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Anonymous
8 years ago

Re: Let's collect some game play tips

Heavy:

Invest into the supercharged sentry card. It's one of the heavy's best cards and allows him to indirectly fire at floors and doors ways locking down choke points for it's duration. It also can be deadly for taking out enemies behind cover that you otherwise couldn't hit. On top of all this the card grants you health regeneration for the duration of sentry making you considerably more durable.

The rocket turret available to the heavy has nearly infinite range. Set it up on the top of a hill where it can overlook the battlefield and it will score you all kinds of points effortlessly. 

Heavy and Officer:

Place your turret directly behind the small man-doors that open and close and then stand a safe distance behind the turret. When the enemy opens the door fire on them and hold the turret skill button to detonate your turret using it like a remote C4 charge. You can use this tactic in areas that only have one or two good pieces of cover for the enemy as well. If the turret would be easily picked off anyway, you can face it the wrong way so it won't fire on people. Enemies will often ignore since it isn't a threat allowing you to blow them up with it :D

Assault:
Abuse the excessive amount of power in vanguard shotgun. The skill makes your extremely fast giving you huge flanking potential, the shotgun deals gratuitous amounts of damage per shot (about 400) and can 1 shot any normal soldier and 2 shot a shielded heavy, enforcer with his shield up, and most of the heroes (3 shots for Vader with extra hp and damage resistance cards). It can even take down tanks and AT-ST walkers if you can get behind them.

Blasters: 

The initial shot fired from your weapon is 100% deadly accurate and then the patter spreads from there. For high rate of fire weapons such as the heavy weapons you can pulse fire your weapon to hit targets at extended range accurately.

Galactic Assault:

Play the objective. Depending on the objective, getting kills may not drain the enemy team's tickets, even when on defense. On stages where the targets are MTTs, or AT-AT walkers, the only way to take tickets from the enemy is to use the objective weapon on the MTT or AT-AT. This will drain about 4 tickets immediately and additional tickets can be drained by damaging the MTT or AT-AT. It is of the most dire importance that every member of the defending team stops what they are doing and shoots the AT-AT, even if it means dying in order to do so (unless you are a very expensive reinforcement like a hero). You can't be afraid to take one for the team if you want to win games. 

Enforcer:

The wookie warrior is the only enforcer who can roll while his overload ability is active. His bolts are also explosive which means you can spam choke points to deal damage to approaching enemies you can't shoot directly. It is my opinion that the wookie warrior is one of the strongest purchases for the cost, consider picking up the enforcer instead of one of the less powerful heroes.

The flame trooper was recently buffed. He now has comparable hp to heroes, with the bonus HP card equipped this unit can be very hard to take down if played correctly. His overload ability allows you to melt anyone in front of you in an instant. He's still incapable of defending himself at range but consider using him in areas like stairwells and doorways where his lack of range isn't as detrimental. Rather than going out into an open area, try sticking around in the strategic choke points and holding them for your team. His overload ability can even burn down heroes without much trouble, but remember he can't roll while overload is active so you'll have to sneak up on a Jedi. Remember that you don't need head shots, the other guy does if he wants any hope to kill you. Jump, crouch, and strafe unpredictably to make yourself as hard as possible to hit. Rolling forward to get into range is often a good way to avoid a little damage to gap close and mitigate a little damage.

It's my opinion that the B2 Rocket Droid and the Death Trooper are the two least interesting enforcers and I would recommend the Aerial option over them for the points unless the fighting is happening a very closer quarters. In very close quarters though an assault has the edge over either of these while in vanguard mode and a heavy with supercharged sentry can out perform them due to indirect explosive damage. It's my opinion that these two enforcers need a buff and should be avoided.

Aerial:

All the Aerial units are fairly similar. The Aerials are extremely mobile. They can get places that other units can not and hence being there is unexpected. They have a horizontal rocket jump that really moves them allowing them to gap closer, re-position, or escape. Their rocket launcher is extremely powerful, 1-shotting most enemies including enforcers. Their superior dodge can disorient enemies and out-turn many vehicles at close range. 

Bossk:

Bossk has an improved jump, like a force user. Use it to get high for vantage and get better use of his sniper rifle.

Bossk has a card that allows his poison grenade to heal him back to full hp. For galactic assault is by far his best card.

Boba Fett:

Boba Fett has two cards that have great synergy to make his burst damage from rocket barrage even more deadly. He has a card that adds more rockets to his barrage and a second card that adds damage to each individual rocket.  When combined at a high card level he can zero out any light side hero in one barrage.

Boba Fett's "on the hunt" ability full refills his jet pack instantly. You can use it as your fuel runs out to instantly refill and fly for the duration and when it ends you'll have a full tank of fuel to burn through. This can allow Boba to stay air-borne for a very long time.

Vader:


Vader's force choke ability is extremely powerful. Deal damage to choked enemies by hitting the primary fire button. Walk into melee range as you are choking an enemy to use it as a gap closer. Or you can maneuver the enemy off the map if there is a near-by ledge. Jedi that are in the air can not block and air-borne units can not roll or use mobility skills. You can walk into melee range and then begin swatting your enemy with your lightsaber before they touch the ground. If you maneuver them to have their back to a wall there is no way to escape Vader's lightsaber onslaught using this tactic. If you are being force choked, spam the jump button for a small chance of escaping the instant death of Vader.

Yoda, Luke, Maul:

All three of these characters have a card that allows them to get three charges on their mobility skill. I highly recommend this card as it greatly improves your mobility and it is a safe way to deal damage to other light saber wielding heroes or highly mobile characters.

Fighting Lightsaber wielders:

Learn how to dodge forward through an attacking enemy with a light saber. If you get the timing right you will evade the attack. This technique is highly frustrating for the hero players. Many times heroes will complete;y abandon pursuit of players who know how to do this. Even if they don't you are tying up a powerful unit's time and chipping away at their health. If you have nearby allies it gives them time to attack the hero as well.

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