*** Official Planetside 2 Thread ***

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The Terran Republic Weapons - The Repeater Pistol

The Repeater Pistol is the standard side-arm of the Terran Republic soldiers, it features a 3 round burst capability and a 15 round magazine capacity that allows it to quickly and effectively take down enemies.

TR's pew pew! Interesting that they get a 3 round burst, looks like they really are trying to keep the weapons distinct. Which is a good sign since you can't loot weapons from the other players now, you only get your own faction's stuff.
 
i used to love planetside, i had to put all my money into my training so my pc hasnt been upgraded in about 6 years :(
 
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:O

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Also:
Just watching that now, 30 mins with the devs talking about 'Nanite Systems' vehicles. Nanite Systems appear to be an in-game manufacturer of the common pool equipment, which makes sense.
 
As always, click the pic for the full size!

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Mini Chaingun
The Mini Chaingun's high rate of fire and belt-fed ammunition system makes it the strongest close range weapon in the Terran Republic's arsenal. This extreme effectiveness comes at high weight cost though, making reinforced power armor a must for wielding it efficiently.

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Cycler ARV (Automatic Rifle Variant)

The high modularity of the Cycler weapon system allows Heavy Assault solders to field the battlefield with variants outfitted with heavy 20' barrels and 100 round drum magazines. The slight loss in accuracy is more than made up for in sustained fire and makes any Heavy Assault soldier deadly at close range.

Interesting, looks like we will have to wear Rexo, to use HA weapoons? Cycler looks nothing like it used to though!
 
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hope the have another galaxy, loved loading that out with the clan and cappin bases all night.

The Galaxy is truly a sight to behold. It is a heavily armored air transport that can fly into enemy air space and drop up to 12 soldiers, making this vehicle an invaluable strategic asset. The Galaxy is equipped with the innovative "Hot Drop" system which automatically encapsulates any soldier or MAX unit that bails out with a protective barrier that slows their fall. This system removes the bulkiness and complications of using parachutes. The Galaxy can also be deployed into a forward base when landed. When deployed, respawn tubes and equipment terminals become active, creating a forward staging and fall back point for infantry. Additionally, the four weapon systems on the Galaxy can still be operated while deployed, giving it some static defenses.
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Source; http://www.planetside2.com/news/jan182012vehicle

:)
 
Bit gutted you cant use opposition weapons, liked that feature

Its to save memory, apparently. Since for each weapon and vehicle you would need three skins, one for each faction. So you quickly end up with a ton of high quality textures for those, and none for the rest of the game.
Its a shame, plus it also means the balance has to be done extremely well, otherwise there will be armies simply not used at all, which would be even worse than it currently is with people just keeping lockers full of certain weapons.
 
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Cycler

The standard issue Terran Republic assault rifle is a good balance of damage output, range, and accuracy. The high rate of fire and 40 round magazine offsets its low stopping power and allows any soldier to quickly hit its target multiple times at up to medium range.

Interesting that the faction weapons can also be modified to fit several roles. Could mean less overall weapons, but more options with them.
 
Cycler was so rubbish i used to laugh at people shooting at me with it.
I hope this time round its a bit more competitive.
 
Apologies if it has been mentioned, but have they pencilled a release date for this? Q4 2012 or even 2013?

I'm aware the beta signup is now running, so fingers crossed we might see something sooner rather than later :)
 
Going to be akin to Call of Duty weapon unlocks... Scopes, extended mags (as seen above?) , silencers? Id hazard a guess at.

Not so much tbh. I noticed the guy said a mod/side-grade could be to have a cycler with increased rater of fire but lower damage per bullet (to balance it out).
Modifications like that could be useful.
 

Biiig discussion with Matt Higby (Creative director) about PS2. Also, regarding the sidegrades, looking at the descriptions from the Cycler and the Cycler ARV:

Cycler said:
The standard issue Terran Republic assault rifle is a good balance of damage output, range, and accuracy. The high rate of fire and 40 round magazine offsets its low stopping power and allows any soldier to quickly hit its target multiple times at up to medium range.
Cycler ARV said:
The high modularity of the Cycler weapon system allows Heavy Assault solders to field the battlefield with variants outfitted with heavy 20' barrels and 100 round drum magazines. The slight loss in accuracy is more than made up for in sustained fire and makes any Heavy Assault soldier deadly at close range.

Looks like its a fairly simple swap, less accuracy for more fire rate. I'd guess the other options would be somewhat similar. I do like that the two cycler variants do look significantly different though, meaning that gaining intel is important, you can see what sort of weapons you're dealing with, so know what the enemy is equipped for.
 
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