[Guide] The Guide to the Combat Medic and the Engineer Classes in Planetside 2

Discussion in 'Combat Medic' started by Furrydaus, Dec 9, 2013.

  1. Furrydaus

    Whether you have just started trying out this class or new to the game, this guide will help you in improving your skills to becoming on of the most helpful and appreciated player for this 2 classes! (Maybe when you are other classes too! See Chapter 5) If you have any suggestings to add on into this guide, please leave a reply below. If you find any errors in this guide, please also do leave a reply down below.
    This guide consists of multiple chapters that will cover different things from how to be a good support class to being effective in your role. This guide is mainly divided between the 2 support classes available in Planetside 2, The
    Combat Medic and The Engineer. To turn into this support classes, head to an equipment terminal nearby which are mainly found in spawn rooms with a gun shaped logo on top of them and on the minimap and press E (default key for accessing termninals) and click on either the engineer or the combat medic and click Equip. Being an effective support class means investing certs (Planetside2's Virtual Currency) and taking time to actually earn them and also having a good eye. [1Cert=250Experience Points][Cert Costs for upgrades can be looked upon in the Planetside Wiki (planetside.wikia.com/wiki)] With that out of hand, lets begin!

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    (Use your browser's search ability to search for the chapter by typing "chapter [Which chapter you are looking for]

    The Guide to being an effective support class in Planetside 2

    Chapter 1- The Engineer (Introduction)
    Chapter 1.2- What to do and what not to do
    Chapter 1.3- What to look out for
    Chapter 1.4- What to invest in
    Chapter 1.5- Tips and Tricks from the Planetside 2 Community

    Chapter 2- The Combat Medic (Introduction)
    Chapter 2.2- What to do and what not to do
    Chapter 2.3- What to look out for
    Chapter 2.4- What to invest in
    Chapter 2.5- Tips and tricks from the Planetside 2 Community

    Chapter 3- Weapon overview for the Combat Medic and the Engineer

    Chapter 4- Useful Links

    Chapter 5- What YOU can do to help out or friendly Combat Medics and Engineers

    Chapter 6- Credits

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    Chapter 1- The Engineer (Introduction)
    The engineer is a support class in Planetside 2 that specializes in aiding Infantry, Vehicles and Aircraft. This class has access to multiple tools that can only be used by the engineer such as the ACE Tool, The Nano Armor Kit, AV Mines, MANA Turrets and ammo kits. Without the help of enginners, MAXes (Mechanized Exo Suit / Big *** robot), Turrets and Vehicles will blow up in a matter of minutes in the heat of
    battle. If you think that helping to repair stuff in combat is what suits you best or
    if you just want to learn for the sake of it, continue reading! If not, head over to reading
    about the Combat Medic!

    Chapter 1.2- What to do and what not to do
    Many infantry will eventually run out of ammo in the heat of battle and it seems quite impractical to run back to the spawn room to ressuply right? This is when the Enginner comes into great use. Occasionaly drop ammo boxes in the heat of battle (behind cover of course ;) ) so your allies can ressuply and continue the fight without having to run back or ressuply in an impracticle area. For this, you get experience points which will earn you certs (Not instantly!).
    Vehicles such as tanks and aircraft need to be repaired eventually after fighting and this is where your Nano Armor Kit comes to use. Using the Nano Armor Kit slowly repairs Maxes, Vehicles and Terminals around you when available. The Nano Armor kit eventually overheats and you would need to wait for a period of time before it cools and ready to be used again (The overheat times can be reduced by investing certs into the nano armor kit). AV mines can be used by the engineer but you have to purchase them with certs before you are able to use them. AV Mines are effective in blowing up vehicles (Except for Aircraft) and can be placed wherever you want. Place it mainly on a road with high traffic nearby and eventually an enemy vehicle will drive by and unexpectedly blows up. (This cannot always be the case if your mine is spotted by an excellent driver and removed allowing you not being able to score a kill) MANA Turrets are available to the Engineer mainly AI (Anit-Infantry) and AV (Anti Vehicle) MANA Turrets. You are given an AI MANA Turret by default and you are able to access it by selecting the ACE Tool and deploying it on a suitable placement (The visual of the turret will turn green when it is available to be deployed) Turrets have a cooldown between placement to prevent spam of turrets. While firing the AI MANA Turret, the turret will eventually overheat and needs to cooldown (This can also be minimized by the use of certs such as the Nano Armor Kit) The AV MANA Turret on the other hand specializes in damaging mainly ground vehicles but possibly even an aircraft if you're lucky! ;) This is not available to you by default and can be unlocked by certs. Deployment rules also apply such as the AI MANA Turret. The Overheat system is different in the AV MANA Turret though. When firing one rocket, the turret automatically overheats and you will need to wait until it cools down to fire another (can also be minimized such as the Nano Armor Kit with.. certs! :D )

    To be an effective engineer, try not to do this things:
    -Not Placing Ammo Packs in a heated battle
    -Not repairing Maxes
    -Not repairing vehicles
    -Not repairing when someone asks for help to repair something

    Chapter 1.3- What to look out for
    When rolling out as an Engineer, you will have to look out for mainly 2 things, A repair icon which is depicted as a ranch and a ammo request which is depicted as...well ammo (duh). Do help out those in need by doing what the icons suggest you to do. A repair icon requests/suggests you to repair while an ammo icon suggests you to place an ammo pack. It wouldn't hurt just placing down one ammo pack would you?

    Chapter 1.4- What to invest in
    No one will hate you for not upgrading your loadout but hey it wont hurt investing certs into it to become an effective one right? The engineer has many upgrades available to it such as upgrading your Nano Armor kit, Ammo Pack and upgrading your MANA turrret. The best way to invest into your engineer will be in the following order but you can always invest in other first to suit your needs ;)
    -Nano Armor Kit (Never a bad thing to not always wait for cooldown and continue helping repair armor right?)
    -Ammo Pack (Upgrading it allows the ammo pack to be situated at where it is deployed for a longer time and increase the range infantry are able to ressuply)
    -AV Mana Turret (Although investing the AI Mana Turret would be a greater idea but having an AV Turret would come in handy to repel armor such as Sunderers)
    -AV Mines (Placing this bad boy will also help repel armor! :D )
    -AI Mana Turret (Reducing cooldown will help to repel more infantry. Isnt that great? :) )

    Chapter 1.5- Tips and tricks from the community
    -Place ammo packs from time to time. You ouldnt know how much of a help it can give to a fellow teammate!
    -Place ammo packs near Anti Air Maxes (Burster Maxes) as they will usually run out of ammo faster then I can put my earpieces on
    -The Ace tool is actually an AMMO PACK! Hold the ACE Tool and click B. You will see that the turret visual turned into an ammo pack visual which is able to be deployed. WOW!
    -Mana Turrets can act as mobile cover for teammates and obstructions to help block or filter enemy infantry. Thats quite a tactic!
    -Help repair vehicles nearby even if it is being repaired by another engineer. It isnt always bad to help out a fellow teammate!
    -Repairing maxes are usually top priority so look out for them from time to time and maybe even follow them around. They'll appreciate the help!
    -Jump and always move around while repairing! You'll never know if an infantry or a sneaky Vanu will come to blow your head up!
    -Keeping your armor and Maxes constantly repaired will usually help out alot with the war against your enemy factions!
    -Deployed sunderers are also top priority. Repair it first before the Max or you wont be able to spawn next time!
    -If you hear other people saying "I need repairs!" or "I think im broken!" Look around! There should be a vehicle or a max (Mainly Maxes) that needs your help with your trusty Nanites!
    -If you hear "I need Ammo!" drop some ammo to allow the person to be able to ressuply quickly. Mainly behind cover of course!
    -Drop ammo packs near control points to help the defenders (Your faction not the enemies!) to be able to keep up the battle
    -Check the HP Levels of Maxes or Vehicles to help in repairs even if they dont request it. Be a good fellow Auraxian!
    -If you know where the attackers are attacking next and you're the defender, before the ealier fight ends, respawn and spawn at the next possible base target of the enemy and set up defences there. Youll never know if sneaky tanks have already blown up the turrets closeby. Try setting up AV Mines on the most possible road for the enemy to drive past. You'll never know if your mines acutally turned the tide of battle if the enemy's only sundy got blowned up by YOUR AV Mines!
    -Never always camp in your turret and occasionaly exit your turret and look around if you see anyone needing your assitance
    -Be sure to place an Ammo Pack behind your turret beforre you use your turret as it would be easier for allies to ressuply without requesting it from you
    -Ammo packs can actually be accesed on top and bottom floors when maxed out

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    This is a short but understandable guide made by a friendly forum user: CDN_Wolvie

    Engineering

    In the beginning, your first certs are your infantry weapon. Apologies to those who really, really want those repairs or ammo but everyone is a infantry man in PS2 first and foremost. But, so you can get going more quickly on the next certs, here are the three things you cert on your default weapon: NS/NV Scope (One Exception, you will probably later want a Reflex for Esamir, even indoors there apparently the snow plays havoc with it, making you blind with the HS/NV), Silencer, Hipfire Laser. Why? Because most Infantry combat is defending yourself which ends up in close to medium range and by not bringing attention to yourself or augmenting the firepower of the players around you with better tools for those jobs by giving them ammo and repairs.

    Next up, cert your repair tool and ammo box as high as you are willing and if you have any expectation of being a valuable Engineer, you cert it all the way. These are your main stays, pretty much the whole reason you are even a class.

    In general, if you make repairs and drop ammo, do it where there is cover. And randomly move around and duck while doing it, staying behind what you think will give you the best cover, looking around for Infiltrators, probably a sniper's favourite target is a repairing Engineer because of how often we sit still near our repair target and you are the most squishy character in the game next to an uncloaked Infiltrator.

    If you are using cover properly and the vehicle or MAX you are repairing runs/drives off, they have no one to blame but themselves if they are going into a fight half cocked, don't chase them, even if you are tasked with repairing that one MAX, just don't do it - you can always cross to the next set of cover when its obvious because no one shot at them and they'll need you to repair them if a medic picks the MAX up after they die and that vehicle wasn't being driven/piloted like it wanted to survive anyways. They should be watching your back as you repair them, you're totally vulnerable to attack, they are the beast with the weapon still out.

    After that, this is where you should start considering your type of Engineer, which is pretty much centered around what kinds of damage or utility you expect your character to get smacked with, the suit certs. If you think of yourself as mainly working around...
    1) ... AA/AV MAX and vehicles (air or ground) doing repairs, especially in the back seat currently, cert Flack. We'll call this Mechanic Type.
    2) ... AI MAX repairs and getting in infantry fights, cert Nanoweave (aka Extra HP). We'll call this Armorer Type.
    3) ... killing vehicles and enemy MAX and in general anything else that happens to wander by your C4, cert Utility Belt (note: This gets cert expensive fast). We'll call this Sapper Type.

    Once you know what kind of type of Engineer you want to play for quite a while, that will help you determine what kind of vehicle you start certing out as well. If you want to be a pilot/driver or a gunner in a vehicle, you should probably be a Mechanic. Pretty much every combat vehicle specialist should reasonably expect to be a Mechanic for best results if keeping your vehicle fully effective is your goal. If you are a AMS Sunderer driver that doesn't expect to be guarding it (Why aren't you protecting it? Sure hope its because a team mate who is a Mechanic said they would, better make sure you leave them the keys to drive it if they need to) then being an Armorer or Sapper works but if you are a Mechanic, get Vehicle Ammo on that pronto to give vehicles that extra boost as you make repairs in a safe place you parked just behind the front lines. For the Sapper, the cheaper the vehicle the better, like a Flash or ESF (Empire Specific Fighter, the cheap air plane) with radar and ejection seat in the case of the ESF - with the spawn timer certs.

    Armorers: Due to the craptastic shield coverage and glowing visibility, maximum turn on the AI turret, poor cone of fire, and damage ... its not even all that good for not using ammo as you have an ammo pack, don't bother wasting certs on it. Its good for four things, extra cover near corners (barely, you'll still get hit by the AoE blast radius when someone blasts it with a rocket and a lot of bullets still fly past it), using its glowing shield as a decoy, using it as a step ladder by jumping on it and then up on to something else, and pressing B (default) to turn it into a ammo pack with the same stats as your regular ammo pack - if you already have an ammo pack placed, it will disappear when you place this one (used to be that both would be around). Otherwise, its just free exp for the enemy, especially the people who got the head shot and killed you while you were shooting ineffective fire at them. The only place I have found it useful when shooting is tucked way back in the corner of a room that couldn't be sniped until a grenade or some other explosive gets sent its way.

    C4, AI Mines, AV Mines: Don't bother with anything but C4 replacing your Ammo Pack unless you play Armorer, then AI Mines are somewhat useful as tucked around corners (if you place out in the open, expect it to get blown up before the enemy is blown up by it) to protect your flanks with advanced warning of enemy Infantry in the building that you have tried to set up a FOB (Forward Operating Base) in for your team or just in general being a nuisance against Infantry much stronger than you. AV Mines have some use in advanced team play for Sappers but for sheer versatility, the C4 is just the better choice, especially if you have the Utility Belt all certed up.

    Advanced Weaponry: Get a weapon with Under Barrel Smoke Launcher. In the right squad who comes prepared with HS/NV (except on Esamir) it can turn a stale mate into a devastating assault or sortie and your ammo pack replenishes it slowly. Its also useful when repairing a vehicle to give yourself some concealment or when loading up during a ex-filtration in the landing zone. If you are a Sapper though, there is some marginal benefit to using the Under Barrel Grenade Launcher as a trigger to set off AV Mines on Sunderers (sticky grenades usually substitute well for most Sunderer Sappers) and destroy the enemy mines and provide area denial and effective fire power because the ammo pack replenishes it slowly.

    If you master one type of Engineer by being situationally aware due to experience, you'll get the certs to have the other types to switch to later, so no worries in getting stuck as Mechanic, Armorer, or Sapper. And these are suggestions only, you'll find what works best for you with variations on the theme while being a credit to your team that they'll miss when you aren't around.

    My apologies if any of this is outdated by Game Updates by the time you read it
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  2. Furrydaus

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    Chapter 2- The Combat Medic (Introduction)
    In the huge fights in Auraxis, the side which can stand its ground will usually win. A firefight can be fought far from the spawn points and waking to the front lines can take a long time and this can actually turn the tide of the battle. This is when the famous Green Mage as known as the Combat Medic comes into a very important role. Combat Medics carry a Medical Applicator and abilities that cant be accessed by other classes.

    Chapter 2.2- What to do and what not to do
    A worker needs to know his or her tools or he or she will not be of an asset to a company. This also applies to the Combat Medic. If the Combat medic doesn't know how to use his/her ability and tools, the combat medic is just a normal foot soldier you see everyday on Auraxis. Your fellow teammates will eventually come with low health and maybe even face death. This is where the Medical applicator comes to good use. Pointing the Medical Applicator at your dead friendly soldier and in a matter of seconds after the whole circle is fully glowing (or however we call it) and your friendly soldier will be brought back to life. But with the default Medical aplicator, he/she wont be in full health and that you will need to continue healing him/her unless loads of bullets fly past you. (You can revive him to full health by maxing out your Medical Applicator with, you guessed it! CERTS) You can help your friendlies by not using their medical or restoration kits and using infantry resources and help bring them up to full health. You are also equiped with the Nano-Regen Device which can help bring your friendlies up by a couple of health by using your ability which can be acessed by pressing F by default (Nano-Regen doesnt revive dead teammates). You have acess to special grenades and another ability. You can unlock the Nanite Revive Grenade which is really useful in reviving a group of dead teammates in the middle of a fire fight helping to continue the battle while unlocking the nanite healing grenade, you know it heals allies in a certain amount of time it has been thrown. Using any one of this grenades removes the ability for you to damage enemies but well look at the bright side, do you actually get loads of kills with a grenade? I guess not. So having either of this grenades seems a better option than a lethal grenade. The Combat Medic also has the Triage ability which heals passangers that are in your vehicle to be healed up but only if you are a Combat Medic of course. Try to revive as many people as you can and don't ignore priority revives such as Maxes as they can be of a great asset to your fight against your enemies!

    Try not to do this as a Combat Medic:
    -Not Reviving allies
    -Not healing allies
    -Not listening to heal requests
    -Only caring about killing enemies

    Chapter 2.3- What to look out for
    As a combat medic, you will need to look out for heal requests shwon as a plus sign and a death icon represented as a death skull on your screen. Revive Dead allies and heal those who request healing up.
    If you hear "I need a Medic!" or "Where's the Combat Medic?" Someone needs your help in the front lines (Usually) so quickly head to the front lines and stay behind cover to look for those who need your assistance.

    Chapter 2.4- What to invest in
    Investing in your combat medic, in my opinion, helps you to gain lots of certs and be of a great asset to the fight you are in so the list below shows you what you should invest first and what you should invest last. As I mentioned, you do not need to follow the order I have suggested.
    -Medical Applicator 5 (This is absolutely worth it as reviving others is extremely fast and revive them to full health. It also speed ups healing of your allies)
    -Nano Regen Device (Helps to heal alot of people longer and the Area of Effect is much bigger)
    -Nanite Revive Grenade (This grenade is able to revive lots of teammates in the heat of battle)
    -Nanite Healing Grenade (This can be used to keep your allies in full health when defending a control point)
    -Grenade Bandolier (Carrying more revive grenades isn't that bad. Anyways more certs for you in a heated battle IF you use the revive grenades to great use.
    -Triage (Help to aid in healing allies while moving in a vehicle)

    Chapter 2.5- Tips and Tricks from the Planetside 2 Community
    -Press F while moving around in a battle. You never know if someone still needs your assistance
    -If you can't find the person who is requesting the combat medic, run around and Press F. When you see the XP notification pop out, it means you are close to the person requesting assistance
    -Healing others is a great thing to do but if you dont see any other medics reviving the dead, be a good fellow auraxian and help em' out with your trusty green wand!
    -If you're attending to a person in low health, use your Nano-Regen Device and your Medical applicator to speed things up a little. Look at the bright side, youre healing yourself and others around you too!
    -Reviving should be a top priority in the heat of battle. But if you are under heavy enemy fire, use your revive grenade to good use of wield your weapon and take care of the enemy first before proceeding with a revive.
    -Don't run around with only your medical appplicator out, Wield your weapon when moving. You'll never know if a friendly TR Soldier wants to blow up your face to say hi!
    -Jump around and crouch (Not many people do crouching ;) )while reviving an ally. Expect a bullet to your head if you don't!
    -Check the HP of allies to see if they need your help even if they dont request it.
    -Use F while fighting with an enemy. It will keep restoring your health even when you get shot and this will help you survive that 1v1's and keep you on the field longer
    -Try getting reviving the front line troops instead if you already see another medic running around rezzing those who are behind the front lines. (How about sharing some exp with fellow allies? It ain't that bad)
    -Revive and heal those who are not even part of your squad or platoon. (At least you're helping those in your faction and not the enemies)
    -Priority revives are maxes, engineers and even your other combat medics. Reviving another combat medic will allow more medics to keep your allies healthy while reviving a MAX is a good idea, having no engineer around the Max would be asking the MAX to come back to hell as MAXes are priority targets and when you revive Maxes with barely 5 bars of health, try looking around for an engineer. If you do, go ahead and rez up that Max
    -Revive others especially if you know your side have no more closeby spawn options, giving allies some time to pull up a sunderer into close proximity of front line troops.
    -Never stop listening to request from allies. Mainly of importance to you that is

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  3. Furrydaus

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    Chapter 3- Weapon overview available for the Combat Medic and the Engineer
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    This guide has been mainly provided by your friendly community user: FocusLight
    Medic and Engineer guide for weapons: Mostly universal advice, regardless of class.
    Both would greatly benefit from having 3 different weapons available at the very least: An all-purpose gun, a CQB weapon, and a mid/long range weapon.
    I don't recall to easily the names of all the NC and VS weapons, and apologize in advance for that.
    If you play TR. (And some general advice.)
    Medic:
    Use the T1 Cycler for your all-purpose needs. It's the gun you start with. Get 2x scope and foregrip, nothing else is needed, unless you really want a suppressor. (keep in mind a suppressor will murder your mid-range ability and defeat the purpose of using this gun as all-purpose) Unless a long-range fight develops and you have the option to easily switch nearby, use this. Burst fire is your friend, aim for the chest, the recoil will take your rounds right to the enemy's face on occasion.
    Use the SAB-R for your long-range needs whenever a long-range gun-fight develops and you can switch to it. 2x or 3.4x scope, foregrip and compensator (if it's available, I will admit I don't remember atm), little else is needed. Keep in mind it's a 2-round burst weapon so aim for the chest or head and squeeze off one burst, then let the sights re-set, then fire another. Learn to do this rapidly while always adjusting your aim.
    Use the Cycler TRV or a shotgun of your choice for CQB, either of these will be superior to any SMG. The TRV is - if memory serves me - somewhat slower to fire than the TAR, but it has easier to manage recoil and reloads faster. Get a 1x or IRVN scope on it, soft-point ammo and laser-sight, pull it if possible before you enter any confined spaces. If you go for shotguns, keep in mind the only attachment you really need is an extended magazine, aiming-down-sights or using a scope is pretty much pointless on shotguns. With either shotguns or the TRV hip-fire towards chest/head area is your best option.
    Again, if you don't know for sure what situation you will end up in, use the T1 Cycler. It is by far one of the best assault rifles in PS2, solely because it's so reliable.
    Engineer:
    Leave the Trac-5 as soon as you can. While it's ability in closer ranges is overall good, it's easily beat in that department by the Jaguar, and it's mid-range abilities is hampered by a nasty recoil that makes even burst-fire hard to pull off effectively. I feel, after about a year of playing, that the Jaguar is you best bet for an "all-purpose" gun despite being designed for CQB. If you attach a foregrip, a sight of your choice and forego soft-point ammo you have a decent mid-range gun, though burst-fire is absolutely essential. The bonus to this is if you know your are going into close encounters and don't want to rock a shotgun of any kind, you can simply swap out the foregrip for an advanced laser and equip soft-point ammo, and you are good to go.
    For mid-range the T5-AMC is likely your best bet, unless you want to use your battle Rifle. Equip a foregrip, 2x sights, compensator and if your feeling ballsy, High-Velocity Ammo. I would not recommend HVA though, makes the gun kick a bit to much to be very reliable. The T5-AMC is a trustworthy gun you can rely on to remain accurate over medium ranges even when you fire in longer bursts than usual. Keep in mind though that it's relatively low rate of fire means it takes you a bit longer to drop enemies than usual, especially if you are used to the Jaguar in close encounters.
    For pistols on either of these you might want to change to the Emperor as opposed to the Repeater. Repeater can be a life-saver in closer encounters, but it's burst-fire will waste lots of ammo and be rather inaccurate over medium ranges. But this can be ressuplied if you're an engineer. The Emperor is a single-shot pistol with good damage, so it's far more reliable in most situations. Alternatively, there are the NS revolvers for those who want to trust their lives to a 6-shot, slow-reload total hit-or-miss weapon that can't be silenced.
    If you play NC.
    Medic:
    Use the NC1 Gauss Rifle as your all-purpose gun, (it's comparable to the T1 Cycler, but ofc being NC specific has a bit higher recoil and 10 less rounds in a mag, for higher damage. I think of this as another gun among the top AR's in PS2 due again, to it's reliability.) and I would recommend the GR-22 (1x/irvn sights, adv. laser, soft-point ammo) for CQB and the Reaper DMR (foregrip, compensator, 2x scope) for mid-range.
    Engineer:
    The Mercenary Carbine (2x scope and foregrip) you start with is a very powerful and reliable gun. It surely beats the crap out of the TRAC-5 any day. It's more than good enough to be your standard carbine. For long-range there is the AC-X11, (2x scope, foregrip, compansator) comparable to the Reaper DMR, and for close encounters you have access to the infamous GD-7F. (adv. laser, irvn/1x sights, soft-point ammo)
    If you play VS.
    Medic:
    For close-encounters the H-V45 (soft-point, adv. laser, irvn/1x sights) is comparable to the Cycler TRV and GR-22 for all your CQB goodness unless again, you want to rock a shotgun or some other weapon like SMG's. I'm running this off memory but for mid-ranges there is the Corvus, (compensator, foregrip, 2x scope) though IIRC there is another AR that I don't remember the name of that may be a better option for mid-range, check the descriptions and/or test the guns in VR to find your possible better alternative.
    Engineer:
    Serpent (adv- laser, sights and soft-point ammo) is likely the best alternative for CQB, it fires insanely fast and has a very manageable recoil. It's the only gun I can remember right now, but I'm sure that by now you get the idea.
    ---
    In general, it's rather smart to have the right tool for the right job, and as described above these guns perform very well in their intended roles. The reason I'm telling you to have all-purpose guns is that, while they may not be awesome in any one department, like the GR-22 being a beastly CQB gun, they will be reliable in all situations. GR-22 will not serve you very well at 30+ meters, a T1 Cycler will. Reaper DMR will not be very useful in extreme close ranges, the NC1 Gauss Rifle will, but it will be beat in CQB by the GR-22, and so on.
    So in short, use the most effective tool for the job ahead, and if you don't know for sure what exactly that is, chose a gun that performs well, in most situations, even if it's not the best at any one area.
    Try Getting the HS/NV Scope and a new sight attachment to your gun. It can help you alot at times!
    The underbarrel grenade launcher is extremely useful when used by the Engineer as it can rack up on kills especially at the top of bio labs.
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    This is another opinion by another friendly forum user: Prudentia
    In General you want a CQC weapon on Your medic, even when you are in a Long range Situation.
    Reason:
    You are not supposed to shot at the Enemy.
    You are Supposed to stay in cover and Keep everyone healthy. This includes watching out for LAs, Infils, etc who want to backrage
    This means:
    VS: HV45 or Default Pulsar (if you want even the CME)
    NC: Default is kinda good, but i heard the Carnage was a beast
    TR: everything that is not the SABR or a burst variant?
    attachments are up to personal Preference. However, if you don't like the foregrip on a weapon put a laser sight on it, period, no downsides.
    As a closer look on the VS weapons (i only really have weapons on my VS):
    The Default Pulsar:
    Put a Laser sight on it, Mount a 1x or 2x scope and laserbeam everything without any recoil.
    The HV45:
    pretty much the same, Adv. lasersight, 1x scope, softpoint ammo, killstreaks.
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  4. Furrydaus

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    Chapter 6- Useful links for you!
    Combat Medic Weapons In-Combat Comparison for all factions by WristyUK:
    New Conglomerate:

    Vanu Sovereignty:

    Terran Republic:

    Certified Badass: Combat Medic Guide by Drathamus Gaming:

    Most Useful Medic Certifications Guide by Wrel:
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  5. Furrydaus

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  6. Furrydaus

    Planetside 2- Certified Badass: Engineer guide by Drathamus Gaming:

    Planetside 2 Engineer Tips, Tricks and Cert Guide by CAMIKAZE78:

    Planetside 2: Advanced Engineer Guide by TheYamiks:

    Engineer Certifications Guide by LevelCapGaming:

    Planetside 2 Wikia (Engineer): http://planetside.wikia.com/wiki/Engineer
    If you are interested in the Extensive Light Assault guide, Check out Iridar 51's Extensive guide to the light assault!
    https://forums.station.sony.com/ps2/index.php?threads/comprehensive-guide-to-light-assault.76109/
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  7. Furrydaus

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    Chapter 5- What YOU can do to help out or friendly Combat Medics and Engineers
    As a normal infantry or MAX you usually take the Combat Medics and Engineers for granted (Not all that is). If youre asking for a medic and he's trying to patch you up, DONT run away from him/her as you are making his/her job much more difficulty. Stay behind cover and allow the combat medic to heal you. When being healed, DONT look at the medic. Continue firing your gun at the enemies and not start having a crush with the Medic thats healing you (Unless its a female vanu infiltrator ;) but why would a female vanu infiltrator be healing you up? :eek: ). Not all Combat medics can revive you. You have got to understand that some Combat Medics are so busy in a firefight or helping others that they dont notice you. If he/she doesnt respond shoot one bullet at her body to see if they respond. If not, then they are just an *** to not heal you up. After being sent a request to revive, try pressing ctrl and F10 to disable your hud. If there isn't lots of enemy fire, enable your hud back and accept the revive request. If there is heavy enemy fire, dont accept the request immeaditely! Wait for about 10 seconds before accepting it. Some constantly die imeadietely after being revived due to them not knowing that there is a lot of enemy fire. Try helping yourself out with this tip! (Thank you OrbitalStrikeGaming for the tip on how to disable the hud and the ways you can use it to your advantage. www.youtube.com/watch?v=B6k5AQwPWUs‎ ) If you are a MAX, same rules apply, dont run away from the person helping you, stay behind cover and dont look at the person aiding you. Request Ammo Packs from an Engineer by pressing and holding Q until a visual pops up. Move your mouse to the Request Ammo and click it. You can also use the hotkeys such as V and 2 for requesting repairs. With your help Combat Medics and Engineers can be more effective in the battlefield! :)
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    Chapter 6- Credits
    I would like to thank all forum users who took their part in joining the thread I posted in the Forums and giving their opinions of this 2 classes. It has been a great experience working with others and creating this guide (It actually took about 2 days since the thread started but you get the point ;) ) If you would like to see more of this guides, please leave a post in this guide and i'll see if i can do it! Some parts of this guide have been nicely contributed via the Planetside 2 Forums and their names have been posted alongside the content they have contributed.Please do thank them for their contributions. I would also like to thank the creator of the videos linked above. If you feel that you haven't been fully credited to the content that may have appeared here, please do mention it in this thread. I would finally like to thank those who work at SOE for putting in their hardwork (hopefully they do! but i'll be sad if they didn't :( ) and helping the community. Thank you for reading and hope you have a good day ahead. See you Auraxians on Auraxis soldier and may the Nanites be with you! (I would like to 'see' you in Briggs if you arent an NC if you know what I mean ;) )
    About Me: (If you are interested in learning who I am that is)
    I'm Firdaus (Call me Furrydaus) a 14 year old from Singapore born on January 23 1999. I have been playing many games from PacMan to Planetside 2. After being invited by a friend to join the game, I have quickly came into love with the game ever since (Although I would love to see more content and better frames). My In-Game information can be seen in my signature (Not too great as im a full time combat medic playing for more than 12 full hours and risking my k/d for the greater good ;) ). I have my own Youtube Channel [www.youtube.com/firrygaming] and a Twitter account [@furrydaus] which you can subscribe and follow me and communicate through. I create websites, graphics and more although I dont do alot of them anymore.
    • Up x 1
  8. Furrydaus

    I dont really like to this but bump*
  9. Archiadus

    Nice guide you've written there =)
    • Up x 1
  10. Furrydaus

    Thank you for the reply. I would do more in the future so do stay tuned! ;)
  11. Crackulous

    You should write the official game guide or something, I don't know. Seems like certain areas touched on are common sense, but an interesting read all the same. Good job.
  12. Furrydaus

    Thank you for the complements! Personally i think a game guide to Planetside 2 is a great idea. mainly to introduce people to the game to an EXTENT because a strategical game guide will take creative strategies and tactics out of Planetside 2. I'll think abt it though. thanks for you suggestion! ;)
  13. gigastar

    I wouldnt reccomend the CME for much of anything. It shares the lowest damage output with the Equinox (which i also would not reccomend unless youre a UBGL scrub) and if you compared its stats to the only other equivalently priced AR, the NS-11A, the NS is better in many respects. I also would not recommend the NS unless youre 4th factioning heretics.

    Simply put, HV-45 is better CQC, Corvus is better mid range and further. And both are each a quarter of the CME's asking price in certs.

    Speaking of Corvus, i wouldnt completely swear off longer ranged weapons. If youre medicing, then youre going to end up in the field at some point and then youll realise just how inadequate the CQC dakkahose you bought really is.

    And on the note of SMGs, the HV-45 for VS and the TAR for TR and GR-22 for NC supercede both the versatility and damage output of all the SMGs. I also have it on good authority that theyre all cheaper than SMGs too.
  14. Furrydaus

    Thanks for the insight! The weapon review isn't that great and it has been taken from the community. You dont necessarily need to follow it. The default weapons are good enough imho. :)
  15. Crackulous

    Though the tutorial has been implemented and does its job in a decent manner, an integrated and accessible game guide could shorten the time it takes for newer players to become accustomed to the game. You'd be a substantial addition to their team if they hired you in this field, seeing as you certainly had a significant time commitment, needed to compose this piece, and I respect you for that.
    • Up x 1
  16. Dark Pulse

    Not bad.

    A potential interesting choice (and what I run on my NC Medic/Engineer) is a fast-ROF SMG - in my case, the Blitz GD-10. Yes, it turns you into a filthy little TR of sorts, but think about it - your fighting is, like the guide said, generally pretty close quarters, and otherwise you're running around and either healing / rezzing or repairing / resupplying depending on what class you are. As a bonus, pretty much every non-MAX class can use it - making it a viable option if you like sneaky infiltrators or CQC Heavy Assault combat when you're not playing these classes, and allowing you to only have to get one gun and one set of equipment for your CQC needs. Its main disadvantage, being an SMG, is that it's going to do less killing and more tickling fairly fast as range drops off. Other factions should have roughly comparable guns - for the Communist Oppressors Terran Republic, this would be the SMG46-Armistice, and for those Wacky Xenophiliacs Vanu Sovereignty, this would be the Sirius SX12.

    And make no mistake, a combat/medic like that with advanced laser sight and soft point ammo is an absolute death machine, especially in the closest of dances - IF you can keep your aim true. If you're more of a spray and prayer, you'll want something that does more damage per bullet to compensate, or may want to look into shotguns with wide pellet spread.
  17. MajiinBuu

    So much read! All good stuff though.
    I too watch Wrel's videos, really informative stuff.
    • Up x 1
  18. Posse

  19. Furrydaus

    Thank you for that big complement . I would love to be part of SOE and their player studio but the fact that I'm 14 and me being a singaporean restricts me from that. :/
  20. Furrydaus

    OMG I didn't see that. Sadly I can't edit the post for some reason so ill maybe create another improved guide. Thanks for pointing that out!