Ok I think we need to go over a couple things so everyone is on the same page in terms of what is possible and what you need to do in given situations. I'll start from loading the game to doing different things, give me some slack here it's a bit to think about let alone write about... If you like I'll keep updating it with the other subjects I've listed. Otherwise give me some feedback maybe we can expand this and turn it into an article or something?
-- LOADING & FINDING YOUR FRIENDS --
Open Planetside, load (create and pick a name for) your Terran Republic character on the Mallory server.
If you see a new friend online or in mumble, add them to your friends list through the Social menu by typing in their name.
Join the Grrr Outfit and invite other grrrs to join through the Social menu, we all earn points by being in it and it gives us a clan presence on the server.
Find out what squad your mates are in, if you can't join the squad, join the platoon in another squad; ask the Squad Leader to invite you or find it by name.
If you are already in a squad (say having pressed insert to auto join), you will need to leave your squad through the Social menu before you can join another.
Find out what continent your mates are on - Indar, Esamir or Amerish; all Warpgates let you travel between continents, use the panel with the planet on it.
Look to see where your friends are, there will be a green objective marker somewhere and some green circles with numbers on them indicating who is who.
Look for spawn points, these are green dots on the Deployment menu; always pick the closest/easiest point - spawn on Beacons and Sunderers if possible.
If there are no nearby spawn points, check the Map menu to see if you can hot drop into the location; you may just need to wait a minute to spawn.
Alternatively, spawn your own vehicle and get there yourself; last resort, ask, no one wants to hold your hand through the game when in a fight.
[CENTER]
YOU CAN REDEPLOY AT ANY TIME WITHOUT A DEATH THROUGH THE MAP MENU, DON'T STAND AROUND OR RUN FOREVER.
IF YOU ARE LOST, JUST RESPAWN AT THE WARP GATE AND FIGURE OUT WHERE/HOW TO GO FROM THERE.[/CENTER]
-- META-GAME STRATEGY --
The TR are suited for the Indar continent, the Vanu for Esamir and New Conglomerate for Amerish. Each faction should have conquerered their "gimmie" continent to make any inroads on the others. Always default to your faction continent and make sure you dominate on it before leaving to go to another continent. Holding Amp Stations, Tech Labs and Bio Labs gives you planet wide faction bonuses. You can monitor meta game from the map or planet panels.
-- GENERAL GAME STRATEGY --
The aim of the game is cert points and inter-continental domination - don't play for kills or for xp, those come fastest if you PTFO.
You earn certs from caps and weapon milestone achievements - for now you don't get xp related certs, for e.g. repairing or healing.
There is no end game, the fighting just goes on and on; don't bother with enemy Warpgates, they are protected by an impenetrable shield.
You earn resources to buy Infantry, Vehicle and Air products by holding more territory and you get extra points for the zone you are in currently.
The idea is to get together, all together, and devise a plan of attack to roll forward steadily; only defend if absolutely necessary.
If you are the Squad Leader, constantly check the status of the continent, the tiles surrounding and along the way to your areas of activity.
The pie chart indicates population in surrounding tiles and the bars indicate the status of the cap; the squares are the flags, their numbers show cap statuses.
Don't bash your head against a wall, the continents are large and you can probably find a better area to attack or defend very easily.
If you see the strategic opportunity to connect isolated tiles or cut off enemy tiles, do so, but be sure to be aware of being cut-off yourself.
Whenever you do something important for the squad, let them know so we don't end up uncoordinated or for e.g. spawning multiple transports.
Ultimately, you are responsible for yourself; don't rely on others to do everything, be proactive in what the team needs to achieve it's goals.
Please be considerate of others; don't TK, go AFK suddenly, talk excessively, be clueless or make people wait around; it's still impolite to be a duche on Araxis.
We need a balanced squad of players, look at the Squad List to see who is what class; be sure to select a class that compliments the others.
Maxs must be bought at Gun terminals, they can dish it and soak it; travel in Sunderers or Galaxies and use them tactically with a rep and ammo pack.
A squad is max 12, so ideally you want: 2 Maxs, 1 Infiltrator, 2 Engineers, 4 Medics, 3 Heavy Assaults and only Light Assault if required.
The basic fireteam is 4, so ideally you want in this order: 1 Heavy, 1 Engineer, 2 Medics or a Max/Infiltrator on occasion.
Always follow the green or orange marker; the Squad Leader should update it often and ensure it is placed accurately to allow effective drop podding.
Generally speaking it will be on your objective, or on a location you need to get to and should always be updated once you half-cap an area.
The most basic of tactics is to use a deployed Sunderer to establish a safe spawn point and continuously (and conveniently) attack an area.
If possible, drop a spawn beacon to drop-pod troops in; remember you can promote squadies in the fight to drop beacons - keep the leadership rolling.
-- INFANTRY PLAY --
You must stick together, always, one or two in drips and drabs is going to suck; wait for each other if need be - don't be that lone wolf guy.
Always look to move to hard cover where you can pillar and not be rushed; hold the area, take picks and push to the next zone when you see the gap.
If you are standing around capping ensure the flag(s) is(are) full (x/x), flanks are covered and the spawn room(s) is (are) trapped from both sides.
You cap the fastest when you have all flags maxed out, don't bother standing on them if they are maxed you get nothing for it and can be used elsewhere.
Maxs and Heavy Assaults should be hunting the action, they are designed to be at the grinding edge of the battles and the first to shoot.
Medics and Engineer provie heals, resses, repairs, ammo-packs and flank/backup coverage to front liners who need your constant support to be effective.
Infiltrators are useful for hacking terminals to allow you to for e.g. spawn a Sunderer in their base or deny panels or turrets to the enemy.
Light Assaults let you jump jet over difficult terrain, shields or obstacles to allow access to a previously unobtainable area; but are weak otherwise.
Use rockets or grenades to kill Engineer Turrets; these things are nasty, call them out and don't try get cute around them unless you have support.
Always go Engineer or Heavy Assault when travelling in a deployable Sunderer; you can switch kit later when the threat to the vehicle is gone.
Use the in-game compass to refer to areas or the location of things; it's much easier to follow a bearing than "It's behind, over here by me".
Think about other ways to achieve your objective, be creative with your tactics, the routes you take and the positions you try and hold.
You have a shield, use it to your advantage; don't go running around or looking for a firefight if it's not full or if you need to reload.
Remember the Heavy Assault is designed to get 1v1 domination, don't be a rambo Medic; Heavy Assaults need you to stick close, play smart and slow.
If in doubt, go Heavy Assault; you really can't go wrong with this class's versatility or make a bigger impact if you know how to use it effectively.
Don't forget to purchase grenades in a friendly area by going to your Weapons tab and clicking through to your grenade and resupplying the pool.
-- VEHICLE TRANSPORT AND PLAY --
Flashs are for quick personal transport.
Sunderers are for troop transport, spawning, switching kits, resupplying/repairing other vehicles and slipping inside shields.
Lightnings are an anti-infantry tank and can move fast to adapt to changing conditions.
Heavy Tanks are exclusively anti-armour and anti-turret - don't charge in too far with these.
Mosquitos are basic quick personal transport, dogfights and ground support.
Liberators are good 3 man transports and excellent gunships with the right upgrades. Get height to be effective.
Galaxies are great troop transports, can eject troops safely from any height and can be used as a gunship. Get height to be effective.
The driver of any transport should be an Engineer, anyone else riding with him should be Heavy Assault or Engineer.
-- DEFENDING AREAS AND ESTABLISHING CHOKE-POINTS --
As I said previously, defending is only something you do if you absolutely need that tile and it is under heavy attack. You don't need to worry about revives. Only play Max, Heavy Assault or Engineer (in that order). You need to establish choke points by setting up traps and turrets to funnel the enemy into a killing zone.
Send advanced forces out to find and destroy nearby Sunderers to deny the enemy a spawn. Also, make sure you use these guys to cap surrounding bases that may let the enemy spawn, catapult or teleport and attack the main base. If in doubt, get in the Turrets on the battlements and start firing!
Once the base is locked down, your advanced troops can start cleaning up outside and the defenders can think about pushing out and clearing whats left when they have no more spawn points. Remember troops may hot drop in on the roof or anywhere else, so keep your eyes and ears open for spawn beacons and sneaky sneaky!
-- ATTACKING OUTPOSTS/BASES --
Outposts and Bases are best capped with Sunderers, Mosquitos and Liberators; clear the immediate area and park to cap the point(s) and plan for incoming!
Outposts are one flag areas with one spawn area marked by the pistol symbol, they require 2-6 people to cap quickly and generally provide 1 cert.
Bases are two to three flag areas with one or two spawn areas and possibly vehicle blocking shields, they require 6-12 guys to cap quickly and provide 2 certs.
The goal on these is to get in quickly, cap quickly and leave quickly; 1-3 cert points, so don't defend these unless you really have to.
Be aware of what's happening in the outposts and bases around you, you don't want to be back capped and left cut off from the Warpgate.
If you are cut-off from the Warpgate, you can still spawn but the resources are disconnected and enemies can cap the base faster.
Hold E to plant/diffuse a generator overload. Don't forget to rep shield before you leave, they will slow the enemy down if they try to cap.
-- ATTACKING AMP-STATIONS/TECH-PLANTS/BIO-LABS --
Amp Stations are strategically useless, they only provide a cooldown bonus for Turrets; only cap when soft.
Tech Plants are strategically crucial, without one you will struggle to spawn Tanks and they are very hard to capture.
Bio Labs are nice to haves, their bonus is health regeneration and they generally occupy strategic locations on the map.
All these big bases have vehicle shields, base shields, SCU shields and an SCU - you need to take these out in order to capture properly.
Shields are marked with an icon which indicate what they are - a tank is vehicle shield, three lines is a base shield, an SCU is an SCU shield and the triangle with an SCU symbol is the actual spawn generator. Blow that up and they can't spawn traditionally any more unless they have an outer base nearby.
Amp Stations and Tech Plants have rear doors you can use to enter the building from. Bio Domes have landing pads and grav lifts to the landing pads. Alternatively, pod in and attack from the roof. If you can't establish a beach head, give up and come back later. Big bases are notoriously well defended and are tough to attack, be smart about it.
Don't forget to rep generators before you leave.
-- USE AIR ATTACK TO BLITZ WEAK POINTS IN ENEMY LINES --
8 or more players
3 x Mosquito (1 interceptor, 2 balanced)
2 x Liberator (2 players per, gunner switches seat)
1 x Galaxy
Scale in proportion, get more Mosquitos first.
Mosquitos scout and protect the air space for the other aircraft.
Liberators bomb the crap out of anything on the ground.
Galaxy is a troop transport only and forcibly ejects troops over flag then land in safety to pick up again (Page Down and select Locked to eject)
Key is to operate from a resupply depo and move as a squadron, not piecemeal attacks.
No respawn point, critical to get a beacon down or just attack from the air.
-- USING GROUND VEHICLE COLUMNS TO STEAMROLL THE ENEMY --
8 or more players
1 x Heavy Tank
2 x Lightning
2 x Sunderer
Scale in proportion, get more Heavy Tanks first.
Heavy tanks roll in front and deal with armour/turrets.
Lightnings deal roll with the Sunderers and deal with troops and light armour.
Sunderers establish deployment locations, one is a backup for redundancy and transport.
Go Heavy Assault and Engineer to support the advance, respawn at Sunderer/Beacon.
-- USING A DIVERSE ARMY TO OBLITERATE EVERY TILE YOU SEE --
12 players
1 x Sunderer
1 x Heavy Tank
2 x Lightning
2 x Mosquito (2 balanced)
1 x Liberator (2 players gunner switches seat) / 1 x Galaxy
Mosquitos scout and protect the air space for the other aircraft.
Liberators bomb the crap out of anything on the ground.
Galaxy is a troop transport only.
Heavy tanks roll in front and deal with armour/turrets.
Lightnings deal roll with the Sunderers and deal with troops and light armour.
Sunderer establishes deployment locations and moves troops.
Armour focuses on staying alive and denying enemy armour ascendancy.
Air focuses on securing the air and providing ground support where enemy are attacking.
Galaxy can be used as a gunship and a transport instead of a Liberator if upgraded properly.
-- CERT AND LOADOUT CONCEPTS FOR GRRR SQUAD BEAT DOWN --
- Always diversify your classes, make sure you get tier one upgrades for everything before going tier 2 unless you really need it for armour etc.
- The Medic has a great function to heal itself. Instead of using the Nano Weave Armour upgrade, which increases your health, try upgrading the Shield Capacitator instead. This will give you a much faster shield delay and keep you in the fight. Medic and Heavy Assault are the only classes I suggest experimenting with this for.
- Liberators and Galaxys can be outfitted with 150mm cannons which can be used to devastate enemy movements or entrenched positions, just don't get caught by AA fire. Get in and out with bombing runs and resupply/repair runs.
- Sunderers should always have Blockade armour, except if you need to slip inside a shield gate for e.g. when capping a stubborn Tech Plant. Don't bother with the resupply and repair perks for the Sunderers, most times it won't be doing anything for your team (unless you are in a column) and you can use the extra armour.
- A Sunderer can be upgraded with a 60mm cannon (secondary) and 50cal machine gun (primary), this is an optimal balance for vehicles and infantry.
- Upgrade the Scout Radar for Flash's and possibly Mosquito's too if you use that to scout flags, park the vehicle while you cap and you can minimap spot any enemies in a certain radius. Don't put guns on your Flash, that's just silly.
- Interceptor Mosquitos have AtoA missiles whilst balanced fighters include the rocket pods, which let them deal more damage to the ground whilst still having some AtoA capability with the guns.
- Heavy Tanks should take Front Armour, whilst Lightnings should take Side Armour - the Lightning is much more mobile and more likely to be hit from the side.
- Always put Composite Armour on you air vehicles, you really need the extra armour to stay alive and should be able to repair it at a resupply pad.
- Engineers should consider the extra grenade perk, since they can resupply themselves and ultimately allow the spamming of grenades into chokepoints (within reason obviously, you need to spend infantry resources for grenades).
- Use class specific grenades, they are ideal for making that extra impact. Always take C4 if in doubt, all classes have it except for the Infiltrator and the Max.
- Remember anything you unlock or buy must be equipped, it doesn't magically equip for you based on what is the best.
-- THE LOWDOWN ON STATION CASH, PURCHASES AND UNLOCKS --
Use Station Cash to buy things in the Marketplace, 1000 certs is around R90 and is the base unit and you should buy in multiples.
Only use money to buy weapons you need, you can buy cosmetic customization but they are expensive and a waste to the cash strapped.
Weapons packs are cool and look out for sales on certain items, but be sure to check them out on trial (30 min I think) before you buy them to make sure you like.
Weapons are generally 1000 certs each, considering a normal game costs you around R500 you should aim to spend a maximum of 6000 or so Station Cash which is around 5 different weapons and a customization or two for your favourite class. These are server bound purchases, don't expect them on other characters.
At first you can upgrade some items for 1, 10, 30 or 50 certs - these are CHEAP! Buy them immediately. Thereafter, things will go in the 100, 200, 250, 300, 400, 500 and 1000 cert range so plan ahead and save for what you need/want! Try not to let your certs accumulate too far though (over 1000), you're wasting their potential to improve your game capabilities. Don't fret if you only have a few certs, get the basics sorted, the rest will come in time.