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The Valkyrie is a mini transport for six people in Planetside. Like in Sandra and Galaxy, it can spawn squad members.
Additionally, depending on the installed loadout, the Valkyrie can be used to pick off infantry, tanks, and Liberators, as well as highlight enemy infantry on the minimap. It's a decent solo transport, and thanks to its radar, you can farm certificates; while not many, it still has a range of 200 meters.
Valkyrie loadout
1. Transport. A fairly powerful default weapon is installed, followed by composite armor or camouflage, and a fire suppression system.
2. Locator - for solo players. Instead of fire suppression, a threat detection system is installed, and camouflage, composite armor, or auto repair are installed in the defense module.
3. Anti-infantry - a CAS is installed as the main weapon. The modules include a locator and auto repair.
4. Anti-tank - here you can leave the default weapon or a rocket launcher. In the modules, choose a fire suppression system and composite armor, or nanite armor repair. And of course, don't forget to upgrade flight speed.
5. Anti-air - the primary weapon is a single-shot rocket, which must be manually aimed at the target. Modules are installed as in the previous loadout, but camouflage can be added if desired.
Combat tactic
1. Transport. The primary objective is to safely transport allies from a captured base to enemy territory, directly to the control point.
When you have a Valkyrie full of troops, the number one priority is, of course, landing your troops safely in the required location. In this case, there's no need to engage in combat unless you're specifically flying a squad with grenade launchers or dropping explosives onto enemy tanks.
Of course, you can hover the Valkyrie over the control point at 900 meters with camouflage and a flight stability module, and your squad will drop onto the enemy base. As long as the Valkyrie isn't detected, everything will be fine.
2. Locator. Threat detection is a mandatory module here, and camouflage is the second most important. You fly to the base where the battle is taking place and hide with the Valkyrie in a place unnoticed by the enemy. On Hossin, for example, you can hide in trees. On other continents, behind buildings or base force fields.
The Valkyrie is often effective at clearing and capturing territory, earning certificates for spotting enemies.
3. Anti-Infantry - a buddy takes control of the gun, and you engage enemy infantry with them, dodging rockets behind rocks and buildings. The radar highlights targets on the minimap, making farming easier.
4. Anti-Tank - the same as with infantry, except tanks are caught in the fray.
5. Anti-Air - a Valkyrie and a single-shot rocket launcher can easily destroy a Liberator if the pilot and gunner coordinate their actions and there is communication.
Valkyrie armament:
1) M20 Wyvern - compared to other heavy machine guns, it has a higher rounds per minute and a faster reload, but a smaller magazine. This weapon can be used by all factions.
A good default weapon for the Valkyrie; it's effective against everything but infantry.
2) CAS 14-E - designed for air support. 14mm explosive rounds and a large magazine capacity make it especially effective. This weapon can be used by all factions.
A rapid-fire small-caliber machine gun, somewhat similar to the Walker, it copes well with enemy infantry, but does minimal damage to armored targets.
3) Pelter Rocket Launcher - fires a salvo of unguided rockets that effectively destroy armored targets, but have little explosive power. This weapon can be used by all factions.
The rocket launcher is effective against armored vehicles and infantry, due to its explosive damage. It can be installed as an alternative to the anti-infantry machine gun if you have trouble aiming.
4) Hellion G20- Fires special 20mm rounds in bursts, effectively damaging vehicles in close combat. It takes 1.5 seconds for the G20 to prepare for combat and reach its highest rate of fire. This weapon is usable by all factions.
It feels like a pretty fun weapon, as a single volley can shave off all of Sandra's health, but it's quite specialized and uses up a ton of ammunition.
5) VLG Rocket Launcher - Fires radio-controlled rockets that effectively pierce armor with a direct hit and inflict moderate damage. The maximum range is 400 meters. This weapon is usable by all factions.
A single-shot rocket launcher that requires the shooter to aim precisely after firing. A good tool for dealing with enemy Peacekeepers.
Now it's time to talk about the available modules :
"Miscellaneous" modules:
1) Heat Flare - activate to interfere with guidance systems and missiles fired at transport for 8 seconds, can be activated once every 25 seconds.
Cost: 100 + 200 + 500 + 1000. Total: 1800 certificates.
2) Fire Extinguishment - when activated, restores 15% of vehicle damage over 5 seconds. Instantly extinguishes fire when activated, on a burning transport. Can be activated once every 45 seconds.
Cost: 30 + 100 + 200 + 500. Total: 830 certificates.
3) Saboteur Radar - detects the movement of enemies within a 200 meter radius of the transport and displays their position on the minimap for all nearby allies. You must be in the transport for the radar to work.
Cost: 50 + 100 + 200 + 500. Total: 850 certificates.
"Protection" modules :
1) Vehicle camouflage - increases the time it takes for the enemy targeting system to lock on by 1 second, prevents automatic detection of the vehicle on the minimap, and reduces the enemy target acquisition radar radius by 450 meters.
Cost: 30 + 100 + 200 +1000. Total: 1330 certificates.
2) Nanite repair system - nanites constantly repair damage, restoring 7.5% of damage every 5 seconds. Receiving damage pauses repairs for 12 seconds.
Cost: 50 + 100 + 150 + 200 + 500. Total: 1000 certificates.
3) Composite Armor - Increases vehicle durability by 15%.
Cost: 100 + 200 + 500 + 1000. Total: 1800 certificates.
Optimization Modules:
1) Evasion Hull - Increases cruising speed, takeoff thrust, and rotation rate.
Cost: 100 + 200 + 400. Total: 700 certificates.
2) Stable Hover Hull - Can hover without losing altitude. Improved brakes, evasion speed, and downward thrust.
Cost: 100 + 200 + 400. Total: 700 certificates.
