Continents and Strategy

The world of PlanetSide 2 is split into four main continents and a couple of Virtual Reality Environments for training and testing.



Indar is an mixed continent with a lot of variety. It has forests, canyons, deserts, cliffs and mountain ridges. It’s an ever popular continent, well suitable for any form of combat. Indar is roughly split into three large areas, separated from each other with cliff ridges. The largest area belongs to the northern warpgate, giving a natural territorial advantage to any faction that controls it.

Bases along those ridges are set up in such a way that they are hard to attack and easy to recapture even when lost, which results in the “Indar T” phenomenon, that all factions mostly remain contained to their parts of the continent, unable to proceed into enemy territory, so the fighting mostly happens at same bases over and over again, which gets repetitive.

Continent lock bonus: base take longer to overheat.


Amerish is a mountain continent with occasional plateaus, forests and plains. 

Continent lock bonus: base generators will automatically repair. 


Esamir is a continent with everlasting winter. It has a lot of snow, snow hills and occasional auraxium spikes. A lot of the Esamir bases have high walls, which are supposed to separate infantry and vehicle combat, but often this results in the opposite, and creates a shooting gallery. 

Esamir has a lot of open ground, which makes it well suited for vehicle and aerial combat.

Continent lock bonus: allied Capture Points will passively increase shields of nearby infantry.


Hossin is a dark and murky continent, covered with swamps and jungle with huge trees. It is the only continent added after game’s release, if you don’t count VR Training and Koltyr VR. 

Dense vegetation offers cover for the aircraft, but can be tricky to navigate. 

Continent lock bonus: vehicle ammo towers will automatically repair nearby vehicles, and landing pads will repair vehicles, aircraft as well as heal infantry.

Population Limits

Population of the most populated faction on a continent must be within 6% of the least populated faction. Players from overpopulated faction who try to join the continent will have to wait in queue. If no other continents are currently available, they will have to wait in a Virtual Reality Environment.

  • Premium Members receive a priority while in queue. 
  • Players below BR15 are not affected by Population Limits.
  • It’s worth noting that the queue timer is wildly inaccurate and should not be treated seriously. 


Continents are split into regions, also known as territories or hexes. They contain capturable bases of various types and sizes. Many aspects of the game revolve around being in a specific region, such as:

  • /re or /regionsay text chat is visible only to allied players in the same region as you are.
  • Spawn System often measures distance in regions.
  • Region population is displayed at the top of the Minimap.

Hovering your mouse over a certain region will bring up the region interface with the following information:

  • Region name.
  • Background will show whichever faction is currently holding it, how long ago was it captured, and by which outfit.
  • Base Capture progress.
  • Approximate enemy and allied population.
  • Persistent benefits that are active in this region thanks to being connected to allied Facilities via lattice links.

Lattice System

Lattice is a system of connections between regions. Lattice lanes originate at Warpgates, and go through neighboring regions to create a web that interconnects all regions on a continent. Lattice system dictates which bases can be captured, and which cannot. 


On this screenshot, I’ve enabled a few filters to make lattice lanes clearly visible.

  • Bases that have only solid connections cannot be captured, their Capture Points will be locked and protected from enemy influence.
  • Bases that have at least one dotted line connection to an uncontested basecan be captured.


On this example screenshot:

  • NC controls the Saurva Bio Lab.
  • My faction controls Saurva Data Storage to the north, and Saurva South Fortress to the south. Both of these bases are directly connected to the Saurva Bio Lab, so the lattice connection turns into a dotted line, allowing my faction to attack and capture the Bio Lab. 
  • However, my faction does not have a direct connection to the Saurva Overflow Depot to the west, so in order to be able to capture it, we have to capture the Bio Lab first. 
  • In return, the NC don’t have to think about defending Saurva Overflow Depot unless they actually lose the Bio Lab.

The overall goal of the lattice system is to artificially direct players so they will inevitable meet in battle if they go around capturing bases. Initially PlanetSide 2 did not have lattice; any base was capturable at any time, and far too often huge balls of enemy forces would roam around the map, capturing empty bases and avoiding the enemy. This phenomenon has been dubbed “ghost capping”, and it still occurs to some extent.

Cutoff Regions

Regions that lose lattice connection to an allied Warpgate become cut off. They do not count towards territory control for the purposes of Meltdown Alert.

Different Spawning Rules:

  • They cannot become targets for Reinforcements Needed mechanic.
  • You cannot spawn at a base in a cutoff region, unless you died/redeployed in that region to begin with.
  • Cutoff regions cannot become targets for Join Combat (or at least they’re not supposed to).

On the screenshot above, the TR has captured Auraxicom Substation, which broke the NC lattice connection to the Auraxis Firearms Corp., effectively cutting the NC territory in half, and preventing Tumas Tech Plant from providing its benefit. 

Continent Locking

PlanetSide 2 continents are far too big to keep action going on all of them, so a Continent Locking system has been devised.

Phase 1 – Unstable Warpgates

When a continent first unlocks, it goes into Unstable Warpgates phase. 

While a continent is unstable many regions become disconnected from the lattice system and cannot be captured. You can still move through those regions, and their base terminals can be hacked.

Warpgates will remain unstable for two hours, or until population of 120 players is reached.

Phase 2 – Warpgates Charging and Events

Once Warpgates stabilize, they begin charging. This process takes several hours, during which Continental Events will trigger at random. Events last for ~30 minutes, and provide an objective for all factions to fight for. Players of the winning faction receive several random implants as a reward.

Currently there are two Continental Events:

Event: Aerial Anomaly

aerial anomaly

During this event, Aerial Anomalies will randomly spawn around the continent. Being in an aircraft near this anomaly earns points for your faction: 1 point per second per manned aircraft. Whichever faction has the most points at the end of the event wins. The event can end prematurely if one of the factions accumulates 15 000 points.

During this event pulling an aircraft doesn’t cost any Nanites, so it’s a great opportunity to learn to fly and participate in epic aerial battles.

Event: Facility Control

During this event, factions fight for control over Facilities of one type, such as Bio Labs, Tech Plants or Amp Stations. Controlling the majority of the facilities is enough to win.

Phase 3 – Meltdown Alert

Once Warpgates are charged, any faction can trigger a Meltdown Alert by capturing 41% of the continent’s territory. At the end of the Alert, whichever faction holds the most territory will win the alert and lock the continent. Meltdown Alert lasts for 90 minutes.

Players will receive personal rewards depending on how well their faction did in the Alert, and how long have they participated.

  • Players receive a 30% XP bonus for the duration of the Alert.
  • Locking a continent provides a small faction-wide benefit on all continents. This benefit will persist until that continent is locked by another faction.
  • When a continent is locked, usually another continent unlocks right away. 
  • The number of unlocked continents depends on current server population. Second continent will unlock automatically when server population reaches 800 players.

Battle Flow

The natural flow of battle is that one faction brings a few Sunderers and other vehicles to an enemy base, deploys Sunderers to provide spawns, and assaults the base. Infantry rushes in and takes control of the Capture Points.

Base defenders will start spawning on the base via “Reinforcements Needed” mechanic. Some of them will spawn vehicles of their own. If the Vehicle Terminal is camped, they can bring vehicles from another base nearby. 

The No-Deploy Zone prevents both sides from deploying Sunderers too close to Capture Points.

Attackers can try to contain the defenders inside their spawn room, or just fortify the Capture Points with Engineer’s turrets and MAXes, and weather the storm while defenders desperately try to push them out.

The defenders, on the other hand, can attempt to naturally push enemy forces back to their Sunderers and destroy them, or to surgically destroy Sunderers, and without reinforcements, attackers will literally die out.

Coordinated squads can break this natural battle flow in many ways, like dropping reinforcements or vanguard forces with Galaxies and Valkyries and creating ambushes for enemy vehicles. They also tend to rely on Spawn Beacons and Combat Medics more than Sunderer spawns.

Virtual Reality Environments

These are special environments, where you get free access to nearly all equipment in the game, including cosmetics and Implants, and you can pull any number of vehicles without worrying about Nanites. It’s a great place to try new equipment before buying it. 

  • You do not have to unlock any equipment to be able to use it in VR.
  • Experience gain is disabled in Virtual Reality.

VR Training

VR Training has a shooting range with infantry and vehicles, as well as a racing track.

Koltyr VR

Koltyr is a Virtual Reality environment where you can test all of the equipment against live enemies. Koltyr has a miniature lattice system, a Facility of each type and a warpgate for every faction. 

Koltyr has a population limit of 33 players for each faction. Two instances of Koltyr can exist on each server at the same time. 

Additionally, Koltyr is used as a “purgatory” for players waiting in queue to warp to a continent with population balancing enabled.

Switching Continents

You can switch continents several ways:

Press “M” to open the Main Map. Click on the name of the continent at top middle of the screen. A menu will open. Click “World Map”. Click the “Warp” button to spawn at any available location. 

  • Alternatively, you can bring up World Map screen by using one of the Warpgate Terminals, located in all Warpgates.
  • You can redeploy to a Warpgate on a different continent by selecting it in the spawn list in the upper left corner of the main map. 
  • Sometimes, Join Combat will try to take you to a different continent.

Leave a Reply

Your email address will not be published. Required fields are marked *