Forum Discussion
I posted this concept on this forum before, but it probably belongs here more.
Buzz Droids
Standard attack: taser, like BB-8. No stun.
Melee: None
Roll/dodge: none
Abilities:
Left: A shocking pulse emitted over a small area, about the range of BB-8’s Cable Whip. This launches enemies, and puts their gun on cooldown, and blinds them for four seconds. A cooling time of one minute.
Center: Hijack: the droid attacks a nearby speeder, turret, or other vehicle nearby, dealing massive damage and disabling it for 5 seconds, making it unable to fire or move. This has a cooldown of 35 seconds.
Right: Escape: The Droid rolls in tight, and makes a quick dash in the direction it is looking. Think Maul’s spin attack, just shorter and not dealing damage. Five second cooldown.
The Buzz Droid would focus on stunning enemies and frustrating them. They could counteract the massive advantage that the Republic has with vehicles. Only two would be allowed at a time, and they would have a cost of 1,500 BP.
CIS – DSD1 Dwarf spider droid
Abilities:
Left: Infrared vision – a mix of Lando’s rifle zoom and the arctrooper’s scan, infrared vision reveals enemies in a large radius for a few seconds.
Right: Self-repair – just like vehicles, the DSD1 can instantly trigger its health recovery with this ability.
Middle: - Siege mode – this ability works more like the clone commando’s anti-armor attachments: the DSD1 can shoot 3 powerful explosive bolts with increased damage and a blast radius. The bolts are accurate and can be fired from long distances.
Gameplay:
The DSD1 is a ranged reinforcement. Its movement is limited, has a slow walking speed and running only boosts it slightly. It can’t turn his head around; its entire body has to move to switch shooting directions. Its primary laser cannon is extremely powerful and accurate, but that combined with its slow speed makes every close-quarter battle very unfavourable. It has a very high base health for a reinforcement (450) to make up for the slow speed. It also has 2 passive signature abilities.
- wall climbing – the DSD1 can scale flat vertical surfaces (like walls of the spaceships in Supremacy, or the buildings of Naboo). That opens up new sniping possibilities and also makes a great evasive tactic against saber heroes. However, this also makes the droid an easy target for enemy snipers.
- Self-destruct – since the DSD1 can’t turn its head separately (constantly facing forward), it’s very easy to flank and take down, especially in tight corridors (ship phases of Supremacy). To compensate this, every time the DSD1 dies, he blows up killing enemies that are close to him – so players can’s just run behind it and use melee strikes until it dies without consequences.
Cost: 1500 points
Pros:
- High health and damage
- Sniper range
- Powerful against both troopers and vehicles
- Has many offensive abilities
*:
- Slow and limited movements
- No escape options
- Can be flanked very easily
- Can’t dodge, jump or crouch
Republic: Clone Paratrooper
Abilities:
Left: Grappling hook – The Paratrooper uses a grappling hook to reach high platforms, walls and windows more easily. Using the ability, the Paratrooper picks up the pistol that can fire the hook – the player has to aim the shot on a surface, if it’s within range, the trooper pulls himself up and hangs on it until the ability is deactivated. Then, the trooper drops down (similar to the scene in The Phantom Menace, where Padme and her crew used grappling hooks to reach the higher levels).
Right: EMP grenade – the trooper throws an EMP grenade, that explodes with a great radius, damaging enemies and overheating their weapons instantly.
Middle: Sniper mode – The Paratrooper switches his DC-15A weapon to a sniping mode, firing off powerful bolts that can piece through multiple enemies to damage all of them.
Gameplay:
The core element of the Paratrooper’s gameplay is the grappling hook. Using this device, the trooper can quickly rush through the battlefield – imagine just using it to jump from wall to wall like spiderman xd. The hook is also useful to stick to walls and even hang from ceilings to fire from there. You can just hang above control points and attack unsuspecting enemies from above. The trooper starts with 250 health, has 2 dodges and the sniper mode allows it to take down multiple enemies at once, shooting piercing laser bolts at them – perfect to clear tight corridors from a safe distance. The trooper carries a modified DC-15A blaster that has a high fire rate and mostly useful up close.
Cost: 1500 points
Pros:
- Very high and versatile mobility
- Powerful at both close and long ranges
- Can flank/hide from enemies easily
- Can get to the objective fast
*:
- Low health (for a reinforcement)
- Grappling hook is best used on levels with many buildings – on more open areas like Kashyyyk, its use is much more limited.
- Overall more vulnerable in places where grappling hook is useless (like in the corridors of the CIS cruiser), since it has no other escape options
I can imagine both of these reinforcements would come with the planet Utapau added to Galactic Assault and Supremacy.
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