PlanetSide 2

PlanetSide 2

What is each faction known for?
Such as pilots, tacitcal ability, skill. To me as a TR guy

I see the TR as having superior numbers and the abiilty to be tactically flexible and respond to battling on 2 fronts much better

Vanu I see as skilled pilots and powerful maxes. Not as many players as the other factions but the average vanu seems to be more skilled than the TR and NC

The NC I have always thought had good tankers and good vehicle warfare and the ability to control the battlefield through tanks

Thats what Ive always thought. I wanna hear your thoughts
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Showing 1-15 of 44 comments
Mexiguy Sep 15, 2018 @ 9:32am 
TR is known for being a massive chinese zerg
snidii12345 Sep 15, 2018 @ 9:39am 
NC for teamkilling....
ProtogenCayde Sep 15, 2018 @ 10:12am 
VS for no bullet drop, disco balls and lazors. Also lots of complaints and spandex.
NC for teamkilling, shotguns, shotguns, tanks and did I mention... SHOTGUNS?!
TR for bullets. Lots and lots of bullets. I mean, they have a frickin' minigun, what more can you say about those red rascals?
Smaug's Arrow. Sep 15, 2018 @ 10:36am 
VS known for infils that during big fights can shoot you from 400m away and wont even render.
TR known for infils that can shoot at your feet so fast the barrel rise causes a headshot.
NC known for infils that *thankfully most never realise the full potential of the AF-8 Railjack
Sweets Sep 15, 2018 @ 12:01pm 
TR the true tactical Superiorty
NC Gotta get that Bonus Check
vs spandex wearing basterds (enough said)

JuiceySpice Sep 15, 2018 @ 1:52pm 
Originally posted by snidii12345:
NC for teamkilling....
As NC main i can confirm
Kruzible Sep 15, 2018 @ 6:05pm 
Vanu tends to play smarter, but have fewer number. They utilize support based offensive classes, like Infiltrator, MAX, etc. In short, they play the role right, but quality > quantity, as quantity is lacking.

New Conglomerate like mentioned above, excels in vehicle combat, and tend to have lots of medics and heavy assaults spraying down enemy bases, making them massive waves of bullets.

Terran Republic is more of a 'new player' faction, as most of the weapons are easy to use, and similar to most other games. Similar to NC, but even more so, they are a crazed zerg during daylight, and act like locusts, devouring everything in a cloud, then moving on.

Personally, I prefer Vanu, not because I consider myself 'good' or 'smart' but because I genuinely enjoy the people on it. NC is a close second as well.
Twoflower Sep 15, 2018 @ 6:22pm 
1
I'm a die hard NC fanatic, and I will always love the specialist equipment they get. Shotguns are my absolute jam in every video game, and riot shields for MAXes? Oof. I've played enough TR and VS over the years to know what I like. It fits my playstyle, and I recognize that's a personal thing. I think every faction has good stuff to appeal to different players and no faction is better than any other, but I definitely have faction pride for NC (Cobalt btw).

Regarding faction stereotypes, on Cobalt the VS win about 50% of alerts because they organize better public platoons. When I step into an every day VS public platoon its focused and respectful in a way TR and NC pubbies never are. On Cobalt the best armor specialist outfit on the server is VS, and the best air specialist outfit is TR. Cobalt's best high-skill-bracket infantry outfits are NC, but there are also good VS and TR.

Specialist faction-specific equipment:

NC:
- Strong temporary shields for tanks to block damage
- Very strong riot shields on MAXes to block bullets
- Explosive pellet firing shotguns on vehicles and aircraft
- Their aircraft has the highest top speed, but is less maneuverable.
- Unique shotguns such as a burst-fire one with an 18 shell magazine that still deals high damage at range (the Jackhammer), and a shotgun that can be switched between slow firing 1-shot kill mode and semi-auto 3 shot kill mode (the Brawler).
- A semi-auto rifle that fires bullets that pierce through enemies for full damage to all targets hit.
- An infantry machinegun that can damage tanks (Godsaw)
- A railgun sniper rifle firing the fastest bullet in the game.
- A rocket launcher where you can manually control the missile with a little camera.
- MAXes can use laser guided anti-tank missiles that home in on their target.
- Burst-fire anti-tank grenade launcher.
- A majority of NC weapons are 5 or 6 body shots to kill a target, and fire slower with difficult recoil.
- The default weapons new players start with are strong at longer ranges and weaker up close.
(imo, NC specialist equipment favours infantry superiority, but every faction is fairly balanced)

TR:
- The ability to activate overcharged rate of fire on both tanks and MAXes to deal much higher DPS, but with a risky tradeoff, particularly effective with anti-aircraft flak weapons)
- A spin up chaingun for infantry to carry.
- A diverse variety of weapons with exceptionally large magazines for moar dakka.
- Very high fire rate sniper rifles including a full-auto sniper rifle that fires explosive bullets that deal area damage.
- Spin-up anti-tank miniguns with incredible DPS.
- An extremely strong infantry rocket launcher that annihilates aircraft (so strong it's not tournament legal)
- A variety of burst-fire and full auto handguns.
- A majority of TR weapons are 7 or 8 body shots to kill a target, and fire faster, with large magazines.
- The fastest turning and most maneuverable aircraft.
(imo, TR specialist equipment favours air superiority, but every faction is fairly balanced)

VS:
- No bullet-drop on most weapons, but shots still have travel time.
- Maneuverable hovering tanks that can drive up mountains, jump on top of buildings and strafe sideways.
- MAXes can go into a fanatical swan song where they deal hugely increased damage and become very vulnerable.
- Some guns have unlimited ammo and build up heat instead of reloading.
- Two different charge-up anti-tank laser weapons with instant travel time to zap tanks and aircraft.
- Vehicle mounted charge up plasma weapons for destroying tanks.
- A sniper rifle that can switch between 1-hit headshot kill slow firing mode and semi-auto 2-hit kill mode.
- A full auto machinegun that fires slow moving explosive energy that deals AoE damage.
- A handgun that can damage tanks.
- VS weapons are spread across 6 to 8 body shots to kill a target, averaging 7, and have quite high burst damage with less sustain.
(imo, VS specialist equipment favours tank superiority, but every faction is fairly balanced)

Last edited by Twoflower; Sep 15, 2018 @ 6:37pm
Polar the Bear Sep 15, 2018 @ 7:58pm 
Originally posted by Iatohihakitar:
I'm a die hard NC fanatic, and I will always love the specialist equipment they get. Shotguns are my absolute jam in every video game, and riot shields for MAXes? Oof. I've played enough TR and VS over the years to know what I like. It fits my playstyle, and I recognize that's a personal thing. I think every faction has good stuff to appeal to different players and no faction is better than any other, but I definitely have faction pride for NC (Cobalt btw).

Regarding faction stereotypes, on Cobalt the VS win about 50% of alerts because they organize better public platoons. When I step into an every day VS public platoon its focused and respectful in a way TR and NC pubbies never are. On Cobalt the best armor specialist outfit on the server is VS, and the best air specialist outfit is TR. Cobalt's best high-skill-bracket infantry outfits are NC, but there are also good VS and TR.

Specialist faction-specific equipment:

NC:
- Strong temporary shields for tanks to block damage
- Very strong riot shields on MAXes to block bullets
- Explosive pellet firing shotguns on vehicles and aircraft
- Their aircraft has the highest top speed, but is less maneuverable.
- Unique shotguns such as a burst-fire one with an 18 shell magazine that still deals high damage at range (the Jackhammer), and a shotgun that can be switched between slow firing 1-shot kill mode and semi-auto 3 shot kill mode (the Brawler).
- A semi-auto rifle that fires bullets that pierce through enemies for full damage to all targets hit.
- An infantry machinegun that can damage tanks (Godsaw)
- A railgun sniper rifle firing the fastest bullet in the game.
- A rocket launcher where you can manually control the missile with a little camera.
- MAXes can use laser guided anti-tank missiles that home in on their target.
- Burst-fire anti-tank grenade launcher.
- A majority of NC weapons are 5 or 6 body shots to kill a target, and fire slower with difficult recoil.
- The default weapons new players start with are strong at longer ranges and weaker up close.
(imo, NC specialist equipment favours infantry superiority, but every faction is fairly balanced)

TR:
- The ability to activate overcharged rate of fire on both tanks and MAXes to deal much higher DPS, but with a risky tradeoff, particularly effective with anti-aircraft flak weapons)
- A spin up chaingun for infantry to carry.
- A diverse variety of weapons with exceptionally large magazines for moar dakka.
- Very high fire rate sniper rifles including a full-auto sniper rifle that fires explosive bullets that deal area damage.
- Spin-up anti-tank miniguns with incredible DPS.
- An extremely strong infantry rocket launcher that annihilates aircraft (so strong it's not tournament legal)
- A variety of burst-fire and full auto handguns.
- A majority of TR weapons are 7 or 8 body shots to kill a target, and fire faster, with large magazines.
- The fastest turning and most maneuverable aircraft.
(imo, TR specialist equipment favours air superiority, but every faction is fairly balanced)

VS:
- No bullet-drop on most weapons, but shots still have travel time.
- Maneuverable hovering tanks that can drive up mountains, jump on top of buildings and strafe sideways.
- MAXes can go into a fanatical swan song where they deal hugely increased damage and become very vulnerable.
- Some guns have unlimited ammo and build up heat instead of reloading.
- Two different charge-up anti-tank laser weapons with instant travel time to zap tanks and aircraft.
- Vehicle mounted charge up plasma weapons for destroying tanks.
- A sniper rifle that can switch between 1-hit headshot kill slow firing mode and semi-auto 2-hit kill mode.
- A full auto machinegun that fires slow moving explosive energy that deals AoE damage.
- A handgun that can damage tanks.
- VS weapons are spread across 6 to 8 body shots to kill a target, averaging 7, and have quite high burst damage with less sustain.
(imo, VS specialist equipment favours tank superiority, but every faction is fairly balanced)

That was a amazingly thorough anwser. Have you thought of making a guide on the pros and cons of each factions and their weapons/vehicles

THanks for the responses guys. I just wanted to start a conversation and see what other people think!
Pervy Sep 16, 2018 @ 1:27am 
Originally posted by Iatohihakitar:
TR:
- The ability to activate overcharged rate of fire on both tanks and MAXes to deal much higher DPS, but with a risky tradeoff, particularly effective with anti-aircraft flak weapons)
I would like to point out that lock down for TR maxes are pretty useless and should be used only if you want to die faster.
Twoflower Sep 16, 2018 @ 5:12am 
Originally posted by Drakkahn The Analyzer:
I would like to point out that lock down for TR maxes are pretty useless and should be used only if you want to die faster.
I strongly agree for 90% of situations, but double burster lockdown is terrifying, and occasionally double fracture. Even in a spur lib I wouldn't want to go anywhere near a lockdown burster max.
Last edited by Twoflower; Sep 16, 2018 @ 5:13am
Kidd Nelson Sep 17, 2018 @ 7:41pm 
Originally posted by ToxicFiend:
Vanu tends to play smarter, but have fewer number. They utilize support based offensive classes, like Infiltrator, MAX, etc. In short, they play the role right, but quality > quantity, as quantity is lacking.

New Conglomerate like mentioned above, excels in vehicle combat, and tend to have lots of medics and heavy assaults spraying down enemy bases, making them massive waves of bullets.

Terran Republic is more of a 'new player' faction, as most of the weapons are easy to use, and similar to most other games. Similar to NC, but even more so, they are a crazed zerg during daylight, and act like locusts, devouring everything in a cloud, then moving on.

Personally, I prefer Vanu, not because I consider myself 'good' or 'smart' but because I genuinely enjoy the people on it. NC is a close second as well.
Im sorry I could'nt contain my laughter when you said TR is more of a "new player faction" VS has no bullet drop and most of their weaponary is quite powerful.
TobiMK Sep 18, 2018 @ 4:56am 
Originally posted by Quinn:
Im sorry I could'nt contain my laughter when you said TR is more of a "new player faction" VS has no bullet drop and most of their weaponary is quite powerful.
I don't understand how you people keep on coming back to these dumb and outdated stereotypes. The "no bullet drop" gimmick is useless on anything but like 3 guns (the battle rifles + the semi-auto snipers). It doesn't do anything for new players, unless they decide to use the Spectre. Also VS overall has the weakest weapon selection out of all the factions. Please stop with this ♥♥♥♥♥♥♥♥ that is being spread everywhere.
ThatCoolBird Sep 18, 2018 @ 9:21am 
Tacitcal
DedZedNub Sep 19, 2018 @ 12:33am 
I've always theorized that the fact that TR is red, and Vanu and NC are Purple/Blue, it is much easier to start off playing TR -- because friendlies tend to be easier to identify. Weapons are straightforward, much like the present day. Doesn't seem that easy to tell Vanu from NC at a distance, especially vehicles and aircraft.

Vanu do tend to play smarter and use everything. They tend to be more sneaky and mobile. This also fits their Magrider and their MAXs, plus the no bullet drop weapons usually have slower velocity or lighter damage -- so best to fire from the flank.

NC tend to hit hard and take a better beating, which fits their special vehicles and weaponry. Vanguard is best protected with its shield to the front, same with its shielded MAX, and same with its Jackhammer heavies where the damage they put out is just going to overwhelm you mano y mano -- so they often take you head on.

All of them have good pilots available. What some of the NC guys do with a Reaver -- top notch. TR has some incredibly versatile pilots, quick to respond, and dangerous in a dogfight. Vanu Scythes have some of the most unique pilots I've ever seen and I see a lot of them as a Skyguard/ TR MAX with Burster on one hand and whatever on the other. Scythes have this dead stop maneuver that they seem to do best, and I wait for to tan their hide during dogfights as an assist, and yet they also have these rocket carrying pains in the neck, who I occasionally undershoot and take me to the cleaners. That's a split personality if I've ever seen in an air force -- Scythe Toe to Toe, that's ornery.

I got to say, on a good day in a good fight, I get to see some of the best piloting in gaming up there, enjoying it as a Skyguard/AA MAX. I'll shake my head in amazement at least 20-35 times a night in a good long fight on Emerald.
Last edited by DedZedNub; Sep 19, 2018 @ 12:35am
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Date Posted: Sep 15, 2018 @ 8:48am
Posts: 44