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Page Contents Current As of Patch: 12/12/2012

Return to PlanetSide 2 - Il Mondo

Techplant.jpg

Generalità Modifica

Official Tech Plant Trailer00:49

Ground Assault on Tech Plant HVAR

Official Tech Plant Trailer

Gli Impianti Tecnologici sono il centro nevralgico per la ricerca d'avanguardia e lo sviluppo. L'edificio principale di un impianto tecnologico è situato vicino il centro dell'intera struttura. L'architettura della struttura principale richiama quella delle vecchie cattedrali Gotiche con un gran numero di archi rampanti e grandi camere a volta aperte. Nelle immediate vicinanze si trova un outpost a torre, che fornisce un formidabile punto di controllo per lanciare un attacco o difendere l'intera struttura. In più, outpost più piccoli sono situati nelle vicinanze, permettendo dispiegamento (respawn) veloce per truppe di supporto.


Icon resource catalysts 128 Mechanized.png

L'occupazione fornisce +30 alle Resources Meccaniche. E' richiesta la conquista del proprio impero per generare (spawn) i carri principali del proprio imperor (Vanguard, Prowler, Magrider) dai terminali Veicoli piuttosto che da quelli presenti nel Warp Gate imperiale.


Indar - Impianti continentaliModifica

  • Tawrich Tech Plant (Sud-Est)
  • Mao Tech Plant (Nord-Est)
  • Hvar Tech Plant (Sud-Ovest)

Esamir - Impianti continentaliModifica

  • Eisa Tech Plant (Centrale)

Amerish - Impianti continentaliModifica

  • Heyoka Tech Plant (Ovest)
  • Mekala Tech Plant (Est)
  • Tumas Tech Plant (Sud)

ConquistaModifica

Security Terminal Control Node
To begin capture of an area, a player's empire must control at least one of the security terminals in the area as well as an adjacent territory. A player cannot capture a base that is not touching territory your empire already controls. Most territories have one security terminal, but a few large bases have multiple terminals. Each empire vying for control is shown above the mini map along with their corresponding occupation bar. Players gain bars for the duration of time their empire controls a security terminal. Once a facility is captured or defended, all security terminals transfer over to the winning empire. The losing empires must gain control of any security terminal in order for it to be contested again and restart the occupation bars. If an empire occupies areas adjacent to the base it is attempting to occupy, that empire obtains a percentage of Influence and its occupation bar gets a bonus while capturing the area based on that percentage, thereby reducing capture time.

There are also external spawn points at local outposts close to the main base facility. These have their own security terminal that controls this area's cluster of buildings. Taking control of the local outpost security terminal will enable the controlling empire use of vehicle/equipment terminals as well as use the local spawn point. But control of the local security terminal does not add to the overall takeover of the base. It only allows the empire a foothold to maintain its assault and provide a local spawn point within the base territory.

Advanced Territory Capture MechanicsModifica

With the new capture system, there are three factors that determine the capture of the base: control node ownership, adjacent territory control, and player leverage.

Player leverage is the number of people that are simultaneously influencing a security terminal control node. The more players near the security terminal (i.e. more leverage), the faster the base is captured. You will see a fraction under a control node icon above your mini-map. The first number represents the number of players from your empire in the room; the second number is the maximum that can influence the node. Most security terminals allow players to stand in the same room and influence control from different vantage points and under more cover rather than just standing right next to it. Initially, most bases/outposts will allow twelve people to be influencing them at once. Bases with only one control node are able to have up to twelve people influencing that node, whereas bases with multiple nodes have the number of players split amongst them. Players can still capture the base by having one person at the node, but having more gives up to a 3x increase to the capture time beyond what is possible right now.

Wrestling control of a territory from an opposing empire is a tug-of-war. The ticket count is zero-sum. This means that when a base is attacked, it starts off at 100% owned by the defending empire and the attackers have to burn down the defender tickets at the same time as they increase their own. If they wrestle control back from you, they'll have to burn down your progress, as well. For multi-control node facilities such as a Bio Lab, or outposts like The Crown, having people locking down the nodes becomes more important than just rushing to the next node to flip it. This is because the people posted up on that node are keeping it from being captured by an enemy, and also because they're helping to move the capture needle faster for their empire.

As attackers, players earn experience normally for actions they complete in the course of attacking a facility, and receive a large experience bonus when the base is successfully captured. Defenders earn bonus experience for all actions taken in the course of defending their base, but they won't get a bonus for resecuring the base or when the base is lost.

MappaModifica

Generic Tech Plant Overview Map The Tech Plant is composed of two to three local outposts and a cluster of facilities surrounding the main Tech Plant superstructure. The map above depicts a generic layout of a Tech Plant; each plant has slight variations. All are very accessible from both the ground and air. Many of the roads are wide and accessible to all vehicles. Other than the main Tech Plant facility and the outpost watch tower, the buildings are small bi-level structures with windows, bridges, balconies and some roof access.

The Tech Plants on each continent have the same configuration with one security terminal for the main plant. The usual adjacent support buildings and local outposts are stand-alone areas that are taken over separately with its own organic security terminal. There are also two ground resupply towers just outside the main Tech Plant buildings close to the Command Spawn area. There is also a shield generator located within the main Tech Plant facility on the second floor observation deck. Tech Plants on each continent also have local guard tower outposts that include vehicle shields blocking roadways.

Tech Plant - Basic Walkthrough10:38

Planetside 2 Tech Plant Walkthrough

Tech Plant - Basic Walkthrough


Main Tech Plant FacilityModifica

Tech Plant Main Facility Superstructure

The main Tech Plant facility is the most prominent building in the Tech Plant area. The large superstructure has three vehicle bay doors on one end and two infantry doors on the opposite end. The interior is broken up into three main floors. The ground floor contains the vehicle terminals, infantry entrances, hangar bay entrances, and roof/aviation access teleporters. There is also a lev-elevator that can take players to each of the main floors all the way up to the air vehicle terminals in the tower superstructure. The second floor contains simple maze-like walls with the security terminal located in the center with possibly a shield generator or another security terminal on an observation deck at one end. The second floor is accessible from two stairwells on the ground floor interior, two lev-elevators also on the ground floor, or from the side via jump packs once inside the facility. The vaulted ceiling provides an open area for Light Assault to scout the area easily, as well as an observation deck from which an Infiltrator or an Engineer with a turret can guard the security terminal from above. The third floor is the roof access area and holds the air vehicle terminals as well as anti-aircraft and artillary phalanx turrets. There are also an air vehicle resupply platform just below. This floor is accessible via the ground floor teleporter, the new lev-elevator from the ground floor or from an air vehicle. Below the resupply platform is the sub aviation deck open area that can used to access the tech plant via air vehicle insertion.

Ground Vehicle Ammo Resupply Tower
In addition to the main Tech Plant facility, there are three types of spawn point outposts at a Tech Plant base: main command, tower, and garrisons/guard towers. There are also two vehicle resupply depot towers alongside the adjacent buildings in the command spawn area.
Tech Plant Command and Support Buildings

Command FacilityModifica

The Tech Plant Command facility is separated from the main Tech Plant facility. It is located on the outer edge of the main base and is approachable by both ground and air vehicles.

The Command spawn point has two floors. The first floor contains three exits to the ground level, the building spawn point, and equipment terminals. There could potentially be an equipment terminal upstairs, along with three sniper nests that are open to the outside. All six exits are guarded by a self-generated shield, which protects the controlling empire.

Tower FacilityModifica

Tech Plant Tower Outpost

The Tech Plant Watch Tower building is very much like a stand-alone Tower. The ground floor contains ground vehicle terminals with two large vehicle entrance points opposite one another and two infantry entrances. There is also an equipment terminal on the bay floor. Up the ramp to the second floor, the security terminal is located in a small room. There are also balconies that can be used to defend the facility. These balconies are accessible by Light Assault infantry using jet packs from the ground. The third floor contains artillery phalanx turrets on all four sides, a balcony, and two teleporters that can transport players to the fifth floor. There are two sets of lev-elevators that provide access to the fifth floor aviation area. The fourth floor contains the spawn point along with equipment terminals. Players can either take the lift up to the fifth floor from there or drop down a hole to the third floor; there's no way up to the fourth floor other than spawning. The fifth floor has teleporters to the third floor, the air vehicle terminals, two air vehicle resupply platforms, and two anti-aircraft phalanx turrets out on the balcony. Players can also teleport to the fifth floor from the ground bay.

Local Outpost FacilitiesModifica

Local Outpost adjacent to a Tech Plant
This Tech Plant facility goes by many names (Garrison / Depot / Recycling / Checkpoint) and is the standard spawn point layout containing equipment and ground vehicle terminals. Upon spawning, players can choose to take the lift up to the roof or drop down through a hole in the floor. Several of the base security terminals are housed within this type of facility. There is a ground vehicle terminal outside and Shield Generators are often located here.

These external spawn point outposts away from the main facility have their own security terminal that can control this area's cluster of buildings. Taking control of that security terminal will allow an empire's Infiltrators to hack vehicle/equipment terminals for their allies' use, as well as use the local spawn point.

Guard Outpost with vehicle shield
At Tech Plants on Amerish, some of these facilities also control vehicle shield barriers that block the main roadway into the the Tech Plant. The shields are controlled by a local shield generator within the small complex. These outposts are typically flanked by two or more "guard" towers which are shorter than watchtowers. Guard towers make great defensive positions and often have an anti-vehicle or anti-air phalanx turret attached to them.

Secondary ObjectivesModifica

Secondary Objectives can be located anywhere on a base and can turn the tide for an empire.

Shield Control GeneratorModifica

Shield Generator
Shield Control Generators are a secondary objective within a base that protects the main facility by creating large shields throughout the base. These shields block gunfire, enemy infantry, and vehicles from entering while still allowing friendly forces freedom of movement. They can either be located in an outpost away from the facility or within the main building. Some facility shields have multiple generators if there are multiple layers of shields. An attacker can initiate the self-destruct sequence that will overload the generator. If it is not shut off by a defender within two minutes, it will explode. Destroying these generators will bring down the shields. Engineers can repair these generators to bring the shields back online.
The main shields at Tech Plants are operated by two generators in the outlying buildings. These have icons that display the status of the generators.

Spawn Control UnitModifica

Spawn Control Unit (SCU)
Spawn Control Units (SCUs) enable the main spawn point of the base facility. An offensive player can initiate an overload sequence that after two minutes will destroy the SCU. A defensive player can override the self-destruct sequence and return it to normal. Destroying the SCU will prevent players from spawning in the main facility, forcing them to spawn at one of the local outposts or even further away. Like Shield Generators, they can be repaired by Engineers.

Tech Plant Basic Base StrategiesModifica

There are countless ways to attack and defend a base. Every situation will be different based on numbers, empires, vehicles, classes, terrain, etc. The strategies in the Basic and Advanced section are suggestions and starting points to get both new and experienced players discussing plans at the strategic, operational, and tactical levels of warfare in PlanetSide 2.

Basic Offensive StrategyModifica

Tech Plant Support Building Bridges

The Tech Plant provides multiple fronts to exploit while conducting a base take-over. There are two or three annex facilities, local outposts, away from the main plant with security terminals, a tower, and a barracks/depot. All of the facilities at a Tech Plant are visible from the air and reachable by a ground vehicle.

Once the attacking empire takes a security terminal, it is imperative to guard it until the entire territory is won; otherwise, there is always a risk that the terminal will be recaptured, especially if it is the only security terminal for the entire base. Utilize a combination of Engineers with turrets lying in wait inside the facility and MAXs guarding choke points and the security terminal itself to systematically secure terminals.

Tower Outpost with several Guard towers
Take the Tower Security Terminal first. This provides a base of operations that includes air support, ground vehicles, equipment, and spawn terminals. Additionally, the Tower is designed for defense so it is best to take it either when it is not defended or with a large force. Air support will be advantageous but must remain low and close in order to stay out of the anti-aircraft phalanx turret fire. If the tower is defended and there is a large force attacking, ensure that Lightning tanks / MBTs and MAXs take out the artillery phalanx turrets. Place Infiltrators on elevated ridges and hills close to the Tower. This allows them to scan the second and third floor and pick off enemy Infiltrators and other targets before they can get into the fight.

If you are on Amerish, one of the Guard Tower outposts with vehicle shield wall is a good alternative starting point. These outposts not only have a spawn location, but also vehicle spawn terminals. The guard towers are great places to post Infiltrators. The only downside is that you will not be able to spawn air vehicles.

Once the Tower is secured, press on to the other security terminal outside the Tech Plant to provide multiple respawn points or press directly on to the Tech Plant proper.

Taking out the SCU and Shield Generators will help tremendously in an assault. Initiate the self-destruct sequence then find cover to secure the area and ensure the process completes. Destroy them both and post guards at each to keep the enemy Engineers from repairing them.

If there are enough forces, assign a small contingent to harass the defensive empire's spawn points. Infiltrators, Lightning tanks, and infantry with a Medic are effective in this role.

The main Tech Plant facility can be accessed from multiple sides, including a ground vehicle bay and a teleporter located in the air vehicle bay on the roof. Shield generators need to be disabled for vehicles to storm the building. Light Assault can jump over two of the short bay shields that do not cover the entire entrance. All other infantry can enter through the opposite side's infantry entrance or get transported to an upper level via an air vehicle such as a Template:Linktransport. Once inside, Light Assault can jump up above and into the security terminal platform while also getting a good view of the target area in case there are defenders lying in wait. Check the observation platform on one end just above the security terminal floor for an Engineer behind a turret or an Infiltrator. Additionally, it is possible to cripple the defending empire and speed up the take-over process by destroying the Spawn Control Unit in the center of the main Tech Plant on the bottom floor.

Basic Defensive StrategyModifica

Tech Plant Tower Outpost View From Nearby Ridge
An empire must hold the main Tech Plant facility and the tower in order to make a viable defense. Losing even just one of these two vital areas means the defending empire must have a very strong foothold on the other security terminals at the plant, if not control over all of them. The tower and the main tech plant contain essential air and ground vehicle terminals and provide key spawn points that, if captured, will give an enemy empire the upper hand.

Additionally, Influence gained from control over the surrounding areas around the base will speed up the occupation process. Sending a solo player or a small patrol to capture that small, one-terminal outpost to gain even a fraction of Influence could mean the difference between "captured" and "defended."

Some tech plants are controlled by only one security terminal within the main tech plant facility. This makes defense very viable with a small group of players; however, they must remain vigilant and keep the SCU and Shield Generators online. Bring in a Sunderer and park it in a corner of the main facility or leave it in the center of the vehicle bay to ensure your empire can spawn close to the main facility and provide resupply options just in case the SCU is destroyed.

Should the worst happen and you lose the main facility, your best option is to take the last stand at the tower. The outpost is a stand-alone spawn point and the most easily defended building at a Tech Plant. It is possible to generate vehicles and operate the phalanx artillery turrets in all four directions at the Tech Plant tower.

Tech Plant Advanced StrategiesModifica

Strategy without tactics is the slowest route to victory. Tactics without strategy is the noise before defeat.

- Sun Tzu

Advanced Offensive StrategyModifica

InfantryModifica

Basic Light Assault Tactics at a Tech Plant04:30

Planetside 2 Light Assault at a Tech Plant

Basic Light Assault Tactics at a Tech Plant

A Tech Plant is a fairly open environment and the use of combined arms/mechanized infantry with air and ground vehicles is highly beneficial.
Utilize Light Assault's jump pack mobility and hop from building to building via roofs, bridges and scaffolding. Doing so will not only allow quicker access into certain facilities, but may also take the defenders by surprise. Their mobility will, however, make it difficult for a Medic to keep up. It is also possible to jump over the small shields blocking the entrances to the vehicle bay in the main Tech Plant facility.
Tech Plant Main Facility Vehicle Bay Shield
Another fun tactic is throwing a grenade over the shield wall while infantry are hiding behind it. For quick assaults, equip a laser dot to make targeting slightly more effective without having to "right-click aim." Dropping off troops without stopping or landing the Template:Link full of Light Assault can also be effective. Using their jump jets as they leave the ship can slow troops down, like paratroopers, as the Template:Link flies over the drop zone. On the second floor of the main Tech Plant, where the security terminal is located, Light Assault can fly over the little maze of computer racks surrounding the terminal and spot enemy defenders lying in wait. See Light Assault Class Strategy.

Set up Infiltrators in the Tower outpost, as well as on roofs and at windows close to choke points. You can also set them up outside the large vehicle bay doors of the outpost tower or main tech plant building where they can watch for players running in and out. Another great place to hide an Infiltrator is on the upper platform, above the main Tech Plant security terminal. This position provides an excellent view of approaching players, as well as providing a slight degree camouflage due to the array of lights next to the computers. Hills, terrain arches and cliffs overlooking choke points and spawn points are ideal observation positions. Having an Infiltrator inserted into the upper levels of the main tech plant will position them at a very high over watch, allowing them to pick off squirters running away from the base and spot defending reinforcements. After landing the Template:Link, the Infiltrator can choose to either set up shop directly on the landing platform, on the lower deck below the landing platforms or on the aviation/anti-aircraft tower. Additionally, Infiltrators can be used to take control of equipment/vehicle terminals and phalanx turrets via hacking. In order to do so, the security terminal for the local area must be controlled by your empire first. This is an excellent tactic to provide more flexibility to your empire while waiting for the entire territory to transfer control.
Heavy Assault should be used in groups with Medics in order to clear facilities one by one while approaching a security terminal. Combined with MAXs, this group composition can have a strong presence in taking the main security terminal(s) in the Tech Plant. Heavy Assault should utilize their shield special ability before entering a hostile, guarded room. Take out the defenders' airborne vehicles early with anti-vehicle weaponry to ensure the safety of supporting Template:Link and initial assault forces. Watch for a ground patrol vehicles while proceeding between security terminals and immediately take the offensive. Heavy Assault and anti-vehicle MAXs are best at taking defenders out during the initial assault, if ground vehicle support is unavailable. Run Heavy Assault troops between and in buildings as you track an enemy vehicle, then pop out of one of the windows and take a rocket shot when they are not looking.
Engineers and MAXs can be entrenched to guard a security terminal after it is captured. MAXs can also be used to charge into heavily defended buildings and heavy choke point firefights while firing their artillery cannon as they move throughout the area. Engineers can help repair the heavily used MAXs, as well as set up turrets at critical areas like the defender's spawn points. Engineers can also set up Tank and Proximity Mines at the entrances of the vehicle bays. As an Engineer, be aware of all the tactical hotspots and choke points around the base, as they are ripe for the setup of gun turrets and are also good locations to drop off ammo packages enabling other players in your empire to resupply ammo quickly and conveniently.

Ground Vehicle Modifica

Ground vehicles have full access to Tech Plants. An initial surge attack with a large number of armored vehicles, accompanied by several Sunderer filled with troops, is very effective. Transport the majority of the initial infantry forces via a Sunderer for the assault. Use it to patrol the streets of the main plant along with the Lightning Tanks and other MBTs. Gunners should cover opposite fields of view for maximum protection, especially when patrolling the streets in the plant. This tactic is very effective, if coupled with an air assault from several Template:Link transports and fighter escorts to clear the airspace.
Multiple Mobile Spawn Points
Once the assault is established, park a Sunderer or two inside the main facility, or at least within the base, to ensure a constant and close spawn point. To do so, make sure the driver has earned the Spawn Point certification for Sunderers. Ensure your Engineers keep watch over it and maintain repairs as required. It can also be used as a defensive point as it has two gun turrets that are highly effective against troops and moderately effective against vehicles.
The speed of the Flash ATV can be used at the beginning of the assault to get troops quickly between the local outposts and the main plant. They can also be used later to support a defense or to recapture a security terminal, as well as enabling a quick move to the next target after taking over the entire facility.
Lightning tanks can be used to take out the turrets on the outpost tower, at a distance, for the initial assault. Once under way, Lightnings make the effective patrols along the streets and perimeter, covering choke points and providing excellent cover for infantry forces. Park a line of tanks in front of the vehicle bay entrances at the main Tech Plant and outpost tower to ensure they don't come out. One tactic to use, if you plan on staying in a vehicle, is to utilize the Engineer class so that you can make repairs on the fly. Bombard the shields periodically as they protect shots fired into the vehicle bay, but their explosion against the shield still causes Blast Area of Effect damage, injuring any troops standing just on the other side of the shield.
Use main battle tanks (Magriders/Vanguards/Prowlers) just like Lightnings, to take out turrets and vehicles. Their long range weapons can also be used to guard the outskirts of the plant in order to pick off any reinforcements rolling in. The gunner should always check all the side passageways, roofs, windows and doors as the vehicle drives along rather than focus solely on the road ahead. Additionally, the gunner makes an effective anti-aircraft weapon, keeping watch over the skies. Remember to repair those phalanx turrets once your empire has taken over the facility.
As you establish your seige over the facility, line up a few MBTs and Lightnings within striking distance to the shield barriers of the main Tech Plant. A shot at the shield will not go through, but rather explode on contact... any troops near the explosion will take damage on -both- sides of the shield. Don't forget that you can also shoot right above the shields onto a platform that is unprotected where Infiltrators like to nest.

Air VehicleModifica

Official Air Combat Demo01:34

Massive Air Combat

Official Air Combat Demo

Template:Link transports can be used to drop in on the initial assault, but because the Tech Plant is very open to ground vehicle traffic, the Sunderer would be a better choice for bringing more players to the target. However, if the attacking empire has a large number of troops, a joint air and ground operation is always more effective. Load up on Light Assault and have them drop in using their jet packs to slow them down as they descend on the facility.
The most important job of a Template:Link, after dropping off its cargo to start an assault, is to provide that initial spawn point much like a Sunderer ground transport. At the Tech Plant base, park the Template:Link close to the tower in a secluded area, out of the tower's artillery range. As your empire progresses towards the main Tech Plant, relocate to provide an alternate spawn point. This is especially vital if the defenders have one of your only base spawn points pinned down. After the initial quick wave of Light Assault, attacking empire players should respawn as MAXs and Heavy Assault with a small handful of Infiltrators, Medics and Engineers assuming a strong defense is present.
Tech Plant Main Facility Aviation Deck
Template:Link transports can also be parked on the tops of the main tech planet facility allowing infantry to easily storm the building, without having to bring the shields down. Although particularly difficult, you can park a Template:Link just below the resupply platform area, in the Sub Aviation Deck area (see pic) to protect it from attacks and allow disembarking troops access to lev-elevators back up to the main platforms and aviation deck where teleporters can take them into the main Tech Plant.
Main Tech Plant facility, Sub Aviation Deck
Recruit a few Air Superiority Fighter pilots (Scythe/Reaver/Template:Link) if the base defenders have Liberators providing close air support. For air battle heavy situations, fighters can gain an empire air supremacy and allow freedom of movement throughout the base.
Liberators should provide close air support (CAS) for the ground team. Use the Liberators to quickly take out the turrets and suppress spawn points. They can also patrol the area around the plant along with main battle tanks (MBTs), such as the Vanu Sovereignty's Magriders, to stop reinforcement vehicles approaching. Have them hover and perform reconnaissance over the main Tech Plant, calling out enemy movement. Having a full crew complement maximizes the Liberator as a gunship and can deliver tons of damage if uncontested in the air.
Drop pods are available to spawn into a base when using Instant Action from the map. Watch the landing area closely while descending and try to steer the pod onto a key location... or an enemy vehicle and destroy it!

Advanced Defensive StrategyModifica

InfantryModifica

Use Light Assault's maneuverability to quickly recapture undefended security terminals. When retaking a facility, try and choose alternative routes, such as platforms, balconies and roofs in order to seize the element of surprise. Use Light Assault as roaming scouts along the side streets of the Tech Plant to notify reinforcements about groups of attackers moving toward the next target. Hopping from rooftop to rooftop is another safe alternative when defending a Tech Plant if a large attacking force has occupied a good portion of the base.
Platform overlooking main security terminal
Post your Infiltrators on over watch covering security terminals and entrances to high value assets such as shield generators, SCUs, and other terminals. Send your Infiltrators up higher up on the main Tech Plant to pick off enemy movement through the base. They are also effective at locating Sunderer and Template:Link spawn points and taking out enemy players as they appear. One key piece of advice for the Infiltrator is keep moving. Once the enemy vectors in on your location, you're not very effective at close range. Use your stealth ability to move in the shadows and change up your point of view.
Heavy Assault should be used alongside MAXs to recapture defended security terminals. Employ their shield special ability just before entering the hostile room. When defending a security terminal, crouch down in a corner out of sight of doors and windows with the terminal still visible to surprise and dispatch attacking players when they approach. Switch to an anti-vehicle weapon to lock on and destroy an invading force, especially if they come in with air power. Having Medics and Engineers accompany these two will ensure their survivability through constant heals and repairs.
There's a lot of open space within a Tech Plant, so urban assault tactics are not as critical. They do come in handy during the protection of the main security terminal as well as the defense of the Shield Control Generator and the SCUs. Have your Engineers setup anti-personnel mines and man turrets that have exclusive fields of view. Cutting up fields of view, or pie wedge, allows for maximum observation and attack coverage. Pie wedging can also be used by infantry when cover around corners or doors with one person kneeling in front and the other standing behind. Start by creeping out just enough to see around and through the corner. The person behind covers the next "pie wedge" in opening up a larger field of view for you both and mutual support covering each other. With a medic sitting in cover just behind the two healing them as they take damage and covering the rear field of view, this trio provides a very strong defensive stance from within a building or barricade.

Ground Vehicle Modifica

Take the fight to the attacking empire! Get troops to a recently hacked security terminal fast with Flash ATVs and Sunderers, especially when it is a far outpost Tech Plant facility like the Tower and Garrison. Flash ATVs are valuable transport vehicles for defending troops to react and move easily throughout the entire base. Several facility entrances are also wide enough to drive right into and even drive up the stairs. Charge hotspots and enemy Template:Link landing sites with tanks to secure the area quickly.
Load up Sunderer transports to shuttle a large force from the main base to one of the outposts. The transport has enough armor to withstand small arms infantry fire and can be charged right into open bay hangars to secure the floor. Park the Sunderer in front of spawn point entrances that are under siege to provide temporary cover from a direct assault for redeployed defending troops. Also use the Sunderer as a secondary spawn point to not only expedite your forces to hot spots on the base but to also provide a take-over spawn point in case the base falls to the opposing empire and you lose your spawn points. You will probably want several of these scattered throughout your base in order to expedite reaction time to assaults from multiple fronts.
Post tanks at key intersections to block line of site in order to protect other defending players. Because the Tech Plant has large open streets to roam, use vehicles as patrols to intercept attacking forces. Remember that it is often more effective to run attackers over with the vehicle than try to gun them down with the vehicle's main weapon. Just be careful and watch out for other defending players!
Park several tanks and a couple Sunderers within the shield walls of the vehicle bay. You can pop in and out of the walls taking calculated shots or causing distractions in order to focus attention away from other parts of the base. The Sunderer can then be used as an alternate spawn point and equipment terminal from within the main Tech Plant, which does not have one itself.
On defense, unless you are parked inside the shielded bay, do not keep your tanks parked. Be on the move constantly to avoid the attacking force from hitting you on your flanks or rear. Magriders are especially very mobile tanks and should be used to your advantage to quickly pop around corners and barricades. Strafe side-to-side taking cover as you reload behind a building. Don't forget your cannon is not limited to taking out other vehicles or turrets. If you don't have a gunner and have some time with little threat, use F2 to switch to top gunner and take out infantry. But in a pinch, find those large groups of infantry clustered behind some cover and let them have a taste of the cannon. Area-of-effect blast will cause some damage and if they don't have medics and they didn't run, a second shot will surely finish them off.
If the tower facility is captured and needs to be retaken, line up tanks around the perimeter and take out the artillery turrets immediately. Once those are neutralized, focus fire into the hangar bay and the open area balconies on the second floor.
As your defense progresses and you push the enemy back to distant spawn points, consider rolling a few of your vehicles out to take advantage of your momentum and push towards the enemy's spawn point. Surround the building entrances with tanks and take a couple Sunderers along to keep your troop strength up. As you hold them at their spawn point, capture the security terminal to ensure the victory and provide a buffer territory away from the Tech Plant.

Air Vehicle Modifica

If there are excess troops and a forewarning that an attack is imminent, assigning a few air superiority fighters (Scythe/Reaver/Template:Link) will be highly effective against incoming Template:Link and Liberators. As Tech Plants are an open area base, Liberators patrolling the skies for incoming forces are very useful. Best used as point defense hovering over a facility, a well-placed Liberator can cover multiple avenues of approach. Make sure the Liberator also has a full crew complement otherwise it only acts like a slow air superiority fighter and unable to implement its air to ground capabilities.
The Tech Plant also has two sets of anti-aircraft artillery (AAA) that are highly effective against all aircraft. There is a set of two in the tower facility annex and a set at the top of the main Tech Plant facility. Use these to thin out attacking air support. A couple defenders, to include an Engineer in case of repairs, should head for the AAA at the top of the main Tech Plan facility if any air vehicles are overhead. It is especially lucrative to be in an AAA turret as an enemy Template:Link is attempting to land on the main Tech Plant.
If the defending player forces become overwhelmed and lose the spawn points, a well-placed Template:Link just on the outskirts of the base will very effectively set the ousted empire up to recapture the facilities. Template:Link also make excellent defensive positions. With loyal Engineers manning the guns and providing repair support, this mobile spawn point can last indefinitely and assist with a strong defense. Some options for defensive Template:Link landing sites include:
  • One of the organic outposts (especially if of the buildings contain a Shield Generator or SCU).
  • Between the Command Facility buildings just outside the main Tech Plant structure.
  • Atop the main Tech Plant facility on the Resupply Platform.
When able, defenders should use drop pods to spawn into base buildings. Remember to watch for opportunities in the landing area and try and steer your pod onto a key location or strategic position... like onto an enemy vehicle that can be destroyed!
If a Template:Link is en route to provide defending troops to the base, consider parking it on top of the main tech plant where it can also provide additional anti-aircraft support and an additional spawn point.

Advanced Coordinated OperationsModifica

General Operational MindsetModifica

PlanetSide2 is an MMO FPS... think about that for a second before charging into a fight. Beyond the 1-versus-1, FPS gun-fighting, a larger strategy is necessary and must always linger in the back of a player's mind. No other game relies so heavily on joint air-ground tactics and cooperation potentially amongst hundreds of players in a single battleground. All players will enjoy the beautiful scenery and the thrill of a classic shooter. But without coordination and support from others, a lone player will die over and over again in a hailstorm of gunfire and explosions. Sure, a lone player can find that isolated territory with no defenders and "capture" it for the empire or run around playing cat and mouse with a few opposing players around an undefended base much like other FPSs. But that's not where the glory in this game lies. With a strategic and operational mindset coupled with their classic tactical FPS skills, someone must lead the masses and coordinate their gunfire and maneuvering. Take the next step and become future leaders of the empires.

Start with "Why?"Modifica

Deciding to take on any base-level territory such as a Tech Plant is a significant course of action. Before doing so, check the continent map for other hotspots that could use support. One reason to initiate an assault could be that your empire has a strong Influence along a territory border and sending troops in and garnering support for the offensive would be easy. Another reason could be that the opposing empire has a strong presence elsewhere on the continent and an attack against a very weakly defended base could help draw forces away. On a more financial level regarding resources, consider going after a territory that could eliminate a source of funding and restrict an opposing empire.

Communication and CoordinationModifica

Remember this game is not about individual players zerging throughout a base in chaos. Controlled execution of a plan is key and learning when to step up as a leader or follow obediently as a foot soldier is just as important. You can't always be the leader coming up with plans and directing the action. More often than not, it takes a good listener with high situational awareness of the battle to know someone is calling for help or someone has a great idea and needs folks to execute. Build your experience, be tactful and polite in your communications (both chat and voice), and your time will come when your leadership and ideas will be surged to the front lines.
It starts at the Warp Gate. Develop your situational awareness by opening up the map to find the on-going hotspots or determine leverage needs to be applied elsewhere on the continent.
  • Listen and Read. Check out the chat window and see if players are calling for support in certain territories. Watch for announcements from Galaxy pilots
  • Look around. Is there Template:Link or Sunderer waiting for passengers? Are there tanks or aircraft waiting for additional crew members? This game is about supporting others, go join them.
  • Talk. If no one seems to be pro-active, then step up. Fire up that Template:Link or Sunderer and make an announcement on chat in the Warp Gate channel (instead of yelling across the continent) that you're prepping to transport folks to "X" location.
When you get to a location and if you haven't done so already, join up with folks in a squad (press Insert key to automatically join). Learn to work with folks and cooperate as a team.
If you are part of an Outfit, listen and talk with them in your private channel to see where you can help. Likewise, as members of your outfit log in, give them a tip-off of where you all are fighting and what kind of support (Class/ vehicle) you may need.
If you're traveling by Template:Link, make your best effort to fill it up with other players and bring a fighter or Liberator escort. Alternatively, you can select "Instant Action" from the map and use a Drop Pod to insert yourself into the fray. Remember you can make small steering corrections so watch where you are landing.
A good comms option for Template:Link pilots upgrade their Squad Leader certification to gain access to the Restricted Command Channel to announce on the empire wide channel their infiltration intentions so that those already in the fight at that location are aware that a Galaxy is on its way. The pilot can also provide updates on estimated time of arrival (ETA).
If you are on the ground close to the Template:Link target drop point already, consider organizing your own ground or air offensive. Gather a few folks on your local chat channel and join up in a squad to either setup a Suppression of Enemy Air Defense (SEAD) mission on their AAA turrets and tanks before the Galaxy gets there. Likewise, if there are no air vehicle terminals available, coordinate a ground offensive of tanks to create a distraction so the Template:Link can sneak in with minimal resistance.
How do you "coordinate" an assault? First, good communication etiquette. Keep the channels as clean as possible by minimizing the extra random chatter. You've got three standard options to chat with someone: "/re" regionsay, "/l or /s" for localsay, and "/t" to tell someone directly. If you are grouped up or in an outfit you also have "/squad" for squadsay, "/p" for platoonsay, and "/o" for outfitsay. You can also use voice chat to do the same. Before typing or saying your plan or suggestion, think it through and provide enough detail so you don't have to repeat yourself. Starting off with stating in regionsay "Planning a tank rush up the hill to Crossroads in 5 minutes. Meet around vehicle platform" is a simple, concise way of letting those in the region know you're taking armor up to Crossroads in 5 minutes. If you see a message like this and aren't fully engaged, it's a good idea to join in! Check the meeting area out and see what types of vehicles may be necessary. Check to see if gunners are needed or load up in a Sunderer and provide mechanized infantry support. Once the time comes up and whether or not you have enough folks joining you, it's a good idea to communicate that you are pressing on with the mission or "CNXing" (Cancelling) it outright. Some folks may have already been at the location expecting support or may have been coming from a different direction with other assets. The key is communicating your actions and increasing SA of the rest of your team.

Tutorials/Tips/Gameplay Videos Modifica

VideosModifica

Battle for Mao Tech Plant by xtaxXxen21:15

2 Planetside 2 Beta Gameplay - The Battle for Mao Tech Plant

Battle for Mao Tech Plant by xtaxXxen

by SwatCatCast12:22

Planetside 2 Terran Republic Highlights The Assualt And Retreat Of Tawrich Tech Plant Ep.1

by SwatCatCast

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