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Planetside 2


K0NFL1QT

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I've actually went around and made a vanu character. Judging by the starter weapons, their weapons really are overpowered. Coming from someone who aurexed the Cyclone, due to no bulletdrop, stupidly small recoil and insane fire rate, the Vanu SMG dwarfs it in damage output. I've destroyed several prowlers within 10 minutes of making the character, something I could rarely ever do with any of the NC missile launchers. Compared to the Vanu starter one, NC's has a much longer reload time and sluggish projectile, only apparent tradeoff being the damage each projectile does, which doesn't even matter if sunderers are capable of dodging it.


Contrary to popular belief, it seems Vanu are by far the least organized and disciplined. Bad as they are, even NC are capable of forming human waves and holding a proper defense. Vanu composition seems to be 10% noobs, 10% team players and 80% solo commando dudes, because any operation almost instantly desolves into hordes of infiltrators running around with knives, stalker cloaks and aformentioned SMGs.


To answer the age old question; Yes, Vanu are the best faction to play as. They are easy. Very easy. So much so that, despite the surprisingly cool style they seem to have, I won't play as, because playing as Vanu presents no challange to me.


If you play as Vanu, you probably have no skill.

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Terran Republic has a good emphasis and power focus on infantry-based play, TR is generally the best faction to go light assault and C4-fu with. Personally I don't even bother with vehicles (aside from proxy sundies) as I often explode before I actually make an impact on a specific front.


TR MAX units are okay, personally I don't enjoy playing the role (and by extension I am by no means any good at it) as it revolves around you being a mostly immobile weapons platform that can either be anti-vehicle, anti-air or anti-infi. Given they usually get cucked up by infiltrators from behind, it's not usually a good idea to sit in an area that has traffic coming in several directions, whether it be allies or enemy infiltrators. Sitting on the direct front where the enemy faction has troops right in front of the MAX unit is exactly where a MAX should be. Anti-infi MAX units are quite good at controlling the flow of infantry combat provided an infiltrator squad doesn't flank them from behind. TR light assaults are better at blowing up entire squads and vehicles, though. Playing light assault for any team is usually a certfarm.


Unless you're playing medic, because if your revive grenades are placed right you can outcertfarm the light assault that's aurexed three times over on your team.

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