planetside 2 classes


PlanetSide 2 has total of six classes. Five infantry classes are Infiltrator, Light Assault, Combat Medic, Engineer and Heavy Assault.


The sixth one is a hybrid vehicle-infantry class – MAX.

Infantry class can be changed at an infantry terminal at any time. Spawning as MAX will cost you some Nanites, though.

PlanetSide 2 Infiltrator Class Icon
Snipers, saboteurs and assassins. Can cloak to become almost invisible.

Light Assault
PlanetSide 2 Light Assault Class Icon
Close range skirmishing and flanking. Can fly on the Jet Pack.

Provide defense and sustain with turrets, mines, repairs and ammo.

Heavy Assault
PlanetSide 2 Heavy Assault Class Icon
Main combat class. Lots of firepower and longevity. Can use rocket launchers.

Combat Medic
planetside 2 combat medic class
Second line soldier and support. Can heal and revive allies.

Huge armored suit with dual wielded weapons. Can specialize against any target.

Equipment Availability

  • All infantry classes use Frag Grenades by default, but have access to one or two additional grenade types, unique for each class.
  • Med/Resto Kits are unlocked for all classes at the same time. Weapons and their attachments are unlocked to all classes that can use them at the same time.
  • C4 and Suit Slots need to be unlocked individually for each class.

Health and Shields

Every class except for Infiltrators has 500 shields and 500 health.

Infiltrators have 400 shields and 500 health by default, but they can increase shields to 500 by equipping Nano-Armor Cloaking ability.

Health doesn’t regenerate by itself, unless you have a Regeneration Implant or a captured Biolab on your current continent.

Shields regenerate automatically at a rate of 100 per second. Shield recharge begins in 10 seconds after you last take damage, or 8 seconds for Engineers.

This delay can be further reduced by up to 0.8 to 4 seconds by Advanced Shield Capacitor suit slot.

Nanoweave Armor suit slot is available to all non-MAX classes, it grants up to 20% resistance to bullets, as long as they do not hit the head.

MAX units, according to in-game testing, have 2000 base health and 80% resistance to bullets, which translates into 10 000 effective health.

Kinetic Armor certification increases this resistance up to 87.5%, which translates into 16 000 effective health against small arms fire.

To have something to compare to, one magazine from default TR carbine can potentially deal 143 * 40 = 5720 damage.

Both MAXes and normal infantry can use Flak Armor suit slot, that provides up to 50% resistance to explosive damage, like rockets and grenades. Both direct and splash damage is reduced. 

Ability to restore health and shields for different classes by datnade: link.

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