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: These concepts are for entertainment only and are in no way an official SONY concept for Planetside.

1) Infantry Weapons
2) Infantry Equipment
3) Towed weapons and equipment

New Weapons: Infantry Weapons

The breacher is a heavy assault offshoot of the sweeper. I'd wanted a two round shotgun, but wasn't sure how well it'd do until we had the Desolation Event, which features a single shot rifle that you had to reload after every shot.

I thought that'd be an interesting alternative to each empire's HA. It would be a powerful shot, but you'd have to reload every other time and it's range would be close-in only. It would have a quick unholster time and a decent reload time. I figure this would be useful for those "oh **bleep**!" moment.

It would also be the size of a regular rifle, 3x6, rather than the full 3x9 size.


This is the sub-machinegun variant of the TR Cycler, available for free with Standard Assault.

It has slightly more damage than the suppressor, as well as a larger magazine of 30 rounds, has less range than the Cycler, but with its high rate of fire. Pretty much a poor-man's cycler for close-in use. If you want more range, clip size, and damage you'd spend 2 certs for Medium Assault.

At 3x4 it's also a shorter weapon.

 

This is the sub-machinegun variant of the NC Gauss rifle, available for free with Standard Assault.

It has slightly more damage than a suppressor but less than the Gauss. It has a larger magazine of 30 rounds, has less range than the Gauss, but the same high rate of fire. If you want more range and damage you'd spend 2 certs for Medium Assault.

At 3x4 it's also a shorter weapon.

 

This heavy weapon fires a 6-shot burst in primary mode, or a very rapid 12-shot burst in secondary mode (similar to the rocklet secondary fire). Each clip holds 24 rounds.

This weapon is meant as a close-in support for heavy assaults, acting as a sort of light machine gun for indoor supression fire, or wild in-your-face attacks.

It has fairly good accuracy offset by its low clip, mandatory burst fire, and need for reloads.

 

This shoulder-fired weapon fires a single Hellfire rocket and is then discarded. Think of it as a compact Decimator with only one shot.

Range is slightly less than other AV rockets. Damage is equal to 0.8 decimators, but has a more compact rifle frame of 3x6.

 

This is the sub-machinegun variant of the VS Pulsar rifle, available for free with Standard Assault.


It has the same damage as a suppressor but less range. It has a larger magazine, with 30 rounds, but the Pulsar's high rate of fire. This would be considered a step up from the supressor but with less range. If you want more range and damage you'd spend 2 certs for Medium Assault.

At 3x4 it's also a shorter weapon than other rifles.

 

Variant of the Punisher that removes the grenade launcher feature and replaces it with a single-round shotgun. Standard shotgun ammo is used for reloads of each shell.

 

This Standard Assault weapon is the common pool rifle of all empires, the counterpart to the Suppressor sub-machinegun.

Holding a clip of 15 rounds, this rifle is single-fire only, able to fire only as fast as a Sweeper. What it trades for in rate of fire, it makes up in damage (slightly more than a Gauss) and range (slightly more than a Cycler).

It cannot fire Armor-Piercing (AV) rounds. This is the poor-man's rifle for those not wishing to purchase Medium Assault.

 

This Special Assault weapon has two modes of fire. When fired from the hip in primary mode, the weapon has only a 80 round clip with the rate of fire of a Gauss. Damage is similar to the Cycler.

In secondary mode, the player must deploy the weapon (outside), which unfolds its tripod setting and limits lateral movement to about 120 degrees forward, with the player in a crouched position. The machinegun then becomes belt-fed with no need for reloads.

In this mode the Viper has less damge and slightly less rate of fire than the Mini Chaingun but makes up for it with greater range. In secondary mode is entended for medium to long range suppression of targets.

The Viper cannot be deployed indoors.

New Weapons: Infantry Equipment

Allows a soldier to see distant objects at 10x Zoom through a wider view than normally provided with a scope. 10x zoom is the only setting.

Item size is 3x3

 

Similar to medkits, this stimshot replenishes 15 points of staminia every activation. Stimshots can only be activated every 10 seconds.

Item size is same as medkit.

 

Similar to medkits, this oxygen canister replenishes a soldier's oxygen as it's depleting under water.

Item size is same as medkit.

 

Can be thrown like a regular grenade. When it lands it emits a small flashing similar to the LLU module.. On your map will appear a 30 second pulsating icon that only your squad or platoon can see.

If you throw a second signal, the first deconstructs.

No waypoint beam appears in the game world. Flails cannot target on beacons.

 

When placed in a medical applicator this canister replenishes 10 points of lost stamina per shot to other soldiers. Each canister holds enough for 4 shots before needing a reload.

This canister cannot be used in secondary-mode to heal the user.

New Weapons: Towable Equipment:

The 90mm Towed gun is moved into place with an Assault Buggy or Deliverer vehicle, and is acquired at the pad during vehicle purchase.

It's gun is more powerful than the Lightning's 75mm but has a slower rate of fire.

The field gun also has two modes: In-direct fire lobs the shell in an arc who's range is slightly greater than the 75mm. Direct-fire mode, fires the shell in a straight line-of-site fashion but has less range than the 75mm and a slightly longer reload time than in-direct.

Range of movement is 180 degrees around it's facing direction, allowing for an 180 degree blind spot, so place this unit carefully.

The 90mm only fires 90mm high-explosive rounds.

A Towed gun can be picked up or dropped by a Galaxy pilot into an empty cargo bay via the ventral loading system. Deliverers lose their amphibous ability if a towed equipment is hitched.

 

The 155mm towed rocket artillery is moved into place with an Assault Buggy or Deliverer vehicle, and is acquired at the pad during vehicle purchase.

Intended for field suppression of infantry and light vehicles, this launcher fires a spread of low-damage rockets in an arc toward it's target at a range slightly greater than a vanguard, but usually out of the operator's line of site.

Fire rate and reload time are similar to the Reaver rocket pods. Deperession angle on the rocket turret is limited. Range of movement is 180 degrees around it's facing direction, allowing for an 180 degree blind spot, so place this unit carefully.

The rocket artillery fires high-explosive rounds spread over a wide area the size of a tower SOI.

Rocket artillery can be picked up or dropped by a Galaxy pilot into an empty cargo bay via the ventral loading system. Deliverers lose their amphibous ability if a towed equipment is hitched.

 

The 155mm Towed artillery is moved into place with an Assault Buggy or Deliverer vehicle, and is acquired at the pad during vehicle purchase.

It's gun is more powerful and has greater range than the Vanguar'd 150mm but has an even slower rate of fire. It's reach is roughly a third that of a Flail mobile artillery. Range of movement is 180 degrees around it's facing direction, allowing for an 180 degree blind spot, so place this unit carefully.

The 155mm fires a single high-explosive rounds or anti-infantry cluster munitions.

Towed gun can be picked up or dropped by a Galaxy pilot into an empty cargo bay via the ventral loading system. Deliverers lose their amphibous ability if a towed equipment is hitched.

 

The Towed Storage is moved into place with an Assault Buggy or Deliverer vehicle, and is acquired at the pad during vehicle purchase.

The towed storage carries two and a half times the amount of a Deliverer. Hitching one to an assault buggy or deliverer also increases the armor value in exchange for a speed reduction. Deliverers lose their amphibous ability if a towed equipment is hitched.

Towed storage can be picked up or dropped by a Galaxy pilot into an empty cargo bay via the ventral loading system.

 

The Towed Radar is moved into place with an Assault Buggy or Deliverer vehicle, and is acquired at the pad during vehicle purchase.

Acting as a ground-based Mosquito when unhitched or at a full stop, this unit can help friendlies detect enemy ground and air vehicles, but not infantry. This unit also has a gun-tower sized tactical-overlay detection field,. which can mark infantry on the continent map.

Hitching one to an assault buggy or deliverer also increases the armor value in exchange for a speed reduction. Deliverers lose their amphibous ability if a towed equipment is hitched.

Towed Radar can be picked up or dropped by a Galaxy pilot into an empty cargo bay via the ventral loading system.

 

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