Jump Booster

The  is a tactical slot consumable available to the Light Assault. It is unlocked upon completion of Siren's Call, chapter 1 of the Distant Shores campaign. It is upgraded using Campaign Standing.

When placed, a jump booster creates a small faction-specific field around itself, increasing the jump height of allied non-MAX infantry standing within the zone by approximately five times their typical jump height. Players can reuse the booster as many times as they wish during its 30 second duration, although will only receive its benefits while standing within the field.

If a user is using the Springstep or Catlike implants, their benefits will stack additively with that of the booster for a total jump height boost of six times the player's typical jump height—noting that the two implants do not stack with eachother.

The number of jump boosters carried by the user depends on the rank of the consumable, with a potential for five carried at rank 5. At rank 5, the user is able to deploy two boosters at once, with previous ranks only allowing the deployment of a single booster at any given time.

The booster is vulnerable to all damage types, and is destroyed quickly under any sort of fire.

To deploy this item, equip it and use the Fire key ( by default).

Certification
''"Throw a temporary jump booster onto the battlefield. Allies standing near the booster have their jump height greatly increased." "Expires at the end of the Campaign. "

History

 * November 17, 2021 Update (The Nine-Year Anniversary of PlanetSide 2)
 * Added to the game, as a reward for completing the Siren's Call chapter of the Distant Shores campaign.
 * November 18, 2021 Hotfix
 * Jump Booster no longer affects MAX units.
 * April 1, 2022
 * No longer usable on PC with the end of the Distant Shores campaign.