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Max is the infantry's nightmare, the fear and terror. He's the most powerful bipedal unit in the game. Therefore, he's not always available due to his high nanite cost and the high upgrading costs. Max is like a mini-tank with a variety of weapons, depending on the faction you play as (shotguns for the Conglomerates, machine guns for the Terrans, blasters for the Vanu), as well as weapons available to all factions.
His high health compared to standard infantry makes the default Max capable of turning the tide of battle, supporting, defending, and attacking his comrades in confined spaces. Max's best friend is the Engineer, who usually repairs him from behind.
Thanks to his weapons and defensive modules, you can equip your Max to fight against enemy aircraft, tanks, or infantry. For example, have enemy fighters been plaguing you? No problem, buy Max bursters for both arms with certificates, and you'll have a mobile anti-aircraft gun that can destroy aircraft without even leaving the spawn!
Tired of tanks? Are they constantly pinning you down in the spawn? No problem, equip rocket launchers as weapons and fire at tanks at your leisure, without taking any damage.
Having trouble killing anyone and aiming properly due to poor internet? No problem, hop into Max and equip him with a faction anti-infantry weapon. This class is very forgiving in terms of inexperience and skill, as it's simply difficult to kill you, unless you're blown up by explosives, mines, or spammed with a rocket launcher.
Tactics during combat
Depending on the situation and capabilities, create three loadouts for Max: infantry, tanks, and air. Against infantry, use shield or emergency repair models and small arms protection, or nanorepair for solo Max. Against tanks, use the anti-explosion or auto-repair modules; this needs to be tested. To combat aircraft from spawn, fighters will usually fire rockets at you with boosters, killing you quickly and not interfering with their infantry farming. Light infantry will also jump in with the drifter module to land smoothly on you and blow you up. Therefore, max out the anti-explosion and emergency repair skills. This increases your chances of survival.
It's also worth noting that even though Max costs a lot of nanites, and you might have equipped yourself with anti-tank equipment, you still end up with a lot of infantry in battle. No worries, because you can change Max's weapons in the terminal, completely free! Many newcomers believe they'll have to spend nanites again, which is incorrect if the Maxx has already been purchased and only its loadout is changing.
Maxx's modules and abilities:
A mobile mini-tank with a variable weapon selection. It's the first to be targeted by enemy infantry. Unlike previous classes, the Maxx can only be spawned for 450 Nanites. Considering the game provides 50 nanites per minute, that's every 10 minutes, so it can be spawned. On a premium account, it's every 5 minutes.
The Maxx's cost is generally the same as that of a heavy tank or a Liberator. By the way, is EVE different from Planetside in that nanites need to be farmed, at a rate of 50 nanites per hour? Or should it be purchased with real money? They aren't passively awarded.
It's a good class for when you're constantly getting killed in the game, thanks to its double HP and overpowered weapons. It's especially convenient to have engineers nearby to repair you and medics to revive you if you die. This class allows you to take out infantry both solo and with a group. Typically, allies will cluster around Max, while the enemy hides, trying to get behind you and blow you up.
1) Air:
Max's rig is equipped with anti-aircraft guns. You can shoot down fighters right from their rooftop spawns; after a while, a no-fly zone will appear around you. It's important to choose anti-explosive damage in your suit, as fighter pilots can be cunning, coming from behind and hitting you with rockets, or even dropping on your head as a paratrooper and trying to blow you up with explosives for preventing them from flying.
2) Infantry (Solo):
A rig for picking off enemy infantry, without an engineer or medic nearby. Medium-range shotguns are mounted on the arms. Repair is in the skills, and auto-repair is in the suit. This equipment will allow you to seek out enemies and then repair yourself in a corner if necessary. An ammo printer is also helpful in the implants.
3) Infantry (Group)
The same setup as the previous one, the only difference is that the suit comes with protection against small arms fire. Because, in theory, the engineers are repairing you.
4) Ground:
Rocket launchers are mounted on both arms; works well against tanks and when you're pinned down at spawn. You can stand and spam rockets through the window.



