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The Art Of Grunting By NoneSuch (nonesuch@fsmail.net) I'll start by saying that as a grunt you must be prepared to die an awful lot more than any other unit type in Planetside. You will be forced to risk your life in every battle to fight unstoppable odds, and to do it without thinking twice. The job of the grunt is to kill as much as possible, to force the enemy back with sheer brute strength and power using skill, armour and the heaviest @!$£# weapons you can carry. You willl not be respected for what you do and you'll never be considerd the best or the most skilled player in the game. It's a hard life but someone has to do it. This guide will cover almost everything you need to know about being an infantryman. Although I'm a loyal TR, I'll try to cover all three empires to the best of my abilities. General Grunt Overview Whatever empire you belong to, whatever armour you are currently using and whatever gun you have chosen, you will need medkits. These come free and are one of the most important thing to any infantryman. I suggest in an Agile Exosuit you should have two or three medkits and in a Reinforced Exosuit (usually referred to as Rexo) you should carry at least five due to the extra inventory space. Set the medkit key to a button near your movment or shooting keys so you can activate them in combat. These will give you the extra boost you need to survive most battles. Another crucial thing for a grunt is movment, in any armour you will need to learn to dodge enemy fire effectivly to survive. If you stand still you're a sitting duck. Test out sidestepping on your own first of all, just try it and fire a few rounds with your gun. Get used to the Cone Of Fire (COF) difference while moving. You have to be able to sidestep and keep track of your enemiess at the same time. This would also be a good time to adjust your mouse speed setting to suit your style. (You'll find it in the PlanetSide game controls.) Third Person This is not an exploit, it is a perfectly valid tactic and is needed to survive as a grunt. While guarding and protecting Control Consoles (CC) get into a postion where you can use third person view to give you the edge on the enemy. Suprise will give you a huge advantage and can be the difference between victory and defeat. While assualting an important position remember your enemy could be using the same thing, so do not cling to the inner wall. Staying nearer the opposite wall will keep distance between you and your enemy so his first hits will be less effective. Third person is set to your T key by default. Jumping Though some players seem to use this a lot, I find it extremely ineffective. Unlike many other multiplyers, PlanetSide has a stamina system and jumping will only drain your stamina. When your stamina is drained, you will only be able to walk slowly and you will not be able to use your implants until your stamina is over 20 points again. And remember that continuing to move while your stamina is low will prevent or slow its recovery. I suggest not using jupming. Even though it may cause slight warping which can give you a temporary advantage, it it likely to bring defeat in the long run, especially if you use rexo (the heavier your armour, the more stamina jumping will take off). Grenades Plasma, frag and jammer grenades can be used to give a grunt the slight edge against his enemy. If you think there's someone up a corridor or hiding behind a pillar, chuck a grenade up there. This will normally draw them out at least, while a jammer grendade will also disable their implants, a frag grenade will damage them and a plasma greanade will coat them with burning, damage-producing plasma. All will giv you a slightly better chance on taking them out. Personally, I dont use this tactic because I don't have the inventory space. [Ciepher's Note: As a cloaker (someone who uses an Infiltration Suit, also called a stealther of infiltrator), I like to use plasma grenades. They cause slow damage over time, and therefore make people panic and charge around shooting randomly. This can be used to your advantage. Also, if grenades start coming out of nowhere, it's probably one of my cloaking comrades, so turn on your Darklight if you've got it and yell "Cloaked Enemy Detected" (V-W-C in macro shortcuts). If you haven't got Darklight, someone around probably will. Otherwise, we aren't to hard to spot when we're moving fast, so just look carefully.] Dancing This is the tactic of sidestepping around your enemy to avoid his shots, it's a great idea in agile but normaly doesn't work for Rexo due to the speed. Important Grunt Certifications
Important Grunt Implants
Armour Types Agile In Agile you must rely on speed over armour , you can't let yourself get hit. Learning to sidestep is the most important thing with this armour type, you cant let yourself get caught by enemy fire especially as you'll be mainly coming up against Rexos. The trick of Agile is suprise and choosing your fights carefully. Avoid multiple encounters and make sure you don't get caught trying to fight any MAX armour head on. Learn when to pull back and when to rush your enemies and how to effectivly 'dance' around an oppenant to avoid his fire. Personal shield can be the most useful implant for this armour type, with such low armour but high speed it can give you an edge on heavy armour. The only possible problem is activating it too fast and losing all your stamina. Make sure you hold it back for a while so you keep the needed speed. [Ciepher's Note: I can't stand Agile. Although I can reach places I wouldn't be able to in Rexo, it's so weak I can be taken out in two bolt rifle shots, medkits or no medkits. If you want to use agile for sniping, stay near buildings or AMSes and get an engineering cert.] Rexo (Reinforced Exosuit) You have armour over speed, use it to your advantage. Again speed and movment is still important but you can risk taking more damage due to the pure resistance of this armour. Don't get overconfident while in it. you'll still need to sidestep and keep track of your enemiess. A lazy Rexo user can be easily picked of by a clever agile user. The Rexo gives you massive amounts of inventory space, giving you extra room for another decimator, medkits or more ammo. Empire Specific Heavy Assault [Ciepher's Note: Want to try out one of the below weapons but don't belong to that empire? Don't worry, you can raid an enemy backpack and 'borrow' their weapon. They don't need it any more! You can use it just like you would use any weapon from a terminal, but you won't be able to save it in a inventory choice. However, you can collect enemy gear in your locker. But always remember, only traitors organise wepaons trades!!] Nosu's Short Guide To The Mini Chaingun (Terran Republic) The MCG is a fantastic HA, It focuses on short to medium range combat and spitting out as much lead as possible into the enemy. This HA is great for taking on multiple targets at once because of its large clip of 100 bullets. The first 12 - 18 shots with the MCG will not scatter if you don't get injured, so suprise and getting those vital hits in can be the most important stages of combat. Those first shots alone can take down an Agile or a Rexo without medkits. Remember to use and master the third person tactic, you'll need it to be effective with this gun. While in corridor combat, remember to never engage the enemies at short range, especially when your up against Jackhammer users. Use the gun's strong points, make sure you learn how to track your enemies while sidestepping and how to deal with the MCG's large COF after the first 12 - 18 shots. Here is a more in depth guide and movie made by Rizzuh. I don't have time to write up simething similar since I'm not just covering one gun but the entire Art of the Grunt. Anti-MCG Short Guide The best and most effective way to combat a MCG with any gun is to get in close and get those shots of to destroy the 12-18-no-COF-bloom. If the MCG user gets injured his COF will go all over the place and it will be harder for him to hit you. Never rush a MCG user up a staircase unless you are confident you can take him on even when he has the advantage. Use the same tactics to counter him, try to draw him down with plasma or jammer grenades and avoid medium range combat completely if your not using at least a MA (Medium Assualt) gun. Nosu's Short Guide To the Lasher (Vanu Sovereignty) The Lasher is a great suppression gun and can be one of the most effective HAs but the hardest to master. Its orbs travel slowly so you have to learn to guide the to your target. Aim slightly in front of your target to compensate for the orb speed. It kills very quickly (has a good TTK - Time To Kill) if you can land the orbs. It also has a slight lash effect which will damage the enemies if the orb passes close by. Another tactic is just to sidestep as fast as you can in front of the enemy and spam shots downwards towards without really aiming. You are sure to land at least 5- 8 shots, killing them quickly. Again the third person tactic is needed to be really succesful. Planning where your enemies are going to move and where to fire next is crucial. The Lasher is awful outside (do not use it in outside combat ever), but in long range corridor battles it can be deadly. Just remember to avoid taking on to many opponents. You don't have that large of clip and might have to reload in combat if facing multiple enemies.. which is a bad idea. [Ciepher's Note: Never try to take out a distant sniper with the Lasher. She will get in her second shot and kill you before you get her. Much better to charge towards her, moving in a zig-zag motion.. for a sniper, a person walking forward or backward in a straight line is as easy to hit as a person standing still.] Anti-Lasher Short Guide The best way to fight a Lasher is to make long sidesteps it will help you avoid the orbs and the lash effect. If you move fast and use the 'dancing' tactic you can avoid most of the shots and come out victorious. Never charge a Lasher user down a long range corridor this is where the gun is most effective, and it will be harder to dodge the orbs in such a small space. Nosu's Short Guide To The Jackhammer (New Conglomerate) This powerful gun has the fastest TTK in close combat of all HAs. It is best used in extremely close combat. don't even bother trying to shoot enemies at range. The third person tactic is used best with this gun, wait for them to get close then spring out and rip them apart. It only takes 2 - 3 shots to kill an agile without personal shield. Do not use the secondary firing mode unless youve mastered this piece of equitment, it is hard to use and if you miss you'll die because of the time between shots. Only use it when there's an enemy agile clinging on to the inner wall. This gun is also great when combined with agile because it gives you that speed to pop out of corners or get into close combat quickly with an enemy. Also its large clip compared to the Sweeper shotgun will give you room for mistake. Anti-Jackhammer Short Guide The Jackhammer has the most obvious counters, range! Never get close to this gun if possible, also expect alot of third person Jackhammer users hiding behind pillars, it's where the gun is most effective. Again use the grenade technique. Keep your distance and remember to sidestep a lot to avoid its shots. The gun's hits are very powerful but has a pretty slow firing rate so if you can avoid the shots you should be able to get the damage in. [Ciepher's Note: If you're approaching a tower CC or a CC upstairs in a base, if you're against NC there almost certainly will be Jackhammer users crouched behind the corner wating. They will probably be using third person too. You must use your third person and your grenades to get past them. Even better, have a friend with you, preferably a MAX or someone with explosives.] Anti-Vehicle Guide The best way to use AV is against MAXes. I won't go on about the Empire Specific AV because it would take too long, so I'll focus on the decimator. First thing you must learn is to never to assault a MAX unit directly on. you'll get wasted even if you have AV. Try to hit them in the back and avoid mano a mano close up combat. Keep pulling back, don't be scared to retreat while facing a MAX. Remember to use the third person tactic to watch for incoming MAX units. Avoid all combat with a MAX if enemy infantry are nearby, they will waste you while your Deci-ing the MAX. Against NC maxes you'll need more than one Decimator due to it's shield, don't shoot the Decimator off if your not sure you will hit. It's not worth missing the shot against VS MAXes in the air, wait for them to land and never try to shoot them with a Deci while they are using their jump jets. Special Assualt Guide (I've not got that much experience with SA. But I'll try my best.) Thumper The Thumper is one of the best suppression guns indoors for any grunt, it can even be effective against MAXes with the frag grenades. It's plasma is great for taking down groups of infantry or for basically using it like a plasma grenade and trying to draw out that third person camper. The best way to use it is sidestep in and out of a corner firing grenades when you pop out, or using the secondary firing mode to bounce them round the corners to avoid getting shot yourself. The Thumper is best used combined with a HA gun. Draw them out injure them with the Thumper and when they get close finish them with HA. Rocklet Rocklet is a great anti-MAX gun, some claim better than the Decimator. It also is pretty good as an anti-infantry gun, but has the obvious problem of being equally dangerous to you as well as the enemy. Its secondary firing mode can actually kill an enemy Agile instantly if you use suprise and shock to your advantage. It's very effective against MAXes if you can land the shots right and can be very useful against multiple enemies. And here's a better and more in depth guide made by my fellow outfit mate Duban: Rocklet Rifle By Duban Extremely versitile, has many extremes. In primary mode and crouched it's effective range is significantly greater then any empire specific MA. While at just outside point blank it's horribly destructive in secondary. First off Remember that if your first shot doesn't kill your screwed, so make @~$£% sure that first shot counts. Also many people fire at the body, Because of the splash this is a bad idea, instead fire at the feet of the target. And your probebly won't miss. NEVER EVER engage someone who's in a position you can't see the ground underneath thier feet NEVER, because you'll be unable to get a clear shot at their feet, AND WILL NOT GET THE KILLSHOT. If you crouch and your relatively close to the target you probebly will kill that rexo in 1 salvo "provided your aim is on". But it is risky considering it will make it harder to get a clear shot at thier feet, and will also make it harder to run. And finally although you require large amounts of cover "definately indoors only" it is comparable to the deci in anti-max power. Get off your first salvo, and you'll need to consistantly keep covered around a door or such while you reload, and then take a second shot, and periodicly you'll be unlucky and need to repeat for a 3rd shot. So unless you can maintain a high level of cover it might be wise to run. Anti-SA Tactics Get as close as you can , use the splash damage to your advantage and make them catch themselves in their own shots. If your at a distance, pull back away from his range of fire and wait. Try to draw him out, then jump out and rush him. Against Rocklets try to avoid the first volley of shots, remember after every volley they have to reload, giving you the advantage. Rush him while he's reloading and finish him off before he can get another clip out. All right, that sums it all up. I'm sorry if this is a little long, it was the only way for me to write up everything needed. I just hope it helps one or two new players that's all. By the way, remember grunts if you run out of medkits or ammo, raid enemy backpacks. -- ::BACK:: |