PlanetSide WAR Tips & Tricks

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Delicious

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Jan 22, 2009
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capgun2713 said:
capgun2713 said:
Reavers are your standard multirole craft. A small cannon, and rockets. Slower then the mossie and has no A/B, but its armor is thicker.


The reaver does have afterburner, though not as much as the mosquito does.
 

smallharmlesskitten

Not David Bowie
Apr 3, 2008
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Trick for dodging missiles in a Mosquito

This only works if you have a decent amount of AB

- as soon as you see MISSILE LOCK in big red letter watch your radar for them
- once they get close hit the AB and bank sharply to the left or right pulling a 270 degree turn. This should stop them hitting you
- Stop using the AB and be prepared to use this tactic again
 

Jenny Creed

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May 7, 2008
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I have only one trick to share, but it's fun: Use cloaking, advanced hacking and MAX armor. This works best if you're trying to take over an enemy base and enemies are flooding out of the spawn room by the dozens. Simply crawl past them while invisible, hack an equipment panel, equip MAX armor and make a mess out of their spawn room and any number of squishy freshly spawned enemies that gets in the way. Probably works best with the Terran's pounder or cycler MAX.
 

capgun2713

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Jan 15, 2009
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Delicious said:
capgun2713 said:
capgun2713 said:
Reavers are your standard multirole craft. A small cannon, and rockets. Slower then the mossie and has no A/B, but its armor is thicker.


The reaver does have afterburner, though not as much as the mosquito does.
It does? Wow, it HAS been a long time since I played. I could've sworn it didnt.
 

Bored Tomatoe

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Aug 15, 2008
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Wait, is the planetside event limited to those who won the codes? Or can any escapist join using the trial?
 

Sir Ollie

The Emperor's Finest
Jan 14, 2009
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Bored Tomatoe said:
Wait, is the planetside event limited to those who won the codes? Or can any escapist join using the trial?
Of course you can join the more the merrier!, just contact one of us in game and we will send you a invite.
 

MercFox1

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Jun 19, 2008
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Blowing the gen is a no-no? What.

With the size of a group The Escapist has going here, it's certainly a prudent idea to grab a Galaxy with Special Ops players, head to a critical base immediately ahead of the main expeditionary force, blow the gen, and deprive the opponent of a strategic advantage (for example, the Galaxies that Gunuku on Cyssor allows).

If they haven't changed anything recently, a base deprived of power will also drain nanites, so the base will, after a period of time, go neutral. However, you have to be an intelligent, elite squad to hold a generator long enough to drain a base fully and make the hack.
 

Delicious

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Jan 22, 2009
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Most squads who hold gens are usually comprised of around 3-6 maxes and a few infantry, and the ones that do it oftenare generally regarded as sub-par players nowadays (not sure if it had been different when you played). Most of the times they are squashed by a fast response outfit (such as KOTOR, DT, AC, etc) before they can really make a difference, at best being an annoyance. However, the gen blowing I was originally refering to was when it ends an enjoyable fight prematurely, and if you do it you will most likely get tked alot.

And yeah, the AB on the reaver is a life saver. That combined with the dual cannons turn it into a beast during A2A.
 

MercFox1

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Jun 19, 2008
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Delicious said:
Most squads who hold gens are usually comprised of around 3-6 maxes and a few infantry, and the ones that do it oftenare generally regarded as sub-par players nowadays (not sure if it had been different when you played). Most of the times they are squashed by a fast response outfit (such as KOTOR, DT, AC, etc) before they can really make a difference, at best being an annoyance. However, the gen blowing I was originally refering to was when it ends an enjoyable fight prematurely, and if you do it you will most likely get tked alot.
I would say the reputation of strategic gen dropping was much different; if you could hold a generator for the time required to completely drain the base, endure wave after wave of enemy attack, and coordinate yourself enough to at least get some of your people back into a Galaxy for the next op...well, at that point you were considered 'Elite'.

I don't know if you ever heard of the outfit "Army of One" (Emerald NC), but back in the days of the NEA Alliance (and we're talking over half a dozen platoons on one continent, multiple TeamSpeak servers, the works) on Emerald, we were the go-to outfit for spearheads like that. I left before we could get a full-on Special Operations Command going (and it involved an unparalleled level of in-depth training), and that was the end of my Planetside career, but I had never come across a level of cooperation and long-term planning like that.

It's sad to see such a valuable strategy - and, in some ways, the strategic mindset to accompany it - go by the wayside.
 

Delicious

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Jan 22, 2009
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MercFox1 said:
Delicious said:
Most squads who hold gens are usually comprised of around 3-6 maxes and a few infantry, and the ones that do it oftenare generally regarded as sub-par players nowadays (not sure if it had been different when you played). Most of the times they are squashed by a fast response outfit (such as KOTOR, DT, AC, etc) before they can really make a difference, at best being an annoyance. However, the gen blowing I was originally refering to was when it ends an enjoyable fight prematurely, and if you do it you will most likely get tked alot.
I would say the reputation of strategic gen dropping was much different; if you could hold a generator for the time required to completely drain the base, endure wave after wave of enemy attack, and coordinate yourself enough to at least get some of your people back into a Galaxy for the next op...well, at that point you were considered 'Elite'.

I don't know if you ever heard of the outfit "Army of One" (Emerald NC), but back in the days of the NEA Alliance (and we're talking over half a dozen platoons on one continent, multiple TeamSpeak servers, the works) on Emerald, we were the go-to outfit for spearheads like that. I left before we could get a full-on Special Operations Command going (and it involved an unparalleled level of in-depth training), and that was the end of my Planetside career, but I had never come across a level of cooperation and long-term planning like that.

It's sad to see such a valuable strategy - and, in some ways, the strategic mindset to accompany it - go by the wayside.
Part of the problem is that the game doesn't have enough population anymore. But i've heard of Ao1, one of their previous outfit leaders is in the same outfit as I am. Heard you guys were solid while you guys were around.
 

Singing Gremlin

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Jan 16, 2008
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As a wasp pilot, there are a few things I've learnt thus far:

"Do the squirt." If you get the dreaded missile lock bleep, don't be too quick to empty all your afterburner. One missile is pretty easy to avoid by sharp manoeuvres. Often however, your best bet will be to break their lock on you, as most AA rockets require a constant lock to track. Weave and boost erratically until you can get behind cover.

"High explosive feint." Don't write off wasp missiles you've fired just because you've lost a lock. Regaining the lock will bring all missiles you've fired that haven't detonated yet right back on target. I've hit targets with 3 or 4 missiles at once this way.

"You take the high road, I'll take the low road." Fly at the flight ceiling, or zero-feet it. Most AA units aim at middle-airspace. Flying high makes it very easy to sneak up on people, you can float unnoticed right above their base. Unfortunately, if you DO get seen, getting behind cover is tricky.

"Dogfight+Autopilot=Pain" Be careful of your altitude in combat. If you hit the flight ceiling your fighter will hit autopilot. This rarely lasts longer than a second, but will level out your fighter and can break a critical missile lock.
 

AntiAntagonist

Neither good or bad
Apr 17, 2008
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MercFox1 said:
Blowing the gen is a no-no? What.

With the size of a group The Escapist has going here, it's certainly a prudent idea to grab a Galaxy with Special Ops players, head to a critical base immediately ahead of the main expeditionary force, blow the gen, and deprive the opponent of a strategic advantage (for example, the Galaxies that Gunuku on Cyssor allows).
Turns out that I have to make a new account to take advantage of the new key. I'm up for being Galaxy Pilot.

I want to make sure that there's demand though. Otherwise I'll be playing another Infiltrator/hacker/virus-man.
 

Delicious

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Jan 22, 2009
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A galaxy drop at a base with a yellow alert or above is almost a sure fire way to get everyone in the galaxy killed. :/

Seeing a galaxy on radar pretty much screams "Free BEP here!" to the defenders.