Distribution of UPS points

Basically, once you reach level 100 in Planetside, you'll be awarded one point to improve your special skills every 25 levels. Below, we'll break down each class, what can and shouldn't be improved: 

1) All Classes:


It's best to invest a few points here, you can't go wrong. After all, you can really get a permanent discount on vehicles, tanks, aircraft, armored personnel carriers, Sandra, Harrassers, and the like. It all depends on your playstyle and what you use more often. Accordingly, you might be able to spawn a heavy tank every 7 minutes instead of every 9. 

2) Saboteur:


Specific skills for the Saboteur. A sticky grenade is guaranteed to blow up an enemy, but a flash grenade—I don't even know if it's worth spending points on.

3) Paratrooper:


If your gameplay revolves around the Paratrooper, i.e. If you're jumping behind enemies and firing point-blank with a shotgun, you'll usually spend your OPS on a submachine gun in the secondary slot. This way, you can switch between the shotgun and the submachine gun. You'll cover close and medium ranges, have more ammo, and can switch between weapons without losing damage. 
A stun grenade, like a flash grenade, makes it difficult to see enemies. It's also an option to diversify a saboteur's arsenal.

4) Medic:


Medics unlock the Carbine class, which is more powerful than standard submachine guns. Shotguns can also be placed in the secondary slot—they offer long range, low rate of fire, and high damage.
It's best not to waste money on a stun grenade, as medics' revive grenades usually revive fallen comrades. 

5) Engineer:


The overpowered choice here is a shotgun instead of a pistol, and/or the Assault Trooper's machine gun can be used as a primary weapon. This means you can use the shotgun indoors. The Assault Trooper's machine gun usually has around 100 rounds and delivers higher damage. Sometimes, enemies confuse the Engineer for the Assault Trooper based on the weapon's sound and are less eager to rendezvous. 

The anti-tank grenade is also a good choice if you're fully equipped with anti-tank weapons, such as anti-tank mines and an anti-tank turret. The Saboteur's EM grenade, which knocks down an enemy's shield, isn't as powerful, but it can be a pleasant surprise on the battlefield. Engineers usually take nanogrenades to repair allied vehicles. 

6) Assault Trooper:


This is a good choice: it's the Assault Trooper's heavy weapon, and can be equipped instead of a pistol. Your primary slot is a machine gun, and your secondary slot is a heavy shotgun, the Jack Hammer, or a 6-round grenade launcher.

The engineers' energy barrier is also a good choice for protecting and controlling doorways. As for the flashbang, it's probably less useful in combat. 

And as always, the sky can only be blue! Not red or purple. Join the Conglomerates!  

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