The Desolate and Brutal Ceryshen

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Since my last write-up, things have changed significantly in the world of Planetside. The game servers are now up 24/7, and the development team is letting total anarchy ensue in the world to see what happens and fine-tune balance elements. As of now, everyone starts off at battle rank 10 (allowing 13 certification points to begin with), warp gates are back to their old "one gate goes to one place" mode (as opposed to how Sanctuary gates allowed you to go to any other active gate in the game), HARTs now take much longer to come and go, and a number of balance changes have been made to the vehicles and weapons. Lately I've been hopping on periodically to keep up with the game as it advances, so here's a report on some of the latest action that's gone down.

Joining in and noticing that all of my certifications/equipment favorites had been reset, I quickly skipped over to the certification terminal and hooked myself up with specializations in reinforced armor, medium assault, and a number of vehicle certifications. Nothing too fancy, but the reinforced exosuit would give me a greater weapons/armor capacity while still maintaining a large amount of maneuverability and versatility compared to the MAX armor, while the Medium Assault certification gave me access to the "Punisher" assault rifle, among other things. I decided to go with this weapon again based upon my earlier experiences with it, but this time loaded it down purely with plasma grenades and rockets, alongside the standard bullet ammo types (regular and armor piercing). After linking up with a couple of friends of mine, we all piled into a Galaxy and headed off for our destination, Amerish.

On Amerish, things were surprisingly quiet. Aside from some minor skirmishes, we essentially controlled the entire continent, barring a number of bases and towers. The logical choice of action at the time was to go for a total continental "lock down", which occurs when a given faction owns all of the facilities in a given sector. The lock-down means that no opposing players are able to teleport onto the continent through the warp gate, but can instead only use HART drops, preventing them from moving vehicles into the area until they gain control of a major facility. The sweep across the continent was fairly uneventful; we just flew around and captured any unoccupied bases, hung around to get the extra experience after the 15-minute countdown, then moved on to the next location. After finishing our sweep, we hooked up with a couple more friends and made some ANT runs to some local facilities that had run low on power, before moving on to Ceryshen. I learned an interesting lesson during this time – if a given player lacks any vehicle certifications whatsoever, he'll be completely unable to pilot any vehicles, including the Advanced Nanite Transport, which is normally available for anyone to use, regardless of what vehicles they're certified in. It's definitely something to take into account when you decide on what certifications your character should take, as ANT runs are always important.

When we finally reached the cold, gloomy rock known as Ceryshen, we quickly assessed the situation and made our move. The continent had a few scattered TR and Vanu stations in the area, but the New Conglomerate still owned most of the landmass, so we set off to secure the rest of the facilities and go for another lockdown. Things were looking pretty quiet on our quest for free experience until an unfortunate mishap occurred involving the Galaxy I was piloting and a very large, very solid tree. I signaled everyone to bail out due to the damage the craft had received (rather than being destroyed outright, it was simply crippled to the point where "control loss" was flagged) before hopping out myself. I watched as everyone fell loosely from the Galaxy around me, including the ANT we were carrying (which nearly landed on my head) before the craft hit the tree again and exploded horribly. Stranded essentially in the middle of nowhere, a small team diverted to capture the nearby tower that was our original target. While waiting for them to return, another dropship touched down and discharged a load of troops. Expecting a handsome greeting, I politely walked up to the pilot and inquired if we could get a ride back to base. After all, their vehicle bay was empty, and they had plenty of room to hold our squad in the Galaxy's holds, so why not? A few moments after I fired off my query, I saw the pilot reach for his pistol. Expecting it to be a repair kit or medical device (my health was at a rather critical level after our original Galaxy exploded), I bravely stood there, awaiting his generosity – and was then promptly shot in the face with what looked up-close to be a standard-issue MAG scatter pistol. Ow. By the time I respawned and returned to my awaiting team with a fresh dropship, the traitorous villain had vanished, never to be seen again. Deciding I'd had enough of the hellhole known as Ceryshen, I collected my squad and headed off to the nearby gate linking to the Terran Republic-held continent of Forseral. Surely a surprise assault with such a small squad would catch them off-guard!

Our initial attack went off mostly without a hitch, with only one minor complication. Our first target upon setting foot on Republic terrain was a nearby dropship center. Now, interlink facilities offer automated control for turrets at every base on the continent for whatever faction owns them. These turrets will then automatically shoot at incoming vehicles, and will return fire on infantry if fired upon first. Why is this important? Because I, still in my half-dazed state from being unexpectedly shot in the face at point blank earlier, failed to take into account that the Terran Republic already controlled one of these facilities on the other side of the continent. As I blindly zoomed the Galaxy overtop of the enemy base, the anti-air fire was quick and brutal. Sure, we managed to bail in time, but until the dropship center came under our control, we were effectively stuck on foot. And we still had the interlink facility to deal with after that.

Our group quickly assembled and moved on to hack the base and it's nearby gun towers before any roaming TR patrols could become aware of our presence. Once we had finally secured the base, we wasted no time in charging over to the west to grab the Interlink facility before the enemy could react. Ground transport would've been too slow, so we opted to risk a Galaxy airdrop, courtesy of our freshly acquired DSC. The plan was simple: fly over the enemy base, order everyone to execute the "bail" command, and then pray we all made it down in one piece. As it stood, we managed to get into the facility with little incident, and it wasn't long before it fell under NC control. By the time we had finished our expansion with the capture of a third base to the north, the Republic had taken note of our appearance on their land and was moving to engage. It all began with a small enemy group that had suddenly appeared towards the middle of the continent and had successfully repelled our attempts to capture the bases in that zone. This group began moving east after a few bloody skirmishes and re-captured a pair of nearby towers to bolster their position.

The next few hours of the game consisted of the same cycle over and over again. We'd repel an attack on the Interlink facility, force our way north, spend 5-10 minutes working our way into the tower the TR troops were spawning from, finally manage to recapture the tower, find out that the northern facility had been compromised, move in to re-secure it, and then have some TR jerk sneak in and capture the middle tower while our backs were turned and start the whole process all over again. Of course, on top of that, we had to contend with constant Reaver air strikes, occasional tank assaults, cloaked-trooper infiltrations, and a variety of other sneaky tactics. We held the line for what seemed like hours, fighting for the same little section of land again and again. One unique tactic I soon fell upon involved driving a Vanguard tank up to a captured tower, hopping out, and then having a friend ride the gun turret while I stood near the door and kept it open. This allowed him to effectively suppress everyone that tried to leave the area, giving the rest of our group time to move in. Set up a second Vanguard at the door on the other side and you'd effectively have the whole place blocked off. [Very well done Sargeant! – Pfc Pachoey]

Soon it became rather late, and the servers were starting to show some signs of instability, so it was time to call it a day. The Terran Republic had put up an insanely good fight anyways, and was on the verge of completely overrunning our position. Constant waves of MAX units were pouring into the Interlink facility, and, aside from a single Advanced Mobile Station we had set up at the outskirts of the area, we were rapidly running out of ways to reinforce ourselves and hold the line. When I finally called it quits for the evening, I watched from the AMS as the rest of our group charged blindly off to the Interlink facility for one final push. Whether we won or not, I'll never know (I'm assuming not), but I'm sure I'll return to Forseral someday to kick some more Republic arse.

Planetside continues to advance in stability and functionality to this day, and it definitely looks like the game will reach its impending release with surprisingly little difficulty. Could this be one of the few massively multiplayer games that will manage to launch without a hitch? Judging by the ever-increasing number of players that are joining in on the beta with every passing day, and the impressive amount of stability the servers are showing (the occasional problems that pop up are smooshed almost instantly by the dev team), it just might be. Keep your eyes peeled.

Sgt Parias

[transmission closed]

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Previous Mission Logs:
PlanetSide Mission Log Part I
PlanetSide Mission Log Part II: Assault on Tumas Station

Related Links:
PlanetSide (official site)
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