PlanetSide 2

PlanetSide 2

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MAX, Juggernaut of Auraxis
By Grimstock
This guide will brings out the several pointers over the bases of MAXs' basic gameplay.
   
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Introduction
Greeting. in this guide, this will covered every possiblility weapon systems and upgrades within the game with the best of my knowledge of MAXes and how they can used effective aganist enemies. To list such MAXs we're going to covered within the guide are the Terran Republic, New Conglomerate, and Vanu Sovereignty varients.

TR MAX - This varient carry the TR's signature weapons of their design philosophy of having high capacity mags and fast firing. Therefore, they carry the miniguns, grenade launchers, and rocket launchers. The default apperance consist of being purely in thick armor with large neck fences, few bolts on arms and spikes on rear lower legs.

NC MAX - This varient bears the mark of NC design philosophy of firepower and defense (will be shown later in upgrades section abot this). Therefore, they carry deadly shotguns, unguilded, and guilded rockets. The outward apperance purely made out of spare parts the rebels able to bring from the scrap yards as well as few motors, other mechanic, and, if closely examined in higher graphic settings, pants being visible.

VS MAX - This varient have been blessed with VS design philosophy of being in the middle of the road. Which means MAX will carry weapons will bear 50 percentage ish of how other factions deal their weapons. Therefore, they carry the heavy, but advanced ordience of laser weaponry and armor-melting weapons. Due to the faction's research into Alien tech, armor consist of being very sleek and Alien-y to non-Vanu members' eyes.
Abilities and usage
Ammo storage canister - This is decent upgrade-to-get if you plan to be out in the field and not be near ammo packages for extended periods. Otherwise, not worth it if you are pushing/defending with your fellow comrades as you are usually near engineers who are dropping ammo packets everywhere and repairing you at the same time. Overall leveling this cert up from 1-5 extra mags depending on level.

Charge - This is mandatory upgrade for every time you create a new guy or a gal. This is great overall upgrade if you are trying to go from cover to cover and attempt to Falcon Punish (oh wait....) someone with your right arm, as well as escaping where you are about to die from heavy firepower and to move onto enemies' position quicker. Other than the tactical usage, this is good mobile ability and with every investment, you'll go more often with a drop of 3 seconds. Also, this ability permit to keep up with the major push in some cases where MAX cannot to get into a transporter at certain times and must travel by foot to go to other bases. (No longer exists as of the 2016 December update)

Emergency Repair - Since the Charge ability is removed and MAX no longer have the mobility to move faster between buildings and covers in open fields, this ability is more or less equally useful and is a useful one to prolong your lifespan during sustained assault against entrenched enemy positions. When it come to combating enemy MAX, this may help you score a kill if presumely their ER is still in the cool down or forget to activate it. As for the question of investing into the ability, it's a worthwhile to pour certs into the ability if you want to be less depended on a Engineer to repair you and/or not wanting to roll with NARS.

Lockdown - This is TR's special ability for MAXs and this WILL root them down somewhere and permits them to shoot faster and more accurate with buff to the velocity. However, like the Prowler itself, this is entirely a situational ability. If in a good place, you can do some damage aganist enemy forces. So for a example, AA duty near a deployed Sunderer, this will helps steer enemy fighters away thinking of attacking the not so defended Sundie. But should this be used in a bad spot, this may end up getting yourself killed due to deploying or redeploying time.. Depending on what kind of situations you find yourself in, weapons systems can still be used while deploying and packing up if means you are shooting everywhere in front of you. With every investment, percentage will go up by five percent starting at 15-30 for every weapon systems possible.

Aegis Shield - This is like the ballistic or plastic shield used today. Basically, this ability generates a energy shield for NC's max and will absorb damage in the front and will leave you pretty vulunerable in sides and back. But should someone reload before bring the shield up, reloading will keep going despite the shield is activated. This also will help in preventing a anti personal mines blowing up in front of someone's face long as one is facing at it without exposing their sides. With every investment, Shield will become toughter and more time to recharge after being damaged and depleted of energies (?). Contrary to the Popular Belief, the hole is purely a cosamtic, mind-trickly, and you exactly can't shoot through it.

Zealot Overdrive Engine (A.K.A, ZoE) - This is Vanu's special ability to allow augmenting of one's own guns' damage while greatly reducing armor efficently. Due to recent updates, this formerly used to be matter of toggle on and off due to everlasting duration power-up and non-Vanu players' complains aganist this powerful ability. For now when the ability is activated, special purple lighting effect will take place and allows enemies to see one clearly see the Vanu MAX unit at night and shoot at it, also note that this will leave the MAX nearly devoided of any form of armor and can be hit pretty hard long as the timer still ticking. However this can be slightly remendied by slapping upgraded Kinetic Armor onto yourself or be smart and sneak in and out while firing a few shots, also this will tigger a cooldown immidentally after activation. WIth every investment, this will reduce the amount of cooldown time you need to wait for.
Suit Upgrade
MAX Flak Armor - This is pratically weak at first couple levels, but at 3-5th level. This will reduce any spash damage recevied from sources such as C4s, Bouncing Betties, or missed rockets by whatever percentage this is invested into so far. For a example of calcutation of a possible C4 attack, should one be dropped over your head, and have 50% upgrade on. You may shung it off and come out alive with at least one bar of health left. On the down side of this useful perk, this won't do anything aganist direct hits such as rockets or shells. Other than that, this can be consider somewhat useful if you are trying to running around expecting the enemies to try and stop you with every laid explosives and misfired their rockets.

Kinetic Armor - As of Semptember 2017 update, this suit mod no longer provides increased protection against bullets and making you a bullet spoonge with every 1.5% increased in bullet damage resistence.

So as this got a overhaul and only make your MAX's natural tanky ability to be only augmented by 20% against small arms fire and the wording of this mod expends to being more resistent against different weapon types such as the empire's special heavy weapon such as the Lasher or being more resistent against aircrafts' ballisitc or laser weaponries. While this may appear slightly useless but the different is slightly significant when you have this slapped on vs not being equipped this and upgraded to include different weapon types your enemies are using against you if presumely they don't use explosions on you such as rocket launchers or C4s.

Nanite Auto Repair System (Or NARS for short) - WIth this upgrade, NARS will help bring you back to the full health provided you don't get attacked specified to the desciption about since being last hit and this may tell you to kinda have to forsake having a engineer fellowing you all the time providing repairs to you as well as being able to keep going without retreating for the repairs and this suit option is pretty valuable in case if you are stranded somewhere without forms of supports in the event of being without engineers or in a base that just got captured and everyone died, where you may likely be holding out for a few more minutes to get some more certs. This is also a decent choice if you're going all out on Anti-Vehicle or AA duty and is in cover. Other than the fact other 2 provides different resistances, the verdict on this upgrade is quite great to get if you finds yourself get hit often and not finding a engineer nearby or as someone who would often press the assault against the enemy.
Strategy
In this section, we're going to talk about using the MAX suit for some of the possibile situations.

First and most common tactic for the MAX is to charge in to do close range combat with the enemies and if taken them by surpise, you may give them a fit and massacre anyone who didn't flee from the sight of a rampaging MAX. While taking damage is expected, charging into any thick pocket of resistence is unwise and they can whittle you HP which will cost you your 450 resources. Remember, when you know when it is more or less safe to get into close contact, you'll be able to help quite a bit with the pushing and dash out damages and if nessacry, sarifice yourself in the name of pushing. After dying, if you noticed, beforehand, that one of your allies pushing forwarding is a medic, you'll want to hold that buttom off from respwaning as they may get to resurrecting you and hopefully a engineer is around to repair your suit though if you go around with decently upgraded Emergacy Repairs ability then you may take a breather to stick around and just repair yourself to near or full 100% health for a few minutes or if you swept ER with something else and have auto repair in the suit slot then you can just move along until next battle.

When one gets around specing their MAX into weaponry loadouts, one will want to assese on what they place themselves in most cases such as close range combat or maybe totting around anti-vehicle weapons. For instance, having two Ravens will be great to bombard the enemy Sunderer's positions if best have a few escorts. Also if one have rapid firing weapons such as the Onslaught, then when combined with Extended Magnetizes this type of loadout will be great to dish out dakka and can be used to storm buildings, enemy players' built bases, and as well storming the enemy Sunderer's position

Then for third part of getting into overall upgrading and work-around weaknesses the MAX suit, combinations such as ZoE-NARS with close-range weaponry can works well if you have to be excellely careful with reduced resistence against bullets or explosions. Depending on your weapons when it come to using abilities, you will have to think about situations you want to with the upgrades. Combintions like the one I mentioned can be provide you longenvity long as you can be on rampage at one point and then reel back to safe spot where you can let auto repair patch you to near-full or full HP and then onto rampage again. Other combination options like AA Lockdown-FA (Flak Armor) can help you lots when you know where to position yourself and weakness you should let others assist you with it. In a good positioning position with Lockdown, you'll do serious damage aganist the sky filled of patrolling ESFs and keeping the sky clear for any signs of enemy aircraft, and in progress, keep it clear for your follow friendies' aircrafts. For a third example, for the NC, Aegis-Kinetic can produce a simple kill out of other MAXes by bringing up shield after depleting the mags. After finishing the reloading, lower and blast the MAX away or when you are suffering from a concernated firing from the enemy troops, you can use the Aegis Shield to retreat back into cover or building to avoid being shredded to pieces.
Ending and Source.
Well, thank you for reading all the way through this guide. Hopefully this will help you in the fields aganist your enemies.

http://planetside.wikia.com/wiki/MAX

Also, don't forget to put in the coments about certain parts with question marks needed bit of clarity.
14 Comments
Grimstock  [author] 15 Feb, 2018 @ 2:19pm 
Alright guys, this is more up to date. Just thought I'd alert you
CrystalArmature 7 Apr, 2016 @ 5:26pm 
Even on medium graphics settings, I can clearly see a soldier in a regular outfit through the NC MAX. They pretty much just added reaver parts and guns and called it a MAX unit.
grinwald 2 May, 2014 @ 8:38pm 
I agree with the Kaptain, if you want to just play infantry it may seem unfair to fight a walking tank. Just my opinion, I feel that it can be annoying but I suppose one might argue why there are AI weapons for tanks.
Kaptain Krimbo 30 Apr, 2014 @ 12:28pm 
maxes slightly ruin this games infantry aspects ::(
Jinrou 30 Apr, 2014 @ 11:18am 
MAXES are cool,but expensive :(
Hinsonator 28 Apr, 2014 @ 4:32pm 
Persenally i don't know why they changed the TR MAX's look, i mean in PS1 they lookded really badass.
Grimstock  [author] 15 Dec, 2013 @ 7:04am 
Ah ok, will update about contrary to popular belief :)
mr jack the reprobate 15 Dec, 2013 @ 3:04am 
Yeah the hole is a cosmetic thing :) Not a actual hole you could shoot through :)
Saint of Grey 14 Dec, 2013 @ 11:45pm 
@Grimstock Yep, the hole is rocket proof. It can be a tad hard to measure because the sheild doesn't stop indirect damage. A direct it with a rocket doesn't do any damage, though.
Grimstock  [author] 14 Dec, 2013 @ 2:49pm 
@Saint How about explosions?