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For close-mid range I'd say the Zenith. It's the only gun I've never felt was lacking.For a more general idea of what I think is good for farming, Pulsar C. I usually have a lot of success with it.You already seem to have the Vandal, so that's good. Maybe try out the semi-auto snipers sometime, they are really easy to use once you've used the Vandal a lot (as long as you can stand still while firing) and most importantly Nanoweave can't mess you up since it uses the sniper rifle damage type.Going on an occasional rampage with the Lumine Edge is nice, too. I'd recommend using it on a loadout like an SMG loadout where needing a knife as a finisher is unlikely.
Leave it out of a sniper loadout.If you're able to stay in one spot for an extended time without dying, the Phaseshift is a perfect example of a farming weapon. If you don't have it already, I'd recommend waiting for the rework first. For VS, during Zergs I highly recommend the Lasher if you get indoors. Yeah, yeah, memegun, I know. It may not rake in a shitton of kills but just standing near a doorway and causing massive area denial to the enemy, seeing kills from around the corner, etc, is a beautiful thing.
It's one of the only reasons I play heavy. Outside of that, I pretty much go for the boring ol' Orion, mostly because I haven't invested a bunch into HA.Outside of that, Pulsar C is AMAZING for Light Assault. IMO the best Carbine. Solstice burst is okay but has a very high learning curve, you have to learn to be very patient with your bursts and it feels super hard to control if you run a 4x and act like an asshole tree hugger (Nobody ever looks up!).
A lot of people say that if you can adapt to it, it's a straight upgrade of the normal Solstice as it can be fired exactly like that in CQC but has more range capability. Serpent VE92 is pretty fun and has an extremely low COF, if you run max Drifters it's fun to do flyby shootings with it as it's extremely accurate (It holds an advanced laser sight, meaning SMG pinpoint accuracy). Only downside is the 30 round mag gets eaten up REALLY fast.
I wish it had an extended mags option. In other words, treat it like a glorified SMG and take full advantage of the jumpjet changes. That's what makes it worthwhile.
Before that, it was a trashy SMG.I've heard the Corvus is great for Medics if you like to play a longer range medic and can control it. Or something like that, is apparently pretty damn good (This is both going off of my friends who main medics).For engi, I just run what I run on my LA, along with the Eidolon for a long range sort of Engi. It's surprisingly a good gun.For the infiltrator. Well, I'd say stay away from the Phaseshift if you're not a #sicknasty MLG sniper. It's got a nasty learning curve to it, but is great due to the infinite ammo. I use the XM98 personally, but I'm a terribad sniper so yeah. Not a good person for advice.
IMO, the Artemis scout rifle is fucking INSANE. With all the attachments and aimed down the sights it feels as though it has NO recoil and great range. One of my first auraxiums, still love it though I rarely use it nowadays.
The Sirius is pretty much the only worthwhile SMG imo. Don't touch the other one 'less you're looking for directives. For sidearms, the manticore feels like a straight upgrade to the Beamer so just ignore the Beamer (imo).
Spiker is pretty fun, and I've been meaning to try the Cerberus as in VR it feels like a weak, less skill-requirement Commissioner with the trade-off of having less damage output. Pretty cool.However, one of my personal favorites (absolutely not for everyone) is a knife infil. Instant TTK but very harsh learning curve and requires a totally different playstyle. Run adrenaline pump with it. It'll teach you how to make an enemy with a 30 round mag dump all their rounds when you're 3m in front of them and miss most of their shots.
It instakills anything except a MAX if it's a headshot and 2shots on bodyshots for a HA with their shield on (Lumine Edge), and even the default knife is fun to run. However, make sure you're running 60+fps and a high FOV (I run 105 vert). It definitely isn't as easy otherwise. Patience is key. Play it like support, you want to focus terminals, turrets and priority targets.
Creep around, never leave your knife activated as any smart player will immediatelly find you (click it on/off when engaging a target). Go for snipers or tank crews when they hop out, camp vehicle terminals, etc.
So much fun.One more thing; this is purely a personal opinion, but ignore all VS Directive weapons with the exception of the Battlejews (LMG Directive wep), Dorkstar (AR Directive wep) and Eclipse (Carbine Directive wep). These are the only ones with the heat mechanic (Infinite ammo!), and, imo, are the only ones worthwhile due to that.Also, went off on a rant there. Sorry about that!:( Hopefully you find something you may like here.
The guns these give are some of the worst in the game, BUT they count towards getting the gold camo, so you might see some vets using them just to get it. You get a plat Naginata and a plat Tanto. I recommend to newbies to NOT use these guns. They're worst in class guns.
Stock guns are good guns and there is no need to switch from those till way later on when you know what you're doing.Why did DBG release free guns but they're just so bad? The Naginata makes many newbies take bad habits.
I've got both, and I've found I prefer the Tanto for a few niche reasons that are specific to my play style with it.It lets me scare the nanites out of bolt babies with a quick tap fire to their gut. This isn't effective at killing the target, but will suppress the majority of bolt snipers and allow me to get to cover unharmed.
This is only possible because of the Tanto's starting CoF of 0.0.I can drill holes in helmets with it even while flying! This is possible with other carbines, but the reliability, ease and range at which I can do this with the Tanto makes it especially suited to my play style on Light Assault. Being able to hit -any- target with more than the first shot in a burst makes a big difference in intimidation and making myself scarier than I actually am.While the Tanto loses at most damage races, there are some situations where the Tanto's ability to guarantee hits on a target is more useful.
This is especially true of dealing with an HA or LA who has their rocket/rocklet rifle at and is attacking your vehicle. Popping out, the accuracy of the Tanto means that I'll get all my shots in on the target before they can pull out their primary weapon.The Tanto's starting CoF of 0 makes it an amazing weapon to learn how guns work in Planetside2!
It has just enough bullet drop, just enough projectile speed, and just enough bloom that it can illustrate how all these mechanics works to a new player in an easier to understand package. When most players are complaining that they aren't doing damage, the Tanto makes it much more obvious to the user -why- they aren't doing damage.Again, most of this is just the Tanto meshing to my play style. I won't argue that it's better than other guns stats wise. For most people, the 11C is a better pick.
But that doesn't make it a terrible gun.