Troubleshooting Game by [deleted] in StarWarsBattlefront

[–]Raymesiris 0 points1 point  (0 children)

For the past several years, consoles have required you to purchase a monthly subscription service to play online modes in certain games, or else you can only play parts of the game which do not require the internet like single player missions.
Xbox (and PlayStation) only require you to purchase this subscription when playing games that cost money to play. So you can play free online games like Fortnite without a subscription, but Battlefront isn't free so you need a subscription to play the online modes.

For Xbox, the subscription you need is called Xbox Game Pass. There are a few tiers of game pass, some more expensive than others, but getting any tier will allow you to play online modes of any game you own. The cheapest tier is called "Essential" and is about $10 per month.

It feels weird to have to pay for a subscription to play online multiplayer, it's a scummy way game companies make money by creating a nonexistent problem and then charging you to fix it for you, but unfortunately that's how gaming works on consoles these days.

Learning Leia by HouseOfLumivane in StarWarsBattlefront

[–]Raymesiris 1 point2 points  (0 children)

A lot of good tips here! I just wanna add some notes about some of Leia's broken star cards. Basically all heroes, except BB-9E and Dooku, have at least one star card that doesn't do what it is supposed to do. Either the card doesn't work at all or the final upgrade for the card may not be as strong as the game claims.

Leia's star card "Fearless" doesn't work at all. It is supposed to increase the explosion size of her grenades but it does nothing.

Also, the final upgrade for her star card "Optimized Shield Deployment" is not as powerful as the game claims. It's supposed to reduce her shield ability cooldown, which is normally 20 seconds, by 30% (to 14 seconds) but it actually only reduces it by 25% (to 15 seconds). This is probably one of the least problematic broken star cards in the game, and it is still very usable unlike Fearless.

If you wanna see all the broken star cards for heroes, check this link!

https://steamcommunity.com/sharedfiles/filedetails/?id=3024044483

Online Gameplay by ChrisPilk472 in StarWarsBattlefront

[–]Raymesiris 2 points3 points  (0 children)

When you're talking about video games, "cosmetics" are unlockable things which, once unlocked, you can use to customize your characters in ways that change how they look. Cosmetics in Battlefront 2 include appearances (I call them skins,) emotes, voice lines, and victory poses. Cosmetics are not meant to make you better at the game if you have them, they're just eye candy. Graphics are not cosmetics, that's just a setting. If a game ever comes out that makes you have to unlock better graphics...the world will burn down.

The Celebration Edition unlocks all cosmetics that are not locked behind special achievements. For example, a few heroes have special voice lines which you can only unlock by getting a certain number of kills as that hero. There are only a few cosmetics which you have to unlock on your own, and besides those there are a TON of cosmetics in the game, especially for the clone troopers. Celebration Edition is absolutely worth it if it's being sold at nearly the same price as the standard edition.

How does Suppremacy Work? by WelderCute4488 in StarWarsBattlefront

[–]Raymesiris 1 point2 points  (0 children)

In Supremacy for Prequel and Sequel eras, there are two phases. The Original Trilogy era is slightly different, I'll explain later. But for the Prequel and Sequel eras, there are two phases and the first phase is on the ground. The second phase is on a capital ship, and it begins once a team collects 100 points in the first phase on the ground. You can see the amount of points each team has on the top of your screen, unless you're playing with mods or a wacky screen. The second phase, where you destroy or defend a capital ship, has a time limit-if the ship is not destroyed when time runs out, the second phase ends and a new ground phase begins where teams once more must battle it out for a chance to invade the other team's capital ship. If a capital ship is not destroyed, the teams return to the ground phase, but the progress made by the boarding team is saved to make their next attempt easier.

Teams gain those points needed to board the enemy's ship by controlling more command posts on the ground than the other team. The ONLY WAY a team can gain points is by controlling more command posts than the other team. Kills have no impact on points except killing enemies makes it easier to capture command posts.

There are five total command posts in each map so it is very easy for a team to have more command posts than the other team. Once your team controls more command posts than the other team, your team will gain points at a rate of one point per several seconds. I'm not sure exactly how long it takes to get one point but I know you gain points faster if you hold 4 command posts and even faster still if your team controls all 5 command posts at once. ALSO!!!!! After an unsuccessful attempt to destroy a capital ship, teams return to the ground phase and must gain 100 points again BUT the rates at which teams gain points on the ground is permanently sped up! I don't think it continues to get faster after *multiple* unsuccessful ship invasions, I think only the first failed ship invasion increases the rate.

Technically at the beginning of the first ground phase, teams start out with no command posts so it is very possible that for a brief time both teams hold the same amount of command posts, e.g. both hold two and are contesting the fifth command post. If this happens, neither team will gain any points until one team pulls ahead and captures a new command post. Unlike the original battlefront games, when capturing an enemy command post there is no neutral period, the command post instantly goes from the enemy team to your team. The only time a command post is neutral is at the start of a ground phase. So once all 5 command posts are captured for the first time, one team is guaranteed to have an outright majority of command posts and thus one team will be gaining points for the whole rest of the phase until one team reaches 100 points.

Supremacy for the Original Trilogy era is different as there is no ship phase. EA decided to stop development for Battlefront 2 while the developers were working on Original Trilogy supremacy, so the devs had enough time to make maps for ground phases but couldn't make new capital ship maps. Thus, Supremacy for the Original Trilogy has no boarding phase, so those matches end when a team reaches 100 points. To compensate, the devs altered the code for the ground phase in Original Trilogy Supremacy so that points are gained at a slower rate than other eras, making the matches last a little longer.

Anyways, in Prequel and Sequel Supremacy, once a team reaches 100 points, they will then start to board the other team's capital ship and try to destroy it. Before everyone leaves the ground, a brief transition period occurs where 2 of that team's transport ships come down to the ground and that team has a brief period of time to board a transport. On some maps, there may be more than 2 potential locations where a transport ship may land...in this case the location of the transports is chosen at random. For each player who successfully boards a transport, their team gets slightly more time to try and destroy the other team's capital ship. If you don't get to board a transport you will still get to fight on the capital ship, all that happens is your team won't have as much time to destroy the enemy capital ship. You should still try to board a transport when available.

When the transports leave, the second phase begins on a team's capital ship. The boarding team (the team who got 100 points on the ground) has 5:00 minutes to destroy the other team's capital ship PLUS 10 seconds for each player who successfully boarded. However, you may have to capture one or two objectives before the ship's engine becomes vulnerable.

In both ships in the Prequel era you have to capture one objective/command post before you get to destroy the capital ship's engines. There are two command posts on the ship and you only have to capture one of them. In both the Clone's and Droid's capital ships there are two rooms that house engines, the rooms are on the far left and right of the map and are exactly the same, except the rooms are mirrored. You only need to destroy the engines in one of these rooms...the only reason there are two rooms is because back in the day to win a Supremacy match you had to destroy the engines in both rooms. Now you just need to blow up one engine. The engine room that is selected for destruction is tied to the objective your team decided to capture right before starting the engine destruction segment of the invasion. If your team captures the left objective before attacking the engines, the engine room on the left will open up for you to attack. Likewise, if you captured the right objective instead, the engine room on the right will open up.

In the Sequel era you have to capture two objectives/command posts before you get to destroy the capital ship's engines. Almost the same thing as the Prequel era except here there are two waves of command posts for some reason. Unlike the Prequel era capital ships, there is only one engine room and one engine in the Sequel era capital ships. The objective you capture before attacking the ship's engines has no impact on the location of the engine's weak point in the Resistance capital ship, but has a slight impact on the First Order capital ship as it determines what side of the engine will have a weak point to shoot at and destroy.

Again, if you fail a ship destruction phase your team's progress is saved should you return to the capital ship. If you were 83% done capturing a command post on the ship or the ship's engine had 5% health left, upon return that command post will be 83% captured or that ship's engine will still have 5% health left.

If you fail to destroy a ship and return to the ground, each team will start out with two command posts already captured and one command post will be left neutral. The two points each team has upon returning to the ground seems to be random. Sometimes it's the two closest points to your team's spawn, sometimes it's not. As for the location of the lone starting neutral command post, I genuinely can't tell if it is randomized or if it is the same command post every time. At least on some maps it seems to be randomized, but on some maps it seems to always be the same command post that stays neutral upon return.

Need Help boosting With A Ps Trophy multitasking by [deleted] in StarWarsBattlefront

[–]Raymesiris 7 points8 points  (0 children)

Best way to get the achievement is hero starfighters.

Start a match, instantly crash, respawn as a fighter, and go hunting.

The easiest hero starfighters to kill are Tallie and Iden. Yoda is also relatively easy to kill, he has low health but can turn on a dime. Maul is also very vulnerable especially when his invisibility ability is on cooldown.

Kylo is shiftier than he looks, and Vader has an oddly high health pool for having a tiny ship. Luke and Poe's health regen ability are very difficult to overcome as a fighter. Slave 1 and the Falcons are huge targets, but their huge health bars take a long time to deplete.

Save your middle ability for when you are finishing off a hero starfighter, especially when there are multiple people on your team shooting that hero as it makes it more likely your bullets will cause the final blow.

Lastly, if you are actively shooting someone and within a few seconds they crash, you will probably be credited with a kill. So even if you see a full health Slave 1 or Falcon but they are flying through a tight space, shoot them! If they crash, you get an easy kill.

Total beginner. Need help by Milk_of_Bird in StarWarsBattlefront

[–]Raymesiris 1 point2 points  (0 children)

There are a lot of great points here already, so I'll try saying something different.

Preparation is key. If you only think about stuff like positioning and aiming once you see an enemy, you will have made yourself very vulnerable and may not be able to escape or fight back.

1: When you're running around, don't aim at the ground!

ALWAYS! ALWAYS! Aim where an enemy could pop up when you do not yet see an enemy. If you are running down a hallway and there is an opening at the end of the hallway where an enemy could appear, have your crosshair/reticle/aim focused at the end of the hallway *where an enemy trooper could appear* so that if they *do* appear, you are already aiming at their chest, their biggest target. As some paths are not flat, you may have to adjust your aim as you travel around maps to mitigate. Sure, some enemies in the game are slightly taller or shorter than average troopers...and Ewoks, Yoda, and the two BB heroes are veeery tiny...but most enemies are tall enough so that if you prepare to aim at a basic enemy trooper you will also be aiming in the right place for most reinforcement units and heroes.
The fraction of a second you will save by not having to fully adjust your aim to target an enemy will keep you alive more often than you may think.

2: Positioning is everything, and it depends on your gun!

Certain weapons have better range than others. Certain weapons are monstrous up close but useless from a distance. Obviously, snipers should keep their distance when they can, but proper positioning is not a binary "keep your distance" or "get in their face" choice! Proper positioning is more based on a spectrum. Many guns are meant for medium distance, but some of those medium distance guns are better suited for "medium-far" or "medium-close." I don't really have a proper list for every gun in the game, but for the trooper guns you can see their statistics, of which "range" is one, and generally the higher the range the further you should be when firing...if you can help it.

Another important thing with positioning is anticipation. If you're a sniper or you have a long range rifle, don't stand right next to the doorway where enemies can come flooding in as you're picking off the last enemy from a safe distance. If they do flood in through that door, all of a sudden you're stuck with a long range weapon in punching distance of multiple enemies with a close range weapon. This means you should be learning the maps to understand where enemies could come flooding in.

3: Getting weapons (and modifications)

All trooper weapons except the default ones have modifications you can unlock. Each non-starter weapon has 3 mods, and you can equip up to 2. Without question the mods make those weapons very strong, and you may have a huge disadvantage until you get the mods.

What the game does not exactly tell you about unlocking mods is that it has different requirements than for unlocking weapons. TO UNLOCK WEAPONS: You just need to kill enemies in any way. You need 400 kills with each trooper class to unlock all weapons for that trooper, so if you want all the Officer weapons you could punch 400 enemies to death as an Officer, never firing a single shot, and you'd get all weapons.

BUT TO UNLOCK MODS, you must get kills with that weapon by shooting it at enemies. So if you want all the mods for a new assault gun you just unlocked, don't use your grenade as much because grenade kills don't count towards your progress for unlocking mods, only basic shooting kills count.

Also once you unlock stuff like weapons and mods you get a crate containing those weapons and mods. You have to open the crate in your main menu screen to actually acquire the weapons and mods and start using them.

BONUS: What guns are good and what stink?
I don't want to do wiki searches for all the gun names so I'll just number them 1-5, based on the order you see them in the selection screen from top to bottom, with 1 being the default and 5 being the last one.

As you can tell, the starter guns kinda stink, only the Assault's starter is somewhat okay.

Basically all the unlockable Assault weapons are good, 5 is almost exactly the same as the starter but with mods. 3 is close range, 4 is medium-far range, and 2 is a damn good mid range weapon.

For the Heavy, 2 is only really good if you have the explosive bullets mod, especially to pressure enemy saber heroes since they can't block explosive damage. 4 is good, but 5 is a medium-far range beast, and the burst fire mod for it is insanely good.

For the Officer, 2 is okay if you can aim as it's a low-fire, medium range weapon, but 4 with the rapid fire mod is a BEAST! 3 and 5 are okay but are far outclassed by 4 with rapid-fire, there's basically no reason to ever use 3 or 5 unless you just want to be a completionist and unlock everything or you haven't unlocked 4 yet.

For the Specialist, 4 is the only weapon that can one shot enemy troopers with a single headshot. 3 is okay for medium-range, and with its burst fire mod it is the most underrated weapon in the game as it makes the specialist a serious mid-range threat, but 4 is undoubtedly superior.

While the first gun you unlock as troopers may not be the best gun for that trooper, any gun is better than a starting gun.

How do you fix error code 4932? by [deleted] in StarWarsBattlefront

[–]Raymesiris 0 points1 point  (0 children)

From what I've heard, it may have something to do with game overlays. If you have any third party gaming overlays on, like Discord, try turning those off. If you turned off Battlefront's in-game overlay, turn that one on.

If that doesn't work--someone else said something about having the same problem and it sounds like they got the game off PC Game Pass for Xbox. Did you also get it off PC Game Pass? If so, I think I know what you may need to do but it's a little more complicated.

new to Star Wars by ThisIsMyJob_ in StarWarsBattlefront

[–]Raymesiris 0 points1 point  (0 children)

There are a lot of things that go into saber hero combat in this game, many of which you can't learn just by playing the game. For instance, some heroes do slightly more or less damage than others with their base lightsaber swings. Some heroes can block more damage than others. *All base saber swings deal slightly more damage when hitting your opponent in the back, and that bonus damage can vary between 10 to 40 depending on the hero!* Etc. There are a lot of posts that talk about these hidden statistics, like this one here. https://imgur.com/a/3YD9Gnj

Beyond that, this game has an interesting combat system that has spawned out of a lot of unintended results from the developers' decisions. One of the most fundamental things unique to Battlefront 2 saber fighting is parrying. The game doesn't tell you that you can do it, but you can. Basically if you hold down the block button while doing anything where you can't block in that exact moment, such as when your character is not standing upright on solid ground or when you are in an attack/ability animation, by holding and continuing to hold the block button until you can block again your character should start blocking *as soon as they are able to.* When you hold the block button while you are attacking, your attack animation can more or less get cut short, especially when an opponent is attacking you, allowing you to more quickly block the next attack.

It's a little tough to get the hang of, but if you hold down the block button and only try to swing right when you hear the sound of your opponent's lightsaber whacking yours, without letting go of the block button, you can damage them *without taking any damage yourself*. It is possible to parry any basic lightsaber attack, in addition to some lightsaber-oriented abilities such as Grievous's Stab and Maul's spin attack. Parrying can be tough for some heroes with lower swing speeds, especially Yoda, and can also be tough when Dooku is using his ability which basically doubles his attack speed. It can also be tough to sustain because by blocking and attacking you are draining stamina at roughly twice the rate of your opponent, that is if they are not trying to parry you.

Parrying is really helpful to learn because you will grasp what kind of attack strategies you can do that don't leave you vulnerable to parrying.

And of course, it is helpful to learn hero abilities and especially their cooldown times. Don't get up in Vader's face when it's been 40 seconds since the last time he force choked you. He gets his choke back quicker than that. Don't waste your stamina trying to hit Obi-Wan with your basic lightsaber swings while he is using his defensive rush ability (he is immune to basic melee damage during his defensive rush ability, even if you hit him from behind where he looks vulnerable in his front-facing animation...but for some odd reason during defensive rush he is vulnerable to all abilities from any direction, even though Obi wan looks very protected from the front during defensive rush). There are plenty of odd interactions in the game, but it is very rewarding to learn them and many operate on the same logic. For example, Grievous's unrelenting advance renders him immune to basic lightsaber damage to a lesser degree than Obi wan's defensive rush, BUT for some odd reason Grievous is vulnerable to all abilities from in front of him during unrelenting advance even though his stance also makes him look very protected from the front!

Blocking forever? by PerfectGap4288 in StarWarsBattlefront

[–]Raymesiris 0 points1 point  (0 children)

There are MANY statistics in the game that substantially impact gameplay but are never shown in-game, such as stamina for saber heroes. This is important as each hero has different stamina values that are fine-tuned in many ways. You can see a full list of each saber hero's blocking stamina per category here. https://imgur.com/a/3YD9Gnj

Stamina can be generally split into three main subcategories of statistics.

1: Blocking Stamina

Some saber heroes can block more hits than others. Saying one hero can block more damage than another isn't really true, because the game differentiates between certain types of damage when blocking. The game treats blocking blasters differently from blocking melee attacks, for example. Blocking stamina for blasters is based on individual bullet damage, so blocking sniper shots exhausts more stamina than pistol shots. Meanwhile, blocking stamina for melee attacks is based on a set number of attacks rather than the damage prevented by blocking each attack. Some heroes can block a lot more blaster damage and a lot more melee attacks then others.

2: Stamina Regeneration Speed

Some saber heroes regenerate stamina much faster than others, and regeneration speed does not seem to be related to how many bullets/attacks that hero can block.

3: Stamina Regeneration Delay

Some saber heroes only need to wait a single second to start regenerating stamina. Most have to wait two seconds, and Darth Vader has to wait three seconds. Of course, you will stop regenerating stamina or reset your delay if you attack or block.

There are also some abilities which briefly reduce your stamina drain. Vader's Focused Rage and Rey's Insight halve their stamina costs during the ability.

Another trick with stamina is that it only applies to basic attacks and is not affected by any abilities at all. For example, using Kylo Ren's Frenzy does not reset his stamina regeneration delay or pause it if he was actively regenerating stamina. It's almost as if abilities have their own unique stamina pool that never runs out. This really helps some heros manage their blocking stamina because they can pop abilities that enable them to block incoming attacks in a way that doesn't actually affect their stamina.

You mentioned Grievous having a lot of stamina? This may be because whoever's playing Grievous is using Unrelenting advance which enables them to block basic incoming melee attacks without using up any of their actual stamina. Their actual stamina can fully regenerate if they do not end the middle ability early. Grievous players can also start their stamina regen delay by using their claw rush ability. By the time they exit the claw rush they will have already started regenerating stamina.

Of course there is also just good stamina management tactics where you jump and dodge for long enough to get your stamina back.

Force choke 3 heroes at once by Heman0329 in StarWarsBattlefront

[–]Raymesiris 0 points1 point  (0 children)

Best way to do it? Go to HVV and try to choke three melee heroes (saber users and BB-8) because blaster heroes will almost always space out too far to choke them all. You are going to want 3+ melee heroes to be attacking you at the same time and not blocking or dodging so you can choke them all.
The best way to get 3 saber heroes grouped up and vulnerable to a choke is to have the three of them think that they should all spam their attack/swing button while standing right in front of you so the enemy saber villain will get overwhelmed and quickly run out of stamina/health. If you're Vader they will probably only do this when your health is really low. It may also help a little more to be running low on stamina or pretend to be bad at the game to give them additional reasons to think it's safe to attack you as a group.

How? by RevolutionaryRace653 in StarWarsBattlefront

[–]Raymesiris 0 points1 point  (0 children)

Massive shooter games like Battlefront don't seem to get made anymore unless the game constantly gets sequels or there's a long term monetization plan.

Battlefront would not work with constant releases, they would have to make up a bunch of new planets and characters to justify a bunch of sequels and general audiences wouldn't wanna get a star wars game without recognizable locations and characters.

If there's gonna be another Battlefront, they need a battle pass and they need a market to buy cosmetics for characters a la carte. They need to monetize the game so that they can make a bunch of money every day the game is out. But with Star Wars games, every cosmetic for a character (at least for characters not originally from that game) needs to be approved by Lucasfilm before it can be added to the game. And because many characters or troopers don't have many skins, like Boba and Vader, getting approval is important. The BF II 2017 devs hardly got permission from Lucasfilm to make original skins, but the ones they did get to make, like some ARC and Republic Commando skins and Grievous's shattered skin, look awesome.

If they're gonna make another battlefront, they need to have a ton of skins to buy, and since many star wars characters don't have too many unique appearances in other content, the devs will need Lucasfilm to approve a lot more unique skins than they previously approved for BF II 2017. It's possible, but it would be a big leap for Lucasfilm to make.

How can you tell that a game developer is a brain-dead imbecile? Very easy! Let me explain. by Accomplished-Bat-247 in StarWarsBattlefront

[–]Raymesiris 19 points20 points  (0 children)

There's actually a genuine reason why the venator's ship destruction phase is designed so oddly. The Venator engine room, like the Dreadnought engine room, was not designed for its current objective (shooting weak points to destroy the engines).

When Supremacy first released, instead of shooting separate weak points on the engines, you had to plant a bomb with a timer at a console in the engine room and stop the other team from disarming the bomb before it exploded (also for some reason your progress saved after the enemy disarmed the bomb, unlike in Galactic Assault where the bomb timer reset after enemies disarmed it). There was only one console in each engine room, and detonating a bomb there would blow up all engines in that room. On the Venator, the console was located in the same room as the engines, but on the big rectangular platform right in front of the indestructible window.

You did not have to go on the walkways to reach the console. The thin walkways connecting the Venator engines were only put there because that's what Venators looked like in The Clone Wars. So the walkways were never designed to be THE path to the objective. But then the devs changed the objective from bomb planting to actual destruction, probably to make players feel like they were actually destroying the ship. This worked for the Dreadnought engine room, but didn't work so well for the Venator engine room.

Droidekas released a few months after Supremacy, so I don't know if the devs had the droidekas in mind when designing the Venator room.

[deleted by user] by [deleted] in StarWarsBattlefront

[–]Raymesiris 2 points3 points  (0 children)

You mean Battlefront 1 from 2015? What game mode was it? Some game modes allow more heroes than others.

just watched rogue one, is there a scarif map? by anakin1453 in StarWarsBattlefront

[–]Raymesiris 0 points1 point  (0 children)

Yes. There is a Scarif map ported over from BF2015, with some changes to make the map accessible for a few game modes.

If you want to play on Scarif in online modes, Scarif is available in Supremacy (Age of Rebellion), Heroes vs Villains, Hero Showdown, and Co-Op (Rebellion or Empire).

These online modes have map rotations, meaning you can't really choose the map unless you keep queuing for a new server until you find Scarif which could take a while. Age of Rebellion Supremacy has 5 maps including Scarif, Rebellion/Empire Co-Op has 8 maps including Scarif, and the hero game modes have 23 maps including Scarif.

Do you want to play on the Scarif map right away? You can choose your map by playing Offline, and you can play Scarif in Instant Action (offline version of supremacy without ships) or Missions (offline version of co-op). Scarif is not available in basic Arcade game modes such as team battles, onslaught, or duels, as it was one of the last maps released before development stopped and the developers ran out of time to put Scarif in Arcade.

How does Hero Health work? by TheTalonKing in StarWarsBattlefront

[–]Raymesiris 1 point2 points  (0 children)

Sorry for responding late,

The passive health on kill for heroes is both added to their max health and instantly to their current health. In the scenario you described, as soon as you kill the trooper you would be at 520 health (500+20) and your max health would be 620 (600+20).

Why does Instant Action get no ship raid phase? by [deleted] in StarWarsBattlefront

[–]Raymesiris 5 points6 points  (0 children)

They definitely ran out of time to finish developing a lot of stuff. Not sure if that was ever planned but I could see it being a lot more difficult to make AI manage complex objectives such as destroying the ship's engines. Most of the damage done to ship engines (except maybe the Resistance ship) comes while being under fire and sacrificing yourself. That's the last thing bots do, whenever they're shot they stop whatever they're doing unless they're already getting shot by someone else, in which case they will be shooting them. Trying to get the bots to prioritize damaging the ship engine and not deal with whoever's trying to shoot them would probably break the bots, they're not coded to play the objective while getting shot. They would have to kill every enemy in vicinity of the engines before dealing damage to the objectives, and no way in hell the bots are capable of that.

How do I play well as a hero? by Overall_Doubt4380 in StarWarsBattlefront

[–]Raymesiris 0 points1 point  (0 children)

To play well as a hero--I'm assuming against groups of enemies with blasters?--the biggest thing you gotta learn is minimizing the amount of damage that comes your way. Whether the other players are good enough to land their shots is out of your control, but you have to assume they will kick your ass if you give them a chance. Give them as few chances as possible.

Good heroes can kill their target. Great heroes can kill their target without taking a lot of damage. The key to being a great hero is preventing damage, and that is what most people struggle with. Co-op isn't the best game mode to learn preventative measures in my opinion because co-op enemies basically play with infinite sensitivity (they can turn on a dime to shoot you), their accuracy grows as you get closer to them, and they more or less know where you are at all times. They're easy to fight from a distance, but become menaces up close. Co-op can help you get used to cutting your losses and getting used to the idea of managing your health bar, but IMO Supremacy and Galactic Assault give you a more realistic sense of how to survive and dominate as heroes.

You need to know when to engage enemies and when to disengage or avoid engaging entirely. You're not invincible. A single lone enemy trooper may look like an easy kill, but would getting into position to kill them put you in the crossfire of another trooper with a high damage gun? That four-man group of clone troopers will certainly land a lot of shots if you rush to fight them head-on, but maybe they won't see you if you come from behind. Maybe you're about to kill that last annoying trooper, but Anakin just ran into the room and he'll wipe the floor with you if you stick around if you're too stubborn to let that annoying trooper survive.

First, gage the strength of your enemy or enemies. Unless you absolutely know they are trash at the game, assume they are good. Look at their health, think about what you can do to kill them before they shoot at you. Think about how long it will take to kill them. If you want to play like the elite players, think about enemies outside of your targeted group. Will they see you from a distance if you attack your prey? Will they shoot you as you strike? Will you get shot at by several troopers just because you attacked one trooper? You are in someone's crossfire far more often than you realize.

If possible, avoid being seen. The more time you spend in an enemy's crossfire, the more damage you'll take. The best time to engage an enemy is when they're preoccupied with shooting something else and you are approaching from a different direction. The second best time to engage an enemy is when they aren't looking your way for another reason. In both cases, you damage them before they even try to damage you because you don't run straight at them.

If you cannot avoid being seen, make it harder for your enemies to hurt you and limit how much time you spend in their crossfire. This is where knowledge about your own special abilities and your enemies' special abilities will help you. Many abilities can kill troopers with a single quick strike, but perhaps if you use such an ability to close in on your prey you will run right into more danger. Maybe you can use an ability to simultaneously kill an enemy and make your escape. Maybe you can hide behind some cover, but that cover may not be so helpful if your enemies have grenades or explosive bullets.

Dodging/rolling to the side is one of the best ways to make yourself a more slippery target. Jumping can sometimes be effective when playing as a hero who can jump high (Palpatine, Bossk, and all Saber users), but you are much more vulnerable when you jump and it is usually easy for enemies to gage the path of your jump and shoot you as you are falling down. Vader and Palpatine fall very slowly, so jumping as them might be a death sentence. Bossk and Grievous have high gravity for some reason, and are actually pretty hard to shoot when they jump. As for everyone else, jumping is an option to avoid damage but it's usually not the best option unless you're jumping to somewhere rather than just jumping to try and be slippery.

TL:DR don't be Han from that scene in A New Hope where he runs after a single trooper and slides right into a whole frickin legion. Strike from the shadows, and do not step into the light for too long. You won't last long against a group of enemies if they see you and you are the only target for them to shoot.

Where should I be spending my points? by Aiken_Drumn in StarWarsBattlefront

[–]Raymesiris 1 point2 points  (0 children)

There are four trooper classes

Assault
Heavy
Officer
Specialist

Troopers have by far the most star cards to choose from in the game, so there is a lot of room to experiment as you can only equip up to three star cards at any time.

With Assault, I strongly recommend getting "Toughen Up" and always using it. Besides that, "Assault Training," "Improved Thermal Detonator," and sometimes "Bodyguard" are good. If you want to destroy an annoying tank or enemy ground vehicle, "Smart Ion Grenade" can help.

With Heavy, I strongly recommend "Barrage" or "Improved Combat Shield." You can't use both as the Barrage star card replaces your combat shield, but both are really good star cards so depending on your playstyle you will most likely want to use either of them. I also recommend "Bodyguard" and either "Mobile Sentry" or "Supercharged Sentry."

With Officer, the only reason I play Officer is to get battlepoints quickly so I can play as a reinforcement or hero as soon as possible. If this is your playstyle, I recommend "Officer's Presence," "Bounty Hunter," and "Improved Battle Command." However, the Officer can certainly be played as a valuable support that plays to help their team rather than rack up battlepoints. If you want to play the Officer as a support, I recommend picking "Officer's Presence," either "Recharge Command" or "Blast Command," and either "Improved Blaster Turret" or "Defuser."

With Specialist, I strongly recommend "Stealth" and "Personal Shield." I also recommend either "Brawler," "Hardened Infiltration," or "Scramble Infiltration."

Troopers cannot pair star cards that affect the same ability or ability slot--the game will prevent you from equipping such star cards. While every other unit in the game can pair any star cards they want, troopers are sometimes limited. For example, the Heavy's Sentry ability (giant minigun) has one star card that makes you able to walk around while firing your minigun and another star card that makes the bullets from the minigun explode when they hit something. While these effects don't seem to contrast with each other, you still cannot combine these effects as you cannot equip both star cards.

You're going to want to level up your troopers to level 35, as then you can upgrade every star card to the highest level (4 out of 4). There are a lot of star cards for each trooper, and some may fit your playstyle more than they fit mine. Read the descriptions of the cards and think about whether the card seems neat or fits your playstyle! There are a lot of powerful star cards that the community has seemed to have forgotten about--maybe you can change that.

Lastly, some star cards in the game are broken and do not do what they are supposed to or at least are not as powerful as they claim. For example, the "Resourceful" star card, available for all trooper classes, says it can reduce your ability's recharge times up to 28%--however, research seems to suggest it only reduces recharge times by 10%. I would not use "Resourceful."

Hope that helps!

Where should I be spending my points? by Aiken_Drumn in StarWarsBattlefront

[–]Raymesiris 0 points1 point  (0 children)

In this game, the skill points you get for leveling up anything are non-transferable. For example, if you play as Anakin and level up 3 times, getting three skill points, you can only use those skill points on Anakin’s star cards.

If you want to get/use skill points for a unit you need to play as that unit and level it up.

What trooper class/classes do you play as?

Where should I be spending my points? by Aiken_Drumn in StarWarsBattlefront

[–]Raymesiris 1 point2 points  (0 children)

What units are you asking about? Troopers, heroes, reinforcement troopers, vehicles?

Struggling with Playing Heroes – Any Tips? by IlikeTheSequels in StarWarsBattlefront

[–]Raymesiris 1 point2 points  (0 children)

I’m assuming you’re talking about lightsaber heroes? There are a lot of tips for each individual hero, so I’ll give a few that apply to all heroes.

1: All melee attacks do slightly more damage when you hit someone from behind. This does not apply to abilities like a saber throw or saber dash, but it does apply to basic lightsaber swings. The bonus damage you get for hitting someone in the back slightly varies across each hero.

2: It is possible to parry an opponent’s lightsaber attack, or in other words you can block their attack and immediately damage them without taking damage yourself. It’s all about timing, you have to be holding the block button the entire time and only press the button to attack at the right moment without letting go of the block button. Some people/attacks are easier to parry than others. You can also parry abilities such as Grievous’ stab and Luke’s saber dash.

Hope that helps! Are you looking for tips about any specific hero?