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PlanetSide:AfterShock Armors

Date: 08-26-2009 Views: Loading Comments: Loading

Armors


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.

» Standard Exosuit  
  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.

» Agile Armor  
  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.

» Infiltration Suit  
  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.

» Reinforced Armor  
  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.

» Mechanized Assault eXosuit (MAX)
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.)

» Burster(Terran Republic) 
  Role:Anti-Aircraft
Weapon:Dual Twin Flak Cannons
Ammunition:20 / Flak
Range / Zoom:Long / 4x
Cert Required:Burster or Uni-MAX
Shooting spheres of energy that create "aggravated" damage to the target. The energy burns for a time after impact, causing additional damage.

» Dual Cycler(Terran Republic) 
  Role:Anti-Infantry
Weapon:Dual Chainguns
Ammunition:200 / Large Caliber Depleted Uranium
Range / Zoom:Medium / 2x
Cert Required:Dual Cycler or Uni-MAX
Shooting spheres of energy that create "aggravated" damage to the target. The energy burns for a time after impact, causing additional damage.

» Falcon(New Conglomerate) 
  Role:Anti-Vehicular
Weapon:Falcon Missile Launcher
Ammunition:20 / Rocket
Range / Zoom:Medium / 4x
Cert Required:Falcon or Uni-MAX
A dumbfire missile launcher best used in taking out enemy vehicles or MAXs.

» Pounder(Terran Republic) 
  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.

» Quasar(Vanu Sovereignty) 
  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.

» Scatter Cannon(New Conglomerate) 
  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.


» Sparrow(New Conglomerate) 
  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.

» Starfire(Vanu Sovereignty)  
  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.

 

 

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