How to spawn a vehicle
Any player at any time can use a Ground Vehicle or Air Vehicle terminal to spawn a vehicle, provided he can pay the Nanite cost.
Players can also summon and spawn directly into a vehicle from the redeploy screen, as if they had used the vehicle terminal in person.
- This can be done on any uncontested base with a functioning vehicle terminal.
- The player’s last used vehicle loadout will be used for this method of vehicle spawning. If you haven’t spawned this type of vehicle on current session, the first loadout will be used.
Finally, Light Vehicle and Air Terminals can be constructed by players, and used to spawn some of the vehicles. They will have to pay in both Cortium and Nanites.
A light one or two manned ATV (all terrain vehicle). Commonly used for quick and cheap transportation.
Crew: driver/gunner and back rumble seat. Both passenger and the driver are exposed to fire. Passenger can rotate 360 degrees and use all personal equipment, but the driver can look only in front of him, and use only the weapon mounted on Flash itself.
Weapons: can mount machineguns, grenade launcher or a shotgun, but they have limited aiming angles, and aren’t very effective in direct combat.
Freelok: Flashes without weapons can freelook 360 degrees in third person view.
Wraith Cloaking Device: a special utility slot, that allows the Flash to be cloaked when driven by an Infiltrator.
GSD – Gate Shield Diffuser – this utility allows vehicles to go through Vehicle Shields. This ability is very useful when attacking AMP Stations and Tech Plants, or performing deep flanking maneuvers through enemy territory. Can also be used to drive over enemy-controlled power bridges.
C4 Delivery: Flash can be used in a cheap kamikaze-style attack: throw a couple of C4 bricks on your own Flash, and drive it into enemy tank. Jump out before the collision and detonate the C4.
Turbo: another utility slot, accelerates the Flash very fast, and allows for some daredevil stunts. Mostly used for fun.
Armored infantry transportation and deployment vehicle.
Crew: driver, two gunners and 9 passengers. Sunderer is slow, but tougher than a tank.
Weapons: general-purpose machineguns, anti-infantry mortars, machineguns and grenade launchers, anti-air machineguns and flak cannons. Mostly, these are for self-defense, though Sunderers with double Bulldog mortars can be annoying for infantry to deal with.
S-AMS – any Sunderer can deploy to become a respawn station. It becomes immobile, but able to respawn and resupply allied infantry. Sunderer is instrumental in any attack, being able to respawn near the base you are fighting for is crucial. The default key for deploying a Sunderer is “B”.
Sunderers can’t be deployed in close proximity to other deployed Sunderers and some of the bases, non-deployable zones are marked with red and white circles on your map. It is not rare to see allies trying to assault enemy base and fail wave after wave after wave simply because none of them brought a Sunderer, or it is deployed too far away.
Make sure to hide your Sunderer behind terrain or other cover, to protect it from rockets and such. Park it on the side of the base opposite to enemy spawn room. Don’t park it next to base’s buildings or under balconies, that would make it extremely easy for enemy LA’s put C4 on your sunderer.
Deployed Sunderers have only 15m range of minimap auto detection, so once they are deployed, they will be harder for the enemies to find.
When your Sunderer comes to a full stop, there is a few second delay before you can deploy. You can circumvent this delay by doing Arklur’s preparation trick:
Originally posted on reddit.
- Spawn a Sunderer
- At any point after leaving the vehicle pad, come to a full stop and wait until [Deploy] prompt shows up on the UI, above the green Sunderer’s silhoutte at the right side of the screen.
- Ignore the prompt and continue driving to your destination.
- The vehicle will now be able to deploy immediately after stopping, any number of times, for the rest of the vehicle’s lifetime
Deployment Shield – a defense slot, that creates a shield over deployed Sunderers. This shield makes deployed Sunderers much harder to destroy for solo infantry soldiers using C4 and mines (but still possible), and it regenerates over time. Watch Wrel’s video review about DS here.
Cloaking – a deployed Sunderer equipped with maximum rank of vehicle stealth will create a cloaking bubble, that cloaks the sunderer itself, as well as any allied infantry. Watch belthazor’s brief video review here, and read a Nanite Systems field manual here.
Squad spawning – players can spawn directly into a Sunderer piloted by one of their squad members, even if it isn’t deployed.
GSD – Gate Shield Diffuser – this utility allows Sunderers to go through Vehicle Shields. This ability is very useful when attacking AMP Stations and Tech Plants, as it allows to get up to a whole squad directly on to the capture point. Can also be used to drive over enemy-controlled power bridges.
Proximity Repair System – defense slot, repairs nearby vehicles. Doesn’t repair the Sunderer itself. Allied Sunderers are repaired at 50% rate.
Vehicle Ammo Dispenser – defense slot, resupplies ammo to nearby vehicles.
ANT – Advanced Nanite Transport – mining and construction vehicle.
Crew: driver/miner, secondary miner/gunner, 2 passengers.
The driver controls a mining tool in front, and there’s another mining tool on top of the ANT, which can be replaced by a secondary weapon. ANTs have the same weapon selection as Sunderers.
Full information about ANT is available in the Construction System Guide.
Main Battle Tanks
Empire specific Main Battle Tanks. MBTs can always be spawned at a Warpgate. To be able to spawn an MBT at other bases, your faction has to capture a Tech Plant on your current continent.
Crew: pilot/main gunner and secondary gunner.
Main weapon: cannons. Can be specialized against vehicles or infantry.
Secondary weapon: various anti-infantry, anti-air and anti-vehicle machinguns, rocket launchers, flak cannons, as well as empire specific secondary weapons.
Magrider uses a mag-lev system, which allows him to strafe to dodge enemy fire, and possess superior mountain climbing abilities. However, its frontal turret is fixed, so Magrider can only fire his cannon on something directly in front of him, and the driver can’t use his 3rd person camera to look around the tank.
Magrider’s cannon is the weakest out of three MBTs, and the least effective at range, so Magrider pretty much requires a secondary gunner to be safe from flanking attacks and effective on the battlefield. Mag-lev system allows the Magrider to be very stable on the move, and its cannon has zero recoil, so this allows him to be the most mobile tank.
Empire specific secondaries:
PPA – fires balls of splash damage devastating against infantry.Saron – a unique weapon, that fires beams that damage vehicles. Can be fired very quickly, but becomes increasingly inaccurate with each shot, so trigger discipline is important when dealing with targets at range. Has no projectile drop and always does the same damage, regardless of distance to the target.
Unique ability: Magburner – gives the Magrider a short burst of speed and levitation height. Can be used to engage or disengage, as well as to move over otherwise inaccessible terrain.
Vanguard is the most classic tankity tanky tank. Has big-ass cannon and best armor. Vanguard’s cannons pack a punch and have the highest projectile speed, but have low rate of fire, so hitting each individual shot is crucial.
Empire specific secondaries:
Enforcer – fires magnetically propelled HEAT darts, has strong, sustainable damage.
Canister – anti-infantry shotgun.
Unique ability: Vanguard Shield – much like Heavy Assaults shield, absorbs damage when activated. Shield ability allows the Vanguard to decisively win straight up engagements with other tanks, even if the other tank caught Vanguard off guard and fired first. Shield can even protect the Vanguard against C4, if activated in time.
Prowler – more of a mobile artillery than a tank. Has the highest speed and smallest hit box.
Prowler’s dual cannons can sustain the highest DPS out of three MBTs, as long as you can hit both shots. Prowler is considered to be the most effective MBT against infantry, since each hit of his dual cannon can potentially OHK infantry. This is the same for other MBTs, but they only get one shot per reload, Prowler gets two.
Empire specific secondaries:
Vulcan – anti-vehicle chaingun, that ramps up his fire rate over time. Extremely effective at close range, ineffective at long range.
Marauder – rapid fire anti-infantry grenade launcher. Again, only effective at close range.
Unique ability: Lockdown – Prowler can anchor itself in place. While in lockdown, Prowler can’t move at all, but has increased reload speed and projectile velocity. There is no rivaling a Lockdown Prowler in open field anti-vehicle battle.
Light one-manned tank. Fast and sturdy. Unlike MBTs, Lightnings are available from basic Vehicle Terminals, and you don’t need to control a Tech Plant, so Lightning is often used as a cheap and accessible substitute to MBTs.
Weapons: by default, Lightning uses C75 Viper general-purpose auto cannon with the following stats:
Vertical Recoil: 1
Maximum Cone of Fire: 0.5
CoF Bloom: 0.1
Viper can be replaced by a single shot cannon, specialized against infantry or vehicles.
If you’d like to learn how to use a Lightning, check out ColonelChingles’ guide.
Skyguard: Lightning can mount this a rapid fire Flak Cannon instead of the main cannon.
A Skyguard Lightning, or simply “Skyguard”, is considered the most effective ground-based AA weapon system.
Engagement Radar – a utility slot, autospots enemy aircraft within hundreds of meters, and even shows direction to them if they are off screen. Naturally, very useful for Skyguards.
Wrel’s Skyguard video review and guide (made before Engagement Radar was available, otherwise it would be considered a mandatory upgrade)
Crew: driver, gunner, back rumble seat. Can be damaged by bullets, but require the whole squad to coordinate fire to make it count.
Repairs: can be repaired on the move by an engineer in a rumble seat, but repair speed is reduced to 30%. Can transport a MAX in the rumble seat.
Turbo: has turbo by default, without the need to waste a utility slot on it.
Weapons: can mount the weaker versions of MBT secondary weapons, as well as Fury automatic grenade launcher. Not extremely powerful on their own, but a Harasser can use his mobility to eventually whittle down its target, or chase down a target already damaged by his allies.
GSD – Gate Shield Diffuser – a utility slot, that allows a Harasser to go through vehicle shields. Can also be used to drive over enemy-controlled power bridges.
Harassers are not very popular, because they require coordination to be effective, but lack in firepower and toughness. Can be useful in certain situations, but mostly used for fun.
Due to their daredevil nature and orientation on teamwork, skill and fast decision making, Harassers earned love and adoration of the community. You can bathe in Harasser love and learn how to play them at these resources:
Usually referred to as ESF. Air superiority one-manned jet. Can be specialized towards anti-air, or ground support.
Can be damaged by small arms fire, and flak hurts them a lot. However, they are fast and bursty, so without anti-air on stand-by, you can’t do a lot against them from ground.
ESFs can only engage targets directly in front of them, so they’re vulnerable from sides and rear.
Scythe has slim frontal profile, and its unique set of weapons makes it the most effective ESF in hover duels at range. Light PPA and Dual Photon Pods unleash a hell of hurt on soft ground targets.
Reaver is the slowest ESF, and has the biggest hit box. However, its weapons do a lot of damage, especially up close, and Reaver can make use of its highest afterburner speed to close in with the target.
Mosquito has high rate of fire weapons with sustainable fire, and can do the most damage in one salvo, but take the longest to unleash it. Has smallest hit box overall, and highest cruising speed.
Primary Weapon: nosecannons. Mainly used against other air vehicles, but some of the nosecannons are specialized against infantry. Do some damage to ground vehicles as well.
Secondary Weapon: various air-to-air and air-to-ground rockets. They can be heat seeking, use lock-on mechanics, laser guided or dumbfired.
Automatic repairs: if an ESF is piloted by an Engineer, it will automatically repair in 12 seconds after taking damage. Repair speed is equal to Nanite Auto Repair Rank 1. This effect does not stack with NAR itself.
Improved Nanite Auto Repair: normally, NAR activates in 12 seconds after taking damage. For ESFs, this delay is reduced to 8 seconds.
Afterburners: all ESFs have afterburners (turbo) by default, which allows them to accelerate quickly and reach higher maximum speed. Using afterburners is a requirement for Reverse Maneuver, which is a basic move in dogfighting.
External Fuel Tanks can be used instead of a secondary weapon to increase afterburner fuel capacity and recharge rate. There are several versions of Fuel Tanks, with varying capacity and recharge rate.
Engagement Radar: all ESFs have Engagement Radar installed, which automatically spots nearby aircraft, and shows direction to them when they are off screen. Vehicle Stealth can counteract the radar.
Ejection Seat: sometimes used to stealthily deliver single operatives, snipers for example, in key positions. Functions just like a Galaxy Drop, you jump out, and you slowly descend, immune to fall damage. You do not inherit ESFs momentum when using Ejection Seat.
If you’d like to learn the basics of flying an ESF, here’s a link to Wrel’s video on this topic.
Heavy air to ground gunship. Libs can always be spawned at a Warpgate. To be able to spawn a lib at other bases, your faction has to capture a Tech Plant on your current continent.
Crew of up to 3 crewmembers: pilot-front gunner, and belly gun and tail gun gunners.
Front gun: the only one that sees any use is Tank Buster, which is a highest DPS AV weapon in the game, but requires the Liberator to be very close.
Belly gun: big weapons that can engage targets below the Liberator. Mainly used against vehicles, but some of the belly guns can do some damage to infantry and aircraft as well.
Tail gun: made with self-defense in mind, Liberators can mount air-to-air machineguns or air-to-ground mortar on tail gun slot.
Liberator is much more beefy than ESF, but not quite as maneuverable.
Air transport vehicle.
Crew: pilot, four gunners (left, right, top, tail) and 7 passengers, so Galaxy can transport up to a squad. Galaxies are slow, but extremely beefy, and require combined fire of several anti-air units to take down.
Weapons: by default, weak machineguns are mounted on all four turrets, but left and right turrets can use air-to-ground mortars and all-purpose rocket pods, and top and tail turrets can mount anti-air machineguns and AA rocket pods, for self defense and support.
Galaxy Drops: when anyone jumps out of a Galaxy from any height, he is protected from fall damage, so even a completely stock Galaxy can be effectively used to deliver troops wherever needed.
Squad spawning: dead squad members can spawn directly into a Galaxy that is piloted by one of their squad members.
Galaxy has two most frequent uses:
Galaxy squad drop – the whole squad, including the pilot, uses the Galaxy to drop directly on an objective, such as a generator or a capture point. Galaxy falls down and crashes after the drop.
Battle gal – most of the squad drops on the objective, and the Galaxy remains occupied by skeleton crew – pilot and one or several gunners. Galaxy continues to float or circle above the objective, and dead squad members can deploy in the gal and drop once again, while the gunners provide fire support from above.
Vehicle Ammo Dispenser and Nanite Proximity Repair System: with one of these defensive slot items, Galaxy can surve as a mobile rearm & repair station for allied aircraft and even ground vehicles, but it’s something that usually requires coordinated teamplay.
A small air transport vehicle.
Crew: pilot, gunner, and 4 passengers on rumble seats. Cannot transport MAXes.
Weapons: one 360 degree view turret is mounted on lower front side of the Valkyrie. By default it’s a general-purpose machinegun, but it can be replaced by a variety of specialized anti-infantry and anti-vehicle weapons. However, none of the options can be called very strong, even in their specialized fields.
Squad Spawning and Safe Fall: similar to Galaxies, Valkyries grant fall damage protection to anyone who jumps out of them, and squad members can respawn inside a Valkyrie piloted by a squad member.
Rumble seats: passengers on rumble seats can repair the Valkyrie at a 30% of normal speed, use their equipment and fire their weapons. They are protected from Flak and other explosive damage, but they are still vulnerable.
Valkyrie cannot hover without moving, so it doesn’t make a good sniper platform, but it can be fun to use with Heavy Assaults with lock-on launchers, or mine roads without landing.
Overall Valkyrie is underwhelming; it’s marginally faster than a Galaxy, and marginally tougher than an ESF. Its only advantage is low nanite cost.
As far as “combat viability” goes, Valkyrie is mostly useful for its Scout Radar and Squad Spawning, and being able to repeatedly drop squadmembers on roofs and balconies.
Common facts about vehicles
- Player can own only one vehicle at a time. If he spawns another vehicle, the previous one will deconstruct.
- Player can transfer ownership of his vehicle. To do that, invite a player to squad. Then open vehicle menu by pressing Page Down. Select “squad only”, then exit the vehicle. If a squad member enters the vehicle, he will receive ownership of the vehicle, and be able to pilot it. The vehicle will not deconstruct if the original owner logs out or spawns another vehicle.
- This is often used by veterans to give newbies an opportunity to pilot a fully-certed vehicle.
- When a vehicle gets severely damaged and its health drops into red, it will be set on fire, and eventually burn down and explode. While on fire, vehicle will have reduced handling.
- Destroying a vehicle counts as a kill for all weapon medals and most directives. Vehicle doesn’t have to be occupied.
- Tanks take different damage based on direction. Valkyries take less damage from below. But otherwise all vehicles take the same damage from all directions and all sources.
- While a lot of ground vehicles share certain weapons, different vehicles use different versions of those weapons, with different statistics.
For example, Basilisk for Sunderers is weaker than Basilisk for MBTs.
- V + 0 callout can be used to call for a gunner.
Notable vehicle equipment and upgrades
- Threat Detection Optics can be used on most vehicle weapons. They highlight enemy vehicles, projectiles and some of the automatic turrets. Enemy ground vehicles are highlighted within 350m range, and aircraft are within 500m.
- Proximity Radar – defense slot, functions similarly to Infiltrator’s recon darts – detects nearby moving infantry in pulses, highlights them as dots on the minimap. Available to all ground vehicles except for Flash, which has access to more powerful Scout Radar instead.
- Scout Radar – defense slot, functions similarly to Infiltrator’s motion spotter – continously detects nearby moving infantry and shows them as arrows on the minimap, showing the direction they’re facing. Available to Flashes and ESFs.
- Vehicle Stealth – defense slot, available to all vehicles. By default, nearby enemy vehicles are automatically highlighted on the minimap. Vehicle stealth reduces this range, and removes this auto-detection completely on the final level. Also increases lock-on time.
- Nanite Auto Repair – defense slot, available to all vehicles. Automatically repairs the vehicle. Repairs start in 12 seconds after taking damage (8 seconds for ESFs).
- Smoke Screen – utility slot, available to ground vehicles. Creates a cloud of smoke for 8 seconds, which removes and prevents lock-ons, removes current minimap spot markers, as well as hides the vehicle’s minimap autospot signature. All of these effects are also applied to allied vehicles within 30m.
- Decoy Flares – utility slot, available to air vehicles. Prevents lock-ons for several seconds.
- Fire Suppression – utility slot, available to all vehicles. Fire Suppression instantly restores vehicle’s health back into green if it’s burning, and then additionally heals a percentage of vehicle’s health over time.
- Mine Guard – defense slot, available to all ground vehicles. Reduces damage taken from AV mines.
- Performance / Airframe – various upgrades, affecting a certain aspect of vehicle’s handling, be it maximum speed and acceleration rate, or turn rate and reverse speed.
- You can learn a lot about tanks at Armorpedia