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sniper rifle

Sniper Rifles

In this guide you will find color-coded references to other guides and materials: 

Intro

This picture is photoshopped

Sniper Rifles are long range primary weapons, exclusive to Infiltrators. Most Sniper Rifles fit into one of these two categories:

Semi Auto Sniper Rifles (SASR). These fast firing rifles can take rapid follow-up shots, but require two headshots to kill most enemies.

Bolt Action Sniper Rifles (BASR). These rifles are much more powerful, and can potentially kill in one headshot, but they need to be rechambered between shots, which significantly reduces overall rate of fire.

Do not be confused by SAS-R, which is an NC BASR. 

While all Sniper Rifles are fully capable of killing enemies with bodyshots, it often takes too long, giving the enemy a lot of time to take cover, and for enemy snipers to countersnipe you. Firing several shots in a row also broadcasts your position to other nearby enemies. 

So both Sniper Rifle types focus on getting headshots, and killing enemies with as few shots as possible. 

By default, TR and VS infiltrators use 99SV and VA39 Spectre semi auto rifles respectively, NC infiltrators use NC-14 Bolt Driver

Similarly to Shotguns, differences between Sniper Rifles of different factions are mostly cosmetic, with the exception of Empire Specific and Semi Auto sniper rifles.

Compared to other precision weapons, like Scout and Battle Rifles, Sniper Rifles deal more damage per shot, but have bad moving accuracy, and in most cases require the user to be stationary while shooting.

Sniper Rifle Mechanics

Sniper Rifles follow the same Weapon Mechanics as other weapons.

Scope Sway

Rifles with 6x-12x magnification scopes have Scope Sway; whenever you Aim Down Sights, your crosshair will float around a certain area. 

All Sniper Rifles with sway have the same amount of Scope Sway. As far as we know, it is constant, across all scopes and all situations. Naturally, higher magnification scopes will magnify Scope Sway, the same way they magnify recoil. 

Holding Breath

Players can hold “Hold Breath” key (default “shift”) to almost completely suppress Scope Sway. Target Focus Implant can increase the amount of time you can Hold Breath.

Additionally, “long range” Semi Auto Sniper Rifles have access to a free Ballistics Computer attachment, which completely removes Sway on all scopes.

Bullet Drop

Bullets in PlanetSide 2 are affected by Gravity:

  • Most primary weapons: 11.25
  • Sniper Rifles: 7.5 (33% less)
  • VS Semi Auto Sniper Rifles and Phaseshift: 0

Ballistic Table

Ballistic Table helps to compensate for bullet drop while doing long range sniping, especially with a Suppressor. 

A ballistic table contains the distance to the target, and a number of mildots that you have to raise your aim by in order to compensate for drop.

Here’s an (outdated) example table for Suppressed RAMS .50 using 10X scope. 

Distance, m Drop, mildots Infantry Height, mildots
100 1.25 5
150 2 3.5
200 2.5 3
250 3 2.5

 

This table also includes the number of mildots in a full-height infantry target. You can use it to measure the distance to the target, or you can use Sweeper HUD implant for that purpose.

You can go to VR Training, write a ballistic table on a piece of paper and then pin it to the monitor with a sticker.

Ballistic Crosshair Overlay

This is an alternative to a Ballistic Table. This example crosshair is configured for:

Markings on the left show the height of standard infantry target at 200m and 250m. Use them to measure distance to the target, and then use the couples of dots below the crosshair to compensate for bullet drop. Video demonstration. Download link.

There are no markings for closer range, because within 150m these rifles are mostly point and click. This makes Ballistic Crosshair Overlay mostly pointless, because most of the “useful” sniping is done within that distance.

To use it you will have to install Recursion Stat Tracker with a Crosshair Overlay module. In case you’re wondering, this is completely legit and you will not get banned for using it.

This particular example is mostly just proof of concept. It will not work for players with other Vertical FoV or resolution, or for a rifle with a different Zoom or Projectile Velocity. 

If you’d like to use a Ballistic Crosshair Overlay, you would probably have to create your own, using a bit of Photoshop and a few screenshots.

Field of View

Having the right FoV settings is especially important for snipers.

  • With lower FoV, enemies will occupy more space on your screen, making it easier to land headshots at long range.
  • WIth higher FoV, you will see more of the game world on your screen, which can allow for better situational awareness in CQC sniping.

Increased Headshot Damage Multiplier

Weapons usually deal increased damage when hitting the head:

  • Most primary weapons: 2x
  • Bolt Action Sniper Rifles: 2.1x
  • Phaseshift in “bolt action” mode: 2.2x

Increased Fire Detect Range

When you fire an unsuppressed weapon, your position is highlighted as a dot on the minimap of all enemies within this Fire Detect Range:

  • Most primary weapons: 40m.
  • Sniper Rifles: 100m.
  • Directive Sniper Rifles: 150m.
  • TRAP-M1: 40m

Increased Tracer Visibility

Sniper Rifles have more visible tracers than other firearms. They are thicker, and linger for longer. 

Increased Scope In Time

Scope In Time is the time it takes for a weapon to transition from Hip Firing to Aiming Down Sights. 

  • Most primary weapons: 0.15 seconds
  • Rifles with 6x-12x magnification scopes: 0.3 seconds.
  • “Close range” sniper rifles that use 1x-4x scopes: 0.2 seconds.

Additionally, while scoping into high magnification overlay scopes, you will have a temporary blackout, and there will be a short animation with crosshair moving in. Overall, it takes about extra 30-50ms. 

These values refer only to weapon animation, Cone of Fire Mechanics are a separate issue.

Additional Forward Grip Benefit

In addition to its usual effects, Forward Grip reduces Vertical Recoil by 15% for all Sniper Rifles, except TRAP-M1.  Forward Grip bears a 0.1 second Equip Time penalty for all Sniper Rifles.


 

Semi Auto Sniper Rifles

VS Semi Auto Sniper Rifles do not have bullet drop.

Long Range

99SV

Gauss SPR

 

VA39 Spectre

These are classic “long range” semi auto sniper rifles with access to 6x through 12x overlay sniper scopes. They can take rapid follow-up shots, and are more effective at killing enemies with body shots than most other sniper rifles.

They have exclusive access to Ballistics Computer – a rail attachment that completely removes Scope Sway on all scopes. Unlocked and equipped by default.Ballistics Computer

VS Semi Auto Sniper Rifles have no bullet drop and slightly higher velocity, and they do slightly more damage within 100m, but less damage at 100m+. 

All Semi Auto Sniper Rifles kill standard targets in 2 headshots at all ranges, so the damage difference mostly applies to sniping Heavy Assaults, or hitting bodyshots.

99SV and Spectre are the starting weapons for TR and VS Infiltrators, respectively.

Unlock cost: 325 Certification Points or 250 Daybreak Cash

Bullets to Kill

  • BS = Bodyshot
  • HS = Headshot
  • X + 1 = X Headshots + 1 Bodyshot
  Infantry Full Nano NMG HA + Nano Resist HA
TR and NC Rfiles

3 BS: all
2 HS: all
1 + 1: all

4 BS: all
2 HS: all
1 + 1: <115m

5 BS: <112m
2 HS: <112m
2 + 1: 112m+

4 BS: <73m
2 HS: <73m
2 + 1: 74m+
VS Rifle 3 BS: <121m
2 HS: all
1 + 1: <122m
4 BS: <143m
2HS: all
1 + 1: <95m
5 BS: <93m
6 BS: 94 – 157m
2 HS: <93m
2 + 1: 94 – 157m
4 BS: <66m
4 BS: 67 – 149m
2 HS: <66m
2 + 1: 67 – 149m

 

To boil this information down to a memorable form:

Semi Auto Rifles kill infantry in 2 headshots at all ranges, and in 1 headshot and 1 bodyshot within ~100m. Heavy Assaults require an extra headshot.

Close Range

KSR-35

Impetus

Phantom

These “close range” variants are mostly similar to their “long range” brethren. The main difference is that “close range” variants sacrifice damage at range and the ability to take rapid follow up shots to gain access to low-zoom scopes without any scope sway: iron sights, 1x, 2x, 3.4x and 4x reflex scopes, but not HS/NV scope. 

They also have shorter Scope In Time (0.2 seconds versus 0.3), but slightly worse recoil properties and lower velocity.

Unlock cost: 650 Certification Points or 499 Daybreak Cash

Bullets to Kill

  • BS = Bodyshot
  • HS = Headshot
  • X + 1 = X Headshots + 1 Bodyshot
  Infantry Full Nano NMG HA + Nano Resist HA
TR and NC Rfiles

3 BS: all
2 HS: all
1 + 1: all

4 BS: all
2 HS: all
1 + 1: <59m

5 BS: <56m
2 HS: <56m
2 + 1: 57m+

5 BS: all
3 HS: all
2 + 1: <53m
VS Rifle 3 BS: <98m
2 HS: all
1 + 1: <98m
4 BS: <127m
2HS: all
1 + 1: <66m
5 BS: <63m
6 BS: 64 – 145m
2 HS: <63m
2 + 1: 64 – 145m
5 BS: <99m
6 BS: 100 – 175m
3 HS: <175m
2 + 1: <59m

 

To boil this information down to a memorable form:

Semi Auto Rifles kill infantry in 2 headshots at all ranges, and in 1 headshot and 1 bodyshot within ~50m. Heavy Assaults require an extra headshot.

SASR Mechanics

Tap Firing Issues

Tap Firing refers to the technique of firing single shots while letting the crosshair fully recenter before each shot.

Given proper timing, Tap Firing provides good accuracy and optimal damage output. Weapon’s affinity for Tap Firing is determined by its Recentering Speed

Good Tap Firing skills are generally important for using any semi-auto weapon, but Semi Auto Sniper Rifles also have a big and unique issue related to overzealous Tap Firing. 

SARS are among the few weapons with negative Recoil Recovery Delay, and they fully Recenter before the Refire Time is over – before you can take another shot. Especially if you use them with a Forward Grip, which reduces Vertical Recoil for sniper rifles, and thus reduces the time the weapon needs to recover recoil. 

However, unlike Recoil, Cone of Fire does not start recovering until Refire Time is over. 

So if you fire as soon as you can, you will fire before Cone of Fire recovers, and you will be more likely to miss.

  Can fire again by CoF Recovers by Recoil Recovers by /w Forward Grip
Long Range SASR 0.26 sec 0.2615 0.251 0.233
Close Range SASR 0.26 sec 0.3 0.261 0.241

 

For both SASR, recoil recovery finishes before CoF recovery starts, even without Forward Grip. One could argue that Forward Grip provides an extra moment to correct the crosshair placement between shots, but the difference of ~0.02 seconds is imperceptible to the eye.

Effectively, Forward Grips is useless for SASR.

These issues are less apparent for “long range” SASR, as they reset CoF very quickly.

Bolt Action Sniper Rifles

VS Bolt Action Rifles have bullet drop.

Each faction has a large selection of Bolt Action Rifles. They all have slightly different stats, with main differences in reload time, velocity, bolt chamber time, and the distance at which they can kill an enemy in one headshot.

Bolt Action Rifles are identical between factions.

BASR Damage Comparison

BASR damage comparison
Click to enlarge

Tier 1 – Close Range

TSAR-42

SAS-R

Ghost

Time Between Shots: 1100 + 170 = 1.27 seconds
OHK Range: 200m
Damage: 700 @ 10 – 400 @ 265
Velocity: 500 m/s
Reload Time: 2.8 / 4 sec
Ammo: 5 / 40
Scope In Time: 0.2 seconds
Scope Selection: 1x through 4x

The weapon of choice for Close Quarters Sniping.

Unlock cost: 650 Certification Points or 499 Daybreak Cash

Tier 2 – Medium Range

M-77B

NC14 Bolt Driver

XM98

Time Between Shots: 1225 + 170 = 1.395 seconds
OHK Range: 250m
Damage: 650 @ 10 – 400 @ 350
Velocity: 550 m/s
Reload Time: 2.8 / 4 sec
Ammo: 5 / 40
Scope In Time: 0.3 seconds
Scope Selection: 6x through 12x

These are the most versatile Bolt Action rifles. They have a great balance of stats – almost as fast as Close Range rifles, almost as effective at range as Long Range rifles. They’re also dirt cheap.

Most of the “useful” sniping is usually done within 150m or so, and these rifles are arguably the best choice for that range segment. 

Comparatively low projectile velocity will require you to deliberately compensate for projectile drop when going for targets outside 150m.

Bolt Driver is the starting Infiltrator weapon for NC.

Unlock Cost: 325 Certification Points or 250 Daybreak Cash

Tier 2 – Long Range

SR-7

LA80

V10

Time Between Shots: 1395 + 170 = 1.565 seconds
OHK Range: 250m
Damage: 650 @ 10 – 400 @ 350
Velocity: 600 m/s
Reload Time: 3.1 / 4.7 sec
Ammo: 8 / 48
Scope In Time: 0.3 seconds
Scope Selection: 6x through 12x

These rifles take longer to rechamber and reload, but they gain increased velocity and magazine size.

Unlock cost: 1000 Certification Points or 699 Daybreak Cash

Tier 3 – Extreme Range

RAMS .50

EM4 Longshot

Parallax VX3

Time Between Shots: 1500 + 170 = 1.670 seconds
OHK Range: 300m
Damage: 700 @ 10 – 400 @ 400
Velocity: 650 m/s
Reload Time: 4.2 / 5.575 sec
Ammo: 5 / 40
Scope In Time: 0.3 seconds
Scope Selection: 6x through 12x

These rifles have the highest projectile velocity among conventional Bolt Action rifles, as well as the highest OHK Range, but they take the longest to rechamber and reload. 

Superior velocity means you don’t have to compensate for Projectile Drop within 200m or so, basically making these rifles “point and click”.

When sniping targets at 250m+, take an extra second to properly Hold Breath and compensate for Scope Sway, because at those ranges even suppressed Scope Sway can mess with your crosshair placement.

Unlock cost: 1000 Certification Points or 699 Daybreak Cash

 BASR Mechanics

Bodyshots

BASR can kill full Nanoweave infantry with 2x Bodyshots within:

  • Tier 1: 73m
  • Tier 2: 44m
  • Tier 3: 107m

So if the target is being particularly evasive, and you can’t land a headshot, it may be better to go for easier bodyshots.

Melee Combo

All BASR can reliably kill a standard infantry unit with a melee combo, and it can be an effective way of disposing enemies that managed to close the distance with you. 

An enemy with full Nanoweave + Aux. Shield will be able to survive a melee combo from a Tier 2 BASR, but it should be a rare combination.

Try to develop a habit of equipping a sidearm right after a melee combo. Recovering and rechambering a BASR after a melee combo is going to take more than two seconds, and it’s better to do that after you make sure there are no enemies around.

Alternatively, you can use this trick to quick melee after a shot during the chamber animation.

Sidearm Combo

When faced with an enemy at close range, it’s a common technique to land an “easy” bodyshot, and then finish off the enemy with a sidearm.

Bolt Action Chamber Time

The Bolt Chamber Time shown on in-game weapon stat sheet doesn’t tell the whole story. You can learn more about it here, or just use the values provided in this guide. 

Straight Pull Bolt

Normally, you can’t rechamber your rifle while Aiming Down Sights, and you have to always leave ADS to let rechamber animation begin. You will not be able to ADS during rechambering.

Straight Pull Bolt

Supercooled CoilStraight Pull Bolt attachment allows you to start rechambering the rifle as soon as Refire Time is over, and enables you to enter and leave ADS at any time during rechambering. 

VS version of this attachment is called Supercooled Coil

This significantly increases your effective Rate of Fire, as you don’t have to sit through Scope In Time after each shot. However, this can potentially lead to developing bad habits, such as tunnel visioning, so remember to often break ADS during rechambering to take a look around.

Quick-scoping

Normally, a Bolt Action Rifle with a 6x+ scope is a liability at a distance between 3m and 6m. Hip fire is still too bad, and high magnification makes it very inconvenient to ADS, not to mention that ADSing itself takes more than 0.3 seconds.

The standard procedure is to close the distance and go for a melee combo, or a hip fire headshot at nearly melee range, but it’s not always possible. Equipping a sidearm also takes half a second, and you might be dead by then.

Quick-scoping gives you another combat option in that situation. It relies on the fact that Cone of Fire Reduction starts as soon as you begin ADSing, and takes roughly as long. So by the time you would fully complete ADS animation, you would have 100% accuracy. However, you don’t need 100% accuracy to hit a shot on a target within 3-5m.

A skilled player with impeccable timing can fire an “accurate enough” shots during ADS animation, before the crosshair becomes visible.

To perform this trick you have to fire about ~0.2 seconds after you start Aiming Down Sights. You can release ADS key right after you click fire. 

The optimal amount of time to be holding ADS before firing depends on whether you’re going for a headshot or a bodyshot. Headshots require tighter CoF, so you have to give it more time to shrink. 

Another factor is whether you were moving or stationary when you started ADSing. If you were standing still, your hip fire CoF was a bit smaller, so it would take a bit less time to reduce to the size you need.

Quick-scoping is not advised when going for a headshot on a full health enemy player.  This has a lot of potential to fail, and even when done in 100% optimal way, you’re shaving off roughly a tenth of a second.

Quick-scoping is much more viable when going for a bodyshot to finish off an already wounded enemy. Then you don’t have to hold ADS for nearly as long to get an accurate enough shot, and you have much more margin for error.

You can see Mustarde doing a bit of quick scoping in this video

 

Empire Specific Sniper Rifles

TRAP-M1

TRAP-M1 is classified as a Sniper Rifle, but functionally it is a burst fire Scout Rifle. TRAP has two fire modes: 3 round and 2 round bursts. 

2x burst has less recoil and CoF Bloom, and is intended for longer ranges than 3x burst. As other sniper rifles, TRAP has poor hip fire. 

TRAP-M1 spent a lot of time in underpowered state, so it accumulated a lot bad faith with the community, often being called a “trap purchase”. However, the weapon has received a trickle of buffs over the years, and now is in a pretty good shape. 

Taking advantage of full rate of fire takes a bit of getting used to, but allows for a surprisingly high damage output even with bodyshots. The unusual damage model of 184 – 167 makes this weapon very consistent over range, and you can always switch to 2x burst mode when you need accuracy over firepower.

AF-8 RailJack

AF-8 Railjack

One of the few true railguns in NC arsenal, Railjack is the hardest hitting bolt action rifle, and has the highest projectile velocity of any infantry weapon in the game.

As always, there’s a catch: Railjack has a 0.2 second firing delay between trigger pull and the actual shot, which makes it somewhat tricky to use, because you still need to adjust aim for target movement during those 0.2 seconds.

If we include firing delay into bullet travel time, a bullet from EM4 Longshot will reach the target within 552m faster than a bullet from Railjack. So in order to benefit from its higher velocity, you have to be compensating for target movement during the fire delay. Otherwise, Longshot is objectively a better weapon.

Tip: you can bind “Fire” to your keyboard, so you can fire the Railjack without having to click the mouse. This should make it easier to keep tracking the target with the mouse during those 0.2 seconds.

Due to firing delay, RailJack is the easiest rifle to quick-scope with. With other rifles, you need to have very precise timing. RailJack’s firing delay does it for you. Simply click ADS, then immediately click fire, and your shot will have a nearly perfect accuracy, without having to ADS all the way.

This is excellenty demonstrated in this video.

Phaseshift VX-S

Phaseshift VX-S

Embracing adaptability and versatility, Phaseshift can switch between “semi auto” and “bolt action” fire modes, though in reality the “bolt action” mode is just a more powerful semi auto mode. 

In semi-auto fire mode, Phaseshift has similar performance to a TR / NC “long range” SASR, though it can fire only 6 shots before overheating. 

In “bolt action” fire mode, Phaseshift has much more recoil, but kills standard infantry in one headshot within ~257m, and you can make two back to back shots, potentially killing two targets under a second (example).

It is highly recommended to use Phaseshift with a Forward Grip, as it reduces the high Vertical Recoil of “bolt action” mode.

Both fire modes don’t have any bullet drop, which effectively makes Phaseshift the only OHK-capable weapon without bullet drop. This makes it an interesting choice for a Suppressor, which reduces velocity to 467 m/s and OHK Range to ~240m.

Phaseshift also uses heat mechanic instead of ammunition. It doesn’t require reloading, and effectively has infinite ammo, but it needs to cool down between shots. Mechanics:

Firing accumulates heat. The amount of accumulated Heat Per Shot depends on the fire mode. When you stop firing, after a Heat Recovery Delay, the weapon starts bleeding off the heat at a Heat Recovery Rate

There is only so much heat the weapon can accumulate at once, equal to Heat Capacity. If you overheat your weapon, the weapon will suffer an Overheat Penalty before it can start cooling down, and you will not be able to fire again until the weapon fully cools down.

Directive Sniper Rifles

Bighorn .50M

The Moonshoot

Parsec VX3-A

Time Between Shots: 1.5 + 0.17 = 1.67 seconds
OHK Range: 250m
Damage: 750 @ 10 – 400 @ 325
Velocity: 680 m/s
Reload Time: 3.86 / 5 sec
Ammo: 5 / 40

Vertical Recoil: 0.3
Hip CoFs: 5.5 / 6.25 / 6 / 6.75 / 1
Minimap Detect Range: 150m

The only way to obtain one of these sniper rifles is to complete the auraxium level of Sniper Rifle Directives. 

The Directive Sniper Rifles have a unique combination of attachments: special HVA, Compensator and Straight Pull Bolt. 

They can be treated as a variant of Extreme Range BASR. Directive Rifles have higher velocity than any conventional BASR, and they deal the most damage within 150m. However, they have increased Fire Detection Range, as well as shorter OHK Range. 

Cross-faction Rifles

NSX Daimyo

DIRECT DAMAGE 225 @ 10m – 175 @ 350m
RATE OF FIRE 180 RPM
VELOCITY 600 m/s
AMMO 3 / 30
RELOAD TIME 2.2 sec / 3 sec
UNLOCK COST 1000Certification Pointsor 799 Daybreak Cash

Semi-Auto

NSX Daimyo is a rather unique semi auto sniper rifle. It deals low damage to body, but thanks to Headshot Damage Multiplier of 5x, it is capable of killing infantry in one headshot within 180m.

Landing a headshot is pretty much the only way to kill with this weapon; it simply doesn’t have enough damage per mag to kill even one infantryman with bodyshots. 

On the other hand, if you can land headshots, Daimyo lets you take 3-4 potentially lethal shots in a period of time where a BASR would be able to make 2 shots at most. Daimyo has the most immediate killing potential of any sniper rifle.

However, even if you are capable of consistently landing headshots on multiple enemies back to back, there are other considerations:

  • Daimyo cannot kill deployables in one shot.
  • Leveraging Daimyo’s advantage over a bolt action rifle means firing several shots without recloaking inbetween, which is potentially dangerous.
  • Daimyo has more projectile drop than other sniper rifles with the same velocity. This is intentional.

Daimyo is most effective in the range bracket between 20m and 100m, and it directly competes with Tier 1 “Close Range” BASR. Compared to them, Daimyo has a set of other disadvantages.

  • Tier 1 BASR can kill NMG / Adrenaline HAs within 22m. Daimyo cannot kill any shielded Heavy Assault in one shot. 
  • An accidental bodyshot with a BASR can be often converted to a kill with a second bodyshot. Daimyo is limited to headshots as the only option.
  • When suddenly confronted by an enemy at extremely close range, a Tier 1 BASR can go for a bodyshot, and then finish off the enemy with a quick melee strike or a few sidearm shots. With the Daimyo it’s either headshot or I should have already had my pistol out. (c) AnuErebus

The weird combination of relatively high velocity and strong bullet drop is often brought up as Daimyo’s greatest downside, but at the moment it’s not clear whether this amount of drop is intentional, because based on its stats, it should have exactly the same drop and velocity as Tier 3 BASR.

While Daimyo can be spammed more or less effectively, perhaps you should treat it simply as a rifle that lets you take another shot if you miss. You still should recloak often for the sake of survivability. 

Due to inconvenient drop, Daimyo is most effective when you are fighting against enemies on flat ground, so you don’t have to adjust for drop against every new target. Like other NSX weapons, Daimyo seems to be especially effective in one specific scenario, and mediocre in all other scenarios. It’s an interesting and unusual, polarizing weapon, but if you’re looking for tried and true, consider using a Tier 1 BASR instead.

In addition to the standard Darklight Flashlight, Daimyo has access to a couple of other rail attachments:

Weighted Receiver
Weighted Receiver – makes you pinpoint accurate while ADSing and moving, but reduces ADS Movement Speed Multiplier to 0.33x, so you basically slow down to a crawl while aiming.

Extended Mags Faven
Extended Mags – increases magazine size by 1 round. This is the recommended choice.

Anti Materiel Rifles

NS-AM7 Archer

DIRECT DAMAGE 400 @ 25m – 200 @ 200m
INDIRECT DAMAGE 100 @ 1m – 25 @ 3m
TIME BETWEEN SHOTS 1.5 + 0.25 = 1.75 sec
VELOCITY 525 m/s
AMMO 5 / 30
RELOAD TIME 3.0 sec / 4.25 sec
UNLOCK COST 1000Certification Pointsor 799 Daybreak Cash

Bolt-Action

Archer is a special rifle, available only to Engineers. It is weak against infantry, but capable of dealing high damage to MAXes and minor damage to armored vehicles. If Archer’s bullet travels more than 25m, it will deal splash damage in a small area. 

Archer has surprisingly good Hip Fire accuracy, which can be useful against targets at close range. Archer also has 0.75x ADS Movement Speed Multiplier.

Since archer takes up the primary weapon slot, and it’s not effective against infantry, Archer Engineers have to rely on sidearms for infantry combat.

You can use the Toolbox to calculate Archer’s damage to different vehicles.

NS-AM8 Shortbow

DIRECT DAMAGE 400 @ 25m – 200 @ 150m
INDIRECT DAMAGE 100 @ 1m – 25 @ 3m
TIME BETWEEN SHOTS 1.5 + 0.25 = 1.75 sec
VELOCITY 525 m/s
AMMO 3 / 36
RELOAD TIME 2.8 sec / 3.65 sec

NS-AM8 ShortbowBolt-Action

NS-AM8 Shorbow is one of the possible item rewards for winning a Critical Mass Alert, this is the only way to obtain it. You must already own NS-AM7 Archer in order to be eligible for this loot reward.

Shortbow is a variant of the NS-AM7 Archer with the following differences:

The latter would be the main reason to use Shortbow over Archer; it’s a weapon that you quickly pull out to deal with a MAX at close range, and then just as quickly put back.

Gameplay Tips

This video by Wrel does an excellent job of covering basics of Sniping.

A bit more advanced video by Cyrious Gaming.

Sniping seems very simple on the surface. And indeed, there is nothing particularly hard about using a Bolt Action Rifle to headshot a stationary enemy within 100m. Hold Breath, point and click, collect certs.

However, this shallow approach won’t get you very far. Bad snipers constantly get counter sniped, and struggle to kill anyone important, and are generally useless to their faction.

Choosing a Position

This topic is well-covered in Wrel’s video above, but to re-iterate, you want to find a flanking position to a mass of enemy players. 

You need a piece of cover that you can hide behind while reloading and recharging cloak. This can be a rock, a tree, a hill, a pile of boxes, etc. 

Ideally, you want to be on the high ground, as it makes you less noticeable, harder to reach, and gives you a better view. 

Getting into a good position might require some Parkour skills or a Wraith Flash. A disposable  Valkyrie or Ejection Seat ESF are also popular ways of getting into a position.

Looking for Targets

In real life snipers, always work in pairs, and have a partner to designate targets for them. In Planetside, you’re on your own. Here are some places where you can find targets to snipe:

  • Near spawns – Sunderers, spawn tubes. Do not shoot. Freshly respawned players have invincibility, and even if you kill, they’re gonna respawn a few seconds later anyway.
  • Choke points – enemies involved in a cover-based firefight with your allies near any door, corridor, bridge, narrow passing. Even between player made structures and parked vehicles.
  • Cover – places where the enemy hides, repairs, heals, goes AFK, has tea parties. That includes vehicles running for cover. If they are running – that means repair. That means mostly stationary Engineer heads.
  • Windows – easy targets since they have to stay still to shoot through a window.
  • Landing pads – favorite spots for Engineers behind turrets and snipers.
  • Phalanx Turrets – Engineers like to repair them and snipers like to hide around them. Fun fact: At certain distance turrets don’t render so you can shoot through them. It’s a bug exploit. Don’t make it your life goal.
  • Trees, Rocks, Corners – Think of the best places you would hide if you were going to snipe.
  • Terminals – Do not hesitate to shoot the heads before they disappear in the vehicle.
  • Enemy Explosives – People like to leave mines in weird places.

– H_Q_

Being Useful

Obviously, you won’t be contesting any points while sniping from a hill. As a Sniper, your power lies in the ability to kill any infantry target within hundreds of meters. So that’s what you must be doing: thinning out enemy numbers by killing enemies that your allies can’t reach.

Especially:

  • Counter-snipe enemy snipers. Pay attention to their tracers and try to catch them out of cloak.
  • Assassinate enemy Medics and Engineers behind turrets.
  • Interrupt Heavy Assaults who are lining up Rocket Launcher shots.
  • Harass enemy Light Assaults, who are trying to flank from high ground.
  • Snipe enemy deployables, such as Shield Recharging Fields and Spawn Beacons.

Even distracting enemies and forcing them to take cover against you is a form of oppression, and can be enough to turn the tides in your favor.

Pay constant and conscious attention to what you are doing and how effective you are. If you’re sitting among allies, and just snipe whoever shows their face, then you’re not solving the chokepoint, you are the chokepoint. 

Rhythm

Sniping is all about the rhythm:

  1. Cloak and move out of cover
  2. Pre-aim at a target
  3. Hold Breath
  4. Correct Aim and Decloak
  5. Stand still and shoot to kill
  6. Cloak and Move, while taking a look at the Minimap and around your character.
  7. Repeat.

Enemy snipers are by far the biggest threat to you. To avoid getting counter-sniped, you have to get in the rhythm. You only want to be decloaked and stationary for as long as it takes to fire off a shot.

You have to be stationary while shooting, because Sniper Rifles have poor moving accuracy, and will struggle to hit a headshot on an enemy outside 20m.

Right after a shot, you want to cloak and move, even if just a little bit. If you don’t move, an enemy sniper might just send a shot to where he last seen your head, and snipe you out of cloak. 

Make sure to always move a few meters in a random direction. An experienced or a lucky sniper might adjust for your movement, and snipe you out of cloak even after you moved (!).

Protecting Flanks

Remember to take a look around once in a while, and pay attention to the minimap. After enemy snipers, your second biggest threat is enemy Light Assaults, who can and will hunt you down.

Don’t let them catch you off guard. If you see an enemy approaching, and he’s too close to be sniped, you can still get an advantage: cloak and crouchmove into a better position, and open fire with your sidearm on enemy’s back.

Always keep an ear out and listen

Most of snipers play like they are AFK, looking down the scope. They can be spotted/taunted, I can cloak and activate a power knife multiple times without them paying any attention.

– Mad_2012

Be careful about spotting enemies. Your voice will give away your position, making you much easier to find if someone’s already looking for you.

EMP Combo

You can throw an EMP to about 40 meters out, and affected standard infantry will die from one SASR headshot or one BASR bodyshot.

Sidearm Love

Being comfortable with your sidearm of choice really pays off for a sniper. It will be your go-to weapon in most close quarters situations, and you really should invest your skill and resources into it.

You may want to steal a page or two from Stalkers’ book.

Hold Breath Management

It is highly recommended to use Target Focus implant while sniping, as it trivializes Hold Breath Management, and gives you much more breathing room while lining up shots.

When using a Bolt Action Rifle, remember to release Hold Breath key while the weapon is rechambering. This way you can squeeze in several shots even without Target Focus implant. 

Muscle Memory

“Muscle memory” refers to leading moving targets and compensating for bullet drop on the subconscious level, without having to think about it. This ability develops naturally, but it takes a while. 

The velocity difference between Sniper Rifles is enough to throw off your muscle memory, so if you are serious about sniping, it is highly recommended to stick with one rifle and one scope, unless you’re doing Directives.

Drag-shooting

See: Drag Shots.

Close Quarters Sniping

Refer to this guide by Davregis.

Sniper’s Loadout

Hunter Cloaking vs NAC

Hunter Cloaking is the default choice, as it guarantees a lot of uptime, gives you freedom of movement when moving into a sniping nest, and has a quick recharge. 

Nano Armor Cloaking has been used in the past by some very successful infiltrators, as it significantly increases survival chances in a sniping duel, and almost removes any chance of being sniped out of cloak. 

However, short duration and long recharge would make NAC impractical for most players.

Recon Device vs Motion Spotter

Recon Device if you want to support your allies with Recon from a safe distance. However, it runs out of darts quickly, and massively benefits from running Ammo Printer implant. It also requires quite a lot of upgrades to become truly useful.

Motion Spotter if you want to protect yourself from being flanked. Great longevity and effectiveness even at lower ranks.

Suit Slot

Flak Armor can be surprisingly useful, as it is not uncommon for snipers to come under vehicle fire.

Nanoweave Armor. Gives you an edge in case you get flanked. Increases your survival chances in ranged duels against automatic weapons and non-infiltrator enemies.  Mostly useful for Close and Medium range sniping.

Advanced Shield Capacitor. Reduces downtime if you get injured. Arguable usefulness, because a headshot from an enemy sniper will kill you even if you’re at full health, and if you take a bodyshot, you will take some health damage as well, and would have to eat a Med Kit just to benefit from ASC. 

And as a Sniper, you should always have free access to a piece of cover to let you regenerate shields in peace.

Adrenaline Pump. Makes you faster while getting into position, but does nothing for you once you arrive.

Ammunition Belt. Can be useful for experienced snipers, who legitimately run out of ammo once they find a good position. Ammo Printer Implant makes this obsolete, though.

Utility Slot

Normally you would run Med Kits, but AP Mines can also be useful in certain situations. If your sniping nest has limited approach paths, you can place mines to protect your flanks.

While doing a bit more aggressive infiltrating, VS and NC mines can be combined with EMP Grenades for devastating multikills.

Implants

Recommended

  • Battle Hardened is crucial when sniping from amidst allies, you cannot afford to miss critical shots due to screenshake. 
  • Target Focus. Enough said about it.

Honorable Mentions

  • Ammo Printer. Solves ammo issues, and provides a steady supply of Recon Darts and Motion Spotters.
  • Regeneration.  A convenient way of restoring health if you’re not running Med Kits.
  • Catlike 5. Invaluable in getting to good positions, and makes it easier to escape or fight back if you get flanked.
Enhanced Targeting

Implants

What are implants?

Implants are a part of infantry loadout, much like a suit slot or a weapon. They provide passive bonuses and abilities to improve player’s utility and convenience. 

You can equip two different implants at the same time. Equipped implants are displayed at the bottom of the screen. 

Some of the implants do not work for MAXes or when piloting vehicles. Some implants can only be equipped by certain classes. Check implants’ in-game descriptions for specifics.

Implant Rarity

There are Common > Uncommon > Class-specific > Rare >  Exceptional implants. Implant’s rarity determines how difficult it is to obtain, and how specific its effects are.

Note that Class-specific specifically relates to implant’s rarity. An implant doesn’t have to be in the Class-specific group to be usable only by one specific class.

ISO-4

ISO-4 is a special currency, related to implants. It is spent on upgrading owned implants, crafting one specific implant or recycled into a random implant. There are two ways to obtain ISO-4:

  1. Participating in a Meltdown Alert grants up to 300 ISO-4.
  2. Breaking down duplicate implants on the Nano-Cycler screen.
    • Breaking down any Rank 1 implant provides 25 ISO-4. 
    • Breaking down an  Exceptional  implant provides 500 ISO-4.

In general, ISO-4 is hard to obtain and easy to waste, so it’s important to spend it very carefully.

You can have up to 100 000 ISO-4 at the same time.

Implant Upgrade Ranks

Non-exceptional implants start at Rank 1, and can be upgraded up to Rank 5 with ISO-4. Implants of higher ranks provide stronger bonuses, and the final rank often has an additional effect. Players can upgrade implants on the Nano Cycler tab of the main menu.

 Exceptional  implants have only one rank and cannot be upgraded.

Upgrade Cost

Upgrade cost ISO-4
Rank 1 -> Rank 2 75
Rank 2 -> Rank 3 225
Rank 3 -> Rank 4 900
Rank 4 -> Rank 5 2475
Total: 3675

Fully upgrading even one implant is expensive. You are not expected to unlock and fully upgrade every implant, or use only implants of maximum rank. You will have to be very picky about what you want to upgrade. 

How to get implants?

Safeguard 1 and Target Focus 1 are granted for free. There are several ways to obtain more implants.

Event Rewards

Participating in Continental Events will grant you one or several random implants. It is currently unclear if you can receive an  Exceptional Implant this way.

You can also receive several random implants as a loot reward for winning a Meltdown Alert.

Crafting

Implant Craft Cost
Common 500 ISO-4
Uncommon 850 ISO-4
Class-specific 1750 ISO-4
Rare 3500 ISO-4

Players can spend ISO-4 to craft a specific non- Exceptional implant that they don’t own yet. Craft cost depends on implant rarity. 

Implant Packs

Implant Packs are “chests” that contain several random implants. Each implant drop from a pack is completely random, you can get several identical implants from one pack, and you can get duplicates of the implants that you already own. 

The only exceptions are Target Focus and Safeguard – those do not drop from Implant Packs, because every player already has them by default. 

You don’t have to manually open Implant Packs – once obtained, they will open automatically.

There are several ways you can get Implant Packs:

Directives

Completing the first tier of Class Directives for the Infiltrator, Light Assault, Combat Medic, Engineer or Heavy Assault grants a Novice Implant Pack, which contains two random non-exceptional implants.

Additionally, completing the first tier of Objectives and second tier of Leadership directives grants a Basic Implant Pack, which contains 3 random implants. 

Getting a few of these implant packs from directives is a good way for new characters to get started with the implant system.

 

In-game Store

A common way to get new implants is to buy Implant Packs from in-game store.

Basic Implant Pack
Basic Implant Bundle
300 Certification Points 
or 199 Daybreak Cash
Contains 3 random implants.

Deluxe Implant Pack
Deluxe Icon Bundle
750 Certification Points
or 500 Daybreak Cash
Contains 9 random implants. 

Purchasing Deluxe Implant Packs is ~20% more cert-efficient.

Recycling ISO-4

ISO-4 Recycler
500  or 249 Daybreak Cash

Purchasing one ISO-4 Recycler grants one random implant. Common Implants do not drop from Recyclers, and there is a higher chance to get an uncommon or exceptional implant than from normal packs. 

The Recycler can be useful for players who don’t want to spend ISO-4 on upgrading any of the owned implants, and wish to trade it for a chance at getting an implant they don’t have yet. To be clear, you can still get a duplicate with the Recycler. 

Recycler also provides a way to purchase one random implant with DBC. 

Chances of getting an implant from one ISO-4 Recycler:

  • Uncommon: ~62%
  • Class-specific: ~17%
  • Rare: ~10%
  •  Exceptional : ~11%

ISO-4 Value:

  • 25 ISO-4 if the implant is Rank 1 duplicate.
  • 79 ISO-4 on average, including duplicates of exceptional implants.

Implant Pack Drop Rates

Here are Implant Drop Rates according to testing on PTS by RegulusMagnus:

Each implant in a Deluxe Implant Pack has a chance to be:

  •  Exceptional : ~0.68% (hello, Lineage 2)
  • Rare: ~1.54%
  • Class-specific: ~3.0%
  • Uncommon: ~26.6%
  • Common: ~68.2%

Chances that a Deluxe Implant Pack contains at least one implant:

  • Common: ~100%
  • Uncommon: ~93.8%
  • Class-specific: ~23.7%
  • Rare: ~13%
  •  Exceptional : ~5.9%

ISO-4 Value:

  • 225 ISO-4 if all 9 implants are Rank 1 duplicates.
  • 254 ISO-4 on average, including duplicates of exceptional implants.

Spending Daybreak Cash

Based on this reddit post by /u/DrSwov.

In terms of Daybreak Cash, one Deluxe Pack costs the same as two Recyclers.

  Chances of getting at least one implant from:
  Deluxe Pack 2x Recyclers
Common ~100% 0%
Uncommon ~93.8% ~85.2%
Class-specific ~23.7% ~31.2%
Rare ~13.0% ~19.0%
 Exceptional  ~5.9% ~21.5%

() If your goal is to buy ISO-4 with Daybreak Cash:

  • In worst case scenario, when you get only Rank 1 duplicates, Deluxe Packs offer 450% better value than Recyclers.
  • If we take duplicates of  exceptional  implants into account, Deluxe Packs still offer 60% higher ISO-4 value.

() If you’re hunting for a certain class-specific, rare or  exceptional  implant, then Recyclers give you better chances.

Premium Membership provides a 10% discount to all DBC purchases, including Recyclers and Implant Packs. It’s worth to get membership if you intend to spend more than 10 000 DBC. Keep in mind that membership itself provides a ton of other useful perks. Don’t forget that you can buy 10 000 DBC for $85.

Here are your chances of getting a specific implant with 10 000 DBC (assuming no membership discount).

Method Exceptional RARE Class specific Uncommon ISO-4 Value
20 x Deluxe Packs 9.7% 32.7% 44.7% 99.2% 5 081
40 x Recyclers 31.7% 43.7% 53.5% 92.1% 3165

Purchasing Recyclers over Deluxe Packs provides a significantly higher chance of getting the implant you want, especially an exceptional one. However, you get much less ISO-4 per DBC spent.

Toolbox

My Toolbox will calculate all of the implant-related statistics mentioned so far.

Implants in VR Training

You can equip and test all implants in VR Training. Implants in VR will have the highest rank possible. However, VR enemy dummies do not count as players, and most “on kill” mechanics will not trigger off them. E.g. Nightmare implant will not cloak you. 


Implant List

Common Implants

These implants are easy to get and provide versatile bonuses that will remain useful across many different playstyles.

Target Focus

Target Focus

This implant is available to all characters from the start. Can be used by MAXes and works in vehicles.

1) Increases hip fire crosshair Friend-Foe-Identification range from 10m to 60m.

This is great for new players, as it helps them to identify enemies and distinguish them from allies. It can also help find enemies in darkness or smoke

2) Displays health bars of spotted enemies and vehicles within 500m.

Displayed bar refers to specifically player’s health. It does not take infantry shields or HA overshields into account.

This effect is especially useful when fighting vehicles, so you can prioritize weakened targets and monitor your damage output, and judge if it is worth to continue engaging. 

First two components are from the old Enhanced Targeting implant, and you can watch Wrel’s video review of that part here

3) Increases hold breath duration by 150% / 160% / 175% / 200% / 300%.

“Holding breath” refers to the mechanic of suppressing scope sway by pressing [Sprint] key for HS/NV scope and high-magnification sniper rifle scopesLearn more about Hold Breath Mechanics.

This is the only component of the implant that improves with upgrades, but the bonus to Hold Breath duration is huge even at Rank 1. It’s totally possible for high-level snipers to play without this implant, but it can be very helpful to casual snipers and beginners. 

Higher ranks of the implant can be great when it is possible to chain several shots together while using Semi Auto sniper rifle, or a Bolt Action rifle with Straight Pull Bolt attachment.

Safeguard

This implant is available to all characters from the start. Can be used by MAXes.

Provides 20% damage resistance after accepting a revive for 1.5 / 1.75 / 2.5 / 3.5 seconds. 

It’s possible that damage resistance is also provided after (re)spawning.

This is great for new players that tend to die in bad spots, and accept revives without regard for consequences. It also can be useful in organized squadplay in point hold scenarios.

Tip: before accepting a revive, you can use Toggle HUD key (default “Ctrl + F10”) to see your corpse from above and judge if it is safe to accept the revive.

Rank 5 bonus: being revived instantly restores 200 shields for infantry and 500 health for MAX units. 

Ammo Printer

Can be used by MAXes and works in vehicles.

Generates ammunition for all weapons, tools and vehicle weapons once every 120 / 110 / 90 / 75 / 60 seconds.

The amount of generated ammunition is equal to the amount you get from one tick of Engineer’s ammo pack or vehicle ammo tower. For most infantry weapons, this is equal to 1 magazine. Most vehicle weapons get more, equal to several magazines.

Ammo Printer generates ammo while cloaked.

When near or inside a vehicle that you own, Ammo Printer will generate ammunition for all vehicle’s weapons. However, printer will not generate ammunition for infantry equipment inside a vehicle, unless the player is in a rumble seat. In that case, printer will work for both the vehicle, and the player.

Countdown timer resets, when you:

  • spawn a vehicle (but not when you enter a vehicle)
  • exit a vehicle
  • respawn
  • resupply or change loadouts at an infantry terminal
  • accept a revive

Ammo Printer is great for lone wolf players and vehicle pilots. Tanks specifically tend to quickly run out of ammunition, and can take a while to get to an Ammo Tower. 

Especially useful to Infiltrators, Light and Heavy Assaults to resupply ammunition for their tools.

Regeneration

Regeneration Implant

Can’t be used by MAXes, works inside vehicles.

Restores 20 / 23 / 28 / 35 health per second. Regeneration starts 10 seconds after taking health damage. Rank 5 also instantly restores 50 health when you kill an enemy with a headshot.

  • Taking shield damage or dealing damage does not interrupt regeneration process.
  • Regeneration restores player’s health inside a vehicle, but it will do nothing for the vehicle itself (duh).
  • Cloaked infiltrators cannot regenerate health.
  • Regenerating full health takes 25 / 22 / 18 / 14 seconds. 

A very popular convenience and longevity implant. It allows to forget about monitoring your health, and gives a way to restore health without relying on Med Kits or medics. 

Especially great for lone wolf players, especially Light Assaults and Infiltrators that spend a lot of time away from their allies.

If you’re in a friendly territory that is lattice-connected to a captured Biolab, its health regeneration bonus will override Regeneration Implant of Rank 1 or 2, essentially making it useless. 

Safe Fall

Can be used by MAXes.

Increases the distance you can fall without taking damage to 20 / 30 / 40 / 50 / 75 meters. Increases lethal fall distance to 60 / 90 / 120 / 150 / 230 meters. Rank 5 also reduces collision damage from vehicles by 50%. 

There are other ways to avoid fall damage, like jumping down on sloped surfaces, or using  a Jump Pad or a Gravity Lift.

Safe Fall is normally equipped to boost player’s mobility, so he can jump down from heights without fear of injury. In that regard, even the first rank is usually powerful enough to completely forget about fall damage. 

Safe Fall can be useful to novice Light Assaults who haven’t learned to properly manage Jet Pack energy yet. It can also make a Light Assault more stealthy, as he can jump down from a height without engaging his Jet Packs, which could give away his position.

At the moment, Safe Fall is nearly mandatory to use Light Assault’s Ambusher Jets effectively.

Safe Fall can also be used by ESF pilots as a substitute for Ejection Seat.

It’s hard to quantify how useful Rank 5 is. It’s supposed to make you harder to run over for vehicles, but without some in-game testing it’s hard to tell how effective it is in that role. However, even if that would 100% protect you from any run-over attempts, it would hardly justify spending ISO-4 on it, since statistically it happens so rarely that it doesn’t even matter.

Sweeper HUD

EOD HUD Implant

Can be used by MAXes, works in vehicles.

1) Automatically spots mines and C4 within 16 / 18 / 21 / 25 / 35 meters. 

This is great for flanking or breaching playstyles, as in both cases you will be more likely to encounter mines. Can help MAXes and vehicles avoid Tank Mines.

The implant is not a sure-fire way to never blow up on a mine, since the icon of a spotted explosive is small and easy to miss in the heat of combat.

At lower ranks, has limited usefulness to vehicles, as often your momentum will be too strong to stop or change direction in time, unless you consciously move slowly. Ranks 4-5 provide more than enough time, though.

2) Displays distance to objects under your crosshair within 500m.

This effect seems to be broken in ESFs.

Can be used to judge how high you need to aim with a long range Sniper Rifle or a tank cannon, if you create your own ballistic table. First column is distance, second column is the number of mildots you have to raise your aim by. 

It is also nearly a necessity for Ballistic Crosshairs for dumbfire launchers.

Can also be used to judge if target is within your weapon’s lethal distance. For example, close range bolt action sniper rifle one-hit-kills on a headshot within 200m. 

Vampire

Vampire Implant 

Can’t be used by MAXes.

Restores 175 / 200 / 250 / 325 health on a wielded melee kill. Rank 5 also restores 325 health on a sidearm kill. 

  • Your character model will have visible green effects when you receive healing.
  • You have to actually kill the enemy with one of the specified items, just holding a knife your hands while enemy blows up on your mine will not trigger the healing. 
  • Vampire 5 will heal on a quick knife kill if you’re holding a sidearm (source).
  • Doesn’t proc off teamkills.
  • ASP interactions (source):
    • Vampire 5 procs for sidearms equipped in primary weapon slot.
    • Vampire 5 does not proc for primary weapons in secondary weapon slot.

This implant has an interesting synergy with Carapace implant, but without it, Vampire has questionable usefulness even for Stalker Infiltrators, kings of sidearm and melee kills. Most of the time, Regeneration implant will be better, as it doesn’t rely on kills to restore health, and doesn’t require you to go into combat without full health. 

Crazy melee streaks with a wielded knife often end when you start taking damage anyway. You are simply unlikely to benefit from this implant. 

Vampire only makes sense at maximum rank and in combination with other equipment (see: Gunslinger Loadout). 

Athlete

Passively increases sprint acceleration, deceleration, and recovery speed by 10% / 12% / 15% / 20%, and your hold-breath time recharges 50% / 65% / 80% / 100% faster.

Rank 5 Bonus: Additionally, you gain 10% increased sprint speed whenever you’ve been moving for longer than 6 seconds. This bonus is removed if you stop moving or fire a weapon. 

  • Sprint Speed bonus doesn’t stack with Adrenaline Pump.
  • It is currently unclear whether you specifically have to sprint for 6 seconds to gain bonus speed, or any kind of movement would count. To test.
  • MAX units cannot equip.

Several in-game tests have been performed in VR to gauge implant’s usefulness:

Test 1: Short Sprint – 95m run

  • Baseline: 14.7 seconds from start to finish
  • Only Pump: ~13.3 seconds
  • Only Athlete: 13.9 seconds
  • Athlete + Pump: 13.3 seconds

Baseline sprint speed is 6.32 m/sec, without taking acceleration time into account, so while sprinting it takes Athlete 6 * 6.32 = ~38m for bonus sprint speed to kick in. 

Test 2: Long March – 795m run

  • Pump only: 1:51.8
  • Athlete only: 1:52.4
  • Pump and Athlete 1:51.1

Test 3 – Sprint Recovery Reduction

While sprinting, I measured time from the moment mouse click is registered and until ammo cost is applied due to a shot being fired.

Without Athlete, Jaguar fired in 0.317 seconds after the mouse click, while with Athlete it fired after 0.25 seconds.

Please note that 0.017 seconds is time between frames (I’m recording at 60 FPS), so this is the margin for error for my testing method. Overall, as description states, with Athlete you can fire out of sprint up to 20% earlier.

Test 4 – Sprint Acceleration

Judging from quick subjective observations, this effect is mostly placebo, and sprint acceleration itself lasts AT MOST less than a second, and the implant’s reduction – as stated – is only 20%.

It is my overall opinion that Athlete, like ASC, looks amazing on paper, but doesn’t actually do much in actual game situations, especially compared to competition, be it Pump or other implants.

Of course, you can combine Pump with Athlete, and get your “Nanoweave” from Symbiote, but arguably the price is too great.

Gunslinger

Kills while wielding a sidearm increase reload speed by 15% / 17% / 20% / 25% /  for 2 / 2.25 / 2.75 / 3.5 seconds. Rank 5: your weapon swap times are reduced by 50% for the same duration.

The reload speed bonus lasts long enough for you to reload your sidearm after the kill, swap back to primary weapon, and start reloading it as well.

Most weapons take 2-4 seconds to reload, and less than a second to swap to, so on average this implant ill be saving you about a second worth of time each “activation”.

In general, this seems like a highly specific and situational implant. To benefit from it, not only you have to specifically kill an enemy with a sidearm, but actually engage the next enemy during a very specific timeframe.

Overall, it’s hard to recommend, even to stalkers who rely on sidearm kills. It’s just not worth the implant slot, since most sidearms take less than 2 seconds to reload anyway.

To test: does it make you throw grenades or quick knife faster?

Jockey

While riding in an exposed vehicle seat or using a MANA turret, you receive an additional 30% / 33% / 40% / 50% maximum shield health. Rank 5: additionally, squadmates in vehicles within 50 meters of you also receive this benefit at 20% shield strength.

  • Useful for Wraith Flash, as engaging from rumble seats of other vehicles is usually not effective.
  • Could have some potential usefulness for Harasser gunners switching to rumble seat for repairs.

Salvage

MAX only. Killing enemy MAX units will restore 500 / 550 / 650 / 800 health. Rank 5: killing a MAX within 5 meters of you will restore an additional 200 health.

Useful, but unreliable implant, since you have to specifically kill the enemy MAX yourself in order to trigger the bonus.

Survivalist

Your shield recharge delay is passively reduced by 0.5 / 0.6 / 0.75 / 1 seconds. In addition, whenever you are reduced below 40% health, your sprint speed is increased by 20% for 3 / 3.5 / 4.5 / 6 seconds. Rank 5: also increases Reload Speed by 15% for the same duration.

  • It’s safe to assume sprint speed bonus doesn’t stack with Adrenaline Pump.
  • “40% health” specifically refers to Health, the green bar, and does not take shields into account.
  • There is a 12 second cooldown on this implant’s effects.

This implant provides a small, but universal boost, especially when used in combination with other mechanics that affect shields, such as:

Uncommon Implants

These implants are harder to get, and they offer situational bonuses that are meant to strengthen specific playstyles.

Battle Hardened

Battle Hardened

Can be used by MAXes.

Reduces screen shake from nearby explosions and flinch from being hit by bullets by 30% / 33% / 40% / 50%. Rank 5 completely removes flinch and screen shake for 10 seconds after a kill. 

Flinch from bullet hits scales with damage they deal. More damaging bullets and headshots cause more flinch.

This implant is useful whenever you get under fire while shooting someone, or something explodes nearby, which happens a lot while playing infantry. It makes it easier to hold the crosshair on the target and offers a competitive edge.

Battle Hardened is popular to the point that it’s considered mandatory by many players, claiming the game is unplayable without it. Especially popular among Heavy Assault mains and other competitive and frontline infantry players, such as CQC BASR players.

The maximum rank is especially powerful and makes an amazing combo with Assimilate implant and HA’s Adrenaline Shield.

Assimilate

Assimilate

Restores 120 / 140 / 165 / 200 shields on a headshot kill. Rank 5: also restores 10% of your maximum ability energy.

Your personal shields will briefly flash when you receive shield restoration. 

This implant isn’t very useful without several upgrades, and it’s reserved for the elite infantry players that can consistently get headshot kills. 

This implant is not as powerful as it seems. It does nothing for you at maximum shields. While the amount of restored shields is not huge, it can potentially get amplified by Nanoweave and HA’s Resist Shield, and makes a great combo with Adrenaline Shield. 

Also, while getting headshots is obviously crucial for competitive infantry playstyle, trying to finish off every enemy with a headshot can be a bad habit. PlanetSide 2 weapons get more inaccurate the longer you shoot, so it’s a common technique to start with headshots, doing quick and strong burst of damage, and then drag the aim to center mass, finishing the enemy with body shots.

Trying to shoot at the head all the time may lead to actually dealing less damage. You will have to make a judgement call each time. 

Catlike

Catlike

Can’t be used by MAXes.

1) Reduces movement speed penalty for crouching by 40% / 45% / 55 %/ 75%.

Normally, crouching reduces movement speed by 50%. Catlike makes you move at 70% / 72.5% / 75% / 87.5% normal walking speed while crouching.

Increased crouching speed allows you to be more mobile during firefights, while having increased accuracy and presenting a smaller target. Especially great when paired with a 75% ADS weapon

2) Rank 5 also increases jump height by 1m. 

This provides a significant increase to player’s mobility and parkour capabilities, even at low FPS. Examples: one, two, three, four.

This implant is especially great for Infiltrators, as crouchwalking while cloaked makes them less noticeable. 

It also allows any class to move faster while crouching to avoid being detected by Motion Detection tools

Increased jumping height has its downsides, as it messes with a lot of accumulated muscle memory and movement habits, so it can be tough to transition to and from Catlike 5.

For example, when jumping into a low window, you have to take a running jump into the window from some distance, as opposed to moving the window and crouch jumping into it.

You can also jump up right in front of it and press forward and crouch while you fall down.

– Atemu

Ocular Shield

Ocular Shield

MAX units can equip.

Reduces strength and duration of Flash, EMP and Concussion grenades’ effects on you by 15% / 18% / 23% / 30%.

Rank 5 also provides complete immunity to these effects for 5 seconds after using a Med Kit or Restoration Kit (but does not clear effects that were already applied to you).

Sensor Shield

Sensor Shield

MAX units can’t equip.

Hides the player from motion detection tools further than 30m / 26m /  20m / 10m.

Rank 5: while walking (not sprinting) you cannot be detected at any distance.

Very useful implant for flanking and stealthy playstyles, especially for Light Assaults and Infiltrators.

Critical Chain

Headshot kills grant 20% / 25% / 35% / 50% / faster weapon rechamber speed for 3 seconds. Rank 5: all kills beyond 70 meters also trigger this benefit.

  • This implant does not work with shotguns.
  • The benefit stacks up to 8 seconds.
  • This implant can be equipped by all classes, but only Infiltrator’s Bolt Action Rifles can benefit from it, not counting Archer Engineers.
  • This implant effectively turns any sniper rifle into NSX Daimyo.
  • It’s possible this implant is currently bugged and doesn’t work with Straight Pull Bolt attachment.

This implant seems to be mostly useful on “long range” bolt action rifles with long rechamber times, when used from a flanking position against unaware group of enemies. 

“Close range” bolt action rifles already have very short rechamber time, and often you HAVE to take cover between shots anyway, as excellently demonstrated by the legendary Elusive here.

Heavyweight

MAX units can equip. Reduces the amount of flinch you receive when being struck by a projectile by 50% / 55% / 65% / 80%, but your maximum movement speed is passively reduced by 10% at all times. Rank 5: whenever you take fall damage, you will emit an impulse that knocks back enemy infantry. 

Heavyweight provides stronger or equal flinch protection than Battle Hardened at any rank, but it does nothing against screen shake from explosions, which is a big reason to use Battle Hardened for many people. And then there’s movement speed penalty.

You would think that this implant makes a strong option for Light Assaults, but so far there have been no documented cases of effectively using the knockback feature, and in general “taking fall damage” is a very unreliable trigger.

Ransack

Works in vehicles. Killing a vehicle within 25 / 30 / 35 / 50 / meters restores one tick of ammunition for you or your vehicle. Rank 5: also heals your vehicle for 10% of its max health.

This implant triggers for the vehicle you own, and specifically when you kill an enemy vehicle. It doesn’t matter whether you are actually in the vehicle, and you don’t even have to be in the pilot’s seat.

This means, for example, if you are piloting a Harasser while using Ransack, it will not trigger when your gunner is making kills. It will not trigger either if your gunner is using Ransack, because he’s not the owner of the vehicle. So for Harassers – and other vehicles where the owner/pilot doesn’t have a weapon to make kills with – Ransack is effectively useless, unless you are in a squad with your gunner, and let your squadmate pilot the vehicle instead of yourself. Credit to /u/jackch3 for relevant testing.

Bonuses for Ranks 1-4 are absolutely uninteresting, since 1 tick of ammunition is a very small amount for most weapons, and Ammo Printer is a much better choice for that purpose. Overall, it’s hard to recommend using Ransack as it is right now.

Response Jacket

Receiving damage from a standard explosive or light anti-vehicle weapon will trigger a shield that reduces damage from both resistance types by 50% for 6 / 8 / 12 / 20 seconds. Rank 5: also provides same bonuses against C4 and Infantry Rockets.

  • You can find lists of weapons using these Damage Resist Types here.

In general, this implant is basically a Flak Armor replacement that triggers only after you actually receive damage for the first time, which makes this implant completely useless in certain situations, and almost as useful as Flak Armor itself in other situations.

Naturally, this implant is mostly useful against weapons that rely on multiple hits, such as ESF Rocket Pods and PPA / Enforcer / Marauder. In fact, this implant is even more useful against them than Flak Armor, because Flak Armor only provides a 20% resistance against them.

Sidewinder

Your strafe speed is increased by 20% / 23% / 28% / 35%, but accelerating and decelerating while strafing takes twice as long. Rank 5: in addition, you no longer appear highlighted on IRNV optics.

This is a great implant for slicing corners. With this implant at Rank 4+: 

  • Normal strafing is just as fast as normal walking forward.
  • Strafing while ADSing with a 0.5x ADS Multiplier weapon is only ~10% slower than with a 0.75x weapon without Sidewinder.
  • Strafing while ADSing with a 0.75x weapon is as fast as normal strafing without ADSing and without Sidewinder.

Note that it’s not recommended to ADS until you actually see an enemy, or already know where they are.

The reduction to acceleration speed is noticeable in gameplay, but it’s questionable whether it plays a big difference, since infantry acceleration is fairly fast.

To test: post a screenshot with IRNV optics.

Class-specific Implants

These implants are hard to get and they can only be equipped by specific classes, and provide a bonus to strengthen that class’ main playstyle.

Aerial Combatant

Light Assault

Aerial Combatant Implant

Killing an enemy will restore 12% / 15% / 20% / 30% of Jet Pack energy.

Rank 5 provides additional 30% for destroying a vehicle. 

  • Killing enemy “units” such as deployables doesn’t trigger this implant anymore.

Paratrooper

Light Assault

Whenever you receive damage, 3% / 4% / 5.5% / 8% of your jump jet fuel is restored.  Rank 5: Additionally, reloading your Rocklet Rifle will reduce fall damage for 6 seconds.

Useless.

Combat Surgeon

Combat Medic

Combat Surgeon Implant

Killing an enemy or reviving an ally restores 15% / 18% / 23% / 30% energy for your Nano Regen Device.

Rank 5 also increases your resistance to small arms damage by 25% for 3.5 seconds after reviving. 

  • Bullet resistance doesn’t stack with Nanoweave, highest resistance is used.
  • Bullet resistance procs when reviving with a Revive Grenade.
  • Ally has to specifically accept the revive in order for bullet resistance to proc.

Mending Field

Combat Medic

Allies who are below 100 / 150 / 225 / 300 health passively heal for 15 health per second while you are within 7 meters. Rank 5: your deployed Shield Recharging Fields now also carry this effect.

Seems very weak even at maximum rank. Consider that it takes 20 seconds (!) for this implant to restore 300 health. Ain’t nobody got time for dat.

If you’re doing Combat Medic directives, and you have some spare ISO, you could use this implant to farm a few Healing Ribbons alongside Shield Ribbons, but it seems too weak for actual combat effective applications.

Deep Operative

Infiltrator

Whenever you spend longer than a total of 30 / 26 / 20 / 12 seconds uncloaked without taking damage, your cloak’s visibility will be reduced by 75%. Dying or taking damage from enemy sources will reset the countdown. Rank 5: killing an enemy will reduce the countdown by 3 seconds.

This implant requires to be upgraded to at least Rank 4 before it becomes truly useful, and overall it remains to be seen how useful it is. To test.

Nanomesh Specialist

Heavy Assault

Nanomesh Specialist Implant

Reduces passive energy drain from active overshield by 50% / 55% / 65% / 80% while remaining stationary and by 25% / 28% / 33% / 40% while moving.  Rank 5: also removes the 3 second delay before a fully depleted overshield begins recharging. 

Overshield energy drain is fairly mild by default, which makes this implant not very desirable. One exception is that if you activate the overshield before hopping onto a Flash, the overshield will remain active, increasing player’s survavibility while using a combat Turbo Flash. A highly, highly niche use. To test.

Mobility Mesh

Heavy Assault

Reduces the movement speed penalty while your overshield is active by 15% / 17% / 20% / 25%. Rank 5: Additionally, while your overshield is active, your base sprint speed is increased by 10%.

The wording of this implant makes it unclear whether it fully compensates the 25% movement speed penalty applied by overshields, or whether it removes only a quarter of it. Latter is more likely. 

According to my calculations, Rank 5 of this implant allows to sprint with overshields as fast as normal forward walking speed without Overshields and without the implant. To test.

This implant is especially useful to Resist Shield users, since they need to have overshields active while taking damage.

Robotics Technician

Engineer

Robotics Technician Implant

Your non-mine deployables within 15m of you receive 10% / 13% / 18% / 25% damage resistance. Engineer using the turret also receives damage reduction.

  • This damage reduction multiplicateively stacks with Nanoweave Armor.
  • Damage reduction is applied to explosives.
  • Full Nanoweave + Robotics Technician 4 or 5 = 60% of damage taken from bullets.

Rank 5 special ability: affected deployables will also automatically repair themselves for 25 health per second.

  • Affected deployables and engineer manning a turret will have a bright visible effect over them. 
  • Doesn’t seem to affect Spawn Beacon.

Electrotech

Engineer

When your shield breaks, it releases a pulse of repairing nanites that heal allied mechanical objects within 10m for 250 / 263 / 275 / 300 health over 4 seconds. Rank 5: also de-spawns enemy deployables within range of the pulse.

  • A fully upgraded Repair Tool would take ~1.8 seconds to repair 300 health.
  • Affects allied MAXes.
  • It is currently unclear whether this implant affects vehicles. To test.

Overall, seems completely useless outside of specifically being a MAXes’ repairbot.

Detonating enemy deployables is not always desirable, and could even lead to killing yourself or your allies standing near enemy Tank Mines.

Rare Implants

These implants are even rarer than uncommon implants and offer unique, but situational bonuses.

Nightmare

Nightmare Implant

Killing an enemy with a wielded melee attack will special cloak you for 1 sec / 1.2 sec / 1.5 sec / 2 sec. Rank 5 also provides the special cloak when you kill an enemy within 5m of you with any weapon.

Special cloak does:

  • Allow you to use your weapons and equipment. You can keep shooting while cloaked.
  • Proc off ranged Amaterasu kills, even outside 5m. 
  • Trigger off quick melee attacks, but only at Rank 5.

Special cloak does not:

  • Proc off mine kills, even within 5m.
  • Remove “spotted” condition. Even while cloaked, you will have your name and a dorito above your head.
  • Hide muzzle flash or jet pack flames.
  • Hide Heavy Assault’s overshield effect.
  • Nightmare’s cloak isn’t affected by NAC‘s damage resistance.

At early ranks this implant is incredibly powerful for anyone who can take advantage of wielded melee attacks, with the most obvious example being Stalker Infiltrators. 

Maximum rank of this implant makes flanking attacks especially fearsome. Going on cloaked killing sprees is not very likely, but Nightmare can give you a second of breathing room to safely escape after an ambush.

When using this implant as an Infiltrator, and manually hitting cloak after a Nightmare proc will just recloak you, so everything works fine in that regard. 

While this implant sounds incredibly powerful on paper, it’s worth noting that even maxed out it doesn’t do anything for you until you kill an enemy within 5m, which is hard to do consistently for most classes. Even someone like shotgun Light Assault cannot guarantee to kill most of his targets within 5m.

Overdrive

Overdrive

Getting roadkills while in the pilot’s seat of a Flash or Harasser will restore 25% / 28% / 33% / 40% turbo fuel. At Rank 5 implant’s effects are applied to Liberator and ESF.

No roadkill pls.

Assassin

Assassin

Killing an enemy from 150/125/100/50m away will remove the “spotted” condition from yourself, as well as concealing you from spot attempts for one more second afterwards. This effect does not trigger while in a vehicle.

Rank 5 bonus: dealing damage to an enemy will automatically spot them. 

  • Any damage source will count, including mines and “non-lethal” grenades that still deal tiny amount of damage, such as Flash and EMP.

This implant is most useful for Light Assaults using a stealthy flanking playstyle.

It is a common situation where you get spotted by an enemy, and you react to his voice and kill him, but then get hunted down by other enemies. Assassin helps to remedy that specific situation, and in general helps to keep you off the map. 

Combination with Sensor Shield 4+ and Suppressed weapon is highly recommended to further keep yourself from the minimap. Assassin 5 bonus helps to track enemies without giving away your position and faction with spotting voice. 

Assassin is still probably less useful than Counter-Intelligence, as it gives you more control, unless you really value Assassin 5 bonus.

Assassin is practically useless for Infiltrators, as they already can remove “spotted” condition from themselves simply by cloaking.

Covert Drop

Taking fall damage will cloak you for 1 / 1.25 / 1.75 / 2.5 second. Firing a weapon will reveal you. Rank 5: bailing from an ejection seat aircraft will cloak you for 6 seconds upon hitting the ground.

  • It is assumed that Rank 5 benefit will trigger when jumping out of Galaxies and Valkyries. To test. 
  • It is currently unclear whether there is any decloaking delay before you can fire. To test.

This implant seems fairly useless until Rank 5, and even then, it would be more useful if it would cloak you when jumping out, and not when hitting the ground.

Failsafe

When your shield is broken, you gain 10% / 12% / 15% / 20% of your maximum ability energy. This action can only occur once every 20 seconds. Rank 5: whenever Failsafe is on cooldown, receiving melee damage will shock the attacker for 150 non-lethal damage.

Could be useful for Heavy Assaults using NMG or Adrenaline Shield, especially in combination with Assimilate. 

Rank 5 benefit is completely pointless since most popular melee weapons kill in one hit.

Fortify

Interacting with a control point will increase your maximum shield capacity by 100 / 120 / 150 / 200 points for 15 seconds. 15 second cooldown on interaction. Rank 5: for the duration of the buff, you regenerate 13.33 shields per second.

  • The default key for interacting is [E].
  • It is assumed that you don’t have to own the Control Point in order to interact with it.
  • To test: how long does it have to interact. 

Obviously, this is a great implant for fighting near Capture Points, and it should prove especially popular for coordinated squads doing point holds, as they often use Galaxy drops to bypass the rest of the fight.

Symbiote

Passively receive 20% small arms resistance. This does not stack with Nanoweave Armor. Any time you are alive for longer than 20 / 22 / 25 / 30 seconds without taking small arms damage, the symbiote will gnaw at your health pool. Rank 5: killing an enemy player resets the timer as well.

  • To test: just how much damage Symbiote deals.
  • Damage from the Symbiote will not kill you, but you can be reduced to 1 HP.

This implant is basically a conditional Nanoweave replacer, though it’s important to note that Nanoweave above Rank 1 also provides resistance to other damage types, unlike Symbiote. 

Exceptional Implants

These implants are extremely rare, and provide powerful, but situational abilities.

Counter-Intelligence

Counter Intelligence

Can be used by MAXes, and partially works in vehicles.

1) Informs when you’ve been spotted. This effect does not work in a vehicle.

Not Spotted

Spotted

When you’re spotted, a tiny red icon will briefly appear near your crosshair. The implant icon on the bottom of the screen will turn red whenever you’re spotted, and will stay red until “spotted” condition fades.

This is the same effect as the old Counter-Intelligence implant. You can watch Wrel’s reivew here.

2) Automatically spots enemies that damage or kill you, unless they’re using a suppressed weapon. Spots enemies that damage vehicle you’re in.

This is the same effect as the old Awareness implant. You can watch Wrel’s review here.

Overall, Counter-Intelligence is a great implant for non-infiltrator players trying to be stealthy, especially effective on Light Assaults. It will enable you to outplay through movement enemies that engage you, and let you know when it is safe to engage.

It is also great for vehicle play, especially for tanks, where positioning and surprise effect mean a lot. 

Minor Cloak

Can’t be used by MAXes.

Staying still for 8 seconds will cloak the user. The player cannot use any tools or weapons while cloaked, or restore health or shields. Any movement will decloak the user. 

  • Reloading, taking damage or switching to crouching or standing will not decloak the user.
  • Being hit by an EMP grenade will decloak the user.
  • Cloaking takes 1.5 seconds and decloaking takes 1 second. Player cannot use tools or weapons during this time.
  • Minor Cloak isn’t affected by NAC‘s damage resistance or Chameleon‘s shimmer removal.
  • Moving will decloak you, but if you move only a short distance, you can slide back into cloak quicker.

This is a controversial implant, technically it can give cloaking capabilities to something like a Heavy Assault with an auto shotgun, but it forces the user to sit still for who knows how long, and long decloaking animation makes it hard to effectively ambush enemies.

Long delay before cloaking makes Minor Cloak impossible to use to escape when being chased by enemies. 

The automatic trigger if you stay stationary can be annoying as well. 

Overall, it’s a highly desired, yet fairly worthless implant, mildly useful only for cheesy camping or in some very specific circumstances. 

For example, if a Sniper notices on a Motion Spotter that enemies are looking for him, he can use his Hunter Cloaking to put himself in a good position, and then sit indefinitely in Minor Cloak until enemies give up the search and go away. Minor Cloak activation will force a recloak and produce decloaking and cloaking sounds, potentially giving away sniper’s position. 

Carapace

Carapace Implant

Special thanks to /u/StrayedStrayed for his observations on Carapace.

Replaces your shield bar with second health bar.

Having only health and no shields makes continuous healing much more useful:

Same goes for “on-kill” healing:

Carapace also has amazing synergy with Combat Medics’ Nano-Regen Device and maxed out Combat Surgeon implant.

Stacking several healing sources provides for amazing survival capabilities, as demonstrated in these videos: onetwo, three. Note: over the years, Carapace has been hit with some nerfs, so not all videos are up to date.

Needless to say, it’s a good idea to also use Nanoweave Armor to increase the worth of every healed health point.

Carapace has some hidden benefits:

  • No shield flicker when getting shot, or when shields are depleted (excluding cloaked infiltrators, see below). 
  • EMP Grenades have no effect on your effective HP.
  • For Infiltrators without Nano Armor Cloaking, Carapace replaces their 400 shields with 500 HP.

Cons:

  • No automatic recovery, unless you run Regeneration implant. 
    • If you do run Regeneration, and take a lot of damage, it’s gonna take you longer to get back to 100% than if you had used Regeneration without Carapace.
  • Cloaked Infiltrators with Carapace will always produce shield shimmer when getting shot. Without Carapace, there shimmer would be produced only until shields are depleted.

Notes:

  • Carapace user is revived with no more than 50% health (1 full bar).
  • Resupplying at an infantry terminal does not restore any health.

Med Kits vs Restoration Kits

Med Kits: Less downtime, but also lower longevity. 

Restoration Kits: More downtime, but also more longevity.

Med Kits are preferable when you also run a Regeneration Implant, or have a medic nearby.

If you are not good at staying alive for a long time, then always use medkits to maximize the amount of damage you can do in that short amount of time.

/u/StrayedStrayed

Infravision

Infravision Implant

MAXes can equip. Doesn’t work in vehicles.

Permanently changes your vision to infrared, automatically highlighting enemy units within ~130m. Cloaked units are not highlighted. 

Video demonstration by Gray Paw.

This implant has questionable usefulness. While highlighting enemy units regardless of camouflage is certainly useful, there are many downsides as well:

  • it gets hard on the eyes, especially during the day
  • makes friend-foe identification harder, as allies are highlighted in the same way as enemies
  • makes harder to engage enemies at range
  • cloaked enemies become nearly invisible
  • being hit by an EMP grenade effectively blinds you

Setting your Graphics Quality to “Low” will make it easier to see with Infravision.

– LtBomber1

Phylactery

Phylactery

Receiving any amount of experience grants a charge. At 50 charges the implant is activated, and you will be able to automatically revive yourself after your next death. Chargers cannot be gained while dead or inside a vehicle. MAXes can self revive as well.

  • Reviving happens at 50% health.
  • It is affected by Safeguard (more proof).
  • Self-revive interactions with Carapace are currently unclear.
  • While the implant is active, green particle effects will surround your body, warning enemies that you can revive yourself.

While this implant may seem strong on the first glance, more often than not it just invites the enemy to kill you twice instead of once. So far, the only legitimate applications of this implant are:

  • Medium or long range sniping, giving you an extra layer of protection from counter sniping. Recon Device is highly recommended over Motion Spotter to gain XP ticks faster.
  • Self reviving as a MAX, especially when coupled with Safeguard.

Logistics Specialist

Logistics Specialist

While you are piloting a vehicle, your squad members will be able to spawn directly into your vehicle, as long as there are open seats.

A truly unique implant, obviously most powerful for small coordinated squads that enjoy organized vehicle play. However, most of the time, it will not do anything Spawn Beacon or Valkyrie squad spawn would not do.

One can imagine a ton of fun moments with this implant, such as spawning squad members while circling enemy positions in a Harasser or cloaked Wraith Flash, but it remains to be seen whether this implant has any actually useful combat applications.

Firewall

Infiltrator

Interacting with allied base turrets or Spitfire turrets embed them with firewalls which must be disarmed by enemy infiltrators before hacking. Firewalls last 360 seconds and grant turrets an additional 25% maximum health.

  • It is currently unclear whether you can apply Firewall to enemy base turrets hacked by you. To test.
  • Interacting and Disarming the firewall takes a few seconds, just like normal hacking does. To test: how much time exactly.

Disengage

MAX

Activating Emergency Repair will also create an impulse wave that throws enemy infantry a short distance and increases your sprint acceleration speed by 25% for 3 seconds.

  • Note that it affects only acceleration speed, not maximum speed. It’s a welcome bonus since MAXes have bad acceleration by default.

Avoidance

Your movements no longer trigger Claymores, Proximity Mines, or Bouncing Betty, and the range at which Spitfire Turrets can acquire you is reduced by 50%.

A very straightforward implant, most useful to flanking classes, such as Infiltrators and Light Assaults.

Bionics

Replaces 400 health with 400 shields.

  • Carapace overrides this implant.

An interesting implant that significantly alters your playstyle, just like Carapace. Bionics make you significantly weaker against EMP grenades and all effects that restore health become almost useless, especially in direct combat. On the other hand, you gain ability to quickly restore your “health” pool after combat without having to rely on healing. 

Naturally, has a great synergy with other personal shield effects, such as: 

  • Playing Engineer
  • Using Advanced Shield Capacitor
  • Using Survivalist implant
  • Heavy Assaults’ Resist Shield and Medics’ Shield Recharging Field has no direct synergy, but they are generally oriented towards quick restoration to full capacity after combat, just like Bionics.

Cold Heart

Killing an enemy with a headshot will provide your heat weapons with 30% faster Heat Recovery Delay and Heat Recovery Rate for 3 seconds.

Naturally, this implant is mostly useful to Vanu Sovereignty, as they have the most weapons with heat mechanics, such as Phaseshift.

Experimental Stims

When using a Medical Kit or Restoration Kit, you receive a random increase to sprint speed, reload speed, or small arms resistance for a short time.

  • Magnitude of these bonuses is currently unknown. To test.
  • It’s probably safe to assume small arms resistance doesn’t stack with Nanoweave, but it’s not a guarantee.

Experimental Stims is the exact same thing as Survivalist, but worse. If you need to pop a medkit, Survivalist already gave you boosts to movement speed, reload speed and shield regen.

/u/Prudentia350