Planning Launch Certs

Discussion in 'PS2 Main' started by WolfStar76, Nov 15, 2012.

Planning Launch Certs

Discussion in 'PS2 Main' started by WolfStar76, Nov 15, 2012.

  1. Wolfburns

    Wolfburns .

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    I'm definitely going to go HA for my infantry class with a little Eng on the side. I didn't really play around much with vehicle upgrades during the beta so I will probably hold off on spending any certs on them till I see what we really need in terms of armor or air support. Probably going to get at least the AMS upgrade for the Sunderer though; seeing all the xp roll in is just too tempting.
     
  2. Phragg

    Phragg Donating Member

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    I would strongly encourage testing and getting feedback from the forums before jumping in headlong into a pool that may or may not be full of water. Naw'mean? They could have drastically changed that gun you love so much that now it fires at a 90 degree angle, killing your team. They could have nerfed that vehicle so much that now its barely more useful than a dirt bike to a quadriplegic.

    Extreme examples are extreme. But you get my point.

    Pro Tip: when certing up vehicles, you don't HAVE to be at a terminal. You can press ESC and click the vehicles tab at the bottom, then click the vehicle you wish to manipulate. Same for infantry.
    I can just see 50 people standing around waiting to access vehicle terminals on launch day.
     
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  3. Fourtbullets

    Fourtbullets .

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    **NOTE** The following layout is based on a CEPW (Cert Earnings Per Week) of 300 Certs. The data is subject to change due to rate of earning and/or playable hours.

    Order of Cert Distribution by Week
    Week 1
    Vehicle- Sunderer- Utility Slot- Sunderer Advance Mobile Station---50 Certs
    Defense Slot- Stealth (lvl. 1)---30 Certs
    Passive Systems- Acquisition Timer (lvl. 4)---91 Certs
    Performance Slot- Climb (lvl. 1)---100 Certs

    Ground- Infiltrator- Passive Systems- Advance Equipment Terminal Hacking (lvl. 1)----1 Certs
    Ability Slot- Hunter Cloaking Device (lvl. 1)---10 Certs
    Suit Slot- Nanoweave Armor (lvl. 2)---11 Certs

    Total Certs Distributed in Week 1: 293 Certs, 7 undistributed
    --------------------------------------------------------------------------------------------------------------------------------
    Week 2
    {Certs Beginning Balance:.7}

    Ground- Infiltrator- Utility Slot- Proximity Mine (lvl. 1)---200 Certs
    Passive Systems- Advance Equipment Terminal Hacking (lvl. 2)----30 Certs [Cumulative:31]
    Suit Slot- Nanoweave Armor (lvl. 3)---50 Certs [Cumulative:61]

    Total Certs Distributed in Week 2: 280, 20 undistributed

    {Certs Ending Balance:27}
    ------------------------------------------------------------------------------------------------------------------------------
    Week 3
    {Certs Beginning Balance:27}

    No Distribution Made
    SAVING for Ground- Infiltrator- Utility Slot- Proximity (lvl.2)---400 Certs

    {Certs Ending Balance: 327}
    --------------------------------------------------------------------------------------------------------------------------------
    Week 4
    Ground- Infiltrator- Utility Slot- Proximity Mine (lvl. 1)---400 Certs

    ------------------------------------------------------------------------------------------------------------------------------------------------------------
    Is this what you wanted to see Wolfstar 7?
     
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  4. IronCore

    IronCore .

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    Some of you guys did some serious planning. Kind of surprised to not see a spreadsheet link somewhere.
     
  5. WolfStar76

    WolfStar76 Platoon Leader of Last Resort

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    I'm not really sure what I was looking for - but I do admire your layout and planning.

    My current thinking is that I'm going to start out as follows:

    1. My Magrider will get my StationCash.
      1. At the very least I'm going to get the orange underbody lighting (orange is sort of a signature color of mine, so it shall be).
      2. I'm going to use the trial system to see if I like the front-mounted anti-infantry cannon, and if so Station Cash purchase it flat out.
      3. I'll also pick some other cannon for the top of my magrider, just to give me variability in combat, station cash unlock here as well.
    2. Cert up a few enhancements to the Mag - in Beta I did FAR better piloting a Mag than I did in any other position, so beefing up the Mag should, in theory, help me farm certs for other goodies.
      1. IRNV on the guns.
      2. Increased ammo capacity.
      3. Respawn reduction
    3. Squad Leader certs. I'm pretty confident running a single squad, and I hope to eventually turn that into confidence at running a Platoon (mostly, I just need to work on tactics, and get reinforcement that my sense of tactics is decent. I can accept that I'll make mistakes - I just don't want to make outrageous errors. Because SL certs follow a tree, my goal(s) are about what I want to get.
      1. I definately want Command Chat, just because I can't really tell what it is. Some are saying that it unlocks the Squad Leader Voice option, but that seems a silly way for SOE to set that up - and if it IS true, I want it, and want it early.
      2. I dream about being one of the first dozen or so people to get to Orbital Lasers, because I always wanted, but never got, that power in PS1. Plus, I wanna see how they're implemented here. Plus DEATH FROM THE SKY!!!! Alas, there's enough other stuff in the SL cert tree that seems pointless (four colors of rally smoke? Really?) that doesn't feel worth it to get there.
    4. Engeineer certs. Love your Magrider, it'll love you back. Plus, you can't just sit in your tank non-stop. I should be at least minimally competent on the ground.
      1. Mid-range NAK certifcation for quick repairs.
      2. mid-range FLAK armor
      3. C4?
    The biggest issue I have is that, I have a hard time sticking to a set plan like this. I'll get, say, the IRNV for my Mag guns, then decide I wanna skip over to Engineer repair, then jump into SL instead.

    I'm a dabbler, in the long run, and it's a hard impulse to overcome. Which wouldn't be so bad if I could claim my dabbling were driven by logic (Engineer repair certs will mean I'm in my mag longer, which means more kills, which means more certs. . . ). Instead, my whims are emotional. "This <other option> sounds fun. . . I should get that. . ."

    [EDIT]
    Also, I'm open to suggestions/advice on the above list.
     
  6. Ope / Purp

    Ope / Purp .

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    WolfStar, I tried the front mounted infantry cannon and found it blah. The Sauron HRB is where it is at!!! It is a sniper rifle that kills tanks and people equally well, has no movement whatsoever on the scope, and is absolutely devastating!

    And are you sure you want to glow? That just makes you easier to spot!
     
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  7. WolfStar76

    WolfStar76 Platoon Leader of Last Resort

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    Someone was saying that the explosion on the PFC is such that it picked off infantry really well - even without a direct hit, citing the example of shooting turrets and hitting engineers on the other side who were repairing it.

    But I'm more than willing to experiment with options. :)

    As for glowing, that's probably only a risk at night, and I'm willing to bet it's a fairly minimal one at that.
     
  8. Ope / Purp

    Ope / Purp .

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    Oh, I thought you were talking about the turret option the M12 Kobalt. The PFC is very good from what I have heard :)

    Just remember it will take 3 shots with it to down a tank minimum (it only does 9 ticks of damage) whereas the standard turret does 11 ticks.

    I need to try the PFC to be honest, never got around to it in beta :(
     
  9. DiscoPotato

    DiscoPotato .

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    In order:
    Sundy AMS
    Decoy flares Lib
    MAX respawn
    Decoy flares scythe
    Medic heal/triage upgrades
    MAX armor
    MAX weapon upgrades

    SC purchases
    Dual MAX AA bursters
    Dual MAX Comets
    Dalton of Doom
    Camo for MAX's?
    Fin set for Lib
    Possible infantry weapons
     
  10. DiscoPotato

    DiscoPotato .

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    I have been mulling this over since I saw them in shop. Theory that the "neons" might be connected to the Headlights? Do mags have headlights lol?

    Either way I can't see it feasible to not be able to turn them off. I don't wanna be that guy with pink neons during a midnight assault on esamir :frown:

    The photon cannon is also good fun. You can flood windows/doorways with those little discoballs @ 70 round clips.

    Edit: I don't wanna be that guy with pink neons anyway
     
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