Darktrooper
The darktrooper (DT) is a great unit for getting to the action quickly.
It has a standard pistol, shotgun (like the rebel pilot) and four nades.
The shotgun is great for up close shooting. Fly-by sticky nades are devestating, particulaly near the rear flank in cloud city.
Shooting while flying is a must if you are going to get the most out of this unit. In 3rd person, this can be difficult. You may want to try switching to 1st person while in flight (press Q) or in a close fight.
Dark trooper skipping can be done by jumping, then press space as you land on a suface. Two consecutive skips can take you from the walkway to rearflank in about 1 second.
To reach high places, stand and double jump (space space quickly), or jump backwards while moving. Jumping backwards give you more height than jumping forward.
If you double jump quickly to jet, you will freeze for a moment upon landing. Against a decent player, you will be quickly killed at this moment. To avoid the "hard landing", jump and then press space again a few moments later, to give a "soft landing". With a soft landing, you can shoot again as soon as you land.
Like the clone jet, you can fall from any height and not take damage, although you may be stunned for a moment.
You can steer the DT while flying, and you can get great distance by looking up while you fly.
It is possible to jet-nade-a-pult with this unit, but the timing can be difficult.
Against really good opponents, use walkways and ramps as cover to pop up from, take a shot, and dissappear behind.
Clone Jet
Most everyone's favorite (unless you really like rocket units) the clone jet trooper, carries six grenades, a pistol, and an emp gun.
EMP gun:
very effective against the CIS units. As with rocket units, look for opportunities to make use of splash damage. Note that the EMP gun causes NO damage to tanks or other vehicles.
Commando pistol:
This pistol is unlike that of any other unit. You can fire as fast as you can click the mouse button. However, it can be prone to overheating very easily.
Nades:
Six is a lot for this unit. You can nade-jump with TK off, and you can also jet-nade jump. Sticky nades are very effective, with roof nades in CP's and floor nades in various spots. Ask someone for the sticky locations if you don't already know.
Jetting:
Conserve jet fuel by jumping and then jetting, and when landing, turn off the jets before you land. Keeping an angle of 45 degrees will give you the maximum momentum.
You are vulerable when you land, especially to rockets. Save a little jet fuel, and fake out a landing, pause (with jets) and land help avoid the rocket attacks.
Jets can assist other players in reaching high places, like and elevator. Have the jet stand next to a building, the other unit jumps on top, and the jet goes up (looking up) and the other unit goes for a ride. Useful for getting into windows in cloud city buildings.
I have seen it done without being next to a wall, by using a spiral jet move, too.
Wookie
The wookie is an elite unit. The very best players I have seen are good with any unit, but particularly with the wookie.
It is very slow, but has extra health as compared to other units. It takes three sniper (body) shots to kill one.
The wookie has time bombs, but good luck killing anyone with them. However, they can be used at spawn points to kill or stun upon spawning. The main use of them seems to be for distraction, or to box someone in for killing by other weapons. The time bomb can be destroyed by shooting it. Time bombs can be tossed like mines. Toss the bomb on the wall above a cp entrance for fun when units come out.
The time bomb will stick to vehicles (Seth). The time bomb can be used to nade (time bomb) jump (RunNGun) with TK off.
The bowcaster can shoot from 1-5 shots. 1-shot is just clicking the button, 5-shots is fully charged. (Hold the button down to fully charge the bowcaster.) A full charge will take out most other units. You will also notice the charge spreads, meaning that may not make sense to shoot a fully charged shot across the courtyard, as only one will hit anyway.
When charged, if you jump with the unit, your charge goes away. The best wookie players usually fully charge and wait for a close, good shot. After the initial discharge, then go to 3-shot mode, which is a good compromise between time to charge and damage.
Wookie mortars are useful, and will sticky in the same places as nades--ceilings, some floors, etc. They can be used to nade jump, too, but the timing can be tricky. This unit has a lot of mortars, so go ahead and start shooting them into the cp!
When reloading, don't forget to change weapons and click R so that the mortar and bowcaster reload. This is the only unit with two "primary" weapons.
The darktrooper (DT) is a great unit for getting to the action quickly.
It has a standard pistol, shotgun (like the rebel pilot) and four nades.
The shotgun is great for up close shooting. Fly-by sticky nades are devestating, particulaly near the rear flank in cloud city.
Shooting while flying is a must if you are going to get the most out of this unit. In 3rd person, this can be difficult. You may want to try switching to 1st person while in flight (press Q) or in a close fight.
Dark trooper skipping can be done by jumping, then press space as you land on a suface. Two consecutive skips can take you from the walkway to rearflank in about 1 second.
To reach high places, stand and double jump (space space quickly), or jump backwards while moving. Jumping backwards give you more height than jumping forward.
If you double jump quickly to jet, you will freeze for a moment upon landing. Against a decent player, you will be quickly killed at this moment. To avoid the "hard landing", jump and then press space again a few moments later, to give a "soft landing". With a soft landing, you can shoot again as soon as you land.
Like the clone jet, you can fall from any height and not take damage, although you may be stunned for a moment.
You can steer the DT while flying, and you can get great distance by looking up while you fly.
It is possible to jet-nade-a-pult with this unit, but the timing can be difficult.
Against really good opponents, use walkways and ramps as cover to pop up from, take a shot, and dissappear behind.
Clone Jet
Most everyone's favorite (unless you really like rocket units) the clone jet trooper, carries six grenades, a pistol, and an emp gun.
EMP gun:
very effective against the CIS units. As with rocket units, look for opportunities to make use of splash damage. Note that the EMP gun causes NO damage to tanks or other vehicles.
Commando pistol:
This pistol is unlike that of any other unit. You can fire as fast as you can click the mouse button. However, it can be prone to overheating very easily.
Nades:
Six is a lot for this unit. You can nade-jump with TK off, and you can also jet-nade jump. Sticky nades are very effective, with roof nades in CP's and floor nades in various spots. Ask someone for the sticky locations if you don't already know.
Jetting:
Conserve jet fuel by jumping and then jetting, and when landing, turn off the jets before you land. Keeping an angle of 45 degrees will give you the maximum momentum.
You are vulerable when you land, especially to rockets. Save a little jet fuel, and fake out a landing, pause (with jets) and land help avoid the rocket attacks.
Jets can assist other players in reaching high places, like and elevator. Have the jet stand next to a building, the other unit jumps on top, and the jet goes up (looking up) and the other unit goes for a ride. Useful for getting into windows in cloud city buildings.
I have seen it done without being next to a wall, by using a spiral jet move, too.
Wookie
The wookie is an elite unit. The very best players I have seen are good with any unit, but particularly with the wookie.
It is very slow, but has extra health as compared to other units. It takes three sniper (body) shots to kill one.
The wookie has time bombs, but good luck killing anyone with them. However, they can be used at spawn points to kill or stun upon spawning. The main use of them seems to be for distraction, or to box someone in for killing by other weapons. The time bomb can be destroyed by shooting it. Time bombs can be tossed like mines. Toss the bomb on the wall above a cp entrance for fun when units come out.
The time bomb will stick to vehicles (Seth). The time bomb can be used to nade (time bomb) jump (RunNGun) with TK off.
The bowcaster can shoot from 1-5 shots. 1-shot is just clicking the button, 5-shots is fully charged. (Hold the button down to fully charge the bowcaster.) A full charge will take out most other units. You will also notice the charge spreads, meaning that may not make sense to shoot a fully charged shot across the courtyard, as only one will hit anyway.
When charged, if you jump with the unit, your charge goes away. The best wookie players usually fully charge and wait for a close, good shot. After the initial discharge, then go to 3-shot mode, which is a good compromise between time to charge and damage.
Wookie mortars are useful, and will sticky in the same places as nades--ceilings, some floors, etc. They can be used to nade jump, too, but the timing can be tricky. This unit has a lot of mortars, so go ahead and start shooting them into the cp!
When reloading, don't forget to change weapons and click R so that the mortar and bowcaster reload. This is the only unit with two "primary" weapons.