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Star Wars: Battlefront 2 Tips (tentative pitch)

Home › Forums › Writer’s Workshop › Star Wars: Battlefront 2 Tips (tentative pitch)

  • # 4055
    Profile photo of ZacharySchneller
    ZacharySchneller
    Participant

    Star Wars: Battlefront 2 Tips

    Grinding Loot Boxes:

    I think it’s best to just lay out a tip concerning Battlefront 2’s progression system first and expound upon the good shit after addressing the unforgiving progression loop. Battlefront 2’s infamous loot box progression system is the main detriment to the game but with some patience players can learn to live with such limitations imposed by EA. A measly “daily loot box” is available every 24 hours, so be sure to pick that up in case of a prolonged interest in Battlefront 2.

    A mathematical process governs distribution of rare Star Cards. Hero Crates are the best way to obtain the best/rarest of cards plus a fair amount of crafting points at a relatively low Credit Cost (2200 Credits). Players have the chance of obtaining Hero Cards, Starfighter Cards, Trooper Cards, Credits, Weapons, and Crafting Points from Hero Crates. In other words, players have the possibility of obtaining every kind of Star Card from the Crate costing the lowest amount of points.

    An approach for every map:

    Every map will feel unfamiliar at first unless someone has an idea of the territorial layout on the iconic movie planets. The game hews closely to the movies in this regard and fans can use movie knowledge to their advantage, like knowing the location of Echo base on Hoth, or the side streets of Theed, Naboo, or even bounding in the treetop scaffoldings and walkways in the company of Ewoks that are still tempting to shoot, but beware! Ewoks can be mistaken for enemies from a mid to long-range distance. I have been guilty off firing my weapon, which led to my discovery and death at the hands of an enemy trooper.

    If any Star Wars newbies join the fight a solid strategy for them and any other player focusing on survivability is to stick to map side boundaries and borders. Do not rush out and cross open, empty and unoccupied stretches of ground with no visible cover. These areas include places like sand dunes in Jakku or many white stretches of Hoth and Crait. The more open city squares of Naboo and Moss Eiesly junkyards aren’t worth booking it because of the probability of enemy presence. A little sneaking into “desertion territory” beyond marked game borders is an unconventional approach but the short venture can have the benefit of upping the kill count. Players can get the drop on enemies not accessible in normal game map boundaries with a 10 second countdown before the player dies a death of desertion.

    Avoiding the Lone Wolf Approach:

    Two heads are always better than one in the overall context of Star Wars: Battlefront 2. I know it’s tempting to ditch an underwhelming group of stupid blue dots hunting in the wrong areas of a map or firing weapons that give away your position and behaving like a crowd of dumbasses in general. These are the realities of a casual shooter. Ditching inept teammates can run the risk of a player’s quick discovery at the hands of an Infiltration or Scan Dart ability. Better to stick with the idiots because like it or not their presence will attract enemy attention and if worse comes to worse placing yourself behind a blue dot will increase survivability by using their stupidity as human /robotic/beastly meat shields.

    Player Visibility:

    Stormtroopers always run the risk of discovery due to the visibility of their armor. Planets such as Hoth and Crait camouflage Stormtroopers’ white armor but virtually every other planet can present troubles. The difference can be obvious in forested areas like Endor and Maz’s Castle because the white armor stands out against the backdrop of forests and earthy tones. The Rebels brown and green gear are far better suited to hide while suspecting or unsuspecting Stormtroopers wander by.

    Battle Droids share a similar curious advantage. These spindly bastards are harder to hit than their flesh and blood counterparts. Their tiny robot heads are harder to score a headshot. The narrow, jointed limps, bodies and heads can make Droids a nuisance. Droids are a double nuisance when fighting in Kashyyyk because their tan armor matches the wall colors present in the inner dwellings of Wookies. I have problems identifying Droids even in the white, monochromatic halls of Kamino on my 4K tv.

    Beware the Rampant Dumbass:

    Battlefront 2 is a casual shooter and very successful one at that. The limited scope of mechanics are easier to grasp than, say, DICE’s own Battlefield franchise. One would think the intentional lack of advanced systems would make a game easier to play and master some point in the future. Right? Wrong.

    Battlefront 2 is rife with idiots, newbs, and dumbasses abound, on both sides of any given fight. To be honest I’m not sure if this statement holds true for the entire scope of Battlefront 2 gamers or if my region specifically pits me with or against a crowd of idiots. Most of the games I play have an astounding number of underperforming teammates (some with ridiculous, tricked out Star Cards out the ass) that only end up with one or two kills during more rounds of Blast and Strike than I can count. Games like these require one or two gamers to step it up and act like the true balls of the team while the others threaten to make the entire team flaccid.

    Be aware of players like these and use them to your advantage. Sometimes player stupidity can be exploited in the exciting form of ridiculous kill streaks and team tactics. Knowing the maps and sticking to the sides will result in fewer deaths. Many players love to cross open ground with no cover, so keep watch from a safe vantage point of raised walkways or the sides of wide, open areas populated by cover or even being obscured in darkness. A Heavy Sentry Gun or Specialist Sniper can be deadly here,

    Using terrain to your advantage:

    More strategies and advantages are open to the player when occupying the high ground. Place a turret on one of the higher hills hidden at Maz’s Castle makes for a solid strategic placement for the turret to seek out foes running around among the areas of lower elevation. High ground is also beneficial for snipers surveying troops to take out and heavy infantry units to activate the Sentry ability and lay out punishing fire from above.

    which star cards are useful

    good initial gadgets/4 main class star cards

    Enforcer Tips

    On Flame Troopers:

    A short to mid-range killing machine. Good luck charging a Specialist or Assault class with the intent to kill from a long distance when scoped. By the time you cross over all that open ground to deal damage, a death is the most likely possibility. The idea is to not be seen from a long distance, else you will have to contend with long-range fire. This is where the lone wolf theory can actually pay off.

    The Flame Trooper must be moving the whole time or else he runs the risk of being a moving target for long rang enemies. The Flame Trooper is built to cross empty hallways, corridors, bottlenecks, thresholds while sticking on the map boundary paths. This is how much of the short range to mid action goes down. Wookiees can be incinerated, even two at once with Overload on. If you keep rushing, that’s the key. The Overload ability allows Flame Troopers to run in a kind of mid paced shrine that is perfect for closing the gap on unsuspecting enemies.

    On Wookiees:

    I’ll say it right now: the Wookiee is an absolute savage, even after the developers nerfed the hell out of the Bowcaster. The Wookiee is still literally a freaking beast. The Wookiee has a huge advantage when Overload is active. Unlike the Death Trooper and Super Battle Droid, who have limited mobility when Overload is active, the Wookiee can perform a dodge roll, which is crucial for those close range encounters when an enemy will dare to violate your personal space or obscure the visibility of distant opponents. The dodge roll also prevents the razor precision of Sith lightsabers from dealing too much damage at once.

    Star Cards augmenting the Bowcaster Overcharge ability makes for a worthy crafting part investment. The Bowcaster buff Star Card, Extended Weapon Training, is indispensible for thinning small groups of enemies while gaining more crucial time for Overload. Including a Star Card improving health regeneration or extending base health increases the overall survivability of the Wookiee, improving a capable warrior to a killing machine. Players can choose weather to buff their grenades with another Star Card, but I like the Wookiee’s increased health stat mixed with Extended Weapon Training. I’m not overly concerned about grenades but hey other players might have a different experience.

    Death Trooper:

    It might be wise to consider boosting the Death Trooper grenade to increase the radius and have a better chance of weakening enemy armor.

    Super Battle Droid:

    Assault:

    The assault class has many options available when gunning for mid and long range enemies. An improved detonator Star Card will increase the grenade’s damage radius and is a viable option for damaging or killing multiple opponents outright. An early investment in crafting parts

    improved detonator, scan dart, 3 vanguard variations, flash pistol, acid launcher, ion grenade

    survivalist, resourceful

    heavy: three sentry variations, barrage, homing ion, ion turret, detonate, improved grenade, shield health

    defender, brawler

    officer: turret, squad shield, three command variations, disruptor, defuser

    resourceful skill, officer’s presence (for those that like to run with crowds)

    specialist

    triple infiltration (mark enemies for allies and scrambles enemy sensors, variation, stinger pistol, repulsor cannon, trip mine

    resourceful, survival, stealth, expert weapons handling, marksman,

    space battle tips

    Do you have an awesome TV? Use it!

    I know I would not enjoy Starfighter maps if it were not for my 4K TV. Visibility is key in the chaos of space battles. Color-coded laser fire will be visible in every possible direction and a great TV can trace the origin of every beam fired. Dogfights benefit from a large display just for the sheer visibility of enemy Starfighters.

    Starfighters have a mix of offensive, defensive, and neutral card options at their disposal. Players will have to choose an approach and stick with it unless dissatisfaction with Star Cards occur

    offensive interceptor: tuned lasers, advanced capacitors, fire control cycler,
    offensive fighter: tuned lasers, targeting computer, advanced torpedoes
    offensive bomber: tuned lasers, advanced capacitors, advanced torpedoes vs bomber weapon systems (torpedo damage against middle offense ability) targeting computer

    defensive interceptor: elite pilot, tactical jammer, engine heat dissipator (fast engine if that’s your thing
    defensive fighter: reinforced hull, tactical jammer, repair systems vs fighter defensive upgrade (droid vs burner)
    defensive bomber: reinforced hull, bomber defensive upgrade. limited options because the bomber is a bit of an offense heavy ship class

    Speed Boost: The speed boost can be assessed as a neutral Star Card. It’s not strictly an offensive or defensive boost. One can catch up to enemy fighters on the offense. Conversely one can jet away from any pursuers seeking a dog fight.

    note on the TIE interceptor:

    The TIE Interceptor’s ability to fire four laser cannons overheats the primary weapon laser cannons super fast. Players might want to take note ways to extend the length of time the primary weapon can be fired.

This topic contains 0 replies, has 1 voice, and was last updated by Profile photo of ZacharySchneller ZacharySchneller 8 years, 8 months ago.

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