I'm of two minds about recommending the 22S to newbie NC HAs. On one hand, it really is a fantastic weapon- one I tend to pull out for assaults, leaving the more demanding SAW for defensive actions- and it can ease new players into the role pretty well; on the other hand, sticking with the SAW and learning the lessons it can teach about fire discipline, recoil control and combat reloading means that the new player will be able to dominate with any other LMG.
Good guide as usual but I would have to disagree on one point. I don't think I would advise ASC to a new player unless they're coming in with a lot of FPS experience. It doesn't help your 1v1 fighting. Until you're comfortably winning most 1v1's I would rather be running nanoweave. Having shields that recharge quicker doesn't help you if you're dead.
Nanoweave doesn't give you a significant amount of survivability, you only absorb 1-2 extra bullets in most cases. I'd say most situations where a newer player gets killed, he's probably getting killed outright more than trading/close fights. I still stick by Flak being the best for a newbie that lacks the awareness to realize when he's about to go splat from the numerous explosives, though I can see the merits of ASC, and personally place both above nanoweave for a newer player.
finalizer0 I agree on this. Nanoweave doesn't offer a lot of added survivability until you reach rank 4 or 5, where even lower ranks of Flak will help survive the chaos of infantry vs. explosives situations and lower ranks of ASC will help keep those shields charged between engagements. Admittedly, getting any benefit out of ASC requires that a new player learns that they have to take cover and let their shields recharge, which might make it a less than optimal choice for them, but it does seem like a better option than the odd chance of them surviving that last bullet.
Nanoweave is just too expensive. That's why it isn't for new players. You can rank up ASC much more cheaper. And really Nanoweave isn't superior. It's just superior in dueling matches. ASC allows you soak some damage, it recharges, and you're ready to go. Nanoweave leaves you vulnerable with the long recharge period.
You know what I've just realised? This game is completely and utterly free. It's not even freemium. I've played over 100 hours now and I've not once spent any money on this game and I've never even felt the need to. This game is amazing for that.
Wrel, You are so helpful, intelligent and easy to understand. I've only played the game for a month and i'm still quite horrible, but your videos give me hope :) I have learned so much from you. I hope I get the honor of seeing you in game one day. Maybe you can pause just for a quick screenshot :P I'm NC on Emerald but would happy to be in one of your videos, as any faction, if you ever need a supporting cast member :) Thanks for bringing so much sophistication to the game. Take care! PS - I'm new to FPS games in general so any videos on just the basics of FPS would be cool. :)
You actually made adjustments for those whom are colorblind? That's really, really considerate of you. I'm not colorblind, but the fact you made such a consideration is strongly indicative of your love for the game. Keep on trucking, Wrel. You've got my support.
Wrel, you are my favorite youtuber. The fact that you take time to create different color of the chart for colorblind people is amazing and goes to show how awesome you are. ;)
Great video Wrel. I've never once played HA personally, but if I ever do I'll certainly consider your recommendations. One thing I've noticed with SOME heavy players is their inability to play anything else. Some get so used to having the shield make up for their mistakes or poor positioning that they find they're just dying too much as other classes and stick with heavy out of frustration. To this end I recommend newer players play medics/engineers instead of heavies. These two classes are definitely the minority and offer a lot more to your teammates, without getting stuck in bad habits.
The problem with HA is it's noob friendly. It's good for legitimately new players, but it's abused by every BR 100 you meet. As of now the HA's ability is basically press F to win. On top of that, HA has the only ability EMP doesn't remove. You also have no real downsides. Cloak means you can't shoot (and have 200 less shields), Jet Pack means you can't aim down sites. Overshield means you walk slow... not a big punishment. Finally, the HA also gets the rocket launchers which are arguably the best AV weapons in the game. All in all HA is unbalanced and it's no surprise that >60% of the high rank players use it, it's too easy, it pads kdr, and it ruins the game for four other classes.
Infiltrators have 100 less shield, from what I know.. and walking slow while using overshields makes you an easier target for basicly everything and everyone, so you may die in a single shot from a tank.
yes but as i said it makes you an even easier target for weapons that can one-hit-kill. And most if not all of those weapons will kill heavys with overshields.
They need to make the overshield take additional damage from small arms but reduced damage from vehicle weapons and maybe I could call that class balanced. to me they should always be the anti vehicle class, not the "I'm invincible and have little to no weaknesses" class.
I definetly agree. The game is full of HA mains and since im main medic, its kind of hard time. Most of you just say "aim for the head blah blah blah" oh sure einstein. You cant do that everytime right? Its how a guy here said, F to win. I also switched server, since Miller gone crazy with HA only pretty much everywhere. After a year i abandoned my br 100 and started again, because i simply burnt out as engi /medic main fighting ONLY HA. I mean it, there was a rare percentage you got killed by something else then HA, if you did, it was some new player using other class or infiltrator from far far away. Right now, im more happy, less heavy assaults on other server, more classes around. Skillshielders are not so tryhard there as they were on miller.
I'm going to be honest, for a long time, I was skeptical about purchasing an AA lock-on launcher, considering it was 650 certs, but I recently ended up purchasing the Nemesis VSH9 (Vanu Sovereignty) and so far, have not regretted it for a second! It's amazing! I'm getting kills on Liberators, ESF's, and even Galaxy kill assists! If you are skeptical like me, I would 100% recommend it
Only thing I'd comment on in this video is the shields. While Adrenaline is much more expensive, it is most certainly better than Resist / NMG shield IF you have a more aggressive playstyle and only activate when you need to. Don't get me wrong. Neither is superior over the other. But they are most certainly suited to different playstyles. I find myself dying more with the Resist on VS or NC since I need be conservative and position myself well. Though, on my TR I can easily run Adrenaline without any struggle. Apart from that, I will say that this is hands-down one of the best cert guides available right now :) Excellent job, man! ^_^ (This may not be 100% true. As you said, it's down to knowing how to use the equipment too, and some players may not know how to use resist properly yet) PS. Nice to see an updated Heavy cert guide that doesn't recommend the Striker as a primary weapon :')
We have heard your opinion on the spitfire turret as it is now, and I agree. There are 2 things that could be done to make it a more useful tool. 1. Air Deterrence system: the model is already basically an NS Burster, so it should act like one. give it the ability to target aircraft and the same projectiles as a NS-Burster (but a lower fire speed probs for balence) and account for linear motion as the AA rockets already do and you have yourself an air annoyer that could be used to reduce air-spam. 2 Reduce cost. An autoturret is most useful to someone who does not have as good aim anyway, and it would be most useful to a new player, so why is it 1000 certs? By reducing the cost (or even making it free) it would finally be viable in some loadout.
Funny, this is pretty much exactly how I ended up certing out my heavy, before even seeing this guide. I just recently finished maxing out ASC and Nanite Mesh, and the ground-to-air/dumbfire launcher has probably made me more certs than I spent on it by now. I used to use the regen kit, I'd consume it right before entering a firefight or sweeping a room, but I switched to the medkit a while back because of pure life-saving potential. Some differences are that I use the EM6 over the GD-22, and I alternate between 1x, Night Vision and 3.4x scopes as the situation demands.
Bought the Nemesis SAM back when it was 1000 certs, I don't regret it. Extremely versatile - effective engagement of air targets (especially if you follow up with your LMG) and still does acceptable dumbfire damage vs ground-based armoured targets. It's important for a newbie to know is that they handle differently to the standard issue dumbfire launchers - slower projectile with significantly more arc. Also the SAMs are support weapons - it's still quite possible to kill, but between the launchers' reduced damage vs. ground targets and slow reload, plus ESFs' flares, it's more a deterrence weapon than a killing one. Question is whether you want to be credit to team or not at the moment.
I think AV grenades are one of the most important buy. they are cheep and let you solo maxes, along with giving essentially 1 extra rocket's worth of damage, without waiting for the long reload. Very useful against things like harassers, as a rocket and an AV grenade get them on fire, and if they took some small arms damage, you could get a kill in 1 burst.
For VS drop 100 certs into the pulsar lsw, its much more rounded than the orion and the recoil is so much more controllable, but get a laser for the orion because if you dont have an smg unlocked, the orion is basically a long range eridani with worse hip fire and the recoil pattern of the ns7 pdw
Whenever I started out playing I always used the Heavy Assault because of the ability to "soak up more bullets." Advice I would give to a new player with this class is to always be watchful. All classes yes but this class especially. I have been killed way too may times because I haven't either had the right weapon out, or I just wasn't paying the fullest attention. Also, this is not the TF2 Heavy, you can die as quickly with this class as any other class, so never, never overestimate yourself.
Might have been interesting to have included the 100 Certs weapons somewhere at the start, they offer decent variety from the starter one for a very small pricetag for all factions. That aside, pretty helpful video as always.
I found that most beginners play slower, so I would recommend just using Regeneration 1 for regaining health because the health will come back with their slower play time at first. C4 I think just would be better overall, but can be expensive at first. I also recommend the ground-to-ground launchers sooner because beginners tend to miss vehicles. It makes the heavy assault more useful against harassers and vehicles that are much further away (I think 450m maximum), especially Magriders. Just doing "adadadadad" in a Magrider makes you nearly immune to rocket launchers.
Wrel very interesting chart Wrel, i pretty much agree on all or almost all of it i actually think it be featured on SOE's website or ingame to help newbies :P
Wrel I have a couple questions that deal with a long range play style of the Heavy Class. The first weapon I buy when playing any faction is the associated DMR - AMR66, The Warden, and The Eidolon. I love it's use across multiple classes, and it fits my playstyle perfectly. I am at a crossroads with my certs for the heavy though. I enjoy medium to long range engagements, as I have a DMR, and consistently find my shield to be of use only in circumstances where I need to "tank" the first enemy sniper shot before I use my DMR to return fire and kill him. In this kind of scenario, which kind of shield would be more useful? To add on to this, I keep the faction specific Air lock on launcher with me at all times, and I'm currently using the Munitions pouch. I find that the air vehicles require several shots to down, and I tend to stay alive for quite some time due to my long range nature with the DMR. I rarely have any problems with other vehicles as I can hit them from quite a distance, so my main reason for death is currently due to being unable to tank a full on SR shot when my shields haven't fully recharged, or running out of munitions to take down nearby ESFs/Liberators. What can be done to combat both the anti-air problem and having that extra bit of HP to pull from for the intial shot of SRs via my shield/suit abilities and utility slot?
For the heavy assault arguement, I agree it can become pretty strong in good hands and dominate almost every 1v1 situation, but this only works for open field fights or uncomplicated buildings. In a tower, i'd pick my light assault over heavy any day and dominate pretty easy with Deimos. When the enemy is hiding behind rocks with their sunderers, i'd pick infiltrator over HA any day. It is just situational. The only thing I really hate about heavies is that they dont go down to 1 shot from pump action shotguns. Sometimes they resist 2 hits even, and that means you're dead by then. Completely ruins the idea of using pump-action shotties.
HA is gteat class, real "backbone" of battles on Auraxis. Why so? LA's key is mobility, while bases are capped by indoor fights with no flanking. Medics and Engis are more defence classes, decent med's are very rare thing now. Same with engis, they'll better farm 2-3 more kills than repair sundy(near 80% do so). INF's more "fun" than "fighting" class, until they get first SMG and few mines to start diversions. While HA is critical mass that is needed to turn tides of battle. So noone have right to call it noobish. To bad that after NVA change SOE removed "heaviest" loadout. But still, HA is good and very flexible class, i'm almost addict to it. Wrel, i wanna say thanks to You. U opened depths of PS2 for me, i enjoy your guides, reviews and even your voice). I have several anwers: 1.Should NC Phoenix RL be buffed in AA role(smthing like coyote missles for ESF). 2.Adding fourth variant to HA shield that will work like TR "anchor" providing 180° resist shield and increased stability of fire in cost of immobilisation. 3.Key to make Jackhammer unic again - make "flak-mode" like Unreal Tournaument to explose after hit. With best wishes from Mother-Russia!
why not buy the G2A lockon sooner (like 4 or 5th in your list) ? it help dealing with frustrating situation (as a new player, being only on the receiving end of ennemy planes and having no tool to deal with ... i remember PS2 2 years ago) and it also help with gaining more certs since a plane kill and the pilot (often in extreme menace) give a handfull of cert now and then. as always nice vid !
Hey Wrel I just wanted to point out that your image link for color blindness is a bit messed up on nanoweave armor. The final green bar of nanoweave armor is radically different in color in different forms of color blindness. It basically results in a color that isn't labeled at all on your graph. For example, for someone who isn't colorblind like myself it results in the following order. Normal: Green, Green, Green, Yellow, Red. Protanopeia: Orange, Orange, Yellow, Red, Purple Deuteranopia: Red, Red, Orange, Purple, Blue. Now the problem I am getting at here is the yellow for protanopeia and the orange for Deuteranopia should be Orange and Red respectively to match up.
Hey Wrel, what is your opinion on the whole "heavy assault is over powered" thing, i seem to notice a lot of people in game who call me noob or insult me other wise when im playing a heavy assault, which im doing a lot because i want my TR directive LMG.
The heavy assault is a great way for people who like killing and are good at it to play,but if there were no medics,the heavy assaults wouldn't probably last as long,or if there were no engis,rocket launchers wouldn't be as effective.So if you are not new to the game,or FPSes in general i tell you that for playing other classes,you are NOT noob,and im pretty sure Wrel thinks the same way. Keep fighting the good fight and see you on the battlefield!!1
Gabriel Zamora mhm, well said. but as a lvl 87 i don't have any issues killing enemy heavies as other classes, just flank them and most of them are screwed.
I kill HA all the time as medic. Just never fight them head on, go for headshots, and if they light their shield and turn to face you, run away. They are slow as fuck with it on.
Most non-heavies just don't know how to handle HAs. There's people out there who kill MAX units as an infiltrator on a regular basis. If you engage heavies head on, you will have difficulties.
hi Wrel,im not too new and not too old,i have some question,if im not wrong,i think the nanoweave armor will give more benefit becoz it give resistance to small arm projectile,if i am wrong,maybe u can explain to me? if u dont mind?
Nice video yet again man, but one point I disagree: The NMG. Even if it is a all-purpose build it just doesn't do its job. Sticking with the resist shield is way better. If you then get nanoweave, you are a living tank.
What do you think of giving the nc a new 167 damage lmg with a fire rate comparable to the cyclone or the bandit. Seems like even the more powerful lmgs like the anchor or em6 don't compete up close with the orion, carv, msw, etc. I would like to see more close quarters power in the nc heavy assault than just the jackhammer.
If you want close range LMG for the NC (besides the anchor), then take a look at the EM1. It's pretty much the carv but with less recoil. It even has access to an advanced laser sight (if hipfiring in CQC is your thing) and soft point ammo. This is the set up I currently run it with, but several player I know also use it with a fore grip or extended magazines. In addition to all this, it's insanely low recoil makes it extremely controllable at medium range.
Another question - why Advanced Shield Generator instead of Nanoweave Armor? Sorry for the newbie questions, just used to folks raving about Nanoweave.
nice guide. few moments - adrenaline shiled much metter than other when you have k/d more, than 3. and forward grip is not best option for Anchore, MSW and most SMG for HA.
Hmm...I run Nanoweave on my HA got it rank 4(not sure if I should put a 1000 certs into it for Max rank)Is ASC a direct improvement or just a sidegrade on the Heavy assualt
Hey Wrel! Im a new player and I have been playing with the basic gun, the gun you start off with, I forget the name :P anyway I want to start fooling around with other weapons, and I was wondering what your suggestions were? I play for the TR fyi. Thanks and awesome video!
A question to the more experienced players out there : Is it worth getting a Commissioner? I am a BR 31 NC heavy assault, and have unlocked most of what has been mentioned in this video.
Quick question on what shield to use, I normally run around with my finger hovering near the key to activate it so I can turn it on the second people open fire but you seem to suggest more experienced players would benefit more from the resist shield (BR 75) so would I be better off switching to the resist shield or is the NMG still better if I'm always ready to flick it on? My main playstyle is just running in like a beserker on HA as I get bored of watching 100s of people standing in a doorway refusing to advance as they're scared they might get shot. Oh and would you suggest the shield capacitor at this level? I've been experimenting with flak and nano but I hardly see any use from them, nano doesn't really seem to help as who gets the drop is generally more important anyway (hardly ever have a fight where theres 1 or 2 bullets in it) and even with level 4 flak I die in 1 go from almost all explosives anyway so that seems equally worthless
Resist is proactive, NMG/Adren is reactive. Don't use Adren unless it's level 4/5, otherwise it's pretty much useless. For resist, ASC will make you less vulnerable less often; while with NMG/Adren, Nanoweave will make you die marginally slower.
hey wrel, isnt it that you can only have one item in your suit slot at a time? Cuz I really want to be able to throw more than 1 nade and use more than 1 med and still have a shield all in one play :(
I'm curious - why the faction specific ground to air launcher instead of the NS Annihilator? Are the faction ones better somehow? Do they lock on faster or something?
It does the least damage of all the launchers. If you're targeting ESFs and you manage to land 2 rockets with the annihilator, they will have plenty of time to land and repair before the fire kills it. If you're hitting ground targets that are in dumbfire range, you wont be able to hit the corner of a sundy poking out because it locks onto the center of mass, pluss you'll have to wait for the lockon. The only place you should have an annihilator is in wide open fields with little cover for ground targets.
TheBeeseik According to the "compare stats" in-game pop-up the Annihilator does exactly the same damage as the other launchers - 1,000 points. Is that a mistake in that stats?
Andrew Riggio Yes, unfortunately. The damage numbers are the amount of Infantry damage the weapons do. Vehicle damage (and the resistances to go with them,) are completely different. It's an annoying oversight, for sure.
Yeah, that IS kind of an important bit of information to leave out. Yikes. I guess I have new weapons to unlock. I got the Annihilator because it works for all 3 factions, not realizing it was a sub-standard weapon.
Andrew Riggio Well, I wouldn't say "substandard" by comparison, but definitely a bit more "specific" the circumstances where it shines. Annihilator has a longer lock-on range, quicker reload, and one more ammo than the factionals. From a solo perspective, the burst isn't there, but Annihilators squads used to be a very popular tactic for dealing with enemy armor columns, and air (at the same time.) Weapons in this game overall are less about their individual strengths, and more about knowing how to capitalize on them.
Can you please do a video on the current situation of Planetside 2? A lot of the community are worried it's dying and I think we would love to hear your opinion on it.
Hey Wrel! Can you update the charts with the new prices, if you have the time? You don't need to make a new video, just tweak the prices in your example time-line
Hey wrel, i am very new to PS2 and i was just wondering, do you have avideo on aiming better in the game, because i can kinda shoot people but i'm not great at doing it and i die alot. Thanks in advance.
For vs I would use the Certs for the flare and not the sight and forward grip plus a lot more cause it's 250 Certs but that's just me! Everyone's got there own views on cert spending
I personally find Advanced Shield Capacitor is never useful on anything but an infiltrator. But that's just me. Usually if you're up close like how heavies are usually played you're either dead or your shield is still up.
It's kind of cool on light assaults as well, especially if you like to hit and run on unsuspecting targets. It means that if you do take some damage from them then you can get back into the fight quicker. That said, adrenaline pump will also help you out if you drop them and one of their mates comes along as you'll be able to get to safety quicker.
Funny, since the infiltrator probably gets the least usefulness out of ASC since your shield/health regen is more dependent on getting into a safe hiding spot than just waiting for your shields to come up normally. The name of the game with ASC is uptime: it's about being able to quickly regenerate your shields and get back in the fight - or, for a newer player, be ready for whatever next threat presents itself. Probably most synergetic with HA's resist shield since it gives you the ability to constantly dip into that extra health pool especially when paired with medkits, though it's also nice on a medic where the self-heal & ASC combination means you can get back to top shape in short order. Personally though, I'd recommend Flak Armor to a new player before ASC - I think most newer players tend to get fed up with the amount of ordinance in the game more than anything, what with dying to random grenades, tank cannon splash, rocket pods, land mines, whatever, just because they lack the experience to understand when they're putting themselves into vulnerable positions, and Flak Armor helps give them a lot more leeway to make such mistakes without immediately going splat, not to mention the first four ranks are really cheap and are all that are really necessary to get the main chunk of the benefit for that suit slot anyway. Even so, ASC is also pretty newbie-friendly, and it's not like it's a terribly expensive investment to just rank a bit into both, so /shrug.
For resist, your main shields are basically what makes you win, so being able to 1v1, drop into a safe-ish place for a couple seconds, and getting back to the fight is pretty damn useful (not to mention it's the "current meta.") You're paper without main shields while running resist.
He's got videos about the infiltrator. If you look through his channel or just search for "Wrel Infiltrator sniper guide" you shouldn't have too much of a problem finding one.
can you plz give a review about the NS-11A, im using it for some time now and i like it. So i would like a review so i can optimise my gameplay with it and know when and where to use it.
so am i able to equip more than just 1 "skill" like nanoweave armor ? Im asking because when im in the shop, i always can equip only one trait or skill
Well, i dont really understand what you mean by skill,but i will try.There is a suit slot,which includes nanoweave,flak,etc. and there is the ability slot,which includes cloak for the infiltrator,shield for the heavy assault,jet-pack for the light assault,charge for the max,etc....Hope i cleared that out for you at least a little bit
Nanoweave and ASC are in the Armor slot, so I assume that's what you're referring to. You can only have one equipped at a time. You can always unlock levels for both, but you have to choose which one you want equipped at any given time. Each has advantages and disadvantages, so it's a tactical choice.
Nartan6 ok thanks but why the fck should i upgrade other things instead of nanoweave armor ? more grenades are a bit useless when you compare that both.
It's all situational. :) I think until you know why you'd want to use other armor slots, only cert into Nanoweave. The others will just make sense for certain tactics as you progress through the game.
Hi Wrel, a fairly new sub here. Not sure if you are still reading this but I'm trying to choose between resist armor and asc vs adrenaline shield and nanoweave. Two things caught me by surprise and maybe it is in the rest of the video, but I'm at the chart right now. I've been told that the best is to go witch Adrenaline Shield and Nanoweave but that to begin with start with resist and asc because it is cheaper. I was wondering which you use and honestly you gave Adrenaline sheild all red in your chart. Does this mean just wait to complete it to the end, or is it actually worse than NMG and Resist. The way it reads Adrenaline is an upgraded and more expensive version of NMG and most of what I've seen or read says stay away from NMG. Is there something about NMG that makes you favor it over Adrenaline? It seems like the kills giving a boost to sheilds would be a nice advantage.
Back when this video was made, Adrenaline Shield's recharge-on-kill had a negligible benefit until you invested heavily into it. Now a days it's not so bad. Even so, you need to be confident in your ability to kill people before switching over to it. NMG has faster passive regeneration than Adrenaline Shield, and stays up for longer when you're not taking damage, so it's good (and inexpensive) for new players to cert into. Advanced Shield Capacitor just got a change list patch, but I still think it's a great suit slot if you know how to take cover. Nanowave is the always-on, easy choice to make though. Can't go wrong with it.
Hello Wrell and everybody! Can domeone please tell me if i can run 2 shields in the same time? I dont get it very well. Ive spent 1000 certs into nanite regenerator. My question is : can i run 2 of this shields in the same time? And which is the best one? Greetings everyone!
Good guy wrel..Makes 2 more charts for colorblind people..This Wrel guy has a huge heart..
Dr. Hulk Pixel I know right!
I'm of two minds about recommending the 22S to newbie NC HAs. On one hand, it really is a fantastic weapon- one I tend to pull out for assaults, leaving the more demanding SAW for defensive actions- and it can ease new players into the role pretty well; on the other hand, sticking with the SAW and learning the lessons it can teach about fire discipline, recoil control and combat reloading means that the new player will be able to dominate with any other LMG.
Good guide as usual but I would have to disagree on one point.
I don't think I would advise ASC to a new player unless they're coming in with a lot of FPS experience. It doesn't help your 1v1 fighting. Until you're comfortably winning most 1v1's I would rather be running nanoweave. Having shields that recharge quicker doesn't help you if you're dead.
Nanoweave doesn't give you a significant amount of survivability, you only absorb 1-2 extra bullets in most cases. I'd say most situations where a newer player gets killed, he's probably getting killed outright more than trading/close fights. I still stick by Flak being the best for a newbie that lacks the awareness to realize when he's about to go splat from the numerous explosives, though I can see the merits of ASC, and personally place both above nanoweave for a newer player.
finalizer0 I agree on this. Nanoweave doesn't offer a lot of added survivability until you reach rank 4 or 5, where even lower ranks of Flak will help survive the chaos of infantry vs. explosives situations and lower ranks of ASC will help keep those shields charged between engagements.
Admittedly, getting any benefit out of ASC requires that a new player learns that they have to take cover and let their shields recharge, which might make it a less than optimal choice for them, but it does seem like a better option than the odd chance of them surviving that last bullet.
Nanoweave is just too expensive. That's why it isn't for new players. You can rank up ASC much more cheaper. And really Nanoweave isn't superior. It's just superior in dueling matches. ASC allows you soak some damage, it recharges, and you're ready to go. Nanoweave leaves you vulnerable with the long recharge period.
You know what I've just realised? This game is completely and utterly free. It's not even freemium. I've played over 100 hours now and I've not once spent any money on this game and I've never even felt the need to. This game is amazing for that.
wrel should be lead dev. of ps2 this guy knows his stuff and cares about ballance and fun. something less and less found in games these days.
He made it to dev
Wrel, You are so helpful, intelligent and easy to understand. I've only played the game for a month and i'm still quite horrible, but your videos give me hope :)
I have learned so much from you. I hope I get the honor of seeing you in game one day. Maybe you can pause just for a quick screenshot :P I'm NC on Emerald but would happy to be in one of your videos, as any faction, if you ever need a supporting cast member :)
Thanks for bringing so much sophistication to the game. Take care!
PS - I'm new to FPS games in general so any videos on just the basics of FPS would be cool. :)
You actually made adjustments for those whom are colorblind? That's really, really considerate of you. I'm not colorblind, but the fact you made such a consideration is strongly indicative of your love for the game. Keep on trucking, Wrel. You've got my support.
Wrel, you are my favorite youtuber. The fact that you take time to create different color of the chart for colorblind people is amazing and goes to show how awesome you are. ;)
Great video Wrel. I've never once played HA personally, but if I ever do I'll certainly consider your recommendations. One thing I've noticed with SOME heavy players is their inability to play anything else. Some get so used to having the shield make up for their mistakes or poor positioning that they find they're just dying too much as other classes and stick with heavy out of frustration. To this end I recommend newer players play medics/engineers instead of heavies. These two classes are definitely the minority and offer a lot more to your teammates, without getting stuck in bad habits.
wrel you're so thoughtful, the only youtuber i've seen who gives a shit about blind people. (i'm not blind though luckily)
colour blind not blind , of a person was blind I don't thing he would play ps2
please dont be an ass, you know what I meant
+MoMo BunnyLeg he doesn't, because you said "blind", and there is a big difference between "blind" and "colour blind".
OrbitalNukeIncomin Richten either way, you're blind to certain colours, you can't see them. so stop trying to be an ass...
MoMo BunnyLeg IF you're blind, you can't see at all.. You better stop being an ass.
The problem with HA is it's noob friendly. It's good for legitimately new players, but it's abused by every BR 100 you meet. As of now the HA's ability is basically press F to win. On top of that, HA has the only ability EMP doesn't remove. You also have no real downsides. Cloak means you can't shoot (and have 200 less shields), Jet Pack means you can't aim down sites. Overshield means you walk slow... not a big punishment.
Finally, the HA also gets the rocket launchers which are arguably the best AV weapons in the game. All in all HA is unbalanced and it's no surprise that >60% of the high rank players use it, it's too easy, it pads kdr, and it ruins the game for four other classes.
Infiltrators have 100 less shield, from what I know.. and walking slow while using overshields makes you an easier target for basicly everything and everyone, so you may die in a single shot from a tank.
I think it used to be 200, but all the numbers were doubled. Either way, the slowdown is not enough downside for what is basically a second shield.
yes but as i said it makes you an even easier target for weapons that can one-hit-kill. And most if not all of those weapons will kill heavys with overshields.
They need to make the overshield take additional damage from small arms but reduced damage from vehicle weapons and maybe I could call that class balanced. to me they should always be the anti vehicle class, not the "I'm invincible and have little to no weaknesses" class.
I definetly agree. The game is full of HA mains and since im main medic, its kind of hard time. Most of you just say "aim for the head blah blah blah" oh sure einstein. You cant do that everytime right? Its how a guy here said, F to win. I also switched server, since Miller gone crazy with HA only pretty much everywhere. After a year i abandoned my br 100 and started again, because i simply burnt out as engi /medic main fighting ONLY HA. I mean it, there was a rare percentage you got killed by something else then HA, if you did, it was some new player using other class or infiltrator from far far away. Right now, im more happy, less heavy assaults on other server, more classes around. Skillshielders are not so tryhard there as they were on miller.
I'm going to be honest, for a long time, I was skeptical about purchasing an AA lock-on launcher, considering it was 650 certs, but I recently ended up purchasing the Nemesis VSH9 (Vanu Sovereignty) and so far, have not regretted it for a second! It's amazing! I'm getting kills on Liberators, ESF's, and even Galaxy kill assists! If you are skeptical like me, I would 100% recommend it
Only thing I'd comment on in this video is the shields. While Adrenaline is much more expensive, it is most certainly better than Resist / NMG shield IF you have a more aggressive playstyle and only activate when you need to. Don't get me wrong. Neither is superior over the other. But they are most certainly suited to different playstyles. I find myself dying more with the Resist on VS or NC since I need be conservative and position myself well. Though, on my TR I can easily run Adrenaline without any struggle.
Apart from that, I will say that this is hands-down one of the best cert guides available right now :) Excellent job, man! ^_^
(This may not be 100% true. As you said, it's down to knowing how to use the equipment too, and some players may not know how to use resist properly yet)
PS. Nice to see an updated Heavy cert guide that doesn't recommend the Striker as a primary weapon :')
We have heard your opinion on the spitfire turret as it is now, and I agree. There are 2 things that could be done to make it a more useful tool.
1. Air Deterrence system: the model is already basically an NS Burster, so it should act like one. give it the ability to target aircraft and the same projectiles as a NS-Burster (but a lower fire speed probs for balence) and account for linear motion as the AA rockets already do and you have yourself an air annoyer that could be used to reduce air-spam.
2 Reduce cost. An autoturret is most useful to someone who does not have as good aim anyway, and it would be most useful to a new player, so why is it 1000 certs? By reducing the cost (or even making it free) it would finally be viable in some loadout.
Thanks Wrel for all of the tips, I am so looking forward to that PS4 release in the 20th!
would love to see more of these cert guides! keep up the good work! :)
Funny, this is pretty much exactly how I ended up certing out my heavy, before even seeing this guide. I just recently finished maxing out ASC and Nanite Mesh, and the ground-to-air/dumbfire launcher has probably made me more certs than I spent on it by now. I used to use the regen kit, I'd consume it right before entering a firefight or sweeping a room, but I switched to the medkit a while back because of pure life-saving potential. Some differences are that I use the EM6 over the GD-22, and I alternate between 1x, Night Vision and 3.4x scopes as the situation demands.
Great video, I just started playing Planetside after a long Battlefield career. Pretty lost at this point but this helps
Bought the Nemesis SAM back when it was 1000 certs, I don't regret it. Extremely versatile - effective engagement of air targets (especially if you follow up with your LMG) and still does acceptable dumbfire damage vs ground-based armoured targets.
It's important for a newbie to know is that they handle differently to the standard issue dumbfire launchers - slower projectile with significantly more arc. Also the SAMs are support weapons - it's still quite possible to kill, but between the launchers' reduced damage vs. ground targets and slow reload, plus ESFs' flares, it's more a deterrence weapon than a killing one. Question is whether you want to be credit to team or not at the moment.
Thanks Wrel your guides always helps me ☺
Very useful thanks, showed it to my mates! You make great vids! :D
Ultimate heavy guide:
click F
Congrats, second chance activated, now turn around and finish that infiltrator who caught you off-guard!
I think AV grenades are one of the most important buy. they are cheep and let you solo maxes, along with giving essentially 1 extra rocket's worth of damage, without waiting for the long reload. Very useful against things like harassers, as a rocket and an AV grenade get them on fire, and if they took some small arms damage, you could get a kill in 1 burst.
I love how you consider those with color blindness. I don't have it, but this really makes me want to shake your hand.
Thanks so much for the colour blind options! It really means a lot:)
*clap* *clap* *clap* This is one of 3 guides for Planetside 2 that I have actually found useful.
helped out alot thank you Wrel and keep up the good work ! :)
For VS drop 100 certs into the pulsar lsw, its much more rounded than the orion and the recoil is so much more controllable, but get a laser for the orion because if you dont have an smg unlocked, the orion is basically a long range eridani with worse hip fire and the recoil pattern of the ns7 pdw
Thank you for the colour blind versions, great guide :)
Whenever I started out playing I always used the Heavy Assault because of the ability to "soak up more bullets." Advice I would give to a new player with this class is to always be watchful. All classes yes but this class especially. I have been killed way too may times because I haven't either had the right weapon out, or I just wasn't paying the fullest attention. Also, this is not the TF2 Heavy, you can die as quickly with this class as any other class, so never, never overestimate yourself.
Might have been interesting to have included the 100 Certs weapons somewhere at the start, they offer decent variety from the starter one for a very small pricetag for all factions.
That aside, pretty helpful video as always.
*****
Even the Pulsar LSW, while not the best weapon, offers some nice traits compared to the Orion (Larger mag, less recoil, short long reload)
Just joined the PS2 community. Looks like I'm going to be coming here for guides
I found that most beginners play slower, so I would recommend just using Regeneration 1 for regaining health because the health will come back with their slower play time at first. C4 I think just would be better overall, but can be expensive at first. I also recommend the ground-to-ground launchers sooner because beginners tend to miss vehicles. It makes the heavy assault more useful against harassers and vehicles that are much further away (I think 450m maximum), especially Magriders. Just doing "adadadadad" in a Magrider makes you nearly immune to rocket launchers.
Wrel very interesting chart Wrel, i pretty much agree on all or almost all of it
i actually think it be featured on SOE's website or ingame to help newbies :P
hahah dude i was the harraser that picked you up in this video!!! stoked to be in your video
Wrel I have a couple questions that deal with a long range play style of the Heavy Class. The first weapon I buy when playing any faction is the associated DMR - AMR66, The Warden, and The Eidolon. I love it's use across multiple classes, and it fits my playstyle perfectly. I am at a crossroads with my certs for the heavy though. I enjoy medium to long range engagements, as I have a DMR, and consistently find my shield to be of use only in circumstances where I need to "tank" the first enemy sniper shot before I use my DMR to return fire and kill him. In this kind of scenario, which kind of shield would be more useful?
To add on to this, I keep the faction specific Air lock on launcher with me at all times, and I'm currently using the Munitions pouch. I find that the air vehicles require several shots to down, and I tend to stay alive for quite some time due to my long range nature with the DMR. I rarely have any problems with other vehicles as I can hit them from quite a distance, so my main reason for death is currently due to being unable to tank a full on SR shot when my shields haven't fully recharged, or running out of munitions to take down nearby ESFs/Liberators. What can be done to combat both the anti-air problem and having that extra bit of HP to pull from for the intial shot of SRs via my shield/suit abilities and utility slot?
great jobs man!! keep doing it!
Will you ever make an update to your guides?
Great vid, Wrel (as always) - my only complaint is that you didn't come out with it 8 months ago when I started playing XD
For the heavy assault arguement, I agree it can become pretty strong in good hands and dominate almost every 1v1 situation, but this only works for open field fights or uncomplicated buildings.
In a tower, i'd pick my light assault over heavy any day and dominate pretty easy with Deimos.
When the enemy is hiding behind rocks with their sunderers, i'd pick infiltrator over HA any day.
It is just situational. The only thing I really hate about heavies is that they dont go down to 1 shot from pump action shotguns. Sometimes they resist 2 hits even, and that means you're dead by then. Completely ruins the idea of using pump-action shotties.
HA is gteat class, real "backbone" of battles on Auraxis. Why so?
LA's key is mobility, while bases are capped by indoor fights with no flanking.
Medics and Engis are more defence classes, decent med's are very rare thing now. Same with engis, they'll better farm 2-3 more kills than repair sundy(near 80% do so).
INF's more "fun" than "fighting" class, until they get first SMG and few mines to start diversions.
While HA is critical mass that is needed to turn tides of battle. So noone have right to call it noobish. To bad that after NVA change SOE removed "heaviest" loadout. But still, HA is good and very flexible class, i'm almost addict to it.
Wrel, i wanna say thanks to You. U opened depths of PS2 for me, i enjoy your guides, reviews and even your voice).
I have several anwers: 1.Should NC Phoenix RL be buffed in AA role(smthing like coyote missles for ESF). 2.Adding fourth variant to HA shield that will work like TR "anchor" providing 180° resist shield and increased stability of fire in cost of immobilisation. 3.Key to make Jackhammer unic again - make "flak-mode" like Unreal Tournaument to explose after hit.
With best wishes from Mother-Russia!
Burst fire! People need to learn to burst fire!
That's my suggestion for new players :)
Heeey finally a new Video thanks
How do you see which Lock-on rocketlauncher is G2A or G2G ?
I only see difference with muzzle velocity and splash dmg
why not buy the G2A lockon sooner (like 4 or 5th in your list) ? it help dealing with frustrating situation (as a new player, being only on the receiving end of ennemy planes and having no tool to deal with ... i remember PS2 2 years ago) and it also help with gaining more certs since a plane kill and the pilot (often in extreme menace) give a handfull of cert now and then.
as always nice vid !
Hey Wrel I just wanted to point out that your image link for color blindness is a bit messed up on nanoweave armor. The final green bar of nanoweave armor is radically different in color in different forms of color blindness. It basically results in a color that isn't labeled at all on your graph.
For example, for someone who isn't colorblind like myself it results in the following order.
Normal: Green, Green, Green, Yellow, Red.
Protanopeia: Orange, Orange, Yellow, Red, Purple
Deuteranopia: Red, Red, Orange, Purple, Blue.
Now the problem I am getting at here is the yellow for protanopeia and the orange for Deuteranopia should be Orange and Red respectively to match up.
Can i equip nanoweave and flak both at same time or is it like only one at a time?
What is that Camo on your carv? I love it! :3
Thx so much, this was really helpful
Hey Wrel, what is your opinion on the whole "heavy assault is over powered" thing, i seem to notice a lot of people in game who call me noob or insult me other wise when im playing a heavy assault, which im doing a lot because i want my TR directive LMG.
The heavy assault is a great way for people who like killing and are good at it to play,but if there were no medics,the heavy assaults wouldn't probably last as long,or if there were no engis,rocket launchers wouldn't be as effective.So if you are not new to the game,or FPSes in general i tell you that for playing other classes,you are NOT noob,and im pretty sure Wrel thinks the same way.
Keep fighting the good fight and see you on the battlefield!!1
Gabriel Zamora mhm, well said. but as a lvl 87 i don't have any issues killing enemy heavies as other classes, just flank them and most of them are screwed.
Those people are probably other non HA who are stupid enough to try and face you head on with your overshield up.
I kill HA all the time as medic. Just never fight them head on, go for headshots, and if they light their shield and turn to face you, run away. They are slow as fuck with it on.
Most non-heavies just don't know how to handle HAs. There's people out there who kill MAX units as an infiltrator on a regular basis. If you engage heavies head on, you will have difficulties.
hi Wrel,im not too new and not too old,i have some question,if im not wrong,i think the nanoweave armor will give more benefit becoz it give resistance to small arm projectile,if i am wrong,maybe u can explain to me? if u dont mind?
Nice video yet again man, but one point I disagree: The NMG.
Even if it is a all-purpose build it just doesn't do its job.
Sticking with the resist shield is way better.
If you then get nanoweave, you are a living tank.
What do you think of giving the nc a new 167 damage lmg with a fire rate comparable to the cyclone or the bandit. Seems like even the more powerful lmgs like the anchor or em6 don't compete up close with the orion, carv, msw, etc. I would like to see more close quarters power in the nc heavy assault than just the jackhammer.
Use a shotgun.
Dremora Kynval
orion>shotgun
If you want close range LMG for the NC (besides the anchor), then take a look at the EM1. It's pretty much the carv but with less recoil. It even has access to an advanced laser sight (if hipfiring in CQC is your thing) and soft point ammo. This is the set up I currently run it with, but several player I know also use it with a fore grip or extended magazines. In addition to all this, it's insanely low recoil makes it extremely controllable at medium range.
You want the GD-22s. It's the closest you'll get to orion on NC.
*****
is that responding to the original poster or me?
Another question - why Advanced Shield Generator instead of Nanoweave Armor? Sorry for the newbie questions, just used to folks raving about Nanoweave.
Would be awsome if u could do this for all classes.
And thanks for the video.
Can you do a Basic Training and Cert Guide for the MAX please?
nice guide.
few moments - adrenaline shiled much metter than other when you have k/d more, than 3.
and forward grip is not best option for Anchore, MSW and most SMG for HA.
Hmm...I run Nanoweave on my HA got it rank 4(not sure if I should put a 1000 certs into it for Max rank)Is ASC a direct improvement or just a sidegrade on the Heavy assualt
Shall we get a MAX Certs guide eventually ? :)
Hey Wrel! Im a new player and I have been playing with the basic gun, the gun you start off with, I forget the name :P anyway I want to start fooling around with other weapons, and I was wondering what your suggestions were? I play for the TR fyi. Thanks and awesome video!
HA's either need to be changed to anti-vehicle, not anti-infantry or they need a small nanite cost. Even both wouldn't be too much.
A question to the more experienced players out there : Is it worth getting a Commissioner?
I am a BR 31 NC heavy assault, and have unlocked most of what has been mentioned in this video.
Quick question on what shield to use, I normally run around with my finger hovering near the key to activate it so I can turn it on the second people open fire but you seem to suggest more experienced players would benefit more from the resist shield (BR 75) so would I be better off switching to the resist shield or is the NMG still better if I'm always ready to flick it on? My main playstyle is just running in like a beserker on HA as I get bored of watching 100s of people standing in a doorway refusing to advance as they're scared they might get shot.
Oh and would you suggest the shield capacitor at this level? I've been experimenting with flak and nano but I hardly see any use from them, nano doesn't really seem to help as who gets the drop is generally more important anyway (hardly ever have a fight where theres 1 or 2 bullets in it) and even with level 4 flak I die in 1 go from almost all explosives anyway so that seems equally worthless
Resist is proactive, NMG/Adren is reactive. Don't use Adren unless it's level 4/5, otherwise it's pretty much useless.
For resist, ASC will make you less vulnerable less often; while with NMG/Adren, Nanoweave will make you die marginally slower.
is there a more current video for heavies?
hey wrel, isnt it that you can only have one item in your suit slot at a time? Cuz I really want to be able to throw more than 1 nade and use more than 1 med and still have a shield all in one play :(
Can you do a cert guide for magrider or MBT in general?
I'm curious - why the faction specific ground to air launcher instead of the NS Annihilator? Are the faction ones better somehow? Do they lock on faster or something?
It does the least damage of all the launchers. If you're targeting ESFs and you manage to land 2 rockets with the annihilator, they will have plenty of time to land and repair before the fire kills it. If you're hitting ground targets that are in dumbfire range, you wont be able to hit the corner of a sundy poking out because it locks onto the center of mass, pluss you'll have to wait for the lockon. The only place you should have an annihilator is in wide open fields with little cover for ground targets.
TheBeeseik
According to the "compare stats" in-game pop-up the Annihilator does exactly the same damage as the other launchers - 1,000 points. Is that a mistake in that stats?
Andrew Riggio Yes, unfortunately. The damage numbers are the amount of Infantry damage the weapons do. Vehicle damage (and the resistances to go with them,) are completely different. It's an annoying oversight, for sure.
Yeah, that IS kind of an important bit of information to leave out. Yikes. I guess I have new weapons to unlock. I got the Annihilator because it works for all 3 factions, not realizing it was a sub-standard weapon.
Andrew Riggio Well, I wouldn't say "substandard" by comparison, but definitely a bit more "specific" the circumstances where it shines. Annihilator has a longer lock-on range, quicker reload, and one more ammo than the factionals. From a solo perspective, the burst isn't there, but Annihilators squads used to be a very popular tactic for dealing with enemy armor columns, and air (at the same time.) Weapons in this game overall are less about their individual strengths, and more about knowing how to capitalize on them.
Can you please do a video on the current situation of Planetside 2? A lot of the community are worried it's dying and I think we would love to hear your opinion on it.
***** Yeah, but MMO's have a long life span. Look at WoW.
Hey Wrel! Can you update the charts with the new prices, if you have the time? You don't need to make a new video, just tweak the prices in your example time-line
Wrel, are you/did you have trouble logging in on 1/12/15? My game crashes after the initial loading screen :/
I need a Launcher for my VS HA Class. Any suggestions?
hey Wrel, what LMG are you using there? Whats you set up? Thanks for another cool video!
That's the default T9 CARV. I was running Advanced Shield Capacitor, Adrenaline Shield, and the standard dumbfire. Glad you enjoyed the vid!
Thanks wrel
cant wait for the beta on ps4... already checking tutorials so im not completely useless when starting the game :-)
this channel is the go to channel when it comes to learn ps2 imo
Hey wrel, i am very new to PS2 and i was just wondering, do you have avideo on aiming better in the game, because i can kinda shoot people but i'm not great at doing it and i die alot.
Thanks in advance.
Guys plzz answer!
Which one should max out?
The nanite mesh gen or the resist shield? Im really confused i dont want to waste my certs :(
For vs I would use the Certs for the flare and not the sight and forward grip plus a lot more cause it's 250 Certs but that's just me! Everyone's got there own views on cert spending
I personally find Advanced Shield Capacitor is never useful on anything but an infiltrator. But that's just me. Usually if you're up close like how heavies are usually played you're either dead or your shield is still up.
It's kind of cool on light assaults as well, especially if you like to hit and run on unsuspecting targets. It means that if you do take some damage from them then you can get back into the fight quicker.
That said, adrenaline pump will also help you out if you drop them and one of their mates comes along as you'll be able to get to safety quicker.
Funny, since the infiltrator probably gets the least usefulness out of ASC since your shield/health regen is more dependent on getting into a safe hiding spot than just waiting for your shields to come up normally. The name of the game with ASC is uptime: it's about being able to quickly regenerate your shields and get back in the fight - or, for a newer player, be ready for whatever next threat presents itself. Probably most synergetic with HA's resist shield since it gives you the ability to constantly dip into that extra health pool especially when paired with medkits, though it's also nice on a medic where the self-heal & ASC combination means you can get back to top shape in short order.
Personally though, I'd recommend Flak Armor to a new player before ASC - I think most newer players tend to get fed up with the amount of ordinance in the game more than anything, what with dying to random grenades, tank cannon splash, rocket pods, land mines, whatever, just because they lack the experience to understand when they're putting themselves into vulnerable positions, and Flak Armor helps give them a lot more leeway to make such mistakes without immediately going splat, not to mention the first four ranks are really cheap and are all that are really necessary to get the main chunk of the benefit for that suit slot anyway. Even so, ASC is also pretty newbie-friendly, and it's not like it's a terribly expensive investment to just rank a bit into both, so /shrug.
For resist, your main shields are basically what makes you win, so being able to 1v1, drop into a safe-ish place for a couple seconds, and getting back to the fight is pretty damn useful (not to mention it's the "current meta.") You're paper without main shields while running resist.
I bought 4 ranks of ASC for my INF just to find out that i do best with the adrenaline pump
I find that while using the Gauss SAW, I have a hard time being accurate as my sights go way up when I start firing. Any help? Thanks.
Epull your mouse down to compensate for the recoil
I think I'm gonna try certing out Nanite mesh generator and see how that is (usually run adrenaline shield)
Wrel making more charts for people who are colour blind makes me happy for some reason
I much prefer the adrenaline shield over its alternatives, it's the only one that seems to work for me thus far. And this is vs. a fully certed NMG
nice vid mate
I am not a new player but I watched this video anyway :D
This list works with VS and NC too ... right?
There is for the engineer too or is a future video?
Thanks :D
***** Sure, thx bro :D
Will there also be one for the infiltrator? (sniper + mp, so both paths you could choose) Or is there already a video from you about that? :)
He's got videos about the infiltrator. If you look through his channel or just search for "Wrel Infiltrator sniper guide" you shouldn't have too much of a problem finding one.
If you want to learn more about infil by a good infil player check out "TheYamiks" Also he has an amazing latvian accent so that is a plus :P
What exactly is medkit denying? I've never heard that term before. o.O
Advanced shield or nanite armor?
can you plz give a review about the NS-11A, im using it for some time now and i like it. So i would like a review so i can optimise my gameplay with it and know when and where to use it.
whats the best LMG for NC heavy assault?
Are u gonna be playing the ps4 version in beta?
so am i able to equip more than just 1 "skill" like nanoweave armor ? Im asking because when im in the shop, i always can equip only one trait or skill
Well, i dont really understand what you mean by skill,but i will try.There is a suit slot,which includes nanoweave,flak,etc. and there is the ability slot,which includes cloak for the infiltrator,shield for the heavy assault,jet-pack for the light assault,charge for the max,etc....Hope i cleared that out for you at least a little bit
Nanoweave and ASC are in the Armor slot, so I assume that's what you're referring to. You can only have one equipped at a time.
You can always unlock levels for both, but you have to choose which one you want equipped at any given time. Each has advantages and disadvantages, so it's a tactical choice.
Nartan6
ok thanks but why the fck should i upgrade other things instead of nanoweave armor ? more grenades are a bit useless when you compare that both.
It's all situational. :) I think until you know why you'd want to use other armor slots, only cert into Nanoweave. The others will just make sense for certain tactics as you progress through the game.
Hi Wrel, a fairly new sub here. Not sure if you are still reading this but I'm trying to choose between resist armor and asc vs adrenaline shield and nanoweave. Two things caught me by surprise and maybe it is in the rest of the video, but I'm at the chart right now. I've been told that the best is to go witch Adrenaline Shield and Nanoweave but that to begin with start with resist and asc because it is cheaper. I was wondering which you use and honestly you gave Adrenaline sheild all red in your chart. Does this mean just wait to complete it to the end, or is it actually worse than NMG and Resist. The way it reads Adrenaline is an upgraded and more expensive version of NMG and most of what I've seen or read says stay away from NMG. Is there something about NMG that makes you favor it over Adrenaline? It seems like the kills giving a boost to sheilds would be a nice advantage.
Back when this video was made, Adrenaline Shield's recharge-on-kill had a negligible benefit until you invested heavily into it. Now a days it's not so bad. Even so, you need to be confident in your ability to kill people before switching over to it. NMG has faster passive regeneration than Adrenaline Shield, and stays up for longer when you're not taking damage, so it's good (and inexpensive) for new players to cert into. Advanced Shield Capacitor just got a change list patch, but I still think it's a great suit slot if you know how to take cover. Nanowave is the always-on, easy choice to make though. Can't go wrong with it.
thanks Wrel. I didn't realize you got faster passive regen and more uptime. Already switched on two factions and liking it so far.
Have you considered remaking this video as Certs are now easier for new players to acquire?
Hey guys I already have the gd-22s, and I think I want to buy the EM6. Is it worth it?
Is there a help video for what to upgrade on a medic
There is. Wrel did that one some time ago. I don't have the link right now, but you should be able to find it easily enough.
Where can I buy tool upgrades?!?!?!? Pls help me
my heavy's C4 is the best use of my certs ever. C4 + C4 + rocket = sundie kill
C4 + rocket = lightning kill
Hello Wrell and everybody! Can domeone please tell me if i can run 2 shields in the same time? I dont get it very well. Ive spent 1000 certs into nanite regenerator. My question is : can i run 2 of this shields in the same time? And which is the best one?
Greetings everyone!
One time while I was a heavy, I got hit by a tank, and fired a rocket at it when I was being pushed forward by it.