How to Win Consistently:
To increase your faction's chances of winning battles, I recommend discounting aircraft, light, heavy, and armored vehicles. This should be done only on the faction's warpgate—that is, the Conglomerates (blue)—once per hour. And for a couple of days, while the Cheburashka corporate unit has enough resources.
After a few days, on average, the Conglomerates will start to crush the Tyrants and Vanu, simply because the blues have cheaper fighters and tanks.
An expensive tank isn't always overpowered.
This requires some background with pictures.
Basically, we were fighting in the Indar region, in one of the battles, for the Conglomerates, as always, blue, against the red Tyrants. And the Teran Republic started to really crush us. In the picture, we've already lost the base, the one highlighted by the hump and arrows. And they were already moving, 50-100 players in tanks and armored personnel carriers, to roll us to the next base.
The lost base was key, difficult to recapture. The next one wasn't so much, but beyond it was a blue factory, another key base. If a faction owns the factory, it allows you to spawn heavy tanks and aircraft at the remaining outposts.
When we defended the already lost base, I spawned three very expensive tanks, a five-man Colossus with five guns. It's something like a mega tank. And they simply blew them up in three minutes, dropping explosives from a helicopter, basically. I was absolutely blown away that they blew up the tanks so quickly and they were so expensive (it takes several days to build one), and they were coming to roll us.
It turns out there was a road between the mountains that you climb up, and the blue base is right next to it, and the key base is our factory.
We tried to counterattack, spawned tanks and an APC, and headed down the road to recapture the lost base. Out of frustration, I took an APC, loaded it with 12 infantry, and drove down the mountain in a column. Tanks in front of me started exploding, as the Reds stood there and shot at them.
Everything that drove was just tanks. My APC had 12 men, it was full, and the only guns on top were from fighters and infantry. So, I turned it around, drove back up the road, and stopped the transport at the edge of the mountain. I diploploed the Sandra, which allowed allies to spawn in the APCs and engage in combat.
Incidentally, an APC is the cheapest armored vehicle in the game, half the price of a tank. This is where we get to the point where an APC is diploploped, and conglomerates cheerfully appear from it. Basically,
a brutal melee ensues for 15-20 minutes. The red tyrants are simply trying to drive up the mountain with tanks and armored vehicles, supported by a few fighter jets. And we, the blue conglomerates, cheerfully repair tanks from armored personnel carriers, shoot them up on the road, and the infantry, with grenade launchers from the mountain, begin to kill everything that comes our way.
The enemy fighters are countered by two anti-aircraft guns, allowing our tanks to easily kill enemy personnel on the road and repair themselves using the APC and repair module. If someone gets killed, they respawn in the APC after about 10 seconds.
The Reds even deploy their Sandra (APC) and start picking off our infantry with snipers across the road on the mountains, but we're manning the APC guns, and our snipers are working on the Reds on the mountains across the road.
Meanwhile, I'm fixing the APC so it doesn't blow up. I'm
also spawning ammo for the guns with the skill, taking control of our tanks, and distributing ammunition to the grenade launchers.
This whole ordeal lasts for 15-20 minutes.
It ends with them outflanking us on the right side of the map along the road, capturing the base behind us, and then killing us from behind with the Red tanks. We all die together.
This gave the allies time to regroup and push the red base on the other side of the map, which forced a large mass of troops to converge on that section of the front. We defended the key factory point with just one APC, four or five tanks, and about 20-30 infantry. We also pulled about 50-100 troops onto ourselves for 15-20 minutes.
We lost that battle. As you can see, expensive equipment doesn't always work; sometimes the cheapest tank in the right place and with the right weapons can do much more than you could ever imagine.
Don't be sad! Jerk off the enemy!
The following tactic is for the game. Basically, in the winter Esamir region, there's only one factory in the center of the map. Whoever controls it gets an advantage: heavy tanks and aircraft spawn from other allied bases.
There's a similar concept in Planetside 2 called a router—a portable spawner for infantry. You can place it on a tree, a roof, or any other flat surface. It's small and resembles a manhole cover.
Each factory in Planetside is a multi-story building, and the defense points require a very long run from the spawner. On the first floor, there are many stairs, factory defense points, portals to the third floor instantly, and an air elevator in the middle that slowly lifts you to the third floor and back. The
second floor is an open space through which you can jump from the end of the factory to the balconies leading to the defense points on the first floor, or take the elevator back down. On the third floor, there's
a spawn area and an aviation terminal, then aircraft ammo, four anti-air turrets facing all directions, and two teleporters from the first floor to the third. The third floor, like the second, is semi-open on the sides, with 50-60% of the floor being wall-less. Above is a roof that's inaccessible, only accessible by jump pack or jumping from a fighter jet. And on the sides of the third floor are two tall spires, each 7-8 players high. You can only reach them with a jump pack.
The real challenge for the enemy begins when you place a spawn router on one of the spires.
So, the blue conglomerates start spawning on the router, jumping off the spire down the ramp, and running to the roof of the third floor, then to the third floor, then to the second and first floors via the elevator, to the yellow capture point A.
And when the reds realize the plant is under attack, they start spawning and running to the plant. There might already be a full squad of 12 blue players, or even two squads of 24 players, if the plant takes longer to attack.
A brutal firefight with assault rifles, machine guns, and sniper rifles from the third, second, and first floors begins, targeting everyone who spawns and runs to the plant to defend it.
Meanwhile, while the allies are spawning but haven't yet triggered point A, and the capture timer hasn't started, you mine the side teleporters from the first to the third floor, the edge of the airlift with a third mine, and place an anti-personnel autoturret on the third floor. You can also take a sniper and hack the anti-air turrets with him, allowing allies to man them. And have your engineers distribute ammo to snipers, grenade launchers, and so on.
If you attack the factory normally, an armored personnel carrier (APC) is brought in and deployed at the factory entrance in the cloak room, near the tanks. But it's quickly found and blown up, and the attack ends.
In the case of the router on the spire, the Red Tyrants can't figure out where the APC is located or why snipers are shooting at them from the third floor of the factory. While they're searching, even more allies spawn on the third floor and descend down the elevator. Sometimes, even rinks are won this way, or the factory is defended by a router.
But often, it all ends with the Tyrants retaking the first floor from us, but they can't remove us from the third floor and blow up the router, because we defend it and respawn. It's a vicious cycle, with everyone who didn't step on the mines at the portals or slip through the airlift getting shot down.
Eventually, they push us, clear the third floor with Maxxers and heavy infantry, or blow up the router on the spire with a fighter.
The attack ends, everyone leaves the factory and joins other parts of the front. Meanwhile, you see that the factory is empty, so you bring the router back in a fighter, eject, and dive onto the spire with a jump pack, planting the router. And then it all starts again: allies spawn, mine the portals to the third floor, and so on. You're essentially defending the router.
This can happen 3-5, 7 times per rink. And each time, the Reds will be less and less willing to fight again to defend the factory. Conglomerates usually capture it sooner or later. Which, of course, doesn't mean victory in the rink. But the enemy will be greatly suppressed.
Camp, behind enemy lines.
In the Indar region, there's a base in a crater, from which fighters often spawn. It's very good when this base belongs to the enemy in a rink. You can rack up a ton of kills there solo and wear down the Tyrant Republic.
You fly there from your warpgate in a fighter, eject, then use a sniper if no one is around, hack the armored vehicle terminal, spawn an APC with a cloak, and hide it under the bridge between the central columns. Usually, no one is looking there when they're looking for your spawn point.
Then follow the established pattern:
You mine the ramp to the aircraft terminals with anti-personnel mines in the cloak. Next, using jump plates, get to the bridge and mine it with anti-tank mines.
Then, get back in the APC and take either a sniper and go to the turret on the second floor, or an engineer with an anti-tank turret and jump plate into the distant building on the second floor.
If you use a sniper, you shoot everyone who approaches the terminals. As an engineer, you're an anti-tank turret, shooting down fighters that have arrived for repairs, resupply, or just spawned.
If a tank on the bridge is blown up by mines or infantry on the ramp to the terminals, you wait until the tank stops searching for you in the base, then get back into the APC and plant the mines again. It's a kind of fishing operation deep in the rear.
Incidentally, you can't fire on the spot where your APC is located! Be careful, it's better to wait it out.
And as you understand, the sky can't be red or purple, it can only be blue!







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