Star Wars Battlefront: Tips, Tricks, and Facts

Started by Hardcore, January 03, 2010, 01:26:30 AM

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January 03, 2010, 01:26:30 AM Last Edit: January 08, 2010, 01:30:14 AM by Hardcore
Star Wars Battlefront: Tips, Tricks, and Facts

Sections

  • About SWBF
  • Factions
  • Weapons
  • Classes
  • Awards
  • Vehicles
  • Planets/Battlefields
  • Objectives
  • Multiplayer
  • Tips and Tricks




About Star Wars Battlefront

Star Wars Battlefront is a 1st and 3rd person shooter, set in the Star Wars universe allowing you to fulfill your dream of fighting along side Luke Skywalker, Darth Vader, and more. In it you play as your choice of troop, ranging from a sharpshooter, to demolition support, or even a pilot, on a range of planets right out of the Star Wars universe.

The ability and range of options allows you to play out the history in anyway you want, be it fighting the Empire on Endor, or fighting with the Wookiees and Clones on Kashyyyk.

It was Developed by Pandemic, and published by Lucas Arts, in september of 2004, earning great respects at E3 as "Online game of the year" and many others.

Being followed by Star Wars Battlefront 2, and Star Wars Battlefront: Renegade Squadron, and Star Wars Battlefront: Elite Squadron. Along with rumored Star Wars Battlefront 3 currently development, however Lucas Arts has not officially released this.




Factions

Playable:
REP - Galactic Republic: Clones
CIS - Confederacy of Independent Systems: Battle Droids
ALL - Alliance to Restore the Republic: Rebels
IMP - Galactic Empire: Storm Troopers

Non-Playable NPC's:
DES - Jawas/Tusken Raiders
WOK - Wookiee
EWK - Ewoks
GUN - Gungan
GEO - Geonosians
GAR - Naboo Royal Guard




Weapons

Blaster Rifle: Used by basic light infantry in most cases its the mainstay of all galactic armies.

Basic tips for use of this rifle is not unloading its clip in one shot, try to burst fire a few shots, as anytime you fire the weapon for longer then 3/5 shots they will start missing your target because of recoil.

Some people say its best to use the rifle as a sniper, and sitting in the back of the map finding a nice spot and picking people off.

Other tactics go into using first person (because 3rd person is slightly off on aim) and clicking for every shot, This is the most common way i play when i'm using the Rifle, as it allows me to be moving up to CP's along with help say a sniper or rocketeer that didn't quite kill them with their own shot, and if you do get in a bind you have a rifle rather then something like a rocket that has to reload after one shot.

Most clips range from 50 to 60 shots per magazine, and around 200 to 250 rounds total. varies for faction.

Rocket Launcher: Used by Heavy infantry for demolition of enemy Tank and Air support along with AA and ground Turrets.

Basic tips for the rockets are pretty simple, point and shoot at the enemy, make sure no friendlies or walls are in the way.

Some strategies go into play as using the Rocket Launcher as an anti infantry weapon due to its raw power, for this the most sure way to get a kill is aim for the floor under the target, or a wall to the side of the unit making sure that the target close or moving close to where you shoot.

Some extremist like to "rocket snipe" from across maps using the Empire, CIS, or Clone rockets by leading the enemy a great deal and normally hitting a wall they will walk past, thus killing them however this takes a long time to get used to by knowing how fast the units can run and so on, also the Rebel Vanguards Rockets being inaccurate stray's this type of play with them.

There is also the more standard use of Rockets, being for Anti Vehicle or targets that a normal blaster just can't do much damage too, and using the pistol to kill the infantry. The Rockets in most cases will lock on to all vehicle's. most land Turrets will be destroyed in one rocket blast, however AA turrets will take a few.

Most have 8/10 Rockets, the CIS and IMP have Single shot and clip rounds, while the Clones have a single shot 2 round clip, the Rebel Vanguard however shoots 2 rounds at once and as such has 2 round magazine.

Shotgun/Blast Cannon: Used by Pilots and Special ops troops, for close quarters combat.

Basic tips, don't attempt to shoot more then 25 meters with this weapon.

Really there is only one strategy for this weapon, get close, learn the timing on the weapon and move around alot to avoid the enemy fire, with one good shot you can often take out any full health unit, if shot from a few meters out possibly two damaged units or more. attempting to use this weapon for anything more then close combat tho will fail.

Magazine size for both units is 30, the Pilot has 120 rounds and the Jet has 210

Bowcaster: Used by Wookiee Smugglers

Basic tips, well i don't have any basic tips for this weapon so lets get right into strategies.

Depending what your main goal is the bowcaster can do it all, with its extremely versatile charge ability from one single bolt, to 5, or any range between you can set it up for any target, be it a sniper far down a path, or a group of people charging you in a corridor you can take them easily. however you will have to learn some things, the charge times and rate of fire will need to be learned, dodging out for a quick shot and back behind cover is key when attempting to take out a sniper or any volley of rockets, shots and whatever else.

I find that with the shots as accurate as they are its an effective strategy to just unload about 6/10 shots in a row when shooting a sniper, often they will even if dodging walk back into it and this will get you 1 or more hits, and it only takes a few hits with the bowcaster, especially in the head.

If the enemy is say a jet coming at you, getting a full charge and waiting for him to get in sight  isn't very hard, just aim and shoot and even if he is moving normally a few will hit him and kill, again with most of the weapons this just takes practice and timing.

Magazines end up at 35 bolts per clip and a total of 210 rounds.

Mortar Launcher: Used by Imperial Pilots

Basic tips, because of the arc of the shots take some time to practice shooting it at all ranges so you can learn exactly where you can and can't hit someone, note that with its arc you can make some pretty interesting shots, be it shooting over a building, or even through windows of a building.

a head on hit will kill any standard unit and even a hit to the floor right under them likely, it is an extremely powerful weapon and if mastered can devastate the battlefield.

with 15 rounds total this is a much more effective weapon for taking out humans over the rocket, its aim is always true, even with the arc and with the ammo/health packs the units drops it is an extremely powerful combo.

No major strategies or varying styles with this one, some use the charge time detonation round to scare people tho generally it is invective, overall just master the weapon and destroy.

Magazine size is 5 rounds, and total is 15.

Radiation Launcher: Used by Droid Pilots

Basic Tips are the same as above.

This is almost exactly the same as the above launcher, however it instead shoots a ball of Radiation, effective at killing clones in one shot.

5 rounds per magazine and 15 rounds total.

Overall, read the Mortar Launcher description and tips.

DN Bolt Caster: Clone Pilots

Basic tips, this is a hard one to give tips on as its pretty self explained it has aim assistance, or lock on if you charge it, however be careful as when this weapon is charged it will not only hit droids, but it may also hit a friendly Clone in the back if he is closer then a droid.

Some strategies vary, however overall, use the charge only when he is the only enemy in the area. it takes a long time to regain energy for the boltcaster so it is best to shoot single uncharged shots when multiple enemies are close, it takes 3 hits to kill a unit with the bolt caster with uncharged shots so be sure that you are able with your pistol to finish the job if you overheat the weapon before the job is done.

Others would argue with the above rule and say that its best to use the full charge shot and then change to pistol and fight anyone left until you are recharged and able to use the caster again.

Overall its personal choice, the Boltcaster is however unlimited in ammo. giving it yet another advantage.

Repeating Blasters: Used by the Droidekas

Basic tips, fire in burst and always aim at a target when shooting, if the crosshair is red, the weapon is much more precise, also try not to move while shooting the enemy as this also reduces accuracy.

Many people deem this weapon flawed, as in game it can be avoided very well by human players, however with practice and or playing bots it is none the less a mass killing machine.

Try to get into halls, corridors where the enemy must come, and has little or no way to escape your line of fire, and you are sure to rack up many kills.

Being that the weapon is flawed and if someone gets to close to the unit they will not get hurt, your main objective of using this weapon is to kill anyone that is moving close to you, even if you have a clear shot on someone thats not moving the enemy by you is more dangerous as they can kill you and you can't hurt them if they get to your shield.

This weapon is unlimited in its shots, yet can overheat so be weary when unloading into a pathway.

Sniper Rifles: Used by Assassins and Sharpshooters

Basic tips, remember your shot count so you don't try and snipe a sniper and have to reload without cover, if you are spotted by a sniper never stop moving unless you are 100% sure you behind cover, it is often good to "fake out" the enemy sniper by poping out just a hair so they shoot a shot, and you can then slip out and take your shot on them.

Some common strategies, go into finding a nice spot away from the battle (but still in range) normally the higher the better, and just sit back and pick enemy units off as they go by, practice some and you'll learn how much you need to lead the target at what ranges. It helps to note if you are doing this you will run out of ammo and need to ether move up to a ammo droid without ammo and only pistol, or have a pilot bring you ammo, however this is hard to rely on in multiplayer as humans don't always bring it.

The other main strategy takes a quick hand and good aim, and it is charging in "no scoping" with practice this can be extremely effective. it is basically the alter ego to sniping with a rifle, your using the sniper like a rifle.

And in turn with some backup and some well placed shots, you'll have a winning recipe in no time.

Magazines range from 5 to 6 and ammo supply from 36 to 45 depending on faction, the Rebel and CIS have double zoom scopes and the Empire and Republic have single zoom scopes.

Grenade Launcher: Used by Wookiee Smugglers

Basic tips, Much like a Mortar or Radiation launcher this launcher launches grenades in a arc form, they blast after about 3 seconds and can be used to great effect for clearing a CP room, building, or doorways from sneak attackers.

This overall isn't much more then that, clearing and checking. However it can be used as a instant attack, if you use a common engine exploit and shoot the grenade launcher into the ground (only certain textures) the nade will stick to the ground and explode almost instantly, it is pretty much impossible to describe what textures do this so your going to have to find them on your own.

The magazine holds 5 rounds and ammo totals at 15 rounds.

EMP Laucher

Basic tips, being that this weapon has a reasonable blast radius and is widely effective against Droids, shooting this into a group will often devastate them, if not destroy them all.

Unlike most the other "Launchers" in this game these shots will fly true and to the target without any arc, they never miss.  and for other tactics read the "Rocket Launcher" tips.

With 2 rounds per magazine, and 8 total rounds it is quite the effective weapon in mowing down droids.

Secondary Weapons and Items

Pistol: Used by many units as secondary of choice.

Basic tips, aim for the head and try to shoot in burst, being a weapon that can overheat, when you need the pistol is last ditch normally so keep it steady and keep it cool.

With unlimited ammo you only have to worry about overheating.

Command Pistol

Basic tips, the faster you shoot the more deadly you are :)

Actually, it is overall pretty much the same as above, burst, aim for the head and keep it from overheating.

With unlimited ammo you only have to worry about overheating.

Mines: Used by Heavy Infantry

Often used as traps for humans and vehicles.

Basic tips, remember not to use more then 4 mines, when you get more ammo even tho you have more, if your first laid mines have not set off they will start to disappear as you set more. they will disappear in the order you laid them.

Some tricks about mines, are "Mine Throwing" and "Mine Climbing" first off mine climbing can be done by setting a mine on a wall and then attempting to jump on it, normally you want to set the mine about face hight, you can stand on the model and this will allow you to climb up to places a rocket trooper normally could not reach.

Mine throwing i'm not really sure how to describe, its more a self taught skill or shown ingame but ill try my best. Look up at the sky and step forward, as you do this release a mine and watch the mine go flying, it will standard go about 4/5 meters. If you jump and time it perfectly you can achieve a "Super mine toss" in witch the mine will go about 20 meters or more, if tossed off a bridge. I know my description is not the best so take it ingame and practice it alot, once mastered this can be a extremely effective ability.

Something to note is that this is much harder with the Rebel Vanguard then any other rocketeer, no known reason why.

Another trick about mines is they can be set off through thin walls, so if someone set a mine on a wall for you to walk into just kinda walk into the wall before going into the room and it will trigger the mine without killing you.

Thermal Detonators: Used by Light and Heavy Infantry

Basic tips, basically this is a grenade, its splash damage is sufficient to clear most CP's killing anything inside, including friendly units, so make sure you don't toss one into a room with a friendly unit.

Any unit that has these starts out with 4 to 6 of them, they go pretty far and deal a punch, be sure to use them for clearing rooms and checking corners you can't see.

Concussion Grenades: Use by Light Infantry

Basic tips, really isn't any tips for this grenade, its main use is for destroying vehicles and turrets, it deals the damage of a rocket and sticks to any vehicle or turret, very handle if you catch your self face to face with a tank and no Rocketeers close.

Recon Droid: Used by Assassins and Sharpshooters

Basic tips, do not call in a drop within 20 meters of yourself.

This weapon is a remotely controlled droid that you fly out into the enemy territory and use to send coordinates to above ships for a orbital strike, often this is best in open areas such as a CP or route that the enemy must travel, however keep in mind when the strike is called the enemy will know its coming as the droid beeps several times as a warning, so surprise is key.

Once the strike is called in the Recon droid is destroyed by it and you resume play as your selected unit.

The Orbital also has a secondary blaster pistol built in, it is not as effective as a standard pistol but it does do damage. also the explosion of the droid does damage so if you are under a roof and the strike will not do any damage don't think the recon is worthless as it can one show you how many and where the enemy are, but it also hurts then if it dies/explodes by them.

Wrist Rockets: Used by Super Battle Droids

Basic tips, use this to hurt units in groups, its best used against multiple so you can easily finish them off with the Blaster or last ditch when you run out of Blaster bolts, its dead accurate and will kill a unit with a head on hit.

standard Rocket tricks apply to this unit, being that it's splash damage is less then a normal rocket, you should keep in mind that it does substantially more damage when it actually hits the targets, so a clumped group of players is best.

4 Rockets supply you along side the Super Battle Droids "SBD" weapons make it a unstoppable killing machine in the right hands.

Fusion Cutter Used by Pilots

Basic tips, are none really just keep it handy for repairing health/ammo droids and turrets, try and repair friendly tanks when they are not in battle, often any attempts to repair made by a human while in battle will fail.

If a friendly lands and his Ship is damaged it never hurts to fix that up as well while you are capping a CP or something of the sort.

Has no ammo, or overheat. Unlimited.

Health/Ammo Dispenser Used by Pilots

Standard is 5 per unit, each pilot carries ammo and health. be courteous, and share with wounded or units calling for ammo, a good pilot can make am effective team unstoppable by fueling them ammo and health.

They don't heal that much but they give

Time Bombs: Used by Wookiee Smugglers

These beast are hard to master, like the Mines they can be thrown, they have a 5 second detonation track  however they give off a warning alarm so most units won't willing walk over them, at least not humans.

Best used by dropping it in front of bots, in Cp's and places in the open that the enemy can't see or won't notice.

Or more effectively, by using it on tanks, destroyable CP's, or turrets this is what will get the most use out of a Time Bomb.

They hold 3 bombs each.

Shield: Used by Droideka

Its pretty self explanatory, its a shield and it will drain as you use it, and regain energy while idle.

One of the main tricks to using this is getting the timing right so that you only have the shield up when your unit would get hit, so pull it out right as a rocket or a nade is going to hit and you'll manage to live a lot longer, getting those shields back down is key tho, so they can regain the energy they just lost.




Classes

Most classes are put into 5 seprate groups.

  • Rifles
  • Rockets
  • Snipers
  • Pilots
  • Special

I tend to disagree as the special units are quite different classes in their own right along with the pilots and most of the classes have advantages and disadvantages.

So i'm going to go over every unit.

The Republic

Clone Trooper: The basic light infantry of the Republic's Grand Army he is armed with a Blaster Rifle and Pistol, along with EMP grenades and Concussion Grenades that are rather handy when you find yourself face to face with a vehicle. The Rifles magazine is 60 rounds and the pistol has unlimited ammo but can overheat.

With the clone troopers versatility for close and long range battle, it is a good choice for almost any situation.

ARC Trooper: These heavy troopers are the power hitters of the Republic Army, sporting a Rocket Launcher along with the standard pistol, 4 mines and Thermal Detonators. it is a powerful unit all together, its Rocket can shoot two rounds without reloading making it more useful in infantry battle then some rockets and with the mines you can lay traps to stop advancing units.

This unit has blue markings and a pauldron on his left shoulder and a kama.

Clone Pilot: As the pilots of all of the Republic Navy and Army, The Pilots are normally armed with close combat weapons and small arms and these pilots are no different. With yellow markings, a DN Boltcaster and blaster pistol the pilots while well armed, they are set more for the vehicles then infantry combat, they have the ability to automatically heal any vehicle they are in, and also sport a fusion cutter with the power to heal any droid or vehicle that is damaged. aside from all of that even they can also drop up to 5 Health and Ammo packs for friendlies or himself a extremely helpful ability when you are deep in enemy territory and in need of ammo.

The Pilots main power is healing, be it to a tank, ship, or unit think or yourself as a medic. So use him wisely, share and help lead your team to victory.

Clone Sharpshooter: In basic training they showed exceptional skills with the rifle, and so got extra training to be the sharpshooters the Republic needed. With this training the Sharpshooters are often paired with units to provide reconnaissance, and assassinations. Even cover fire for advancing Clone Troopers, if needed. They have red markings, and carry a strong rifle that will drop most enemy in 2 shots. or less if shot in the head. They also carry 4 Grenades a Blaster Pistol and a Recon Droid.

The Sharpshooters main power in battle is being able to hit targets while being at a safe distance.

Jet Trooper: Where units trained for aerial combat by the Republic Army. Giving them agile movement, and highly effective speed, and ambush abilities. With the EMP launcher the clone is well armed able to take out any droid in one hit (except for a shielded droideka) a large number of grenades also gives it an edge when clearing CP's, even the Pistol the jet trooper has is an edge, very effective if used correctly, the pistol takes longer to overheat, and shoots faster then the standard clone trooper issue pistol, often referred to as the "Commando pistol". In any case, If you are one of these troops navigating the sky, or you are one of the troops running in fear, Good luck.

The Jet Troopers main power is the ability to fly for a small amount of time for faster travel and agility in the battlefield.

The Confederacy

The Empire

The Alliance
I will update these with the rest of the Classes as i can.



Awards

These are the Awards and Stats shown during the end match screen after you play a match.

Personal Stats

Headshots: The number of headshots You hit on targets during the match. This counts for the "Deadeye" Award
Favorite Class: The class you played as most during the match.
Favorite Weapon: The weapon you used the most during the match.
Favorite Vehicle: The Vehicle you used the most during the match.
Longest Living Streak: The amount of time you lived the longest during the match.
Narrow Escapes: The number of times your health went below 10% and you survived and it went back up.
Vehicles Destroyed: This is the number of vehicles you destroyed during the match. This counts for the "Tank Buster" award.
Bait: The unit you killed the most during the match.
Nemesis: The unit that killed you the most curing the match.

Match Awards

Tank Buster: The player who destroyed the most vehicles.
Deadeye: The player who scored the most headshots.
Camper: The player who stayed in one spot for the longest.
Bantha Fodder: The player who died the most.
Public Enemy: The player who killed the most enemies in one life.
Killing Spree: The player who kills the most in 5 seconds.
Survivalist: The player who gets the most kills while under 10% health.
Traitor: The player who teamkills the most.




Vehicles

Arial Vehicles

X-Wing
Passanger: 1
Weapons: 4 Laser Canons only limited by overheating, and 8 dual Proton Torpedoes.
Notes: Overall, this is among the best fighters in the game, its versatility has it set well for dogfighting, and providing assaults on any ship that is not heavily shielded.

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Y-Wing
Passanger: 2
Weapons-
Pilot: Can fire a dual shot laser canon, overheats pretty fast but does reasonable damage, Also can drop a volley of 5 bombs, at a target, with 24 total it can do a good bit of damage.
Co-pilot: Guns a 360 degree rotating laser canon of mild power, to make up for the ships loss in agility.
Notes: While clearly out played by its X-wing sister the Y-wing has a skill set of her own, with the 24 bombs the ship can pose a great threat to any shielded installation, ship, or anything else it might target.

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Tie Fighter
Passanger: 1
Weapons: Twin Laser Canon limited by overheating, can shoot 7 shots before overheating.
Notes: This is the standard choice of the Empire, while being a bit large when shown from the side, with the agility and power of the lasers, the Tie has no problem matching the X-wing in dogfights.

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Tie Bomber
Passanger: 2
Weapons-
Pilot: Twin Laser Canon limited by overheating, can shoot 7 shots before overheating, secondly the Pilot can fire a small number of bombs himself, incase their is no co-pilot he has 16 to drop.
Co-pilot: Like the Y-Wing the bomber, has a secondary set of bombs, these are shot by the secondary gunner, in a carpet bombing style, and can be extremely effective if the team has practiced. He has 50 rounds.
Notes: Its slow, its pretty big, and it would not be best to charge into a wave of enemy X-wings with this ship, however if you can manage to sneak a clear run over a enemy CP the carpet bombing will clear out a lot of the rebel scum below.

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LAAT (Republic Gunship)
Passanger: 5
Weapons-
Pilot: Duel Laser Canon, limited by overheating. and has a secondary of 24 Lock-on Missiles for moving targets.
Co-Pilot: Controls Two Precision Laser Beam Turrets.
Right Wing Gunner: A single Precision Laser Beam Turret.
Left Wing Gunner: A single Precision Laser Beam Turret.
Passanger 5: Has no weapon.
Notes: The ability of this gunship was shown in the battle for Geonosis, while it is a little slow to accelerate, once it starts moving its a hard target hit, along with its large number of weapons. it is a top choice of most fighters who need to transport multiple units.

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Jedi Starfighter
Passanger: 1
Weapons: Twin Laser Canon limited by overheating. Secondary of 20 Lock-on Twin Rockets.
Notes: Notably one of the best for dogfighting. With both the laser canons and rockets, it is powerful and able to take out most star fighters with ease.

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Droid Starfighter
Passanger: 1
Weapons: Twin Laser Canon limited by overheating, can shoot 7 shots before overheating.
Notes: Much like the Tie Fighter, however slightly faster and more maneuverable.

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Separatist Gunship
Passanger: 3
Weapons-
Pilot: Duel Laser Canon, limited by overheating. and has a secondary of 40 Dual Lock-on Missiles for moving targets.
Co-Pilot: Controls Two Precision Laser Beam Turrets.
Top Gunner: Controls a 360 rotating Duel Laser Canon
Notes: While being slow, it has a large set of firepower to make up for it, use this ship to your advantage whenever you have it.

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Geonosian Starfighter
Passanger: 1
Weapons: Twin Laser Canon limited by overheating.
Notes: Its fast, its small and its deadly, welding the fastest fire rate of any laser canons in the game, this ship won't let you down easy, its not very strong and a few well placed rockets can take it down, so keep an eye on your tale and ships damage.

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Bespin Cloud Car
Passanger: 2
Weapons-
Pilot: Twin Laser Canon limited by overheating (takes the longest to overheat of any weapon, but is much weaker then the others.
Co-Pilot: Shoots a volley of 5 rockets at a time, at targets, this can cause quite the damage depending what its show at, has 60 rockets total.
Notes: While being a little slow, its small and can turn relatively well, but like most small ships, its not very strong and can be shot down easily, so watch your tail.

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Rebel Snow Speeder
Passanger: 2
Weapons-
Pilot: Twin Laser Canon limited by overheating, weak against tanks, but it will mop up infantry with ease.
Rear Gunner: Harpoon Gun, unlimited ammo.
Notes: Its fast, and maneuverable very useful for taking out the AT-AT's on Hoth.

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Ground Vehicles

Armored Assault Tanks - (AAT)
Passenger: 2
Driver: Shoots 2 Laser Canons, Limited by overheating.
Gunner: Shoots 360 Laser Canon, single powerful shot.
Notes: Has the agility of a landspeeder and power better, or matching them all, making this one of the best Tanks in the game.

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Separatist Hellfire Droids
Passenger: 1
Driver: Shoots a Rocket Launcher with 160 shots, with a low level lock on with red targeting reticule. And has a secondary Laser Canon, medium level power.
Notes: Very fast, slightly hard to keep control off if you need to change directions fast. With its rocket attacks it is quite good at taking down the Gunships, and the AT-TE's.

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Separatist Spider Walker
Passenger: 1
Driver: Shoots a Laser Beam Canon, high power, and has a secondary Laser Canon same as the Hellfire Droid.
Notes: A topspot winner for the slowest tank in the game, the Spider Droid packs a punch, but is hard to keep strong and vulnerable in the back with no defense and hard turn time.

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All Terrain-Armored Transport - (AT-AT)
Passenger: 2
Driver: Shoots Twin Laser Canons, Limited by overheating.
Gunner: Shoots Two Secondary Laser Canons, on the side of the "head".
Notes: Is a mobile CP and also one of the 3 runners for slowest transports of the game, the AT-AT is not the most useful tank, as with even one good Snow Speeder pilot, they will destroy it with no problem.

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All Terrain-Scout Transport - (AT-ST)
Passenger: 2
Driver: Shoots Twin Laser Canons, Limited by overheating.
Gunner: Shoots 2 Laser Canons. Limited by overheating, on the side of the "head"
Notes: While slightly less maneuverable then landspeeders, it is still a powerful tank, and good for holding CP's or assaulting them. I find it works best if you have some back up however.

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Imperial IFT-T Hover Tank/Republic IFT-X Hover Tank
Passenger: 2
Driver: Shoots two Laser Canons and has 100 secondary Rockets.
Gunner: Mans a high power Laser Beam Turret on the top of the tank.
Notes: Another powerful however I find it lacks a little behind the Rebel or Separatist counterparts. The Turret Gunner can be shot out of the tank.

The Republic and Imperial Versions of this tank are identical in every way that i could find.

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All Terrain-Tactical Enforcer (AT-TE)
Passenger: 3
Driver: Shots a quad Laser Canon, Limited by overheating
Rear Gunner: Shots 4 Laser Canons on the rear of the tank, limited by overheating.
Turret Gunner: Shots a High Power single shot Laser Canon, limited by overheating.
Notes: The best of the mobile CP's IMO, and betters the AT-AT in almost every way, slightly more maneuverable, more firepower, rear defense, and its low stature stops it from being "tripped" by harpoon gunners, Its draw back is however the limited speed. All in all, if it isn't the best tank, its right along side it.

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Rebel Combat Landspeeder
Passenger: 2
Driver: Shoots twin Laser Beam Canons, has secondary of twin Rocket Launchers packing 120 rounds.
Gunner: The gunner shoots a 360 High Power Laser Canon Turret.
Notes: Another of the top runners for best tank, the Combat speeder does out show the Hover Tanks, and is a formidable foe for AT-AT's if played right. The turret gunner is also inclosed, preventing him from being shot out.

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Skiff
Passenger: 4
Driver: Can only drive, has no weapons.
Gunner 1: Mans a turret, is exposed.
Gunner 2: Mans a turret, is exposed.
Gunner 3: Mans a turret, is exposed.
Notes: while it has turrets and can be a well used assault vehicle if played right, it is more of a transport, and not a great one at that, most players will be able to shoot the anyone on this Skiff.

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Speeder Bike
Passenger: 1
Driver: Shoots a low power Laser Canon.
Notes: The fastest land vehicle, however its open so you can be shot out of it, and weak so it can also be easily destroyed by any Heavy Weapons, and can easily crash into pretty much anything at top speeds and kill you. the Speeder does have its advantages tho, any unit that you hit dead on with the Speeder at a high speed will be killed.

The Republic and Rebel Versions of this vehicle are only different in the Laser Canon's fire rate, and that is the Republic Speeder shoots faster.

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STAP
Passenger: 1
Driver: Twin Laser Canon, medium power.
Notes: Slower, and slightly more powerful then the Speeder Bikes. In most other ways its the same tho.

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Naboo Gian Speeder
Passenger: 2
Driver: Shoots twin Laser Beam Canons.
Gunner: The gunner shoots a 360 Medium Power Laser Canon Turret.
Notes: Mostly a weak version of the Rebel's Combat speeder, the main difference is the open cover of the Driver and Gunner, allowing them to be shot of out the Speeder.

=============================

Kaadu
Passenger: 1
Driver: Has no weapons.
Notes: Standard single unit transport, used on Naboo. Player can be shot off.

=============================

Tauntuan
Passenger: 1
Driver: Has no wepons.
Notes: Standard single unit transport, used on Hoth. Player can be shot off.

=============================




Posting this just to get it out here, ill keep working on it and updating it with all maps, vehicles and class specs in  the next week hopefully.

Also posting it to get feedback, error reports and so on- clearly this is a lot of text and every time i read through it i find something new that is incorrect, surely i'm still missing stuff so i would like to get any reports of mistakes.

Enjoy.

[Disclaimer: These are my personal views on the game based on facts i have been told, read or otherwise received in my time playing the game, the skills told here are that of what i use and my point of view on them, i tried to cover every style i know of. however if some way you play is left out and you feel it should be added, feel free to post and let me know, just do keep in mind that i do not promise that it will get added.]
QuoteSow the wind and reap the whirlwind
Through the rain and through the shine
Only something with a meaning can stand the test of time

o_o o_o O_O O_O....

Hardcore... You never cease to amaze me.

Great Job!
It's a really good Article and taught me a bunch of stuff I never knew.

"Your foe is well equipped, well-trained, battle-hardened. He believes his gods are on his side. Let him believe what he will. We have the tanks on ours."

Even though, it's not completed yet, you should definitely sticky this. I don't really have anything to add, but I'm pretty tired, so I'll have a look at it in the morning too. The one suggestion I have right now is to put the disclaimer at the start since it's more likely people will see it and I think that's where disclaimers usually go. That's just a minor thing though.

Nice job HC. Pretty detailed write-up. I didn't read it all yet either but I'm going to tonight.


Good job. I dont have the patience to do that.

[color=#FFFFFF]{legends}Darth Verik]

:O How do you write it all?
NIce post :D I never knew what some of those awards meant :P

Most of this is also in the instructionbook.... xD but most of them i allready knew :D great post tho!

"Better not be at all than not be noble" - Lord Alfred Tennyson
https://www.facebook.com/SWBFGamers
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copypastecopypastecopypastecopypastecopypastecopypastecopypastecopypastecopypastecopypastecopypastecopypastecopypastecopypastecopypastecopypaste
Yeah, I had no idea why I was getting Bantha Fodder all the time... lol jk.

[color=#FFFFFF]{legends}Darth Verik]

NICE.

I just felt like adding 2 things:

I bet you already knew this, but if so, you forgot to put it in, but the time bomb sticks to vehicles, turrets, health/ammo droids, and destroyable CPs and is the most powerful explosive in the game. 2 bombs take out an ATST. That's pretty insane.

And IMO, the rebel vanguard is actually the EASIEST to mine throw with, the timing is much simpler than the other vanguards. Just hold the mine button down like you would for any other super mine throw, then delay just a split second before jumping and releasing. It's just like a normal mine throw, you just have to press the button early.

This topic is epic win. That's pretty much all I can say.
It'll take a while before I finish reading this D:


#TYBG


Phew, quite the job there Hardcore! When I'm home I'll take a more extensive look through it.

Lol yes it is long, and it is a trial just to read through, i'm experimenting with ways to make it easier to read, Maps and Planets will be added soon.
QuoteSow the wind and reap the whirlwind
Through the rain and through the shine
Only something with a meaning can stand the test of time

Man, that must of taken a while. A hour at least! Good job Hardcore!
Legos, the greatest toy known to man

Quotes from the battlefield.

"FOR THE REPUBLIC!", "Bu-bye!" - Clone Trooper

"Bang", "We need more troopers like you!"- Stormtrooper

"Failure is NOT an option. Fight HARDER!" - I made him mad (=9)