Alpha. Wormhole Scanning or WH Scan

Liberator

The Peacekeeper is a three-seat, heavy-duty aircraft. Its use on the battlefield is quite extensive, depending on the weapons installed and the number of personnel on board. Liberators come in different types depending on their missions: solo liberators, "Air-to-Air Light Armor," "Air-to-Air Heavy Armor," "Air-to-Ground 400 Meters," "Air-to-Ground 200 Meters," "Air-to-Infantry," and "Disposable." The types and loadouts will be discussed below.

The Peacekeeper pilot's primary task, when not flying solo, is typically to protect the combat transport and allies manning the tail and ventral guns. Communication with your fellow pilots is crucial, and ask them to mark targets on the ground with the Q key so you can stop the Liberator and allow them to fire safely. And ask the tail gunner, if you have one, to look behind you from time to time to avoid a fighter flying into your tail undetected.

Also, when you kill someone with the nose gun, ask your teammates to look in the direction you're shooting or about to shoot, so they can finish off the target after you. But the main priority is, of course, the safety of the Peacekeeper, because if you as a pilot fail to live up to expectations, crash a transport, or fly into a place where there's clearly no chance of survival, your other allies will simply stop playing with you, and you'll have to wait half an hour for a partner to man the lower gun at the warpgate. 

But when you manage to keep the Liberator intact for as long as possible while killing others, they'll come running to you to destroy everyone again. Unfortunately, or fortunately, this is the reality of the game. Some people fly with you until the very end, even though you frequently crash the Peacekeeper, but this is rare.

If you're getting killed on the Red front, try flying to the Purple front or another base, and alternate where you fly the Liberator to prevent enemies from getting close. If you're tired of piloting the Peacekeeper, hand over the pilot's seat to your partner a few times while you fly the lower gun. This can be done by pressing the page-up key (I think), or while sitting in a transport, request a seat swap between the front and back seats. You can also take a break by flying in your partner's Liberator. Piloting fatigue is inevitable; it will set in after a while, and you'll simply start destroying the transport.

Below is a detailed description of the three main weapon modules. Here goes:

Nose Cannon

1) CAS30 Tank Buster - the most powerful weapon on the Liberator, designed to destroy tanks, fighters, dervishes, and other Liberators at close range. The initial ammunition capacity of 30 units can be increased to 42 through certificates. As for sights, I recommend installing a thermal visor or a 2x optic.

2) L-24R Spur - The main feature of this weapon is its 180% fire rate, meaning you can hold down the mouse wheel and fire at targets without rotating the Peacekeeper, as with the tank booster. The Spur is typically used to destroy enemy infantry. It doesn't require maximum optics; some opt for no optics at all. This weapon can also destroy fighters, thanks to its wider field of view and modifications that increase the ammo count.

3) L-30R Vector - the default weapon from the start of the game. Although the description claims it can penetrate any armor, the Vector is generally rarely used on tanks. It's used against fighters, Galactics, Dervishes, and other Liberators. Although one guy who flew the Peacekeeper solo highly recommended the Vector, saying that the tank booster and Spur are ineffective weapons.

Lower Gun

1) AP30 Shredder - Although the default, it's a fairly powerful and versatile weapon on the Peacekeeper. The Shredder can destroy absolutely everything from infantry to Bastions! This means infantry, tanks, armor, fighters, and other Liberators, especially, all of which are within the capabilities of this lower gun. Furthermore, its versatility lies in the wide selection of optics, allowing you to kill enemies from various altitudes, from 100-200 meters with a thermal scope to 400 meters with a 3x scope. The Shredder's magazine capacity is usually improved, although reload speed is also beneficial. The standard combo against tanks and Liberators is a tank booster and a Shredder. That is, The pilot marks a target and fires a salvo with the nose gun, while the person manning the lower gun looks ahead, following the Peacekeeper's direction, and finishes off the enemy after firing a salvo with the tank booster or shredder.

2) C150 Dalton - This gun's unique feature is its massive damage output. It's primarily used to destroy ground targets, especially tanks and Thunders (Sandras). For example, if the enemy is attacking with an armored convoy, it's a great idea to take a Liberator, place a comrade in it with the Dalton, and calmly pick off the tanks from 400-500 meters, preferably with a camouflage module. All solo Peacekeeper pilots also fly with the Dalton because it only takes two or three shots at a tank and it's gone. It's also good against airborne targets, but you need to know how to aim, as it only fires one shot, and if the lower gun is manned by an inexperienced player, don't expect them to kill a fighter that's eviscerating you with one shot. Of the modifiers, 3x optics and maximum gun reload speed are mandatory.

3) L105 Zephyr - A fun gun similar to the Dalton, only with less damage and a larger magazine. It's effective against armor and infantry positioned nearby. The Zephyr's charm lies in its six-round salvo at the moment of firing, and sometimes the enemy can't figure out where so many are coming from. Also, unlike the Shredder, you don't have to target infantry; you just fire the entire magazine "somewhere" and whoever gets hit is a loser. :) The Zephyr isn't used much due to its Dalton effect, but when you and your teammates are targeting tanks exclusively and flying at an altitude of 100-200 meters, like among the trees in Hossin, this lower armament paired with thermal optics is a good choice.

4) Dual-75 Duster - This weapon type is rarely used in the game due to its specific nature. The Duster is designed for anti-infantry combat due to its massive area-of-effect damage compared to the Shredder. So, when the enemy is using infantry exclusively or playing Zerg, deploy the Duster and have an ally man it. Which optics and modifications to use are up to you.

Tail Cannon

1) M20 Drake - the default weapon, equipped on the Liberator from the start of the game. While its damage is good on all targets, its rate of fire leaves much to be desired. If you have the necessary certifications, I'd recommend keeping the Shredder as your lower cannon (it's versatile and decent) and first swapping the Drake for something anti-air (Walker, Hyena). In the sky, you'll mostly be attacked by fighters, other Peacekeepers, and sometimes 2-3 fighters paired with a Peacekeeper will chase you and pick you off. At least this will give you some opportunity to fire back and assist allies in fighters near you who are being pressured by the enemy.

2) The A30 Walker - is a versatile tail weapon, used against other fighters, Liberators, Dervishes, Valkyries, Galaxies, and enemy infantry. The heavy machine gun is ineffective against armored targets like tanks and Groms. If your partner has a good internet connection, is quick to aim, or there are three of you flying at once, feel free to equip the Walker so the tail gunner doesn't get bored and can fire back alongside the rest of the crew. A 2x scope and increased magazine capacity are recommended, but not required. Since fighters, mostly flying into the tail of a Peacekeeper, will kill you from 100-200 meters, or even closer. The Walker is also effective at ground targets from the same range. If you want your ally to target infantry, a 2x zoom will do the trick.

3) Hyena Rocket Launcher - Designed to destroy enemy fighters. Sometimes it can save the lives of you and your Peacekeeper crew. The problem is that if you fire a Dalton or a tank booster, you'll start killing so many tanks that the victims won't like it and will switch to fighters. The Hyena can save you here, as it can destroy a fighter in 2-3 volleys. Moreover, you don't need to aim much, unlike the Walker, since this missile launcher has homing missiles, and simply firing at the enemy will hit the target, which is good for allies with poor internet or aim. The Hyena is weak against infantry, and it practically doesn't penetrate armor. On another Peacekeeper, the Hyena needs to fire 8-9 volleys with direct hits to destroy an enemy, which is very time-consuming, as you'll be killed faster with a tank booster in 2-3 accurate volleys. But the missile launcher is a great defense against lightly armored aircraft, especially if you have thermal optics and the reload speed modifier is maxed out.

Even when your Peacekeeper is tailed by several fighters and there's nowhere to escape, you can turn the Liberator sideways to 90% and fly in a circle, trying to circle the enemy by turning toward the inside of the circle. After turning, press the boost button to keep the planes stationary in the center of the circle, or to keep them following you and stopping while you turn. This gives your partner on the tail gun time to pick off everyone with the Hyena. A very useful weapon for soloing the Liberator, as you only have time to fire 2-3 salvos at a fighter to take control of the Peacekeeper, switching between the pilot's seat and the tail gun before it starts to fall.

Sometimes, some random guys and I would fly in a Peacekeeper, and they would perform miracles on the Hyena, words can't describe it. It's convenient to travel with two people in a Dalton/Zephyr + Hyena, since you can switch between the second and third weapons depending on the danger. If three people are in a Peacekeeper, the ally on the Hyena gets bored and is better off using a Walker.

4) The M-60A Bulldog is a specialized weapon, tailored for a single task, mainly killing ground targets from an altitude of 100-200 meters. So, the typical setup for an air-to-ground Peacekeeper, so to speak, is: a booster tank, a Zephyr or Dalton, and a Bulldog on your tail. It offers no protection against air, but on the ground, you'll inflict incredible damage.

In this case, and indeed during a Liberator flight, if the pilot has targeted and is about to fire a burst from the tank booster, the players on the lower and tail guns must be facing the direction the Peacekeeper pilot is about to fire, to finish off everything left after the nose gun salvo. Simply put, in the direction the Liberator is flying. When the pilot raises the nose after firing, the other two players must finish off everything left with their guns. Of course, enemy infantry won't be happy about you either, but if you're playing an air-to-ground game, all guns should have thermal optics, including the Bulldog.

In part two, we'll discuss the Peacekeeper's protection modules and possible loadouts depending on the mission. If you have any questions, please leave a comment. Have a safe trip!

In this section, we'll discuss the Peacekeeper's defensive modules and possible attachments. The stats will be listed for each module at maximum upgrade.

Passive Systems

1) LF-100 Afterburner - Upon launch, the afterburner burns fuel to increase the Liberator's maximum speed. An empty fuel tank refills every 20 seconds. 

Cost: 100 + 150 + 200 + 400 + 1000. A total of 1850 certificates.

In other words, this is a turbo boost for the Peacekeeper, keeping it safe and sound, allowing it to escape an unequal battle or, conversely, rush into it if allied forces outnumber the enemy. This module is worth upgrading if you have the necessary certificates. Miscellaneous

1) Heat Flare - Activate to interfere with guidance systems and missiles fired at transport vehicles for 8 seconds, can be activated once every 25 seconds. 

Cost: 100 + 200 + 500 + 1000. Total: 1800 certificates.

A specialized module, needed only in cases where enemy fighters are locking on you with auto-guided missiles, or infantry is blowing you up with launchers, and the peacekeeper is at low altitude. The module is used on the Liberator, but not very often.

2) Ejection system - now, when jumping from a moving vehicle, you can safely do so. Passengers leaving the vehicle while it's moving will no longer be damaged. They are also no longer affected by the inertia of the moving vehicle.

Cost: 500. Total: 500 certificates.

In other words, the peacekeeper turns into a Valkyrie, with the ability to eject from a burning vehicle in case of emergency. The problem is that enemy fighters often finish off pilots who ejected once they're already on the ground. This problem can be solved by flying as a saboteur with infinite cloaks or light infantry with the "rogue" drifter module. This upgrade is for those who don't like to die.

3) Fire Suppression - when activated, restores 15% of vehicle damage over 5 seconds. Instantly extinguishes fires when activated on a burning vehicle. Can be activated once every 45 seconds. 

Cost: 30 + 100 + 200 + 500. Total: 830 certificates.

A very useful module, and it's best to research it first, as it has saved the Liberator crew more than once when the peacekeeper, engulfed in flames after a battle, was already plummeting to its death.

Defense

1) Nanite Repair System - nanites constantly repair damage, restoring 6% of damage every 5 seconds. Taking damage pauses repairs for 12 seconds.

Cost: 50 + 100 + 150 + 200 +500. Total: 1000 certificates.

Essentially, this is one of the primary defensive modules, along with composite armor and concealment. It's worth installing during combat against air targets and other liberators. It's also worth installing if you're not flying the Peacekeeper as an engineer and have the "ejection" module installed in the "Miscellaneous" section.

2) Vehicle Concealment - increases the lock-on time for enemy targeting systems by 1.5 seconds, prevents automatic detection of the vehicle on the minimap, and reduces the enemy radar lock-on radius by 400 meters.

Cost: 30 + 100 + 200 + 1000. Total: 1330 certificates.

In other words, the Peacekeeper is invisible on the minimap unless marked by the enemy, and fighters will only spot you from a distance of 200 meters. A very good module when there aren't many enemies in the sky, but there are plenty of tanks to destroy on the ground. And accordingly, having installed this module, you can safely stand and shoot off armor from an altitude of 400-500 meters.

3) Composite armor - increases the vehicle's durability by 10%.

Cost: 30 + 50 + 150 + 400. Total: 630 certificates.

A good module, along with the nanite repair system, can be considered a replacement for auto repair. For example, if you divided the roles in a peacekeeper between you: the pilot farms infantry with a spur, the person on the lower gun kills vehicles, and the tail gun farms fighters. Then, in this case, composite armor will help you tank damage to kill the enemy or fly away for an emergency landing and repairs with three pairs of hands.

Optimization

1) Hull for precision bombing - improved braking, turning, and rotation.

Cost: 100 + 200 + 400. Total: 700 certificates.

Your peacekeeper becomes maneuverable, i.e. You can perform aerobatics with it, such as flying 180 degrees upside down, through holes in rocks, under bridges, and between tree leaves, with quick changes of direction. 

This module is useful if you're fighting Liberators, fighters, and Dervishes in the air, as well as for destroying tanks with the nose gun, and if you just enjoy shooting as a tank booster pilot. This module is most often installed on the Peacekeeper.

2) High-G hull - improved vertical thrust, pitch, and maneuverability.

Cost: 100 + 200 + 400. Total: 700 certificates.

Helps solo pilots kill enemy tanks alone when paired with a Dalton as the lower gun. It provides a quick vertical takeoff and maintains the Liberator at the desired altitude while switching between the Peacekeeper's seats during firing.

3) High-speed "Racer" hull - improved cruising and afterburning speed.

With this module, you'll cruise at the speed of fighters, namely 200 km/h. This means it'll be difficult for a Liberator with maneuverability to catch up to you and kill you, and fighters will have to use acceleration to pursue. Most importantly, the increased speed combined with afterburners allows you to circle enemy aircraft in place, preventing them from targeting you. 

This module is used in conjunction with camouflage and a Dalton that fires at armor at an altitude of 400 meters. Among its advantages, the Peacekeeper boasts high survivability. Among its disadvantages, the pilot can't aim the nose gun, as well as the difficulty controlling the Liberator while maneuvering. For example, if you crash into a rock at 260 km/h while turning, your partner will stop flying with you.

Some enemy pilots complained when they couldn't catch the Peacekeeper that Planetside isn't street racing. :) It's also important to note that fighters sometimes kill better from 600-800 meters than from 100-200 meters. And flying away from them, you find yourself trapped with no escape, so sometimes it's better not to run, but to circle the fighter with the liberator so your partner with the tail gun can handle the task. The Hyena is perfect for this.

Possible Peacekeeper loadouts:

1) Anti-air - when there's nothing to kill on the ground, but there's plenty of enemy in the air, and even on liberators.

  • Tank booster
  • Schroeder
  • Hyena
  • Fire extinguishing system
  • Nanite repair system
  • Maneuverability (hull, bomb launcher)

2) Tanks (400 meters) - shooting down enemy armored vehicles in large numbers.

  • Spur
  • Dalton 
  • Hyena
  • Fire extinguishing system
  • Camouflage system
  • Racer's body

3) Infantry - destruction of enemy infantry at an altitude of 200 meters or less.

  • Spur 
  • Marshmallow
  • Walker
  • Ejection/Fire Extinguishing System
  • Composite armor
  • Maneuverability

4) Tanks (100 meters) - fighting enemy equipment and infantry, to the detriment of air targets.

  • Tank booster
  • Marshmallow
  • Bulldog
  • Ejection/Fire Extinguishing System
  • Auto repair
  • Maneuverability

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