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Phantom Guard Certification & Loadout Guide


Vernei
  • Phantom Guard has always changed as the nature of vehicle combat has changed. As the game becomes increasingly hostile to vehicles, we must adapt. This SOP is designed help our members prevail over our enemies.

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PG Certification & Loadout Guide (Last updated March 9, 2014)

Phantom Guard,

This post is intended as a guide to getting the most out of Phantom Guard in the current state of the game. These days it seems every single class has some kind of hard counter to vehicles, making our lives much more difficult. PG members will be able to reference this guide in order to understand how and why we do what we do in order to create a more effective fighting unit. It will be utilized by new members as well as veterans frequently, and is to be considered the definitive guide to being a Phantom Guard member.

Tank You For Your Time,

Vernei, Phantom Guard Commanding Officer

Chapter 1: Required Certifications

Upon joining Phantom Guard, all members are required to purchase the following certifications as soon as possible. These two certs are needed in order to repair our vehicles at maximum efficiency and also to drop tank mines to defend against armor pushes as is part of the PG mission. It is also required to get the Engineer Utility Pouch up to at least level two so that you may carry four tank mines at a time (which will allow you to destroy two vehicles not running Mine Guard).

Nano-Armor Kit 6: 740 certs

Tank Mine 2: 300 certs

Utility Pouch 2: 600 certs

Total Cost: 1640 certs

Chapter 2: Vehicle Recommended Certifications and Loadouts

2a) Magrider Recommended Certifications

All PG members who wish to frequently drive or gun magriders should be focusing their cert investment towards these recommended certs. The following recommended loadout is a fairly upgraded Magrider which will be able to perform well on the battlefield. As always, unlocking the cert levels above and beyond this list is highly recommended.

Magrider Acquisition Timer 7: 541 certs

Utility Slot: Magburner is currently the only cert recommended at this time. Without Magburn, the Magrider loses much of its signature speed and maneuverability. However, Magburn does not shine until the final cert is unlocked. Use something else until you have the certs to unlock Magburn 4.

Magburner 4: 1800 certs

Defense Slot: This slot should change as the nature of the threat changes. I personally highly recommend Vehicle Stealth 4 as it allows you to flank the enemy much more effectively, making for more successful surprise attacks. The Magrider is not a stay-at-distance-and-slug-it-out kind of tank. You should be always looking at trying to flank and attack from unexpected areas. I run Vehicle Stealth exclusively with the exception of when I know I'm going fully AP against lots of Vanguards, then I will run front armor to help with the damage mitigation.

Vehicle Stealth 4: 1330 certs

Front Armor: 100 certs

Side Armor: 100 certs

Performance Slot: Both chassis are good in their own way. I generally choose chassis based upon the terrain I'm fighting in. For all of Amerish, I recommend Rival. For all of Esamir, I recommend Racer. For the north, and southwest of Indar, I recommend Racer, and for the canyons of southeast Indar, I recommend Rival.

Rival Combat Chassis 3: 700 certs

Racer High Speed Chassis: 700 certs

Weapons: I run the Supernova PC with the Saron almost exclusively. The reason for this is that your biggest threat on the battlefield isn't aircraft or other tanks, its infantry. Vast swarms of zerging infantry. The Supernova PC offers decent anti-vehicle damage while still being able to one-shot infantry on direct hits and offering enough splash damage to significantly injure adjacent infantry. The Saron is an excellent secondary weapon which offers superb anti-vehicle damage while still being able to kill infantry effectively with a two-hit kill. The Supernova FPC does superb anti-vehicle damage but has effectively zero splash damage, requiring a direct hit on infantry to kill. I only recommend using the FPC when you are primarily fighting other armor, as it is very difficult to engage more than one or two infantry at a time with this weapon. At this time, I do not recommend using the Proton PPA. While it is an incredibly effective infantry killer, it does virtually zero damage to armor, leaving the Magrider in a bad spot if a Vanguard rolls around the corner.

Supernova PC:

Zoom Optics 2 (1.5x): 51 certs

Maximum Ammo Capacity 7: 541 certs

Supernova FPC: 750 certs (Depot Unlock)

Zoom Optics 3 (1.75x): 201 certs

Maximum Ammo Capacity 7: 541 certs

Saron HRB: 1000 certs (Depot unlock)

Zoom Optics 3 (1.75x): 201 certs

Maximum Ammo Capacity 7: 541 certs

Total Cost: 9097 certs

2b) Harasser Recommended Certifications

All PG members who wish to frequently drive or gun Harassers should be focusing their cert investment towards these recommended certs. Due to its recent nerf, the Harasser is very fragile, and as such, requires a high cert investment to stay alive on the battlefield. At this time, due to its fragility, the Harasser is recommended for an anti-infantry role only, as any kind of armor will simply tear it to shreds. As always, unlocking the cert levels above and beyond this list is highly recommended.

Harasser Acquisition Timer 7: 541 certs

Utility Slot: For base sieges (especially Amp Stations), Gate Shield Diffuser is extremely useful, for obvious reasons. I recommend running IR Smoke for the vast majority of the time, due to lock-on launchers being your biggest threat. Most people won't be able to hit you with dumbfires due to your speed and agility, so having a way to break locks is very important. The Turbo is also a good option when fighting tanks and getting out of hairy situations.

Gate Shield Diffuser 3: 700 certs

IR Smoke 3: 350 certs

NFI-2000 Turbo 4: 1250 certs

Defense Slot: At this time, due to its fragility, I recommend only max-upgraded Composite Armor for the defense slot. If the Harasser's survivability is buffed in the future, Vehicle Stealth would also be a good option, but for now, the Harasser needs all the help it can get.

Composite Armor 4: 1350 certs

Performance Slot: This slot offers the most flexibility of any for the Harasser. The Scrapper is excellent for darting into enemy lines at high speed, causing havoc, and then quickly retreating behind a hill or berm to break line of sight. For the anti-infantry role that we intend for the Harasser, the Scrapper is the recommended Chassis. However, the Surger is excellent for hill climbing and in combination with the turbo and vehicle stealth is great for getting on a hill behind enemy lines and sniping using a Halberd or Saron. As always, the Racer is a solid choice as well, as speed is always good.

Scrapper Combat Chassis: 700 certs

Surger Power Chassis: 700 certs

Racer High Speed Chassis: 700 certs

Weapons: Due to its incredible effectiveness at killing infantry, the Proton II PPA-H is the only recommended weapon for the Harasser in an anti-infantry role. Other good choices for anti-vehicle are the Halberd or the Saron.

Proton II PPA-H: 250 certs (Depot Unlock)

Thermal Optics: 200 certs

Maximum Ammo Capacity 7: 541 certs

Total Cost: 7282 certs

2c) Lightning Recommended Certifications

All PG members who wish to frequently drive Lightnings should be focusing their cert investment towards these recommended certs. At this time, I only recommend the Lightning in an anti-aircraft role. That's not any knock on the Lightning, as it is an excellent vehicle, but I believe that a Magrider should be preferred to a Lightning in all roles except anti-aircraft. Of course occasionally there are situations where we have an odd number of PG members online, in which case I would prefer that person pull a 1/2 Magrider or gun in the Sunderer until another PG member logs on rather than pull an AP or AV Lightning. As always, unlocking the cert levels above and beyond this list is highly recommended.

Lightning Acquisition Timer 7: 541 certs

Utility Slot: In an anti-aircraft role, your biggest threat will be Liberators. In a one-on-one fight, an experienced Liberator crew will be able to take down a Skyguard before reaching half health. Thus, I recommend Fire Suppression as a means to give you an extra 12% life during that engagement. In some situations, that 12% may be the difference between life and death. IR Smoke also isn't a bad choice, but as a Skyguard, if you are being locked-on, you are probably too close or you need to use cover more effectively.

Fire Suppression System 4: 830 certs

Defense Slot: This really is a toss-up between Vehicle Stealth or Top Armor. If you are someone who likes to be sneaky and park in places that most people wouldn't expect you, Vehicle Stealth is the way to go. However if you like to stay with the pack (which you should be doing on raid nights), then Top Armor will help you the most against Liberators. Other good choices for this slot are Auto-Repair and Proximity Radar.

Vehicle Stealth 3: 330 certs

Reinforced Top Armor: 200 certs

Performance Slot: This is more of a personal preference. As a rule, I would recommend Racer chassis in order to outrun any tanks that may find your AA nest. Another factor that affects this choice is terrain.

Rival Combat Chassis 3: 700 certs

Racer High Speed Chassis: 700 certs

Weapons: At this time, the Skyguard is the most effective ground-based AA platform. Also, keep in mind that the Skyguard does decent damage to armor as well. If you are by yourself and a tank rolls up on you, it's in your best interests to run, however, if there are a few tanks or infantry that could help you, standing and fighting the tank may be a good idea as well. The Skyguard will also do decent against infantry up close, but beyond about 100 meters, the cone of fire bloom is just too high to be very effective.

Lightning Skyguard: 1000 certs (Depot Unlock)

Zoom Optics 4 (3x): 701 certs

Maximum Ammo Capacity 7: 541 certs

Total Cost: 5543 certs

2d) Other Vehicles

At this time, Phantom Guard does not use combat Sunderers or Flashes in any capacity.

Chapter 3: MAX Certifications and Loadouts

Occasionally we will be called upon to exit our tanks and don a different kind of armor to assist where our tanks cannot go. In situations such as Biolabs or a stalemate, we as a unit will pull anti-infantry and a few anti-vehicle MAXes and become a hammer to help push through the enemy's defense. When the order is called to pull MAXes, anyone with enough infantry resources should pull one of the following loadouts in a three-to-one ratio of anti-infantry to anti-vehicle MAXes. Those who do not have enough resources to pull a MAX should be an engineer with max-rank flak armor to help repair our MAXes. We will not be pulling any medics as any MAX operation we do will be in conjunction with one of GOTR's infantry units, who will provide any medic support we need.

3a) MAX Suit Recommended Certifications

These recommended certifications are for both anti-infantry and anti-vehicle MAX suits.

MAX Acquisition Timer 7: 541 certs

Utility Slot: At this time, Charge is the only effective ability for VS MAXes. Charge can be used to close distance quickly with a group of enemies, getting into point-blank range where you can make every shot count and also to create mass confusion. It can also be used to quickly exfiltrate from a dangerous situation, allowing you to get back behind cover to get repaired. Be careful, however, as Charge has a long-standing bug where it simply just does not work. This happens to me as much as 40% of the time, and is very frustrating. I do not know how to prevent or reproduce the bug. Additionally, until it receives a significant buff, do not use the Zealot Overdrive Engine. It is completely useless in its current state.

Charge 4: 650 certs

Suit Slot: Your biggest threat as a MAX is C-4. Dumbfires and infantry weapons are quite damaging, but they do not have the instant-death damage that a brick of C-4 has. With maximum rank Flak Armor, you can survive a C-4 brick detonated directly at your feet with a little less than 50% health. This allows you to turn around and run back behind cover to get repaired. Flak Armor also reduces the outer explosion radius of dumbfire rockets, helping to reduce their effectiveness. Anti-vehicle grenade damage is also reduced but they are still a significant danger. All anti-personnel grenades and mine damage is significantly reduced. If we are encountering a massive number of NC MAXes, I may call for Kinetic Armor to be used instead of Flak Armor to help mitigate some of the ridiculously OP damage that the ScatMAXes put out at close range. Try to get Kinetic Armor to rank five, as every little bit helps.

Flak Armor 5: 900 certs

Kinetic Armor 4: 1200 certs

3b) Anti-Infantry MAX Weapons

The Nebula VM20 is the premier weapon for close-quarters anti-infantry combat. It puts out very good DPS within 0-15 meters, but the accuracy drops off significantly after that. If we are fighting outside of those brawling ranges, the Blueshifts are a much better option that can reliably kill enemies out to 100 meters if excellent burst control is used. If you can afford to unlock all four weapons, please do, but if not, start with the Nebulas first and unlock the Blueshifts later as the Nebulas are more synergetic with what PG is trying to accomplish while in a MAX suit.

Nebula VM20 (Left): 1000 certs (Depot Unlock)

Extended Magazine: 500 certs

Nebula VM20 (Right): 1000 certs (Depot Unlock)

Extended Magazine: 500 certs

Blueshift (Left): 1000 certs (Depot Unlock)

Extended Magazine: 500 certs

Blueshift (Right): 1000 certs (Depot Unlock)

Extended Magazine: 500 certs

Total Cost (including the suit costs) 9291 certs

3c) Anti-Vehicle MAX Weapons

Both the Comet and the Vortex are excellent MAX anti-vehicle weapons. Since we will be using our MAXes in a strictly anti-MAX and indoors role, the Comet's lack of ranged accuracy isn't an issue and is a cheap anti-vehicle weapon since you get the right one for free. However, with enough practice, I believe that the Vortex is better in an anti-MAX role, as you can charge up the shots while behind cover, duck out and fire a very high damage strike, and duck back behind cover again to charge up the next round. Also, in a toe-to-toe fight, you can fire the weapon without charging very rapidly, and its 12 round magazine allows for much greater forgiveness if you miss a shot or two on both MAXes and infantry. If you are short on certs, go for the Comet first, but try to unlock the Vortexes at some point down the line.

Comet VM2 (Left): 250 certs (Depot Unlock)

Vortex VM21 (Left): 1000 certs (Depot Unlock)

Vortex Vm21 (Right): 1000 certs (Depot Unlock)

Total Cost (including the suit costs) 5541 certs

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I'll thoroughly look over it tomorrow and tell you how well you didn't sadden your English teacher. :P


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Ditto, I still need to sign off on this before it's the letter of the law -- later in the week after robo's on his way home, Tuesday or Wednesday.


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