Alpha. Wormhole Scanning or WH Scan

Infiltrator

The Infiltrator  is a classic sniper in Planetside 2, capable of cloaking, hacking enemy terminals, and firing weapons such as sniper rifles, submachine guns, rifles, and shotguns. A pistol is their secondary weapon. Additionally, the Infiltrator possesses unique gadgets for their class, capable of highlighting enemy movements on the map for their allies. The motion sensor is a mobile radar, useful if you're moving frequently or sniping, while the motion sensor is a stationary radar, useful for defending bases and control points.

When playing as a saboteur, I recommend activating invisibility for 1 second after each enemy kill. This will remove the mark from yourself and make you invisible on the map again.

Initial equipment:

  • Faction sniper rifle,
  • The pistol is ordinary, 
  • Knife
  • Motion sensor (1), 
  • Motion sensor (1),
  • Camouflage "Hunter" (1),
  • "Stalker" camouflage (1),
  • "chameleon" module
  • fragmentation grenade,
  • auxiliary shield.

Now let's move on below, all skills and abilities will be listed taking into account pumping to the maximum:

Passive systems

1. Advanced Equipment Terminal Hacking  - Increases the speed of enemy saboteurs hacking equipment terminals by 50%.

Cost: 1st level - 1, 2nd level - 30, 3rd level - 50, 4th level - 100, 5th level - 500. Total: 681 certificates.

Device

1. Motion sensor  (Recon detection device) - the motion sensor dart pulses every 2 seconds and locates fast-moving enemies, including camouflaged saboteurs, within a 5-meter radius for 45 seconds. 5 darts.

Cost: 1st level - 0, 2nd level - 30, 3rd level - 50, 4th level - 200, 5th level - 500, 6th level - 1000. Total: 1780 certificates.

2. Motion Spotter  - Once deployed, it transmits the coordinates of enemy infantry within a 50-meter radius every 1.5 seconds, allowing the saboteur to monitor enemy movements within a 20-meter radius in real time. It lasts for 240 seconds, and five sensors can be carried at a time.

Cost: 1st level - 0, 2nd level - 50, 3rd level - 200, 4th level - 500, 5th level - 1000. Total: 1750 certificates.

Skill

1.  Vest with a cloaking module  (nano-armor cloaking) - a heavy vest with a cloaking module passively grants the saboteur +100 shield strength. While cloaked, the saboteur also takes 35% less damage from small arms. Cloaking lasts 8.5 seconds and recharges within 11 seconds.

Cost: 1st level - 50, 2nd level - 100, 3rd level - 150, 4th level - 200, 5th level - 500. Total: 1000 certificates.

2. Hunter  Cloaking Device - bends light rays around the saboteur, making them virtually invisible while stationary. Cloaking lasts up to 12 seconds and fully recharges within 7 seconds.

Cost: 1st level - 0, 2nd level - 10, 3rd level - 50, 4th level - 100, 5th level - 150, 6th level - 500. Total: 810 certificates.

3. Stalker Cloaking Device  - While the soldier remains stationary, active cloaking does not consume energy but prevents the use of the primary weapon. While moving, cloaking lasts up to 16 seconds. Fully depleted energy is restored within 10 seconds if cloaking is active and the soldier is stationary, or if cloaking is deactivated.

Cost: 1st level - 0, 2nd level - 100, 3rd level - 200, 4th level - 500, 5th level - 1000. Total: 1800 certificates.

Costume

1.  Adrenaline Pump - Increases running speed when used. Basically, you gain a passive movement bonus.

Cost: 1st level - 30, Total: 30 certificates.

2.  Flak armor - reduces damage from fragmentation grenades, conventional explosions, anti-tank mines and C-4 by 50%, and damage from infantry rockets, anti-tank explosives and air-to-ground charges by 20%.

Cost: 1st level - 1, 2nd level - 10, 3rd level - 50, 4th level - 150, 5th level - 500. Total: 711 certificates.

3. Chameleon module  - restores 25% of your camouflage energy when your shield is destroyed. 

Cost: purchased. Total: 0 certificates.

4.  Nanoweave armor - reduces damage taken from small arms, heavy machine guns, Gatling guns, aircraft machine guns, anti-aircraft machine guns and anti-tank rifles by 20%.

Cost: 1st level - 1, 2nd level - 10, 3rd level - 50, 4th level - 150, 5th level - 1000. Total: 1211 certificates.

5.  Ammunition belt - allows soldiers to carry 4 additional magazines for their primary weapon and pistol.

Cost: 1st level - 1, 2nd level - 10, 3rd level - 100, 4th level - 1000. Total: 1111 certificates.

6. Grenade bandolier  - allows you to carry 3 additional grenades of any type.

Cost: 1st level - 100, 2nd level - 150, 3rd level - 500. Total: 750 certificates.

7. Advanced Shield Capacitor  - Increases shield regeneration speed to maximum by 50% and reduces the delay before recharging begins by 1 second.

Cost: 1st level - 1, 2nd level - 10, 3rd level - 30, 4th level - 100, 5th level - 200. Total: 341 certificates.

Grenade

1.  Decoy Grenade - Simulates the sounds of gunfire, transmits a false signal to enemy radar, and distracts automatic submachine gun turrets. Lasts 8 seconds.

Cost: 1st level - 150. Total: 150 certificates.

2.  Frag Grenade - The faction's standard grenade, dealing damage to enemy infantry. Detonates after 3 seconds.

Cost: purchased. Total: 0 certificates.

3. EMP grenades  - generates a charge that passes through walls and destroys enemy traps, drops infantry shields, and disables tactical displays. Explodes on contact with a surface. 

Cost: 1st level - 200. Total: 200 certificates.

Miscellaneous

1.  Auxiliary shield - the latest calibration systems passively increase the maximum shield strength by 50 units.

Cost: purchased. Total: 0 certificates.

2.  Anti-personnel mine - a faction-specific anti-personnel mine that detonates when an enemy approaches. Max 2.

Cost: 1st level - 200, 2nd level - 400. Total: 600 certificates.

3.  Medical Kit - This single-use regeneration module instantly restores 500 health through a non-invasive subcutaneous injection of adrenaline and nanite-based coagulants. Maximum of 4 Medical Kits.

Cost: 1st level - 50, 2nd level - 100, 3rd level - 150, 4th level - 500. Total: 800 certificates. For all classes.

4. Regeneration Kit  - This single-use regeneration kit restores 70 health per second for 12 seconds using a non-invasive, subcutaneous injection of adrenaline and nanite-based coagulants. Maximum of 4 kits.

Cost: 1st level - 30, 2nd level - 100, 3rd level - 200, 4th level - 500. Total: 830 certificates. For all classes.

Possible equipment

1.  Combat  - for shooting infantry and active participation in combat operations:

  • AF-4 Cyclone (Submachine Gun) (2x Scope, Muzzle Brake, Extended Magazine)
  • NS-61 Emissary (2x scope, flashlight)
  • Motion sensor
  • Vest with an invisibility module
  • Nanofibrous armor
  • Emi grenade
  • Anti-personnel mine
  • Implants: Sensor Shield, Harvest Dashboard.
  • Tactical: Artillery Absorber.

2.  Stalker  - for sabotage operations in enemy territory:

  • NS-61 Emissary (2x scope, flashlight)
  • Motion sensor
  • Camouflage device "Stalker"
  • Nanofibrous armor
  • Emi grenade
  • Anti-personnel mine
  • Implants: Sensor Shield, Harvest Dashboard.
  • Tactical: Cortium Bomb

3.  Sniper  - for shooting the enemy at a long distance, and conducting sniper fire:

  • Sniper rifle with 8x - 12x scope
  • NS-61 Emissary (2x scope, flashlight)
  • Motion sensor
  • "Hunter" camouflage
  • Nanofibrous armor
  • Emi grenade
  • Auxiliary shield
  • Implants: Recovery, Target Focus.
  • Tactical: Hardlinght Canopy.

4.  Combat (long-range)  - shooting at the enemy at medium distances, defending bases, stationary position, minimum movement.

  • NS-7 PDW (4x scope, muzzle brake, extended magazine)
  • NS-61 Emissary (2x scope, flashlight)
  • Motion sensor
  • Vest with an invisibility module
  • Module "Chameleon"
  • Emi grenade
  • Auxiliary shield
  • Implants: Sensor Shield, Recovery.
  • Tactical: Hardlinght Canopy.

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