I am Voos, the guy who exclusively plays TR MAX on Miller. The best loadout, in my opinion, in dual MRC3 Mercies, emergency repair, nanites auto repair system, spot explosives implant and safe fall. The MRC3 has the same low damage model of the M6 onslaught. This is lower than the M1 and M2, however the DPS can be higher than the M1 and M2 even at close range assuming you land shots in the right place, aka the head. The M6 onslaught has more DPS at close range but become completely useless beyond a few metres. The Mercy has more damage at longer ranges and is very much useable here, unlike most other MAX weapons. Ordinance armor is useful to prevent getting OHK by a single C4 brick, and should be used when in a base with engineer support. However, nanites auto repair is simply superior because it allows you to disengage and regain full health within seconds. That is a massive tactical advantage. Being able to spot placed ordinance and mines makes them almost completely ineffective against you. Finally, safe fall allows one to jump out of elevated based and disengage from any encounter. Safe fall rank 5 also lowers roadkill damage massively. Using the above class, a MAX is more than capable of being used as a solo unit in many different roles. When fighting other maxes, one arm may be swapped with a pounder to increase lethality. Otherwise, the most effective tactic against maxes is to damage them, break off and heal, and do this a few times until they run out of HP which will inevitably happen without nanites auto repair. Willing to argue that this is the most effective MAX class.
There are some specific fights where long range infil can farm kills really fast. There's a lot of spots at ascent where infantry will put their head in the same exact spot one after the other and you can just keep shooting.
My recomended ASP engi MANA turret: primary: EM6 (LMG) (Heavy Barrel + Laser Sight + Extended Magazine) (NC weapons have minimalistic horizontal recoil, so Forward Grip is unnecessary) secondary: Claw (shotgun) (Laser Sight + Smart Choke) Ability: Anti Personel Mana Turret Suit: Flak Grenade: Sticky-nade Utility: Reserve Hardlight Barrier Umplants: Jockey + Robots Technician Tactical: Ordinace Dampener Now, that you are raging inside, hear this: It happens far too often, that turrets gets EMPed by opposition, so came to realization, that I need a better tool than carbine or smg to supresfire the hallway or stairs before turret get's online and neither smgs or carbines provided me enough ammo per magazine, so I used an ASP point to get an LMG. Shotgun is for that cheeky infil, who get's too close, and for breech in defense, when all fighting is happening in small point-rooms. Sticky-nade is for a Medic down-stairs, who keeps reviving his Heavy Assault.
Thank you. I will always appreciate this game that there is no one true all around class setup that everything is situational depending on where you are and what you were doing
Imo, most underrated LA loadout is Icarus jets, flight suit, quick det flash grenade, the low detection implant and the move faster implant All I'm saying is, once you get used to Icarus, everything else feels inferior
After the shotgun nerfs, Phobos seems like the worse choice compared to Deimos. With pump action shotties it's kill or die and it's easy to miss a pellet outside immediate cqc range due to spread. Deimos is slower to reload but gives you more room for error when you can't control the range at which you engage someone with
See? This is what i LIKE so much about planetside gameplay. Almost every your "build" or "setup" wouldn't work for me. Like, for example - engineer. Using on engineer anything that doesn't have a under-barrel attachment as grenade launcher or smoke grenade launcher is a crime (punishable by death). And yet it's GD-7F again because - meta. Having ability to be self sustained on ammo, and with a grenade launcher on top of it, Engineer can make a decisive action to grant a victory to allies. Like, killing a MAX suit. Where you need only 2 grenades in any portion of it's body to take it out and you don't need AMR for that anymore, making you a universal threat. You can never do that with just GD-7F. Just smoke alone would be enough to cause a severe stress on opposing forces in a choke points, and instead you would still prefer GD-7F just because it's meta. In which case the best weapons for engineer (in my opinion) is any weapon with: under-barrel attachment GL or SGL as priority, silencer or flash suppressor as optional + high velocity bullets to compensate for silencer. Everything else is optional depends on play style. As for weapon stats itself - 35 bullets per magazine is extremely important because as an engineer you can't out dps heavy or medic with any other gun that isn't GD-7F by nature, so you need that extra damage in your magazine to compensate. In which case we are getting close to NS-11C carbine as the best weapon for engineer in close to medium combat and Warden as best weapon for medium long range combat. There are few more variants if you have ASP, but this is a base without ASP. I can not stress enough how important it is to have GL or SGL on engineer. If there is a class that can afford it to shape battlefield - it's only engineer. With GL you can even damage vehicles, which sometimes adds to you additional certs for securing kill on another tank or sunder. So yeah, it is always worth it. Especially because no one ever expects to be attacked by UGL behind a cover.
Are the friendly icons (reverted triangle, dead friendly etc.) that big for everyone, or is just something that you have set up? If that is for everyone, they look so bad, way to big on the screen and disturbing, getting in the way of seeing. They used to be smaller right?
The stomper could be so great and fun and effective but not it's none of all this. I like to play suboptimal loadouts for the fun of it, as long as it feels good for my playstyle then i'll be happy, because after all it's a game you know?
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Addendums:
Forgot about a tunnel loadout
Scavenger should have been on medic
I am Voos, the guy who exclusively plays TR MAX on Miller.
The best loadout, in my opinion, in dual MRC3 Mercies, emergency repair, nanites auto repair system, spot explosives implant and safe fall.
The MRC3 has the same low damage model of the M6 onslaught. This is lower than the M1 and M2, however the DPS can be higher than the M1 and M2 even at close range assuming you land shots in the right place, aka the head. The M6 onslaught has more DPS at close range but become completely useless beyond a few metres. The Mercy has more damage at longer ranges and is very much useable here, unlike most other MAX weapons.
Ordinance armor is useful to prevent getting OHK by a single C4 brick, and should be used when in a base with engineer support.
However, nanites auto repair is simply superior because it allows you to disengage and regain full health within seconds. That is a massive tactical advantage.
Being able to spot placed ordinance and mines makes them almost completely ineffective against you.
Finally, safe fall allows one to jump out of elevated based and disengage from any encounter. Safe fall rank 5 also lowers roadkill damage massively.
Using the above class, a MAX is more than capable of being used as a solo unit in many different roles. When fighting other maxes, one arm may be swapped with a pounder to increase lethality. Otherwise, the most effective tactic against maxes is to damage them, break off and heal, and do this a few times until they run out of HP which will inevitably happen without nanites auto repair.
Willing to argue that this is the most effective MAX class.
It would be cool if you made a video about it
I love you man, I been trying to play just MAX but hard to stay alive
There are some specific fights where long range infil can farm kills really fast. There's a lot of spots at ascent where infantry will put their head in the same exact spot one after the other and you can just keep shooting.
My recomended ASP engi MANA turret:
primary: EM6 (LMG) (Heavy Barrel + Laser Sight + Extended Magazine) (NC weapons have minimalistic horizontal recoil, so Forward Grip is unnecessary)
secondary: Claw (shotgun) (Laser Sight + Smart Choke)
Ability: Anti Personel Mana Turret
Suit: Flak
Grenade: Sticky-nade
Utility: Reserve Hardlight Barrier
Umplants: Jockey + Robots Technician
Tactical: Ordinace Dampener
Now, that you are raging inside, hear this:
It happens far too often, that turrets gets EMPed by opposition, so came to realization, that I need a better tool than carbine or smg to supresfire the hallway or stairs before turret get's online and neither smgs or carbines provided me enough ammo per magazine, so I used an ASP point to get an LMG. Shotgun is for that cheeky infil, who get's too close, and for breech in defense, when all fighting is happening in small point-rooms.
Sticky-nade is for a Medic down-stairs, who keeps reviving his Heavy Assault.
no time stamps?
Whoza! Just started yesterday as a medic, your guides really help 🫡 Also, feels good when teammates are grateful for medics :D
Thank you. I will always appreciate this game that there is no one true all around class setup that everything is situational depending on where you are and what you were doing
Imo, most underrated LA loadout is Icarus jets, flight suit, quick det flash grenade, the low detection implant and the move faster implant
All I'm saying is, once you get used to Icarus, everything else feels inferior
Thanks for the great guild, what graphics setting are you using?
Lets hope planetside stays alive there haven't been games like this one in a while.
Yeah it's been sad but two days ago was crazy battle for ps4
You should do a video about the real possibility this may be they first year where there are under 1000 consecutive players on planet.
Waiting for it to drop a little lower, soon it will be at lowest point ever.
Concurrent players
After the shotgun nerfs, Phobos seems like the worse choice compared to Deimos. With pump action shotties it's kill or die and it's easy to miss a pellet outside immediate cqc range due to spread. Deimos is slower to reload but gives you more room for error when you can't control the range at which you engage someone with
See? This is what i LIKE so much about planetside gameplay. Almost every your "build" or "setup" wouldn't work for me. Like, for example - engineer. Using on engineer anything that doesn't have a under-barrel attachment as grenade launcher or smoke grenade launcher is a crime (punishable by death). And yet it's GD-7F again because - meta. Having ability to be self sustained on ammo, and with a grenade launcher on top of it, Engineer can make a decisive action to grant a victory to allies. Like, killing a MAX suit. Where you need only 2 grenades in any portion of it's body to take it out and you don't need AMR for that anymore, making you a universal threat. You can never do that with just GD-7F. Just smoke alone would be enough to cause a severe stress on opposing forces in a choke points, and instead you would still prefer GD-7F just because it's meta. In which case the best weapons for engineer (in my opinion) is any weapon with: under-barrel attachment GL or SGL as priority, silencer or flash suppressor as optional + high velocity bullets to compensate for silencer. Everything else is optional depends on play style. As for weapon stats itself - 35 bullets per magazine is extremely important because as an engineer you can't out dps heavy or medic with any other gun that isn't GD-7F by nature, so you need that extra damage in your magazine to compensate. In which case we are getting close to NS-11C carbine as the best weapon for engineer in close to medium combat and Warden as best weapon for medium long range combat. There are few more variants if you have ASP, but this is a base without ASP. I can not stress enough how important it is to have GL or SGL on engineer. If there is a class that can afford it to shape battlefield - it's only engineer. With GL you can even damage vehicles, which sometimes adds to you additional certs for securing kill on another tank or sunder. So yeah, it is always worth it. Especially because no one ever expects to be attacked by UGL behind a cover.
I'm gonna try these!
0:00 not changing the brightness setting looks awesome, but isn't a gameplay meta, I think
A medic class for TR not using the Torq-9? ... I'm listening...
Are the friendly icons (reverted triangle, dead friendly etc.) that big for everyone, or is just something that you have set up? If that is for everyone, they look so bad, way to big on the screen and disturbing, getting in the way of seeing. They used to be smaller right?
Is it worth it to use LMG's on engies?
Add time stamps FFS.
Dont quite agree with some of the NSO weapons, i think they have some better options, but overall very good video! Good loadouts!
I wish, it's hilarious how the 11a is generally the best AR for NSO
5:36 does the bubble not stack with shield and health regen *rates*?
howd you make the icons larger? is this a new setting?
Suppressor and sensor shield.
That is all...
my favourite too
sucks the mako for NSO doesn't have a straight pull bolt, instead it has something that gets rid of scope sway
what are your recursion modes ? I couldnt make your UI
video on that on the 2nd
tldr - useroptions ini - change icon size
The stomper could be so great and fun and effective but not it's none of all this. I like to play suboptimal loadouts for the fun of it, as long as it feels good for my playstyle then i'll be happy, because after all it's a game you know?
Totally forgot to add in a tunnel farm loadout
@@ZealousVidya yeah me loves them like on Biolabs and on Nasons.
Are the first 2 implants for each class your most recommended?
what do you think about the serpent vs the H-V45 for Combat Medic?