Tialian said:
Greetings from TRG!
PlanetSide is a game that was released in May of 2003 so its nearing its 6th year now. The battles weren't 300/300/300 but more like 150/150/150, but still, thats quite a huge battle considering most FPS games can only hope to achieve 64 players max.
Back at release the pop lock was set at around 266 per side, currently at 133 per side. Since the sever merge (emmy and markov) I've seen one 3 way pop lock.
Tialian said:
I still come back to this game because there really isn't anything out there like it
Amen brother. 5-6 year vet here, joined in open beta still subbed. Since I don't see much info about the game mechanics I'll try to fill in some gaps. In the game everyone has 100 HP (120 w/healing mod but that's another bag of cats) and armor of 0, 50, 100, 200, or 650 depending on what you have. The first of those is the infiltrator who can cloak but becomes progressively more visible the faster they move. They also have the smallest inventory and can only use 1 pistol slot. Next is the standard which you spawn in and you won't be using except when you spawn. It has 1 pistol and 1 rifle slot. Agile is 100 and has 2 pistols and 1 rifle. Rexo is next with 200, 2 pistol slots and 2 rifle slots. Finally with 650 are the 3 MAX suits which are more like vehicles than infantry. They have only 1 slot and it's what ever is attached to the arm of the exo-suit. Since you poor people are playing TR that will be the Pounder (anti-veh), Duel Cycler (anti-infantry), and Burster (anti-air). The MAXs of each of the 3 sides have a special ability. The TRs is lock down and over charge. Lock down makes you immobile but drastically increases rate of fire and accuracy. Over charge is the same as lock down but you can still move around, however it is based on a 1 use per full charge so don't spam it.
As for the speed of the game, it's fairly slow which is welcome if you don't like the way CS does things. In addition if you're a medic or engineer you can heal yourself or repair your armor respectively. There are VERY few instant death weapons in the game and almost all of them are mounted on vehicles. The only ones you need to worry about indoors are the Boomer (remote planted explosive) and point blank shotguns (NC Jackhammer and NC Scat MAX). Outside is a little more dangerous. Most MBTs (medium battle tanks) can one shot infantry with direct hits (exception is VS magrider), liberator bombs can 1 shot any infantry, getting run over can do it, Flail artillery, some B(ig)F(reaking)R(obot)s can but I don't think you'll be seeing many or any of them due to the requirement to get one, and finally the orbital strike will ruin your day if you're caught under one. However, Orbitals require a command rank 4 or 5 to do and then have a few hour cool down between uses.
So how does exp work. There's BEP and CEP. Battle exp and Command exp. Battle exp as someone else mentioned will get you additional battle ranks (Br). The way getting cool toys works is that for each Br you get a point beyond what you started with. You have 8 cert points and you want to drive a mosquito. Well you'll need 3 cert points to buy it. After that you can pull a mossie from any vehicle pad. That's cool, but you also want to be able to use better weapons than the standard assault that everyone gets for free. Well, say you want an anti-tank weapon. To get AV you'll need 3 points but you'll also need to first get the medium assault cert for 2 points. So that totals 8 cert points, you still have 2 left. Being the upstanding player you are you might want to get ground support so you can get the AMS that acts as a mobile spawn point for you and friendlies. So that fills out your 10 points. When you get another and say want to trade Mossie for Heavy Assault (4 points), you can forget the Mossie cert and get your points back to buy Heavy Assault.
Command Exp or CEP is acquired for leading a squad when a base is captured. To lead a squad you need to be #1 in the squad list, this gives you the ability to invite people and do progressively more fancy things the higher Command rank (Cr) you are.
Jaffar_Hasad said:
Don't let that get you down, sniping can be an absolute blast. It's one of the FPSs that does it right in that sniping is HARD. The round is a large orange tracer with a unique sound that does 75 HP damage and 25 armor or 100 HP if you have no armor left. It has the longest range outside of the Flail artillery and is really accurate. However, the bloom on the Bolt Driver is really touchy and the round has long travel time so leading and predicting movements is key. The implant that lets you see other's health (adv targeting) is a must have as you can pick off weakened foes. It can give great BEP (battle exp), one of my br25s got there almost solely on sniping and is currently 1600/2000 for the next sniping merit. Word of warning though; medic/engy and rexo are HIGHLY recommended if you want to snipe seriously so it is cert point heavy.
If I can give you some advice: Medkits, Medkits, Medkits, and inventory management. Unless you're driving a tank, you should have 3 Medkits on you.
If you're interested in some keybind and map info, I was working on some help pages that can be found here: http://homepage.mac.com/mcgrogans/captain/PlanetsideProject/Starting%20Out.html
I have more written but a LOT of it is out of date now. There is an ingame starting up walk through but IMHO it's bad, but it DOES give you free BEP for doing it. Also, when you spawn in sanc, walk out the door and take 2 lefts or 2 rights. On the side of the building are several large doors. Those lead to practice areas where you can play with every weapon/vehicle in the game. Since you get BEP for looking at something for the first time I HIGHLY recommend you do this.