Suit Slots

Suit slots modify player’s armor to provide additional protection to a certain damage type, or utility in the form of increased speed or carrying capacity or ability power.

  • Unlike weapons, Suit Slots need to be unlocked individually for each class.
  • This guide only covers common-pool suit slots. Class-specific suit slots are covered in respective class’ guides.

Adrenaline Pump

Adrenaline Pump

Available to: Light Assault, Infiltrator, Combat Medic.

Increases sprint speed by 10%. Has no upgrades and costs only 30 certs.

Some people swear by their pumps, but the majority’s opinion is that boost is too small to merit its use over other suit slots.

It can be of interest to Stalker Infiltrators, so they can cover more ground while cloaked, and become a bit faster at melee attack lunges. 

Here’s Wrel’s video review
(outdated, pump is now available to infiltrators and medics too):

Advanced Shield Capacitor

Advanced Shield Capacitor

Light Assaults have ASC fully certed and equipped by default.

Increase the regeneration speed of personal shields, which normally take 6 seconds to fully regenerate.

  • Rank 1: Reduces the time it takes to fully regenerate shields by 2 seconds. 
  • Rank 2: By 2.25 sec.
  • Rank 3: By 2.5 sec.
  • Rank 4: By 2.75 sec.
  • Rank 5: By 3 sec.

Pros:

  • Versatile, because personal shields protect you from all types of damage, including explosives and headshots.

Cons:

  • Does not increase the maximum amount of damage you can take before dying.
  • Does not provide any bonuses for the first engagement.
  • Often it’s possible to retreat to a safe place to recharge shields, thus making ASC just a time saver, a convenience boost – you spend less time in cover, waiting for shield to regenerate, and more time in the action.

Especially useful for:

  • Heavy Assaults with Resist Shield, when playing in and out of cover. Resist Shield makes shields 81% more potent, and ASC allows them to recharge faster.
  • For Engineers, who get reduced shield recharge delay by default.
  • For very successful and experienced infantry players, who have no trouble dominating 1v1 fights, and just wish to be ready for the next engagement sooner.
  • For any player that wishes to increase his uptime, and spend less time in cover, and more in the action. 

Advanced Shield Capacitor is useful for battles of medium size or greater – 24+ on both sides, because you will encounter more enemies and get a chance to expose to fire those quickly regenerated shields.

Nanoweave Armor

Nanoweave Armor

Heavy Assaults have nanoweave fully certed and equipped by default.

  • Reduces the damage you take from bullets.
  • Does not reduce damage from headshots.
  • Damage reduction doesn’t stack with Heavy Assults’ Resist Shield ability or with infiltrators’ Nano-Armor Сloaking. Instead, highest resistance is used. 
  • Damage resistance is applied to overshields created by Heavy Assault’s NMG / Adrenaline Shield.

Recommended suit slot choice if you don’t have anything specific in mind. 

  • Rank 1: 7.5% reduction – 1 cert – extremely powerful for its cost. In most cases this reduction is enough to survive an additional bullet.
  • Rank 4: 15%  reduction – 211 certs in total – it is a good upgrade, as it let’s you survive extra 2 hits from many weapons for comparatively low price.
  • Rank 5: 20%  reduction – 1000 certs – a solid investment if you plan to do a lot of infantry fighting on a certain class, but you’re not in a hurry to get Nanoweave 5 on all your classes. According to my sketchy analysis, Nanoweave Armor Rank 5 is mostly useful at ranges of 20m+, and is rarely useful at closer ranges, especially for NC players.

An important thing to understand that 20% damage reduction translates into 25% increase of your health and shields, so with Nanoweave Rank 5 you will have 625 effective health and 625 effective sheilds against bullets. Infiltrators will have 500 effective shields instead, because their base shield is weaker.

Against weapons that do 200 to 125 damage per shot, nanoweave would protect you from “only” 2 extra bullets. But that’s not a small amount. 

This changes 5 bullets to kill (BTK) with 200 damage weapon to 7 bullets to kill, a 40% increase.

Assuming rate of fire of 500 RPM, the time to kill (TTK) would change from 0.48 to 0.72, a 50% increase (go here if you’d like to learn how BTK and TTK are calculated).

For 143 damage weapons, BTK changes from 7 to 9, a 29% increase.

Assuming rate of fire of 750 RPM, TTK changes from 0.48 to 0.64, a 33% increase. 

That’s a huge deal. 

And that’s only when talking about weapons within their maximum damage range. Weapon damage degrades. Against carbines that do 112 or 100 damage at minimum range, you will survive 3 extra bullets.

Having full nanoweave also almost guarantees you won’t be oneshotted by pump action shotguns, unless a perfect hit was achieved.

Nanoweave’s damage reduction applies to shields as well, so in some cases Nanoweave can be the difference between taking some health damage and taking only shield damage. It is an important subtlety, because if you take health damage, you will need to look for a medic, use a med kit to max out your health, or run with lower total HP, which will of course decrease chances of your survival in the firefight. Using a Regeneration implant solves this problem for the most part, though.

Here’s Wrel’s video review:

ASC vs Nanoweave

In infantry combat, ASC is weak. Whatever advantage you get by having your shields up faster, only lasts for a few seconds compared to higher effective HP of Nanoweave. Unless you specifically adapt your playstyle to take advantage of that short time period, ASC is a convenience slot, and nothing more.

That said, having fresh shields sooner can help you survive things like grenades, rockets, knives or even a stray headshot – all of which ignores nanoweave.

People tend to love their ASC, it’s extremely addictive. The reason for that is that when you play without ASC, the full 12 seconds it takes to regenerate shields feel like an eternity, and you think “god, wish I had ASC right now”. Without the shields you feel naked, with shields you feel safe, and ASC allows you to get that feeling faster. 

But you have to understand, that unless you take more damage in a time frame between 6 seconds and 12 seconds after you first took damage, ASC was worthless, it didn’t do anything for you, and that feeling of safety is only a placebo.

The main argument against Nanoweave is that it doesn’t reduce damage from headshots, and “every good player goes for headshots only”. But it is by far not always optimal to go for headshots only.

And according to my another sketchy analysis, taking a couple of headshots will not automatically make Nanoweave completely useless:

  • If you take just a couple of headshots, nanoweave will most likely help you survive at least one bullet more.
  • If you take three headshots or more, chances are nanoweave will not help you, or you will be dead.

Naturally the more headshots you take, the less helpful nanoweave is.

Flak Armor

Flak Armor

Engineers have Flak Armor fully certed and equipped by default.

Flak Armor reduces blast damage you take from explosive weaponry, like grenades, rockets, tank shells and AP mines. Flak Armor always reduces blast damage, also known as indirect, splash or AOE damage. In case of most of Heavy Assault’s Rocket Launchers, infantry Flak Armor also reduces direct damage. 

Flak Armor reduces damage from your own explosives, which can be useful in some situations.

Maximum rank of Flak Armor can protect against direct hits of rocket launchers, but most tank cannons will still one-hit-kill you, unless you’re a Heavy Assault with overshields. 

When you hit a target protected by flak armor with explosives, you will be notified by a special icon near your crosshair.

Flak Armor is effective when used in tactical squads that move together in a tight pack. Flak Armor protects such squads from grenades and rockets, that could otherwise wipe out half a squad. PlanetSide 2 can have huge battles packed into small bases, and large groups of people tend to clump up in choke points. If you’re one of those people, you better have Flak Armor on, because sooner or later you’re bound to get exploded.

Wrel’s video review:

Grenade Bandoleer

Grenade Bandolier

Each rank increases your grenade carrying capacity by one.

  • Rank 1: Can carry a total of 2 grenades, unlock cost of 100 certs
  • Rank 2: Can carry a total of 3 grenades, unlock cost of 150 certs
  • Rank 3: Can carry a total of 4 grenades, unlock cost of 500 certs

Grenade bandoleer sits good on skilled, opportunistic player, because he can bypass enemy lines, circle around from behind, and bombard masses of stationary enemy infantry from behind. Single Frag Grenade often wounds, but rarely kills, but if you lob three or four of them close together, you will be sure to get some kills.

Grenade Bandoleer is mostly useful in big battles, like 48+ on both sides, when people tend to clump up in doorways and tight corridors. 

Grenade bandoleer is most often used in conjunction with Revive Grenades by Combat Medics, but it’s fairly useful for all classes. Note that running with 3 or 4 grenades plus other utility consumables can drain your nanites quickly.

Ammunition Belt

Ammunition Belt

Increases the amount of ammo you can carry by one magazine per rank, up to 4 additional magazines.

Heavy Assaults only have 2 ranks of Ammo Belt.

Naturally, using this Suit Slot for an engineer is not recommended, because Engineer can refill his ammo at any point by using his ammo pack ability.

Ammo Belt stacks nicely with Extended Mags weapon upgrade, meaning that you’ll get more rounds per Level of the Ammo Belt if you have Extended Mags installed.

Personally, I’d advise against using ammo belt. Usually you can find a friendly engineer to give ammo or a terminal to resupply. If you can’t find neither of those, then you have to ask yourself “What the hell am I doing here, alone, in a middle of nowhere?”, and you can always just redeploy.

Ammo Belt is often used by skilled snipers, because when they get in a good position, they can easily run out of ammo before dying. If they redeploy, they will have to spend a lot of time getting back into a good position, and fight can easily be over by that point. So Ammo Belt is optimal in this case, but you really need a lot of experience in sniping to take advantage of that.

Here’s Wrel’s grenade bandoleer and ammo belt video review:

 Suit Slot Popularity Quiz

At 21st Jan 2016, I surveyed both forum and reddit community with a Suit Slot Popularity Quiz, to figure out which classes use which suit slots most often.

You can participate here, and view combined results here.

You should not decide what suit slot to use based on its popularity, but it will give you a good idea of which suit slots you should expect enemies to use.

Share with:

FacebookTwitterGoogleTumblrLinkedInRedditPinterest


Leave a Reply

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