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+ | {{Contents Current|Patch Link = August 29, 2019 Hotfix|Patch = 2019-08-29}}__NOEDITSECTION__ __NOTOC__ |
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− | {{Contents Current |
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− | |Patch=PU2 |
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− | |Patch Link=Performance Update Number 2}} |
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== Weapons == |
== Weapons == |
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− | |||
{| align="center" style="text-align:center" width="72%" |
{| align="center" style="text-align:center" width="72%" |
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|- |
|- |
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− | |[[File: |
+ | |[[File:Weapons Assault Rifle.png|link=Assault Rifles]] |
− | |[[File: |
+ | |[[File:Weapons Battle Rifles.png|link=Battle Rifles]] |
− | |[[File: |
+ | |[[File:Weapons Carbine.png|link=Carbines]] |
|- |
|- |
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− | |[[ |
+ | |[[Assault Rifles]] |
+ | |[[Battle Rifles]] |
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− | |D do lz |
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− | |[[ |
+ | |[[Carbines]] |
|- |
|- |
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− | |[[File: |
+ | |[[File:Weapons Chain.png|link=Heavy Guns]] |
− | |[[File: |
+ | |[[File:Weapons LMG.png|link=Light Machine Guns]] |
− | |[[File: |
+ | |[[File:Weapons Melee.png|link=Melee Weapons]] |
|- |
|- |
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− | |[[Carbines]] |
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|[[Heavy Guns]] |
|[[Heavy Guns]] |
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− | |[[ |
+ | |[[Light Machine Guns]] |
+ | |[[Melee Weapons]] |
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|- |
|- |
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− | |[[File: |
+ | |[[File:Weapons Launcher.png|link=Rocket Launchers]] |
+ | |[[File:Weapons Scout.png|link=Scout Rifles]] |
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− | | |
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− | |[[File: |
+ | |[[File:Weapons Shotgun.png|link=Shotguns]] |
|- |
|- |
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+ | |[[Rocket Launchers]] |
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|[[Scout Rifles]] |
|[[Scout Rifles]] |
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|[[Shotguns]] |
|[[Shotguns]] |
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− | |[[Submachine Guns]] |
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|- |
|- |
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− | |[[File: |
+ | |[[File:Weapons Pistol.png|link=Sidearms]] |
− | |[[File: |
+ | |[[File:Weapons Sniper.png|link=Sniper Rifles]] |
− | |[[File: |
+ | |[[File:Weapons SMG.png|link=Submachine Guns]] |
|- |
|- |
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|[[Sidearms]] |
|[[Sidearms]] |
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− | |[[ |
+ | |[[Sniper Rifles]] |
− | |[[ |
+ | |[[Submachine Guns]] |
|- |
|- |
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⚫ | |||
⚫ | |||
|[[File:AA Max Button.png|link=MAX Anti-Aircraft]] |
|[[File:AA Max Button.png|link=MAX Anti-Aircraft]] |
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⚫ | |||
⚫ | |||
|- |
|- |
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⚫ | |||
|[[MAX Anti-Infantry]] |
|[[MAX Anti-Infantry]] |
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|[[MAX Anti-Vehicle]] |
|[[MAX Anti-Vehicle]] |
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⚫ | |||
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| colspan="7" class="cert-header" style="text-align:center;" |Weapon Availability By Class |
| colspan="7" class="cert-header" style="text-align:center;" |Weapon Availability By Class |
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|- |
|- |
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− | | class="column-header" style="text-align: center; width: |
+ | | class="column-header" style="text-align: center; width: 20%;" |Weapon |
| class="column-header" style="text-align: center; width: 14%;" |[[Infiltrator]] |
| class="column-header" style="text-align: center; width: 14%;" |[[Infiltrator]] |
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| class="column-header" style="text-align: center; width: 14%;" |[[Light Assault]] |
| class="column-header" style="text-align: center; width: 14%;" |[[Light Assault]] |
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− | | style="text-align:center;" class="row-even" |{{Icon|No|25px}} |
+ | | style="text-align:center;" class="row-even" |{{Icon|No|25px}}<ref>Engineers are capable of equipping the <strong>[[NS-AM7 Archer]]</strong>, a bolt-action anti-materiel rifle which is counted as a sniper rifle.</ref> |
| style="text-align:center;" class="row-even" |{{Icon|No|25px}} |
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− | | style="text-align:center;" class="row-even" |{{Icon| |
+ | | style="text-align:center;" class="row-even" |{{Icon|Yes|25px}}({{Resources||ASP|small}}) |
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+ | | style="text-align:center;" class="row-odd" |{{Icon|Yes|25px}}({{Resources||ASP|small}}) |
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| class="row-odd" style="width:120px;" |[[Rocket Launchers]] |
| class="row-odd" style="width:120px;" |[[Rocket Launchers]] |
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− | | style="text-align:center;" class="row-odd" |{{Icon|No|25px}} |
+ | | style="text-align:center;" class="row-odd" |{{Icon|No|25px}}<ref>Light Assaults are capable of equipping the <strong>[[Rocklet Rifle]]</strong>, a miniature rocket launcher, |
+ | though it does not count torwards rocket launcher directives.</ref> |
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| class="row-odd" style="width:120px;" |[[Battle Rifles]] |
| class="row-odd" style="width:120px;" |[[Battle Rifles]] |
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− | == |
+ | ==Unlocking Weaponry == |
+ | All weapons, barring those rewarded from Directives such as the [[Betelgeuse 54-A]], can be unlocked with [[Daybreak Cash]] or [[Certification Points]], with exception to those that are coloured variants of another weapon such as the [[NS-11AB]] only being available for purchase with Daybreak Cash. |
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− | All weapons and add-ons can be tested in the [[VR Training Facility]] and [[Weapon Trial|trialed]] in-game before you purchase them with [[Certification Points|Certs]] or [[Daybreak Cash]]. |
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+ | |||
+ | Weapons can also be tested for free through two different methods; in the [[VR Training Facility]], which offers access to all non-directive weaponry and their attachments for free, or through [[Weapon Trial]]s that allow free use of a weapon for half an hour every eight hours, though without free access to attachments. |
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+ | |||
+ | If a weapon is available for use on more than one class, purchasing the weapon (regardless of the currency used) will unlock it for all appropriate classes. |
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+ | |||
+ | ==Attachments== |
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+ | {{main|Weapon Optics and Attachments}} |
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+ | Nearly every weapon in Planetside, with few exceptions, has access to at least one attachment. Attachments affect how a gun feels and handles in a variety of ways, such as adding an optic for easier aiming or affecting muzzle velocity and damage fall-off. |
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+ | |||
+ | There are four different classes of attachment; Optics, Barrel, Rail, and Ammo. Not all guns have access to an attachment in each category, and their effects can vary drastically. |
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+ | |||
+ | ==Customization== |
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+ | {{main|Customization}} |
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+ | Cosmetically, weapons can be modified through [[Camouflage]] and attachments. |
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+ | |||
+ | Camouflages are primarily available to unlock Daybreak Cash, with a select few unlockable instead through certain directives. They are purely cosmetic, only affecting the paint scheme of whichever gun they are applied to. |
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+ | Most attachments affect the appearance of the weapon they are attached to, such as a [[Forward Grip]] adding a grip to the gun. Attachments '''do''' affect the statistics of the weapon, elevating their status far beyond simple cosmetics. |
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− | ==Weapon Customizations== |
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− | Each soldier can be customized with a specific [[Camouflage|camo]] pattern to suit your personal tastes. |
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+ | == Notes == |
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− | ==Empire Weapon Styles (Visual Guide)== |
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+ | {{Reflist}} |
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− | Each Empire has different weapons technology, and thus different visual styles. TR weapons are ergonomic, lightweight, and sleek. VS weapons are futuristic, shiny, and stylized with neon accents. NC weapons are bulky, utilitarian, and function-over-form. Below are examples of how each main infantry weapon type looks for each Empire. |
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[[Category:Weapons]] |
[[Category:Weapons]] |
Revision as of 12:54, 10 September 2019
Page Contents Current As of Patch: | 2019-08-29 |
Weapons
Weapon Availability By Class | ||||||
Weapon | Infiltrator | Light Assault | Combat Medic | Engineer | Heavy Assault | MAX |
Sniper Rifles | [1] | |||||
Scout Rifles | ||||||
Carbines | ( ) | |||||
Assault Rifles | ( ) | |||||
LMGs | ( ) | |||||
Rocket Launchers | [2] | |||||
Heavy Guns | ||||||
Battle Rifles | ||||||
Shotguns | ||||||
SMGs | ||||||
Sidearms | ||||||
Melee |
Unlocking Weaponry
All weapons, barring those rewarded from Directives such as the Betelgeuse 54-A, can be unlocked with Daybreak Cash or Certification Points, with exception to those that are coloured variants of another weapon such as the NS-11AB only being available for purchase with Daybreak Cash.
Weapons can also be tested for free through two different methods; in the VR Training Facility, which offers access to all non-directive weaponry and their attachments for free, or through Weapon Trials that allow free use of a weapon for half an hour every eight hours, though without free access to attachments.
If a weapon is available for use on more than one class, purchasing the weapon (regardless of the currency used) will unlock it for all appropriate classes.
Attachments
- Main article: Weapon Optics and Attachments
Nearly every weapon in Planetside, with few exceptions, has access to at least one attachment. Attachments affect how a gun feels and handles in a variety of ways, such as adding an optic for easier aiming or affecting muzzle velocity and damage fall-off.
There are four different classes of attachment; Optics, Barrel, Rail, and Ammo. Not all guns have access to an attachment in each category, and their effects can vary drastically.
Customization
- Main article: Customization
Cosmetically, weapons can be modified through Camouflage and attachments.
Camouflages are primarily available to unlock Daybreak Cash, with a select few unlockable instead through certain directives. They are purely cosmetic, only affecting the paint scheme of whichever gun they are applied to.
Most attachments affect the appearance of the weapon they are attached to, such as a Forward Grip adding a grip to the gun. Attachments do affect the statistics of the weapon, elevating their status far beyond simple cosmetics.
Notes
- ↑ Engineers are capable of equipping the NS-AM7 Archer, a bolt-action anti-materiel rifle which is counted as a sniper rifle.
- ↑ Light Assaults are capable of equipping the Rocklet Rifle, a miniature rocket launcher, though it does not count torwards rocket launcher directives.