Planetsideis a Massively Multiplayer First-Person Shooter
(MMFPS) game created by Sony Online Entertainment (SOE). In this planetary
warfare experience you take up arms as a soldier in one of three
ideologically-opposed Empires struggling for domination over the planet
Auraxis.™ Fighting beside you will be thousands of other players, relying on
your skills, determination, and support to win the day.
There are a number of
armors available to players in Planetside,
four of which are standard armors, available
to all empires. The fifth group of armors
are the MAX armors, which are empire specific.
While each empire?s armors have their own
distinct look and "sense of fashion", the
concept for the following suits are universal
throughout.
Protection:50
Holsters:1 Pistol-sized and 1 Rifle-sized
Capacity:9 x 6
Cert Required:None
This is the armor
you begin with and respawn in after
dying. It offers very little protection,
and has a small inventory space. It?s
best to avoid using this armor whenever
possible, since everyone on Auraxis
can also use agile exo-suit, which is
superior.
Protection:100
Holsters:2 Pistol-sized and 1 Rifle-sized
Capacity:9 x 9
Cert Required:None
With twice the protection
of the standard exo-suit,and the flexibility
of a second pistol slot and larger inventory,
the agile armor is a vast improvement
over standard. You still maintain good
foot speed and
wearing this armor you can pilot/drive
all vehicles you are certified in.
Note: Prerequisite for other
armors.
Protection:0
Holsters:1 Pistol-sized
Capacity:6 x 6
Cert Required:Infiltration Suit
While this is not
technically armor, the "stealth suit"
allows you to cloak yourself on the
battlefield to avoid visual detection.
The slower you move, the less visible
you are. When driving a Wraith you may
cloak both yourself and the vehicle.
Darklight Vision and Audio Amplifier
implants will aid other players in seeing
and hearing you. It provides no armor
protection, cannot use a rifle, and
is has very little inventory space.
Still, it is an extremely useful suit
for reconnaissance and stealth, posing
a significant threat to any opposing
force.
Protection:200
Holsters:2 Pistol-sized and 1 Rifle-sized
Capacity:12 x 9
Cert Required:Reinforced Exosuit
This armor is well
suited for battle, with a large inventory
space and heavy protection.
However, the bulk of the armor reduces
your foot speed and is a significant
tradeoff in terms of mobility. Wearing
this armor limits you to the vehicles
you may pilot/ drive, however you can
take the passenger or gunner position
of any vehicle.
Protection:650
Holsters:None (Integrated Weapon)
Capacity:16 x 12
The MAX comes in
three configurations, each one designed
to combat particular targets. Each empire
has its own version of the MAX unit,
and each has specialized capabilities
and weaponry unique to that empire.
However, their primary roles remain
the same. An extremely heavy duty suit,
akin to a small walking vehicle. Using
the MAX, you will have prolonged running
speeds comparable to that of a tank,
yet you may not pilot/drive any vehicles
or use standard weaponry.
Special Abilities: (Default key B)
Terran Republic: Anchoring - By planting
spikes into the surface and becoming
an extremely stable firing platform.
This reduces your mobility, but approximately
doubles the rate-of-fire of the MAX?s
weaponry. (Concept: If you kill them
quickly, then they can?t shoot back.)
New Conglomerate: Personal Shield -
An augmented personal shield can be
toggled on and off when needed and is
hooked to an independent energy reserve
to draw power. With the shield in place,
the NC MAX can take an amazing amount
of punishment, however, its rate of
fire is decreased when the shield is
raised. (Concept: If they can?t hurt
you, you can kill them at your leisure.)
Vanu Sovereignty: Jumpjets - Limited-use
jumpjets without mid-air course corrections,
but by careful use of running speed
and course corrections before jumping,
you can leap over walls, onto buildings,
or onto terrain features. The jumpjet
uses an independent power capacitor
to determine how long the jets can be
activated at one time. (Concept: Mobility
allows better tactical choices. Superior
tactics result in dead enemies.)
Role:Anti-Vehicle
Weapon:Dual Pounder Grenade Launchers
Fire Mode 1:Explode on Contact
Fire Mode 2:Three Second Fuse
Ammunition:30 / Indirect Mortar Grenade
Range / Zoom:Short / 2x
Cert Required:Pounder or Uni-MAX
Heavy grenade launchers
mounted to each arm for area effect
damage saturation.
Role:Anti-Infantry
Weapon:Quasar
Fire Mode 1:Energy Bolt
Fire Mode 2:Armor Piercing Bolt
Ammunition:80 / Large Energy Cell
Range / Zoom:Medium / 2x
Cert Required:Quasar or Uni-MAX
The Quasar is a high-powered
version of the man-portable Pulsar rifle.
Role:Anti-Infantry
Weapon:Scatter Cannon
Fire Mode 1:Close Range / Large Pattern
Spread
Fire Mode 2:General / Medium Pattern
Spread
Fire Mode 3:Long Range / Tight Pattern
Spread
Ammunition:40 / Large Bore Shotgun Shell
Range / Zoom:Medium / 4x
Cert Required:Scatter Can non or Uni-MAX
Like a huge,
adjustable gauge shotgun, the tighter
the spread is choked down, the fewer
projectiles are actually fired, thus
making the long range shots less powerful
... but useful in the right circumstances.
Role:Anti-Aircraft
Weapon:Sparrow Missile Launcher
Ammunition:12 / Homing Missile
Range / Zoom:Medium / 4x
Cert Required:Sparrow or Uni-MAX
Able to fire quickly
on the same aircraft without reaquiring
missile lock. Thus, once lock is achieved,
a large quantity of ordnance can be
spewed at an air target in a short time.
Role:Anti-Aircraft
Weapon:Starfire
Ammunition:8 / Small Plasma Spheres
Range / Zoom:Long / 4x
Cert Required:Starfire or Uni-MAX
Like a missile laucher
using energy-based projectiles. You
can lock onto an air target and fire
a homing energy sphere or fire at non-air
targets, but do much less damage.