[Guide] BR15 Cert spending guide

Discussion in 'PlanetSide 2 Gameplay Discussion' started by Bu11ish, Apr 22, 2016.

  1. Bu11ish

    INTRO

    I've searched around the Internets briefly, and I haven't found a recent comprehensive new player cert guide that I completely agree with, but I have found a lot of new players asking for cert spending advice, so I'm making this guide here. This is a guide meant for PC free-to-play players, but PS4 and new paying members can extrapolate from this guide as well. I do recommend a membership for new players who want to support the game and buy guns without using their hard-grinded certs; the new player bundles also provide some weapons in case you don't find the default ones to fit your playing style in addition to cosmetics.

    CERTS AT BR15

    At BR15, a player is given an option to have all his certs refunded so he could re-spend them after learning his favorite play styles and correct any bad impulse buys that don't work out.

    A player would theoretically have at least 1798 certs from the 100 for every rank up (1400) and the inherent minimum exp certs (398 for 119625 exp) for BR15. The Basic Training directive tree, which is fairly easy to complete, grants 150 certs (if you're having trouble getting Mosquito/Reaver/Scythe kills, use the TRIAL option for your anti-infantry nose guns or rocket pods, and you should have no trouble getting 3 kills in 30 minutes). Additional certs can be gained from weapon medals, which is 2 certs for the first 10 kills, and 10 more for the next 50 kills, etc. Members also get up to 48 certs every time they log in.

    That adds up to 1950~ ish certs. I'm going to operate this guide on a 2000 cert basis, which these certs split up into approximate quarters of spending.

    FIRST 500 - STARTER KIT

    The purpose of these certs will be to get your character the maximum benefits for all your infantry classes for the least amount of certs. Most people play all their classes at least sometimes, and even if you only want to play a class 1% of the time, these first certs will still be worth it. Suit slot upgrades have to be bought separately for each class, and weapon attachments are bought separately for each weapon.

    "Universal" means you should buy that thing no matter what, if you decide to play that class. Individual numbers (1, 2, 3) mean the cert recommendations are independent of each other, and you can buy one or all of them. Compounded numbers (1.1, 1.2) mean you should chose only 1 option to specialize into, although certing both to try them out is ok too.

    1. 3-4 levels of Nanoweave Armor (suit)
    If you find yourself losing 1v1 gun fights more than half the time, Nanoweave Armor is a good choice. Nanoweave mitigates 1-2 bullet shots, which directly increases survivability. If you're in doubt, go with Nanoweave.
    Certs: 61-211 per class

    2. 3-4 levels of Flak Armor (suit)
    If you find yourself in small clusters of infantry and are eating a lot of grenades, or you're in the open and getting shot at by explosive vehicle/air weapons, or run into anti-personnel mines often, flak armor is a good choice.The good thing about flak is that it negates a large amount of damage per level (10%), so you will be well protected from explosions that may otherwise kill you.
    Certs: 61-211 per class

    3. 4-5 levels of Advanced Shield Capacitor (suit)
    If you find yourself comfortable in small infantry fights and killing people easily, go with advanced shield capacitor (ASC). ASC decreases your shield's down-time by up to 4 seconds, which is valuable time for you to move from engagement to engagement.
    Certs: 141-341 per class

    4. 1/2x sight carbine/assault rifle/LMG (sight)
    For most players, a reflex sight makes aiming easier as opposed to the default iron sights, and easier aiming directly relates to more kills. Sights are cheap, and I suggest you buy one. The 1x red dots are only 5 certs, so I suggest these by default. 2x is also a choice depending on play style/preference.
    Certs: 5-30 per weapon

    5. Forward grip/advanced forward grip (rail) + compensator (barrel) for carbine/assault rifle/LMG
    Grips reduce horizontal recoil, and compensators reduce vertical recoil, which makes shots more accurate. Different weapons have different attachment options, so you may not find compensators on carbines etc. Most older players run these attachments.
    Certs: 100 per weapon
    NC Gauss SAW compensator + advanced forward grip certs: 100+200

    NOTE: if you are a TR/VS Heavy Assault player, you may not want to upgrade your default LMG yet. See next section.
  2. Bu11ish

    SECOND 500 - INFANTRY SPECIALIZATION

    The purpose of these certs will be to let you specialize in 2 or so classes you enjoyed the most. These certs will aim to bring out the abilities of said class. Some cert suggestions may go significantly over 500; you may skip the expensive ones for diversification, OR save certs to buy them later. You can also save certs for vehicle upgrades if you enjoy vehicles. Note that all weapons can be bought using DayBreak Cash (DBC), should you enjoy this game and decide to support it with money.

    Infiltrator
    Universal: 3 levels of hunter cloak (ability)
    Cloaks for longer; cloak recharges faster.
    Certs: 160

    1. TR/VS bolt-action sniper rifle (primary weapon) + straight-pull bolt (rail)
    The bolt-actions are capable of 1-shot headshot killing most infantry within a reasonably long range. NC infiltrators already start with a BASR, so this only applies if you're TR/VS. The straight-pull bolt makes sniping less of a hassle since you don't have to double-click everytime you shoot, however, it is optional.
    Certs: 325+100

    2. 2 levels of stalker cloak (ability) + laser sight for pistol (rail)
    The stalker cloak is an alternate ability for the infiltrator, and allows you to cloak indefinitely if you don't move, but restrict you so that you can only use your secondary weapon. This can be a lot of fun! The stalker cloak upgrade allows you to move for longer and recharge faster. The laser sight allows you to shoot more accurately with your pistol.
    Certs: 300+100

    3. Save up for Close Quarters Combat infil
    This means buying an SMG or Scout Rifle. Tactical use of cloak in CQC can be very effective and fun.

    Light assault
    Universal: 3 levels of jump jets
    Lets you fly higher and further, and recharges fuel faster.
    Certs: 160

    1. Shotgun extended magazine (rail)
    You have access to a shotgun by default. These are the Barrage for TR, Mauler for NC, and Thanatos for VS. Shotguns are highly effective at close range. Extended magazines increase your ammo per-mag from 6 to 10, which is good for taking on multiple targets are more forgiving for missing. Laser sights is another option. Since you can equip shotguns for all other classes except infiltrator, this could be a worthy investment if you like the shotgun style. Alternatively, you can save for a 1-shot pump-action shotgun.
    Certs: 100

    2. Save for drifter jump jets (ability) and/or 2 bricks of c4 (utility)
    Drifters allow you to fly horizontally for a very long time (30 seconds), which will carry you very long distances and get you into very inconspicuous positions. 2 bricks of C4 allow you to kill tanks as 1 man (but not Sunderers).

    Combat Medic
    Universal: 4 levels Medical Applicator (tool)
    This allows you to heal and revive team mates much faster, and with much more health when they stand up. This is also a great tool to make more certs from. It is also extremely helpful to your team.
    Certs: 190

    1. 4 levels of Nano-Regen Device (ability)
    Nano-Regen can be used for self-heal and healing allies around you. Upgrading allows you to heal longer and recharge nanites faster.
    Certs: 91

    2. 3 levels of Regeneration Field (ability)
    This is a bubble that you can put down that recharges your team's shields quickly. More levels means faster recharge and larger effect radius.
    Certs: 180

    Engineer
    Universal: 2 levels of ammo pack (passive) + 4 levels of Nano-Armor Kit 240 (tool)
    More levels of ammo pack lets it stay on the ground longer and supplies team mates in a larger radius, also a nice passive cert income (passive systems can be accessed from the "Engineer Certs" button under your character model; this also applies for other classes that have passive cert abilities). The nano-armor kit, or repair tool, allows you to repair vehicles and maxes faster.
    Certs: 160+90

    1. Tank mines (utility)
    2 tank mines kill any unprotected ground vehicle, they can be placed on common road places for easy kills.
    Certs: 100

    2. Sticky grenade (grenade)
    Sticky grenades stick to the first surface you throw them on and do more damage than regular grenades. This could help you get the nades where you want since regular nade bounce is kind of hard to control. You can also destroy stationary vehicles much faster and with much more effectiveness by throwing down 2 tank mines then throwing the stick nade on them.
    Certs: 100

    Heavy Assault
    1. NC/TR MSW-R/GD-22 (primary) with attachments
    The VS Orion is default and is already the best close-medium range LMG for the Heavy Assault. The TR has access to the 50 round MSW-R, and NC has the similar GD-22S cheaply. The attachments are a 30 cert sight and 100 cert fore-grip. The MSW-R also has access to the 100 cert Soft-point Ammo, which increases the range at which you deal max damage.
    Certs: 325+130(+100)

    2.1. 3 levels of Nanite Mesh Generator (ability)
    Charges faster. I recommend 4 levels of nanoweave with this, because nanoweave damage mitigation stacks with NMG.
    Certs: 131

    2.2. 2 level of Resist Shield (ability)
    This stacked with ASC the supposed current "MLG" Heavy Assault meta. With this set up, you tank the most damage if your opponent hits you in the head 3 times or more if you activate your shields before you are hit. You also have the most up-time with full health. Resist does NOT stack with nanoweave, so ASC should be the go-to choice.
    Certs: 150

    3. 1 brick of C4 (utility)
    C4 is effective against MAXes. 1 brick generally kills a max. C4 Heavies are also effective at destroying vehicles if you have 2 bricks. 2 C4 does not kill a sunderer, but 2 C4 and a rocket launcher shot does (if the sunderer doesn't have defenses).
    Certs: 200

    All Non-Max Classes
    Universal: Spawn beacon (leader)
    As squad lead, you can place spawn beacons that allow your squad mates to spawn on it. You should have this upgraded in case you are in a good position, so your squad lead can pass you squad lead and you can put down a beacon to let all your squad mates also get into position. You can access leadership certs by going into the social tab (press ESC, its the icon on the bottom with 2 people), then selecting Leadership Certs. You need to be BR10 to buy this.
    Certs: 30

    1. 2 Medical kits (utility)
    This is for when you are solo and medics aren't near by, and you need a full dose of health for you next engagement. Good for infantry-only heavies, as medkits can let you survive your life while getting the most kills.
    Certs: 150

    2. Command Comm. Channel (leader)
    Lets you talk to other squad/platoon leads if you are into large scale coordination. You need to be BR10.
    Certs: 100

    MAX

    Default maxes are often referred to as "poverty maxes" and while they can be effective at killing some people, they are generally not cost-effective unless you are a part of a "max-crash." Effective upgrades also cost a bit of certs. Refer to the next section if you want to play in a MAX suit.
  3. Bu11ish

    THIRD 500 - INFANTRY SPECIALIZATION II

    This section is meant to guide you into certing 1 or 2 of your classes to an even higher potential, and brings out more class-specific uses. Some of these cert upgrades are improvements upon upgrades in section 2. I will include the full cost instead of just the further upgrade costs. If you like more versatility instead of upgrading 1 or 1 classes, you can expand upon all your classes using the guide from section 2.

    Infiltrator
    Universal: 3 levels of Advanced Hacking (passive)
    (Doesn't grant you game hacks!) Not all that essential, but still useful to have, especially in those situations where you have to hack terminals/turrets fast because there are enemies nearby and you don't want to be noticed.
    Certs: 81

    Universal.1. 3 levels of Recon Detect Device (tool)
    Or "recon darts," these can be shot all over the place and detect moving enemies as little dots on the minimap. Upgrades give you better detection and 1 more dart.
    Certs: 280

    Universal.2. 3 levels of Motion Spotter (tool)
    Or "dildars." This is generally preferred over the recon-darts in coordinated assaults. These are placed on the ground 1 at at time, and detect nearby, fast-moving enemies as arrows on the minimap. Upgrades give you bigger detection range and 1 more dildar.
    Certs: 280

    1. EMP grenade (grenade) + 2 levels of grenade bandolier (suit)
    EMPs are grenades that strip opponents of their shields and HUD for a few seconds; EMPs also destroy enemy (not friendly) deployable and explosives such as dildars, spawn beacons, tank mines, etc; they also disable enemy engie deployable turrets for a few seconds. EMPs have a 12 meter blast radius, does not have effect drop-off, and work through walls (although its effects on infantry are reduced through walls). EMPs are considered highly effective (or OP). 2 levels of grenade bandolier allows you to carry 3 nades total.
    Certs: 200+250

    2. 1 anti-personnel mine (utility)
    This would be the Claymore for the TR, Bouncing Betty for NC, and Proximity Mine for VS. Claymores are directional, but deal more damage and blow up instantly. Betties and prox mines have a circular area of effect but have a small delay before exploding.
    Certs: 200

    3.1. SMG (primary) with attachments
    If you've saved up because you love the delicious idea of invisible men with SMGs, here's what you need. Armistice or Hailstorm for TR, Cyclone or Blitz for NC, and Eridani or Sirius for VS. Armistice, Cyclone, and Eridani are the "low" ammo capacity options, with the others being the higher capacity SMGs that sacrifice DPS and recoil. All are fine choices, except the Hailstorm, which many consider bad. A 1x or HS/NV scope, extended magazine, and soft-point ammo is recommend. High capacity options can run either laser sight or grip. EMPs are synergistic with SMGs.
    Cost: 1000+230

    3.2. Auto Scout Rifle (primary) with attachments
    Scout rifles are more of a medium range option, but they still kind of hold up in CQC. Plus they are cheaper. These are the SOAS-20 for TR, AF-18 Stalker for NC, and Artemis VX26 for VS. The Heavy scout rifles and NS Vandal are also options, but they are semi-auto, and cost 1000 certs. Attachment recommendations are 1x through 4 sights depending on style/engagement type, grip, and barrel attachment of choice.
    Certs: 650+130(+100)

    Light assault
    Universal: 4 levels of jump jets (ability)
    Jump higher, recharge faster.
    Certs: 310

    1. 5 (max) levels Drifter jump jets (ability)
    Max level (and only max level) drifters allow you to fly horizontally for a very long time (30 seconds), which will carry you very long distances and get you into very inconspicuous positions. You can also make use of jump pads in the game to launch yourself immense distances. Drifters can be used in conjunction with C4 to kill tanks that are very far away without anyone noticing you.
    Certs: 900

    2. 2 bricks of C4 (utility)
    2 bricks of C4 allow you to kill tanks as 1 man (but not Sunderers). C4 is also effective against MAXes and clusters of infantry.
    Certs: 700

    3. 1-shot pump-action shotgun (primary) with attachments.
    These are the (IMO) no-skilled-required close range instagib options that all non-infil classes have. Tactics and positioning are key, since these shotguns only 1-shot at very close ranges, and have a long chamber time. These are the Uppercut or Blackjack for TR, Claw or Bruiser for NC, and Phobos or Deimos for VS. Laser sight or extended magazine is recommend.
    Certs: 1000+100

    Combat Medic
    Universal: 5 (max) levels of Medical Applicator
    Revives super fast and at full health. A must for any BR15 who plays medic 15% of the time or more.
    Certs: 690

    1. 5 (max) levels of Nano-Regen Device (ability)
    Heal longer and recharge nanites faster.
    Certs: 291

    2. 4 levels of Regeneration Field (ability)
    Faster recharge and larger effect radius.
    Certs: 680

    3. Revive grenade (grenade) + 2 levels of grenade bandolier (suit)
    Revive nades are good for reviving a room full of dead team mates, and also work for those epic last second point-holds where all you need is more friendly bodies to contest the point. These revive at half-health and work through walls.
    Certs: 200+250

    4. 1 brick of C4 (utility)
    To deal with the occasional pesky MAX that friendly Heavies are too incompetent to handle.
    Certs: 200

    Engineer
    Universal: 5 (max) levels of Nano-Armor Kit
    Much faster repair speed and longer heat tolerance. Also allows you to defuse enemy tank mines if they are placed under friendly sunderers that can't move without the mines being disposed of in a non-explosive manner.
    Certs: 740

    1. 3rd tank mine (utility) + 2 levels of utility pouch (suit)
    Allows 4 mines to be carried total, for double the vehicle destruction. Sticky nades are of course highly recommended with any tank mine setup.
    Certs: 300+600

    2. 2 Anti-personnel mines (utility)
    For indoor Engineers who would like to focus on anti-infantry duties.
    Certs: 250

    3. Anti-Vehicle MANA Turret (ability)
    A niche but effective long-range anti-vehicle option for infantry. AV turret shots are wire-guided - they fly toward where you aim while in flight. These also 1-shot infantry if you can hit them. The cool down can be lowered in the "Engineer Certs" menu.
    Certs: 1000

    Heavy Assault
    Universal: Anti-air lock-on Rocket Launcher (tool)
    This would be the Grounder or Striker for TR, Hawk for NC, and Nemesis or Lancer for VS (yes I count Lancer as AA, some may disagree). Grounder, Hawk, and Nemesis are lock-ons that can also be dumb-fired, and have faster velocity but lower damage than the default launchers. The Striker and Lancer work differently. As a new player, these launchers will be your only easy-to-access infantry based AA options, and is essential.
    Certs: 650

    1. 4 levels of Nanite Mesh Generator (ability) + 4 levels of Nanoweave (suit)
    One option for anti-infantry Heavy.
    Certs: 231+211

    2. 3 levels of Resist Shield (ability) + 5 (max) levels of ASC (suit)
    Another option for anti-infantry Heavy. This is preferred by some high-tier Heavy players.
    Certs: 300+341

    NMG+NWA vs RS+ASC disussion can be found online and in the rest of these forums, as well as in my thread here: https://forums.daybreakgames.com/ps2/index.php?threads/resist-vs-nmg-shield-values.237364/

    3. 4 levels of Flak Armor
    For Anti-vehicle and Anti-air work in the fields. Should be used with NMG.
    Certs: 211

    4.1. 2 bricks of C4 (utility)
    Anti-tank and anti-max.
    Certs: 700

    4.2. 3-4 Medical Kit (utility)
    Anti-infantry.
    Certs: 300-800

    WARNING: DO NOT buy any infantry weapons with certs (you can do whatever with DBC) other than the ones mentioned in this post! Your default weapons are generally the best and most versatile in their classes, so buying new weapons at this point would just be a waste of certs. I don't recommend buying a new weapon until you have 1160 kills with one of them.

    MAX

    I do not recommend upgrading MAXes until you are above BR20 unless you just really like MAXes. Some of these upgrades are really expensive, and probably out of the currently defined 1500 cert range.

    1.1. Left/right arm specializations
    An extra shotgun/machine gun for the right arm, or an extra AV/AA weapon for the left arm.
    Certs: 650-1000

    1.2. Matching left+right arm specializations
    You probably won't be able to afford it, but having matching left/right arm specializations will help immensely. Most of the weapons do what the description say they do. Dual Bursters, possibly with extended magazines (500 certs each) are very good AA. Matching high-tier weapons such as Mercys, Ravens, etc. are highly effective
    Certs: 1300-2000

    2.1. 1-2 levels of Charge
    Gets you in or out of a fight fast. Good for max crashes or running from C4.
    Certs: 50-250

    2.2. 1-2 levels of NC Aegis shield
    Because the other faction's abilities are just bad and they are better off using Charge.
    Certs: 150-350

    3. 5 (max) levels of Flak Armor
    This will allow you to survive some direct C4 and tank mine blasts, and sometimes an extra (3 total) rocket. Lower than 5 doesn't let you survive those IIRC.
    Cost: 900
  4. Bu11ish

    FOURTH 500 - INFANTRY SPECIALIZATION III, STARTER VEHICLE PLAY

    I included what most infantry will need at this level in section 3, so for infantry stuff refer back to that; cert into additional trees for one infantry or diversify, your choice. This section will mainly cover what you can cert into with ~500 certs if you want to get into the vehicle play, enjoyed gunning for others and would like to drive yourself, or would like to provide stable Sunderer spawns for your team; although some of the weapons require more than 500 certs, and need saving up (but can be bought with DBC). Like with MAXes, I don't necessarily recommend certing into vehicles until post-BR20, except for the Sunderer certifications.

    Also, if you find yourself using a weapon that has the 1.25 zoom and more ammo upgrade options, just buy them. It's 1 cert a pop.

    Flash
    1. 1 level of Wraith Cloaking Device (utility)
    Cloaks your flash if you are infiltrator. Cloaks the guy in the backseat no matter what class he is. Good for being sneaky.
    Certs: 150

    2. 1 level of Turbo (utility)
    Hilarious and wonderful fun. Ram your flash into a wall to see what I mean.
    Certs: 150

    3. 3 levels of mine guard (defense)
    Most annoying things when you're trying to go fast.
    Certs: 180

    Harasser
    1. Empire specific cheap AV guns + upgrades (gun)
    Those would be the Gatekeeper for TR, Mjolnir for NC, and Aphelion for VS.These weapons have different functions. You may want to save up for the 875 cert gun options (Vulcan, Enforcer, and Saron, or the NS Halberd). 1.25 zoom and the first ammo upgrade literally cost 1 cert each; cert into other sights and more ammo as you please.
    Certs: 550/875+2

    2. 2 levels of fire suppression (utility)
    Heals 6% health over 5 seconds. More health is more health.
    Certs: 130

    3. 1 level of Turbo (passive)
    You have turbo by default on a harasser, but the upgrade lets you charge up turbo fuel faster.
    Certs: 150

    4. 3 levels of mine guard (defense)
    Most annoying things when you're trying to go fast.
    Certs: 180

    Lightning
    The default Viper is very good for anti-infantry.
    1. 2 levels of fire suppression (utility)
    6% more health.
    Certs: 130

    2. Reinforced side armor (defense)
    Covers the most. Front armor also an option. Additional 15% damage resistance on top of the 58% resistance that lightnings already have on the side, for an effective 35.7% damage reduction!
    Certs: 200

    Main Battle Tanks (Prowler, Vanguard, Magrider)
    These should be used primarily for AV work. Each faction's tank is unique and require different play styles. Certing MBTs is generally expensive. More info on the Internets. I will mention the Vanguard here, since it is able to 1v1 most other tanks at close range with 200 certs worth of upgrades.

    Vanguard
    1 level of Vanguard Shield (utility)
    Grants you a 2000 damage shield for 6 seconds.
    Certs: 100

    Reinforced Side Armor (defense)
    10% additional damage resistance to the side on top of the original 65%. That's 28.5% effective damage reduction. Front armor is another option.
    Certs: 100

    Sunderer
    1. 1 level of Deployment Shield (defense)
    Soaks up tons of damage when the Sunderer is deployed. Cheap, and a must for people who use their sunderer's for spawns.
    Certs: 50

    2. 1 level of Gate Shield Diffuser (utility)
    Gets you through vehicle shields into more advantageous positions.
    Certs: 100

    3. Zoom + Ammo upgrades for the 2 Basilisks (guns)
    So many people have 0 cert Basilisks on their sunderers. Makes them look noob. Upgrade pls. Literally takes 4 certs.
    Certs: 4

    Empire Specific Fighers (Mosquito, Reaver, Scythe)
    Empire Specific Fighers (ESFs) are generally very similar, so I will group them into one. Your initial setup is theoretically decent for Anti-air, BUT, since the skill cap on the air game is so high, you will probably initially find yourself getting rek'd by Aces who have hundreds of hours in the air.

    1. 3 levels of fire suppression (utility)
    20% more health.
    Certs: 330

    2. 2 levels of vehicle stealth (defense)
    "Sneaky." Get shot less. Composite armor (100 certs level 1) is another option if you find it difficult to escape flak cannons initially.
    Certs: 130

    3. 1 level of Hover Stability Airframe (performance)
    You hover better, basically. Somewhat of an advantage in in hover fights, will assist in aiming.
    Certs: 100

    Valkyrie
    1. Squad Logistics System (utility)
    Allows squad mates to spawn into your Valkyrie.
    Certs: 100

    Liberator
    1. 1 level of Afterburner (utility)
    This is generally the most recommended utility slot.
    Certs: 250

    2. 3 levels of composite armor (defense)
    More survivability for cheaper.
    Certs: 230

    3. Zoom and ammo upgrades for Shredder
    Possibly need higher zoom and more ammo. Maybe even a magazine size upgrade.
    Certs: 2

    3. Zoom and ammo upgrades for Drake
    2 certs. Pls.
    Certs: 2

    Galaxy
    1. Zoom + Ammo upgrades for the 4 Drakes (guns)
    Your crew will have slightly more confidence in your flight.
    Certs: 8

    END THOUGHTS

    This guide should help new players get the maximum benefit from their initial certs and help them be more effective as infantry as well as have more fun as their class of choice.
  5. Ryme_Intrinseca

    I would advise against splitting the first 2,000 certs between different classes or between incompatible capabilities (like nanoweave and flak armor). Better to concentrate on one fit that does what it does well. A low BR jack of all trades is at a major disadvantage against a specialized low BR.

    For HA or LA (i.e. most players) I would suggest:

    1x sight for default LMG/carbine (5 certs)
    flash suppressor (100 certs)
    laser sight or forward grip (100 certs)
    level 5 (max) nanoweave (1,211 certs)
    level 5 NMG/jump jets (331 certs)
    level 2 medical kit (150 certs)

    That's only 1,897 certs and you are close to having maxed out a fit. To finish it off you just need the following in this order:

    level 3 medkit (150 more certs)
    level 6 (max) NMG/jump jets (500 more certs)
    level 4 (max) medkit (500 more certs)
    laser sight for sidearm (100 certs)

    That's 3,147 certs total and you have maxed a fit. Any certs beyond that point are strictly for sidegrades. To reach a similar stage while splitting your certs between classes or incompatible equipment would take 10,000+ certs.
  6. Eternaloptimist

    My approach has been to concentrate on one class per avatar:
    1. Get one type of armour (nano or flak - I prefer nano) to level 4
    2. Reflex sight for primary (it's only 30 certs)
    3. max out class tools (and auto heal ability if medic)
    4. If engie or medic pause and watch the certs start rolling in........
    5. Laser sight and a medkit
    6. class specific kit like mines or rezz grenades (C4 for LA)
    7. and then the rest - armour level 5 plus whatever else, depending on class

    I have three avatars on a F2P account (as well as my membership account) They are BR 13 (engie) who has reached stage 6 above, BR 11 (medic) and BR 9 (LA) - each at stage 5 above.

    The default weapons for BR1 are generally pretty good (my class choices are all carbine or AR but I dimly remember that starter LMGs really needed things like foregrip and compensator - if available)
  7. freeAmerish

  8. TeknoBug

    First thing I spend certs on with a new character is cert into repair and medic tools, those two racks up a ton of certs for the first 10 levels, but if you're a HA or LA killing spree junkie then yeah the advice in the first and second posts applies. Putting any certs into vehicles is a last on my priority list, except maybe adding ammo resupply or proximity repair to Sunderer (again for cert generating).
    • Up x 1
  9. Lee Weldon

    Would be really nice if someone gave a more updated version of this thread, it is a good starting point but I wonder if some of this hasn't been balanced or nerfed. Following these sorts of guides step for step, but I also struggle to find anything much on "past beginner guides", like intermediate level things that aren't as insignificant as knowing about subtle little differences of guns I can't afford but more so, just little steps I can take to getting my KDA a little better. I don't know what it is but a KDA of 0.6 for me seems pretty normal unless I'm in a good squad and then i'll achieve around 1.5, I do fairly well in other games. But it took me a long time to figure out that playing in a squad was so benefitial. Simillarly I am finding new things out all the time but it would of been good for a stronger community base and stronger feedback for all the things i could of known earlier for instance how my NS 11A is only really effective in bursts or that I was really disadvantaged in CQC even though I thought a midrange gun would fair pretty evenly.

    This game really is a learning curve and a half and I still haven't figured out how to fly properly.
  10. Halkesh

    For flying I suggest you to rebind you aircraft key (some key are missing by default, other are too far from a mouse + AZER / QWER keyboard user).
    Changing "Exit vehicle key" to something else than E is a plus. (you'll understand quickly why when you'll try to reload and suddently exit the vehicle)
    You can found tons of ESF tutorial on youtube.
    Christmas Snowmen and Halloween's pumpkin events are great for learning to play ESF and you get xp for it (learning how to aim at a small target without crashing to the ground, differentiate faction specific ESF's sound, running away from skyknight ESF, fighting enemy)

    Cut your ESF training in 5 parts you'll train in VR :

    • Keybinding
    • Flying and landing on airpads without crashing
    • Shooting vehicle-size target, flying at low altitude and landing on rough terrain without crashing
    • Shooting at infantry size target or shooting at moving target (in VR, ally are invincible and generally moving)
    • Learn the reverse maneuver (go to youtube if you don't know what is it)


    "Part 1 - Starter kit" is now irrelevant since you now have by default almost everything listed into this post. For better suit slot explanation, I suggest you this site.

    You now have almost every suit slot at rank 1 by default and one suit at max rank (Nanoweave armor for Heavy Assault, Flak armor for engineer), Advanced Shield Capacitor for Light Assault, a class-Specific suit slot for medic and infiltrator)
    Plus, the default weapons are now equipped with laser dot or forward grip and x1 & x2 scope are unlocked (x1 scope is equipped). As far as I remember, compensator aren't equipped.
    • Up x 1