris Amp Station and Mani Biolab are notoriously easy to defend. This applies to Stillwater Watch, but only when in possession of the nearby warp gate. The Crown used to be OP but can still be held for at least an hour against overwhelming opposition. L) Tumas Tech as attacker, attacking from the west. Allied tanks can spawn just in range of the courtyard, have a beautiful shot at the enemy vehicle pad output and can also hit the area between the enemy spawn and the SCU very conveniently. Bad spots: A) As an attacker, during Tower fights: The area straight from the pain shield on the second floor between the two lifts and the area around either spawn shield corridor door. Also, the flight deck. Baaaaaaad spot. Potential ten-way-fuckfest. Don’t go there. In J908 as a defender, anywhere. Similar things can be said about Quartz Ridge, Ceres Hydroponics, The Octagon, Palos Solar Array, Haven Outpost and especially Twostone Beach. C) Briggs Laboratories as attacker, if opponent also owns Mao Tech. There simply isn’t a safe place for Sundies, except maybe on the east, and the capture point is really vulnerable. Contributing member of society edition If you want to be the good guy of the squad, enjoy your .3 KD, lol you are amazing and everyone should strive to be like you. Here are a few pointers on how to obtain ~ph4t c3rtz~. 1) Sundie spawn bonus. Planetsides most useful XP mine is best placed in the vehicle bay of Tech Plants and Amp Stations, as well as other facilities that are heavily fought over. The closer to the action, the better. Very recently I managed to drive a Sundie right up to the edge of The Crowns’ plateau while entire platoon fought over control of the C point landing pads. As masses of people spawned at my Sunderer, I almost got more certs than I was getting from kills. A very convenient side effect of high-traffic Sundies is that there will always be one or two engineer cert farmers around that will constantly repair your Sundie. However, in order to really make this acceptable, you either have to use really high level barricade armor or mine guard, since if you don’t, it will eventually get blown up by LASS C4 or Engy tank mines. Protip: Don’t put it next to an enemy spawn room. 2) Medic revive bonus. The second most useful cert fountain, a well certed med tool, can make you even more XP than a well placed Sunderer, especially in a Biolab, at the Crown, Jäger’s Crossing, The Ascent or similar bases that frequently get bombarded or rushed. With people falling all around you, your tool will hardly have a spare second and your main problem is other allied medics stealing your revives. You might not be getting kills, but no matter what people say, medics like these win our battles by sparing us the dangerous way back from the spawn point. TL;DR: Your allies get rez, you get dolla, mkay? 3) The Engineer repair bonus is a slightly worse source of XP than the med tool, simply because it can’t rez a destroyed vehicle. If it’s gone, it’s gone for good. You will be getting decent XP repairing tanks in a column, but once the enemy starts blowing them up, you quickly fall short of the medic that’s probably revived you a few times by now. There are two very great applications of the rep tool, though. First of all, the aforementioned Sundie repairs, which work extremely well in crowded areas with lots of missile launchers. Just find a Sundie and get to work. Another option I’ve exploited a few times is repairing turrets after a big fight. Ever attacked an Amp station? Yes? What’s the first thing everyone shoots at? Damn straight! After the fighting’s over, nobody ever remembers to repair the bloody things, so roll up your sleeves and get ready for half a dozen repair ribbons! Just don’t forget your squad leader might have something to say about you pissing around for half an hour at a base nobody is concerned about anymore. 4) Liberator fly-bys using the Zepher or Dalton turret can be good for XP, but in order to really succeed, you need a place full of enemies, which is very situational and bound to get you into the crosshairs of AA maxes. Use at your own demise. Possibly the most efficient use of your aircraft for farming is gennie hopping. It’s quite easy: Fly to a major base (Tech Plant, Biolab, Amp Station) and start overloading generators. Don’t forget the sub bases- they often have vehicle shields you can kill! Once you’re done, fly over to the next base and hope someone repairs the gennies while you’re gone. More cert fountains for good guys: Spotting Hacking (blurgh…) Grenade kill assists (Meh!) Generator overloads Ammo Boxes Flak damage Passenger kills (Meh!) Alert Participation Base Defense/Base Capture Console kills (Meh!) Minesweeper (Shoot that mine!) Squad and platoon play While you can usually earn the most certs on your own, running along bigger battles as part of the zerg, squad play is often much more exciting. To make it work, it is important to remember a few things: You cannot rely on the zerg to do your work for you. As part of the flock, you will always have a Sunderer, a medic, an engineer and covering fire to help you find your way to easy kills. In a squad, your options will be limited by the amount of people tagging along with you. There will be no endless stream of Sundies coming- you need to keep yours alive! Therefore, squad composition is pretty important. Ideally, per squad of twelve, you will need the following: One main SundererOne replacement Sunderer, hidden close byA skyguard, if possibleOne or two HEAT ProwlersTwo or three engineers, one for the Sunderer, one for MAXes.Two or three medics to keep each other aliveOne or two LASSes to pick off enemy healersA composition of HASSes and MAXes to do the heavy lifting. As a general rule of thumb, always keep at least one well certed MAX handy so that he can change his weapons (Mercies, Bursters, Fractures) as requirements change. Obviously, if the squad leader kept going on and on about how his composition isn’t perfect, nothing would ever get done and we’d spend 30 minutes setting up every time we get wiped out. Just make sure you know what your squad needs and think of what you can bring to the table. Do we only have one Sundie? Bring another one. We’ve got two? Bring a third so we can encircle them. See a bunch of dead people? Roll a medic. Is the Sundie getting shot? Get your engineer. Are we stuck trying to fight up a flight of stairs? Bring your AI MAX. Be flexible! Also, if your leader orders you to relocate, he will have an idea of what he means to do. This includes constantly reassessing the balance of power. Don’t mess it up. If he sees that we would be on even ground with the NC on base X and he orders the platoon to redeploy somewhere to prepare an assault, he is counting on everyone in the platoon to carry out that order. Similarly, MAX crashes tend to work a lot less if only three out of 30 platoon members actually roll MAXes. The same goes for tank rushes. Rapid redeploys are very common because squad and platoon leaders simply can’t afford to get stuck fighting at Mani Biolab for half an hour for little to no gain, especially during alerts. If you’re lagging behind, regardless of your reason, you’re hurting your team. No, we don’t need every turret on Freyr Amp repaired, no, we don’t need that tiny base that takes an hour to cap, no, we’re not overstaying our welcome to farm ~M04R C3rT5~ from inside the spawn room, yes, we’re going to back-cap Haven Outpost for the bazillionth time because it’s a huge-ass base and we can take it within literally 5 minutes. Squads and platoons serve to get shit done and cap a continent, okay? FOLLOW ORDERS AND LISTEN ON TEAMSPEAK. Some more pointers on capture tactics: Never ever get your regions between the Vanu and the NC. They LOVE to sandwich us and they will do it if they can. Especially if they’re not bordering each other.Keep your caps stable. If you’re rushing straight north from the Indar SE warp gate without going west every once in a while, you’re going to get back-capped and then you’re shit out of luck with your pants down and your hard work destroyed.If you see a counter-offensive forming to cut you off, meet it and see if you can throw it back. If you can’t, chances are you’d have lost all your extended caps anyway. In these cases, it’s better to relocate to another front, maybe another continent. Don’t cap more than you can defend. Keep your pop percentage in mind.Don’t follow the zerg with your full platoon. THINK. DIMINISHING RETURNS, GEDDIT?We all appreciate a team player. Vocal feedback on the objective is always welcome and criticism is fine. However, if you are of the opinion that the current course of action is wrong, either speak up briefly and voice your concerns or send a message in chat. If your plea is refused, deal with it. If you continue to bitch about this or that, you will get shot removed from the platoon. You are undermining the authority of the squad and platoon leaders, which is the worst thing that can possibly happen during an ops night, because it demotivates people and leads to a rapidly declining atmosphere. Salvaging such evenings is nigh on impossible, so if you’re pissed, save it for later. Just keep it in your pants, General. And, on a more personal note, DON’T BE AN ANNOYING FANBOI, especially with Joe in the channel. We’re all here because of him, but you don’t see the rest of the platoon interrupting the op in critical stages, do you? It’s the Angry Army, not the Angry Fan Convention!All you need is a Sunderer and your team. They don’t all need to ride with you. Have them pull tanks or aircraft. Those vehicles are like an extra life for them unless they get killed in them. It makes your Sunderer less critical to the overall success (12/12 XP piñatas ahoy) and even if the tank rush fails, chances are the Sundie has had time to find a good spot to deploy by then.Identify the biggest threat. Are you inside a tower base or a Tech Plant? Is there enemy air superioriy? Yes? So what? They can’t hurt you anyway. Capping a Biolab with enemy tanks outside? Who cares? You shouldn’t be capping a Biolab anyway! They can’t get inside. In most situations, enemy medics with a combined lack of allied medics will make the difference in any sealed-off base (Like The Octagon or Saerro Listening Post). Conversely, open areas like those found around Rashnu Watchtower or Palos Solar Array can easily get swamped by only two or three well-placed enemy tanks holding your team down. Enemy air superiority is especially vicious in open terrain and in outposts that are close to big airbases (who would have thought?), like Vanu Archives, Stillwater Watch and Highroads Station. Great! I so totally read all of that! Now what? Now that you have read this, you are at last prepared to join us in our conquest and win eternal glory for the TR! Create a character on the Waterson US East Coast server for the Terran Republic and join us on Teamspeak. Message an officer, veteran or sergeant with your ingame nick and wait for an invite. If it’s not coming, chances are your message was lost amidst flying bodies, Teamspeak chatter, explosions going off around the unit leaders and the never ending stupidities of the Planetside 2 command channel. Please be patient, processing your request may take time depending on work load and available staff. Eventually, you will be invited to Squad/platoon and outfit. Once you’re in the outfit, you can join AJSA squads right from the Social tab. Make sure to ask where everybody is and join us. Usually, there will be a spawn beacon or Sunderer around but you might have to take a Mosquito or other vehicle. I am also very pleased and excited to announce that this here post now consists of exactly 11.111 words. I can die happy now.
  8. From AJSA Special Operations Command, comes our first special operation in Planetside 2! For too long, Smurf and Barney Sundies have gotten off easy, sitting there spawning conga lines of enemies assaulting our bases; this ends now! We're putting a bounty on NC and Vanu Sunderers, and its time for the best 6-person teams to show their stuff. Join us Saturday, February 8th, 3 PM EST (8 PM GMT), as our Sundie Kill Krews try to rack up the most Sunderer kills in a two hour period. Afterwards we'll end the Special Op with the first ever SUNDIE BUMPER CAR RACE! Read below for the full details on how to get ready for the special op... WHEN: Saturday, February 8th, 2014; 3 PM EST (2 PM Central/ 8 PM GMT) WHERE: WATERSON Server, Terran Republic, AJSA Teamspeak Server HOW: Sundie Hunt Squads must be formed with a maximum of 6 people. Successful teams are encouraged to use our forums and TS to try coordinate your best Sundie killing strategies before the event. Don't know six people? Don't Worry! We will have a team registration channel an hour before the start of the operation, where you can pair up with interested players and pick your Sundie Hunt team name. Team leaders will be responsible for keeping track of their kill tally; we'll have a half-time score update and the announce the final tallies at the close of the hunt. SUNDIE HUNT RULES: -Teams can have no more than 6 people in their squad. -The Hunt has no limit in terms of location/continent; scour all 3 continents for your prey! -Teams should take screenshots (hitting F12 if playing in Steam) of their Sundie kills, these maybe needed to prove suspicious/contested kill numbers. -Teams will be under the honor system when counting a kill; do you feel your team contributed critically to the destruction of the sundie? -Only NC and Vanu Sundies will count, no team killing TR Sundies -Work with your team to come up with the most efficient Sundie killing tactics! SUNDIE HUNT REWARDS: The Team with the most Sunderer kills in the two hour period, will get the following rewards: 1) Each member of the 6 person squad may choose a custom forum Member Title (the text that is above your avatar pic) as long as it includes the word "Sundie" or "Sunderer"; subject to the limits of good taste. 2) Winning Sundie team members will have the front line starting positions for the Sunderer Race, as described below... AJSA RACING LEAGUETM'S OFFICIAL RACE #5: SUNDIE BUMPER CAR RACE A Sundie race? Are you mad? Probably. After spending 2 hours killing sundies, we'll hop in our majestic red TR Sunderers and race to glory! This is a bumper car race, meaning no direct firing on fellow racers is allowed, but if you happen to ram another racer off a cliff with the mass of your sundie, who are we to stop you? Keep your eyes posted below for a map of our route for the race. (Warp gates have a habit of rotating before the start of the event). This post has been promoted to an article
  9. In lieu of an normal operation this weekend, we've got a special training operation laid out for our members that should be a nice change of pace, and could be a preview of what we might do for our next big operation (Hint: Op #5 - AJSA Civil War; Smurfs Versus Barnies). Our lead for this TRAINING OPERATION is Sergeant Jyk, who along with other officers/sergeants will run this event. I will turn it over to him and his prepared event outline below: We are going to do a training operation this Saturday. We're not really focused on what cert does what, how to buy guns, or anything like that. This training operation will be about how to work as a squad, and it will also be about how the other factions play. Therefore, even the most veteran players should show up, I promise you you won't get bored We will be doing this operation on the Test Server. We'll be doing it there for three reasons. Firstly, The test server gives every new character 100,000 certs, and all weapons on the test server are priced at exactly 1 cert. This means that every character can specialize into exactly what they want to right from the start, and we'll all have a level playing field. Secondly, the test server is the only location that is both controlled enough to have a well organized fight in, and it is the only place where we can actually shoot each other. If we were to try this in the VR training room we'd rack up a ton of kills on the hologram dummies, but we wouldn't learn much. If we were to try this on one of the abandoned bases on the live server, somebody somewhere would notice our presence and interfere. Finally, parts of Hossin are live on the test server. We will have the opportunity to play around on the new continent and get the general feel for the bases. That will be our post-operation operation, and I'll lead the tour around the swamp continent for any who are interested. The general layout of the operation is as follows: First hour: characters on all factions are created, certs are spent, and outfits and squads are organized. At the end of the hour, each squad will be assigned to a faction. Second hour, first fifteen minutes: Squad Vs Squad games will commence, squads will be matched against another squad of equal force and bases will be assigned. Second hour, second fifteen minutes: Combat stops. Victory will be awarded based on which faction has the most control of the base. Both squads meet in the same Teamspeak channel and talk about the fight that just happened, sharing insights, compliments, and/or friendly taunts. If both squad leaders agree they've run out of things to talk about before the fifteen minutes are up, they can go back to killing each other. Second hour, second half hour: Squads are rotated so that everyone on one faction will have the opportunity to fight against the other squad. Squads who had just put up a defending action will be assigned to attack, and vice versa. After fifteen minutes, victory will be awarded and the squads will meet in a TS channel to discuss again. Third hour: Everyone logs out and logs back in as the other faction. Second hour repeats, but with color changes. Fourth hour, first fifteen minutes: Everyone piles in one channel, squad leaders will discuss with each other any insights, or they'll honor any MVPs. However long we're interested afterwards: We grab shield diffuser Sunderers and wander around Hossin for a while. HOW TO DOWNLOAD THE TEST SERVER Click this link Go to the bottom of the first post, by the Developer RadarX. Click on the linked word, "here," in the final paragraph to begin downloading the Test Server. Run the test server, and follow any on screen instructions. Expect the download to take slightly longer than the download of the actual Planetside game. FINAL NOTES We would appreciate it if you would create and cert out characters on all three factions before the operation begins. The less of that we need to deal with in the first hour, the more likely we can get started on the second hour earlier. We would appreciate it if you checked the test server the day before the operation for any updates. Updates to this server are frequent, though usually small. You should definitely use our Teamspeak to communicate with your teammates. This post has been promoted to an article
  10. Should The Angry Army Return to Planetside 2? Passed!!!!!! Keep an eye out for a Post from DoctorEvil in the Planetside Forum! http://angryjoeshow.com/ajsa/topic/6495-ajsa-returns-to-planetside-2-read-here/ Current Council Decision: By the will of the community, the AJSA will return to Planetside 2!!!! - 11/16/2013 *Based on Community Votes Command will decide to play the game in question if enough demand is there within The AJSA! Regardless of their decision or personal preferences - good game-specific Officers will be recruited and an additional commander maybe added to the roster to help oversee this game primarily. ***Please Remember that even if The Angry Army doesn't Officially Support The Game or Create a Game Division within it, that you can by all means still play the game with your AJSA Tag if you would like to do so!
  11. More details to be filled in later, but for now post your screenshots and vids from the event here! AJSA Racing League Official Race #4: Partner's Flash Death Race 1st Place: Jyk/Hunter 2nd Place: Weynard/DoctorEvil 3rd Place: AgentRed/ChaosSniper Dropping into Hell Pre-race line-up Related Threads Excellent Race Overview and pics by member Uber: http://angryjoeshow.com/ajsa/topic/12518-ajsa-racing-league-photos-from-racecam/#entry140927 ProtectorCrimson RaceCam: http://angryjoeshow.com/ajsa/topic/12527-angry-joe-ps2-op-4-winters-bone-phase-3-flash-race-protectorcrimson-cam/
  12. Prepare yourself for AJSA Planetside 2 Operation No. 4.... OPERATION WINTER'S BONE When: Saturday, January 11th, 2014, Operation will commence at 3PM EST (8PM GMT) Where: WATERSON Server, AJSA Teamspeak: ts3.ajsagaming.com How: Platoon and Squad Leaders will create specific Squad Channels in the Teamspeak to match the name of the in-game Squad in PS2. Join the Teamspeak Channel that matches the squad you join in game, so you can hear your Squad Leader! New members read the "READ HERE" forum post to see a list of Sergeants/Officers to send in-game messages to so you can get invited to the outfit. What: Our objective during Ops is to play together as a large team and cooperatively fight as an unit semi-seriously, while still having a fun time. Squad members are expected to listen to their Squad Leaders to ensure the AJSA is victorious in battle. Event Outline: Kick-off Phase: Starting Cheesiness - Hailstorm (High Altitude MAX Drop) To get into the mood and to announce that the AJSA is here, we will do something together as one large blob, before normal combat operations begin. For this operation, let's try a High Altitude Galaxy Drop with MAXes (what I'm calling a Hailstorm), our galaxies will fly to the height limit and drop their payload of AJSA MAXes over a hot spot. After we all die horribly, we can begin normal operations. Combat Phase: We will then break off to our platoon and squad assignments. If an Alert has started, we will play the objectives of the alert, otherwise, we will go to hot spots where we are needed (splitting continents if called for). Racing Phase: Once the Combat Phase winds down, we will have another exciting edition of the AJSA Racing League. This time we are going back to a classic with a twist, Partner's Flash Death Race. This means in order to win, you and your partner in the backseat have to survive the race together, and since it's a Death Race after crossing the midway point, Friendly Fire is allowed against your fellow racers! In the map I posted below, you can even see the proposed race route for our flashes, with special notes for the way-points. Congrats again to Op #3's Mosquito Race Champion Ysnar! This post has been promoted to an article
  13. (photo credit: Craigr910) Thanks everyone who could make it for our third AJSA Planetside 2 Operation. Our first priority was that everyone had a good time, and if a few Smurfs and Barnies got crushed along the way, bonus! Keep an eye on this post as we update it with a more accurate recounting of the Op. In the meantime, help us document the operation with your recordings, screenshots, and war stories! I'll break down the important phases of the operation below, so tag your media addition with when it took place! Operation Outline: Phase 0: Mosquito Swarm on Indar Phase 1a: Alert on Indar Phase 1b: Activity on Esamir Phase 2: Mosquito Race on Indar Congrats to our race winner: Ysnar! Honorable Mention: KD302 (blew up meters shy of finish landing zone) Phase 3a: Tank Rush on Indar with Angry Joe! Phase 3b: Alert on Esamir with Angry Joe! Stay tuned for more details on Operation #4 on Jan. 11th, 2014! Also additional trainings and smaller events may happen before then!
  14. Prepare yourself for AJSA Planetside 2 Operation No. 3.... OPERATION REINDEER GAMES Overview: Since it is the time of year for giving, let's give our NC and Vanu friends the gift of BULLETS! Anyone new or regular is welcome to join the AJSA for our third operation in Planetside 2 and have fun. New players will want to read this posting closely to ensure their participation in the operation gets started smoothly. Terran Republic is the faction the AJSA plays as, and we are on the WATERSON server. Angry Joe is not expected to join at any set time, but if you believe hard enough Miracles can happen... When: Saturday, December 21st, 2013, Operation will commence at 3PM EST (8PM GMT) Where: WATERSON Server, AJSA Teamspeak: ts3.ajsagaming.com How: Platoon and Squad Leaders will create specific Squad Channels in the Teamspeak to match the name of the in-game Squad in PS2. Join the Teamspeak Channel that matches the squad you join in game, so you can hear your Squad Leader! New members read the "READ HERE" forum post to see a list of Sergeants/Officers to send in-game messages to so you can get invited to the outfit. What: Our objective during Ops is to play together as a large team and cooperatively fight as an unit semi-seriously, while still having a fun time. Squad members are expected to listen to their Squad Leaders to ensure the AJSA is victorious in battle. Event Outline: Kick-off Phase: Starting Cheesiness To get into the mood and to announce that the AJSA is here, we will do something together as one large blob, before normal combat operations begin. In the spirit of the flying creatures this Operation is named for, we will be doing a massive MOSQUITO SWARM, (flying skills not necessary) where we will go together as group to a hot spot in need of air support. After we all die horribly, we can begin normal operations. Combat Phase: We will then break off to our platoon and squad assignments. If an Alert has started, we will play the objectives of the alert, otherwise, we will go to hot spots where we are needed (splitting continents if called for). Racing Phase: Once the Combat Phase winds down, we will end things on a festive note, and again honoring the majestic flying reindeer, our AJSA Racing League will be for the first time ever a MOSQUITO Race. In the map I posted below, you can even see the proposed race route for our planes, with special notes for the way-points. Congrats again to Op #2's Lightning Death Race Champion Survivor Burbles This post has been promoted to an article
  15. Training Leader: Sergeant Jyk7 When: Thursday, December 19th, 2013 Start time, 4:00pm CST (5:00pm EST / 10:00pm GMT) Estimated end time, 6:00pm CST/12:00am GMT, give or take Curriculum: Guided weapons demonstration Vs Infantry VS vehicles Vs MAX suits Q/A after each section Certing/weapon recommendations For Heavies For Medics For Engineers For Infiltrators Scopes/peripheral certs Q/A after each section Squad tactics All mentioned classes will participate here. Q/A throughout.
  16. So after we have an event I'd like to start these After Action Report (AAR) threads to enable people who attended the event a central place to post constructive criticism, call outs of great/helpful teammates, and even video clips/dramatic retellings of what happened. Posting on this thread saying you couldn't make it, does not count as a valid reason to post.
  17. AJSA Planetside 2 Saturday Ops!! Hey everybody we are trying some different days and times for our Ops Nights, so this first one is going to start in the Afternoon US East/Evening Europe and go on for as long as we have the will to do the event. Feel free to hop on as the event goes on throughout the night. In an effort to make the event more like Wave 1 than Wave 2 from the last time we tried this, the Officers and Sergeants will try to have a short meeting Friday evening to make sure we are ready to expand and contract the Squads (and Platoons) to accommodate as large a turnout as possible. Some other notes for our newer members: WHERE: WATERSON Server, Terran Republic WHEN: December 7th, 3pm EST/8pm GMT Start WHO: We DO NOT expect Joe to attend this event, so please hop on to play Planetside with the community. WHAT: This will be a general Ops night, we will for the majority of the time move from whatever continent needs our help, playing the alerts to get XP, and when the mood strikes us, have a Harasser/Flash Race. HOW: We will be talking on our AJSA Teamspeak Server: ts3.ajsagaming.com (AJSA Only!) When you join a squad in-game, look for the Teamspeak Channel with the same name (and your Squad Leader in it). Look out for our Officers and Sergeants in Teamspeak and they can get you into the AJA outfit! Filming the event and posting clips after the event is encouraged!
  18. This is to help those people that get either get stuck being a squad leader, enjoy being a squad leader or just want of a more supervisory role. The opinions expressed forth are my own and are by no means me saying I know better than you but is just my take on the subject. IF I offend someone, I don't care, grow up. I apologize for typos in advance Introduction Hello everyone, At first I was going to do rant, but I decided to make a helpful tips instead. I myself have leader several squads on many different occasions and its not as easy as dropping a squad beacon and calling it good. Being a good squad leader means looking at the bigger picture, having the right tools for the job, and communication effectively with your squad. And that last one is probably the most important one. I have seen great squads do terrible because the guy at the top does know what he is doing. Hopefully you will get a tip or two from this that might make you better at leading. And if not ohh well. The Basics OK, so your Squad Leader just left and the game defaulted you over to SL. First of all dont panic and keep a cool head. Most players are afraid of leading because they think if the lead badly everyone will hate them and yell and scream at them. This is partially true, but you dont become a good SL by wins, you get it by losses. Sounds weird right, well allow me to explain. We as humans learn from our mistakes rather than our victories. If you always tend to ask yourself why did that work/not work and how can i do that better you will learn way more than if you happen to be part of the factions zerg force that is going to crush everything in its path. Ok so your going to give this squad leader thing a go, but what do you absolutely have to have? Well you don't have to have anything besides how you place squad waypoints. Seriously, communication aside, if you can keep updating your waypoints that's all you need to do to communicate to your squad. Ive seen it done and it works. Squad beacons, smoke, good voice comms, all of these come secondary to the most basic method of waypoints. And the last most basic thing: Realize that you will be getting less certs and actual play time than the rest of the squad. Its sad I know but in the end you'll be issuing orders, checking the map and thinking where to go more than anyone else should be doing. But in doing so, and having that mindset, you'll focus more of dropping updated waypoints and adapting to the battlefield faster than someone that waits till every time they die. Seeing the bigger picture The first point, and least important thing (especially if your in a platoon) is seeing the bigger picture. When your planning where to go think about where can you move after. Are your going to have to redeploy, how long is it going to take to capture that point, is my squad infantry or armor, where is the zerg force moving? I'm not saying focus on all this be keep it in mind. If you have just taken a point from the enemy and are about to move onto their Bio Lab, but currently that bio lab has a mess of enemy at it, it might be wiser to sit a defend till the zerg can send troops your way. Or sure that a really good fight at the Amp station, but after you cap it your going to have to cross a lot of open area to get to the next place. maybe dont Gal Drop onto the point but drop to the side to keep the gal alive. Its small things, but small things add up. One of the things to seeming the bigger picture is moving effectively. So you all are standing around the point waiting for it to turn. No enemies are around to cause you harm or needing to be mopped up so now's a good time to get ready to mobilize, maybe a minute or thirty seconds before it switched drop a green smoke near by and tell your squad," Alright assemble on green smoke prepare to move to next waypoint." switch your waypoint over to your next base. IT so simple a caveman could do it. it saves maybe thirty seconds, but every second that you can be proactive and keeping pressure on the enemy is less time that they have to set up defenses or meet you with tanks and air. Finally, Think of where you are going to respawn after you move your squad. When taking and enemy location, news flash, you cant respawn there unless you bring something with you. This may be your spawn beacon, a sundy or even an infiltrator to hack the terminals so you can pull a sundy. Hears the thing, in a perfect operation, no one dies you kill all the enemy and then you move on. Well that's not going to happen, your squadies WILL die and unless they can get back into the fight quickly you are going to have very few allies nearby and many running to trying and get back to the front lines. The less time your guys have to spend running is more pressure on the enemy, and that wins battles. Tools of the trade Ok so you seem to know whats going on around you and you are doing well leading a decent bunch of ingrates. The certs are starting to add up what should I do with them you ask. Well under the leadership group in certifications you find all manner of cool items. First and foremost I recommend the spawn beacon. Getting this helpful little guy allows you to drop a beacon that allows your squaddies to drop from orbit nearby to where you placed it. Pretty cool right? And only 100 certs makes this thing a no brainer. There a few things you should know though. It takes far longer to respawn on the spawn beacon than say a base or perhaps a sundy. Even if you have all 5 ranks of it, it still isn't as fast as the traditional means to respawn. Also the beacon can be destroyed just like a sundy and has a beam of light coming from the top of it as if to say, here I am. So place it somewhere not so easily seen. So why take it? Well it can be placed in spot that sundies cant go, like on top of the base. Also it allows your squad to drop in behind the enemies lines which catches them off guard and will turn the tide in the conflict. Place it, tell your squad to redeploy onto the beacon and now you have 12 of the angry army on the flanks tearing them up. Another thing which is handy is rally point smoke. It comes in 4 colors and only is 50 certs a pop. What smoke does is places a marked location on both the map and visually seen for your troops to move to or assemble on. Now unlike a waypoint it isn't as noticeable but it does have it uses. Where should the galaxy land to pick-up your troops? Where is the mobilizing point for armor? Where is the enemy sundy? Which rock are the enemy attacking from? Drop a smoke marker on it and now you have used nonverbal communication to help your boys out. Attack and defend objectives are nice to have as well because, well some people are dumb. Hey, its hard to hear but true, some people just dont know where to defend or attack, or aren't good at listening to directions. So these two things allow you to drop more info point on the map. Sometimes they are handy for simply saying the enemy is coming from this way, hold them at this building. Finally there's only one really good thing about command chat, to ask for help. We aren't gods, tides of war will turn and you'll quickly switch from the attacker to the defender. Its time to swallow your pride and ask for help. Command chat allows you to talk to every other SL or PL on the server. But remember to keep your message short and sweet, where you are and what you need. And think before you say it so you aren't sitting there going....ummm....uhh.......Hey this bring me to my next point. Communicating effectively Communication can be the make or break of a squad. Let me first start by saying your average squad member that uses voice comms, is an idiot that has no filter on his brain. He has to respond to everything you say, has to voice his opinions, and has to tell you how awesome his gun is because he just killed two people back to back. Its the nature of the beast. So how do we deal with the chaos that ensues with these people? Well there's no easy way to say it: rule with an iron fist. Someone not listening, tell them to get to where the squad is or you'll kick them, they dont move kick them, someone over-talking you all the time, tell them to shut the fuck up. In today's society people dont like to offend each other, but everyone is thinking the same thing, "Man, would this guy shut up." if your thinking it say it. Alright so all the problem children are gone and your squads listening to your every word. Well good job, now its your turn to speak and issue orders. Remember to THINK BEFORE YOU SPEAK. You might have a good idea in your head but when it comes to telling that idea you stammer over your words and take forever to get to the point. Don't do this.....just don't please. There is nothing that pisses me off more than a SL that hogs the mic and takes 20 seconds to say attack A. You sound like a 12 year old boy on a date. "I need ummmm uhhhh 5 guys to ummmmmmuhhhh well theres ummmm.....armor.........yeah.....ummm....3 tanks....... SHUT THE FUCK UP! KEEP ORDERS SHORT AND CLEAR! Examples of this are: I need everyone to respawn at the warp gate we are switching targets. Everyone stay at point C, let Bravo and Alpha worry about the other two. Move up to green smoke we are pushing north. Simple short and too the point. When you are unclear in your orders, your squadies have to interpret what you said. This takes there focus away from what they are doing, that should be killing the enemy. When you are direct there is no interpretation and people move, fight, fly, or drive where you need them too without having to think to much about that drivel you just said and what you meant. That being said...... Its OK to have joking and BS in voice chat. Seriously I'm not gung-ho or a chat nazi. Its a game, lets have fun, that's whats important. But remember to know when to be issuing order and when to be joking around. If we are storming a base its time for orders, when we are waiting for it to turn, BS away. but just like orders keep BSing short and sweet. *REPEAT WHAT YOU SAY. Sure you sound like Howard Hughes wanting to see those blueprints for the fourth time. But do you know how many times I've heard the SL repeat himself after people start asking what? Where is everyone? Are we moving? Those big Orders, like redeployment to the warp gate, Needing a sundy taken out NOW, Falling back to re secure an area, pretty much anything that you need everyone to do. Say it 3 or 4 times. Sure once could be good enough, and damn well should if everyone was on their game, but lets say I'm in a doorway holding it off from a zerg wave. My MAX is pissing ammo and bodies are falling. I dont care about waypoints, strategy, if anyones in my way. I am Leonidis, this is where we hold them! SL comes over and says "Shit we have to head back to the Comm station, everyone redeploy to the comm station now." What did I hear? "Shit. BANG BANG BANG BANG BANG BANG BANG Redeploy BANG BANG BANG BANG BANG Now." Now I look stupid as I que my mic and say, what? So in short: big orders, Repeat, repeat, repeat. *Make sure to listen you your squad! Being a good leader is also being a good listener. I have face-palmed many of times because I report something to the squad, like say that Enemy Sundy that moved in to flank A point. And the SL either didn't hear me or didn't care, now we have to move backward because12 or so of the enemy are swarming behind us 2 minutes later. Always remember that your squaddies have eyes where you don't. And good ones will report important things like maxes, troop movement, enemy armor, or sundys. Not all of what they say is mindless crap that should be ignored. If someone says something about a Max at B, and 2 other friendly maxes are headed there, no need to mention it, or reiterate (see above) it to the squad. But your being flanked by Enemy armor, yeah time to adapt to that battlefield and change your tactics. Remeber that big picture we talked about? *Opening up the squad* Sooner or later real life calls, people are going to start leaving your squad. More often than that though people are going to want into your squad. This is besides not communicating a major issue with new squad leaders is allowing people to join their squad. Ill be honest when I first had to as they call it, "open up" my squad for others to join I had no idea what to do. I started with 4 guys but thats soon dwindled to three and then two. and then Bravo got absorbed back into Alpha. There are several different ways you can have your squad, and Ill explain them from the arguably the worst option to best option. But first, just how do you let people join your squad? Well there are two ways, either you can control it, or they can. Go ahead and open the squad menu, default P, and Ill continue. Are you with me now? OK lets press on. The majority of this screen is your squad mates names, outfit tags, which continent they are on and their distance from you. But don't worry about that for now. look just below that screen and you'll see a place where you can enter next. No no not the spot with all the check boxes and the enable recruitment button. Don't get ahead of the class now. You see it good. All you need to do is type someones name in here and presto chango they have an invite. Similarly you can type into the chat window /squadinvite and then their name. This leads me into the worst way to add people to your squad. Sure you control who gets in and who does, and only outfit members or those on TS and ask for an invite join. But what are you doing while you go through this tedious process? You are asking how to spell JohnTRlovescats, typing it in to chat, asking if john is with an H or not, did they get ect. MEANWHILE Back in the the actual game. your standing there as infiltrator bait and your squad is standing around like a bunch of retards because the point capped and they don't know where to go next. Also you have taken up valuable time on TS and those guys that found an enemy Sunderer have to wait to tell you were it is, no the enemy has deployed and mobilized and has more pressure on you, and remember pressure win battles. Sure you have maybe a higher caliber of squaddies, but wait till peak hours hit, and you spend more time typing in chat than even looking at the map. Ok so to hell with that sounds too tedious. I agree, now go look at the recruitment options. (the spot you first started typing in before I said no to, with all the check boxes and stuff) First thins first put a name on your squad, 9 times out of 10 something as simple as AJA Alpha squad is all you need. But if you get some kind of jollies from calling yourself AJA Deathdealers, or something equally as pointless go right ahead. Really all you should do is say who you are and what squad it is. If your a public squad put that in there as well, but we will cover public squads later.=, or rather next. Now its decision time. Do you want random people to join your squad? (called pubs, pubbies, pugs, ect) Do you want only AJA to join you? Well both hold good and bad points. I'm going to go with a public squad first because it is a bit worse of a squad. So after your name that's all you really need, no need to check the private box or the outfit box because your wanting every Tom, Dick and Harry to join up. You can click the show outfit tag box, its really up to you, all its going to do is show you outfit tag after the squad name. Press the Enable Recruitment button and there you go, your squad is listed. Easy, easy, easy. On the flip side to this coin maybe you want only AJA squad members to join. In this case you would click on the Outfit check box as well as the private squad check box. This way only those outfit members can see the squad and join it. Either way your squad is open to the more or less general public and now you dont have to invite someone. If they come on TS and say can I get and invite just say its listed for open joining. You don't have time to invite everyone in the outfit. We have a war to win! (that being said if they say that its not open and your not full, maybe you should make sure that you did in fact click enable recruitment.........OOPS!) Now maybe your asking why would I want a public squad? Well there are times that call for it. Say when its really late at night. My usual play time only has about 4-6 people online at a time. That's not a very effective squad. Or perhaps on TS there are people that want to join AJA but those Sergeant and Officers are too busy getting their winky wacked to be on the game and invite them. (hey at least your getting some.) IT might be better to open up the squad to everyone and not just the outfit so you dont have to be bothered by inviting them. Also public squads fill up ALOT faster. Seriously, soon you'll be looking for someone to take over as Bravo leader because the squads full and TS is bugging you because the squads not open. No it IS open, we are just full. SO you have more peeps great!...... no so fast Sparky. Because now the majority or at least a few of your squad and pubs lets go back to communicating. Scroll up Ill wait....... OK read it again. They cant hear you if they aren't on our teamspeak. So now you have to say things twice, once in TS and once in Squad voice... maybe rebinding the key would be a good idea. Also Pubs aren't know for their ability to follow orders or do what they're told. Most just think that joining a well known or big squad means more kills and more certs. Not always true. Public or outfit only? I leave that choice to you, its your squad. In closing First if you made it this far, thank you. Secondly if you think this has been a waste of your time, if you find that being issued orders is against how you want to play or well this isn't a real army, I have a few words for you. STOP PLAYING A MULTIPLAYER GAME. At the very least gt out of my squad. You chose to play a game with other people. And to be effective in this game you have to work as a team, every team has a leader. A good leader can make or break a good game session. SO there you have it some basic tips to make you a better leader. Remember to keep thinking of whats to come next and the bigger picture, dont forget to drop some certs into the SL tree to get the sweet spawn beacon and smokes. And finally learn to use voice chat effective and dont be afraid to kick a person out because they aren't a team player. I hope you might have learned something from this and Ill see you all on the battlefield. *First Edit. All paragraphs start in this pretty color
  19. The PS2 outfit will hold it's first small training event Wednesday, December 4th at 3pm EST (+5 GMT: 8pm GMT). We hope the event will last 1 hour, before people go back to general activities. This training will be focused on basic Squad Coordination. Players of all skill level are encouraged to participate! Our Game-Officers unsaidlightning and Weynard will be leading this event with the help from our Sergeants and other Vets who want to volunteer their knowledge. This communication for this event will be taking place on our Teamspeak server: ts3.ajsagaming.com MORE EVENTS WILL BE COMING, AND WE ENCOURAGE OUR SERGEANTS TO WORK WITH OFFICERS TO PLAN FUTURE TRAINING EVENTS!
  20. I was wondering of checking out Planetside 2 for Steam, but when I search it up it only comes out with the Trailer and some tape videos I cant find it. If anyone can please link it in the comment section below or at least explain this (if you have any idea on what's going on)
  21. 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."
  22. Here's a discussion forum on the Planetside Website: https://forums.station.sony.com/ps2/index.php?threads/esf-a2g-rocket-pods.50204/ From this I'm going to pull the main beef of the statement for easy-viewing here: By nubery on the forums. "This is not a whine thread about ESF being overpowered. The point of this is to discuss the fun factor behind a particular ESF weapon. Simply put I find the gameplay behind engaging ground targets as an ESF dull and boring. Who else enjoyed bombing runs in Battlefield 2? I know I did. There's a lot of griping about ESF and air in general being overpowered. A major target of these complaints being rocket pods on ESF. My suggestion is a simple one, and should've been suggested back in beta but oh well. It's probably been mentioned before and I'm just going to renew it. Remove rocket pods from the game entirely. Replace them with dumb drop bombs. I find no enjoyment from having sniper accurate missiles that I can spam on a target with pure accuracy. Keep in mind we're not discussing realism here, but fun factor. If realism were a design goal then the game would play like Arma or another simulation shooter (which I love and would be plenty happy with if PS2 were that, but it is not.) So let's not make the technology argument here. Lets observe this from a mechanic and skill factor. The fact is ESF can snipe with rocket pods, and their mechanic just leaves them to be nothing beyond spammy explosions on your crosshairs. I believe a drop angle, and speed, calculated by a reticule and displayed on the UI would be much more challenging and fun to pound the ground with. I'm a pilot, and I want my gameplay to be a tad more challenging, these rockets just don't cut it. They're just plain boring to use. Sure there's plenty of maneuvers to drop them on your target but at the end of the day it amounts to just spamming rockets on point x. ESFs are hit and runny types of crafts, they can't take the punishment a Lib can withstand and they are highly agile and swift. Give them an in and out style weapon, and dumb bombs will be just that. One or two before reload, where the angle of attack dictates. It will encourage swift dive bomb maneuvers and more so force ESF closer to ground AA to get successful hits and flee before being slaughtered. This instead of hovering infront of turrets or lightnings and just out shooting them rocket pods. Hit and run exists as is, yes, but dumb bombs would eliminate the sniper element behind the current mechanic. It's extremely easy to do, and that's the problem currently. Three bombs should drop an MBT, so perhaps 3 per reload. The damage would be entirely based on how accurately you land those bombs on target. The center of the blast the strongest, and weaker as the radius moves outward. Simple. Libs would well remain the strong-arm of A2G simply becaus they can put more rounds on a position, more accurately, and take more punishment." TL:DR! "Rockets are far too accurate and should be removed from the game." Now while this seems like a blatant "Rawr, I don't like this take it away," post, it's not. The suggestion there-after is the concept of a dumb-bomb drop pod that way you have to actually aim your payload for a kill instead of just unleashing hell on one spot - you know, kind of in the way dive-bombers deployed their ordinance in WWII. Fly high, tall angle, unleash. It gives time for reaction and takes more skill than a blind unload of cargo. Personally, I like the concept, I think it would do well for the game in increasing the need for air-superiority and level the playing field for those on the ground. Currently a swarm of 15 ESF's equipt with A2A rotary and A2G Rocket Pods are capable of effectively locking down an open-air base from any and all retaliation save for the spawn room. It leaves the place wide-open for ground assault to clean the buildings and secure. Effective? Yes, fun? While for a small time, yes, but once repeated time and again the task gets boring. Now, here's my dice. I'd favor these new dumb-bombs as long as Rocket-Pods were still in-game. Nuke their raw damage in favor of positional criticals. Say shooting a tank from the rear or in the tracks instead of their top, while also needing more direct fire to damage infantry. Because it's no fun sweeping out the heathens without some skill involved. ________________________________________________________________________________________ So pilots, what are your thoughts on the matter?