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The_Divided
09-28-2004, 12:33 PM
I'm creating this thread because I see a need for anyone working on this strategy guide to have a central repository of information. It would be nice to "Publish" finished products (labeled maps or solder skills, for instance) in the stick board above. This thread can also be good to establish new directions for this guide to move in. Or meeting times to where we can perform in game"tests" to see how certain stragies can be countered.

Porphyria Plan
09-29-2004, 06:23 AM
After I label the maps (read the map thread) I will be in BF. We can meet up afterwards. I still need to add you to my list.

The_Divided
09-29-2004, 10:54 AM
I was just playing a little battlefront this morning witht the GP that I notice a couple of things that would be interesting to put in the strategy guide, but may go against our "NO glitch" policy.

1.) Sniper position - I personally noticed that on large levels (like Rhen Var - the caves one) you can use you scope to see beyond the xbox's redraw distance. This means that a sniper can watch turrets and CP and kill people from a such a distance that they can't be seen. I think that this is legitimate under the pretense of "fog of war" and such.

2.) Tanks at CP - On the same level I notice people that were able to drive tanks up the slope on the back of the level and bank onto a platform next to their main base. This seems a bit shadey to me, but it is not technically a glitch. The designers of the level knew the physics of each vehical and could have designed the slope to be too steep for the tank. On a battle field, a tank will go where CAN go. With that being the case, I feel that notating these in the guide will evelate the game play from an offensive and deffensive stand point.

That's all I got now



Divided

The_Divided
09-30-2004, 12:40 PM
I guess I'm the only one using this thread. That's OK! It will just be my little diary of things that I've noticed in BF. I did notice some interesting team tactics that worked pretty well last night.

1.) Bait and flank - There were a few times (on the kashyyyk docks level) where there was an enemy trying to capture the Beach CP. I knew that there was teammate that was at the spawn point directly east of the beach, so I came up through the water, and was able to push the enemy slighly back. We engaged in the standard "circle strafe" manuever. My eastern ally was able to lock on the pedicable movement and flank this enemy because of the distraction I was causing. The result: Me - taken minimal damage (there weren't toomany snipers at the time). East ally- no damage; Enemy - Gone! CP - restored. No a bad play, but can easily be countered with snipers or multiple enemys. Anyone have a good sniper sweep pattern through the Docks level?

2.) the other thing that I wanted mention isn't so much a tactic, but a wepon relation ship. It seems that there is some dynamic rock, paper, scissors relationship with weapons. Ii would be nice to know which units are more effectives agaist others. Since it is either CIS vs Republic, or EMPIRE vs Rebel the possibilites aren't that many. Maybe something like listing the biggest thread and easiest target for each unit. Once that is collected, it could help the field commander (if there every is one) be able to make squads that can cover each others weaknesses.

Just some ideas

divided

Pointg5
09-30-2004, 12:52 PM
I have some weapon and character information that might help you out, let me do a little brainstorming on presentation and start putting some stuff up.

Pointg5
09-30-2004, 12:59 PM
Clone Trooper: Soldier Class

Faction: Republican Clone Army

Intra-Faction Rankings(1-5)

Fire Power: 4th

Stamina: 2nd

Speed:4th

Porphyria Plan
09-30-2004, 12:59 PM
Eh, I posted in here too!:smt003

Here are a couple of things I have learned that should be used a lot more.

A teammate should always hang out in the rear spawn and fortify it. The best troop I have found that you can do the with is the Heavy Troops. They all have mines that can be deployed in hallways, around corners, and right above stairs. What I have seen in most maps that the other team is communicating will do is circle the map in a group taking spawn points. Usually after capping two or three they will make it to the one your defending. With proper mine placement you can kill the first person and distract/kill the remaining one in the confusion (note: not good strat in a place where a vehicle can reach/fly over). I've been taking this role a lot of the time even though it's not my favorite but it's just so effective. Things to keep in mind is I've been noticing mines disappearing. I think it has to do with laying more then four on the map.

Another thing that reallygets the other team is the vehicles being utilized. Take Genesis Spire for example. CIS has the two Walkers and the Imperial army has to AT-TE's. One AT-AT can take one Walker but if two Walkers where hitting it the AT-TE wouldn't stand a chance. I have never seen this happen and it needs to.

Porphyria Plan
09-30-2004, 01:01 PM
Clone Trooper: Soldier Class

Faction: Republican Clone Army

Intra-Faction Rankings(1-5)

Fire Power: 4th

Stamina: 2nd

Speed:4th



Wow. that would be nice to have. I know you are getting that from a guide. Don't know how piracy comes in though.

Pointg5
09-30-2004, 01:01 PM
Super Battle Droid: Soldier Class

Faction: CIS

Intra-Faction Rankings

Firepower: 4th

Stamina: 3rd

Speed: 4th

Pointg5
09-30-2004, 01:03 PM
Good Point, maybe I should hold off, until I find out.

Moefugger
09-30-2004, 01:04 PM
I don't think it's an issue. As long as you don't sell it, and certainly don't print the whole guide.

Vampire 33
09-30-2004, 01:04 PM
Don't know how piracy comes in though.You say Piracy like it is a bad thing!!! :smt003:smt065

Moefugger
09-30-2004, 01:05 PM
Don't know how piracy comes in
though.You say Piracy like it is a bad thing!!! /AGE/DesktopModules/YetAnotherForumDotNet/images/emoticons/003.gif/AGE/DesktopModules/YetAnotherForumDotNet/images/emoticons/065.gif



"HAAAAARRRRRR" :goatlove1

Pointg5
09-30-2004, 01:10 PM
I'll look into presenting it in a better way tonight, I should be slow tomorrow and maybe I can put some more info.

Pointg5
09-30-2004, 01:14 PM
<div class="quoteinner"> <div class="quote">QUOTE (Porphyria Plan) <div class="quoteinner">Don't know how piracy comes in though.</div></div>You say Piracy like it is a bad thing!!! /AGE/DesktopModules/YetAnotherForumDotNet/images/emoticons/003.gif/AGE/DesktopModules/YetAnotherForumDotNet/images/emoticons/065.gif</div>
I have a Pug that my Wife dressed up like a Pirate for Halloween, that's a bad thing. She treats that dog like a kid. She told me next weekend we have to go to Pugfest. Thank God the Bungels are on a bye week, not that it would matter anyway, I am sure they would find a way to lose anyway.

Porphyria Plan
09-30-2004, 01:17 PM
I don't think it's an issue. As long as you don't sell it, and certainly don't print the whole guide.


Thanks for clarifying it Moe.

Anonymous
09-30-2004, 01:27 PM
Another thing that reallygets the other team is the vehicles being utilized. Take Genesis Spire for example. CIS has the two Walkers and the Imperial army has to AT-TE's. One AT-AT can take one Walker but if two Walkers where hitting it the AT-TE wouldn't stand a chance. I have never seen this happen and it needs to.



ANother thing about the Geonosis map that I've noticed...the Genosian fighters are crucial to the CIS if used properly. If you have both starfighters in the air concentrating on a single AT-TE you can take it down with only a couple of passes. I did this the other night with only one of the ships...I was able to take out an AT-TE in about 4 passes. What's great about the fighters is they are fast and maneuvarable and they are hard for the Republic to target and take out.



This is why I think the Spire is a crucial CP that should be defended religiously!

Porphyria Plan
09-30-2004, 02:20 PM
Another strategy I've learned the hard way as a Jetpack Trooper that is to hide and steal. Like on the map Naboo -Theed there are a lot of high ledges and balconies. You can jet up there and wait in ambush near a spawn. Once a vehicle comes to your spawn and lays waste to any defense wait to see if they get out to cap the Command. When they do swoop in and steal it then take them out. This can't always work since people like me will stay in the vehicle clearing the spawn while calling for someone else to cap it. Or even better a second rider hops out and caps it while the other covers. Watch for these.

The_Divided
09-30-2004, 02:50 PM
I have a Pug that my Wife dressed up like a Pirate for Halloween, that's a bad thing. She treats that dog like a kid.

I'm in the same boat. My wife has complete conversations with our [her] dog. Half the time when she says "Hi Sweetie" I can tell if she talking to me or Jack (the dog). Sadly, most times she is talking to the dog:smt009.

The_Divided
09-30-2004, 03:30 PM
In regard to the piracy issue. I think the is a fine line between directly using the facts presented in the guide, and interpreting those facts into original strategies. I think the goal of this Feild Guide should be a little different they the offical strategy guide in that there should be a lot more that raw development data.

Here is an example:

Let's say we wanted to have a specialist team protect CPs. What unit should they be? An obvious choice would be the Rebel vangaurd from the mines secodary weapon. Another plus in that they have a rocket launcher for taking out any tanks that would try to sweep the mines. Their rocket reload is incredible slow so Vanguards should be the only unit in the team. Instead, we could another unit that has anti-tank capabilities. I'm not sure, but I think there is another rebel unit that has concussion granades. These granades can be used to infilcit damage on the tank while the Vangaurd reloads his rockets. Not to mention that both units have blasters to help with general infantry.

Anyway my point isn't just to rate each unit, but rather figure out how they are most vulnerable and how to protect them.

Anonymous
09-30-2004, 05:09 PM
http://www.xbox.com/en-US/starwarsbattlefront/charactercloseup.htm?level1=encagames&amp;level2=featu redarticle2&amp;level3=starwarsbattlefront

this may be helpful.

Pointg5
10-01-2004, 06:07 AM
One strategy would be to organize a group of 5 to go out and capturenew Command Posts. In that group, there should be one leader to make the calls. The group should consist of 3 Soldier Class and 2 Pilots(to replenish health and ammo and drive any heavy artillery), a sniper might be substituted for one of these pilots for a little recon and to pick off some players from a distance. Everyone else who is not in this group, should be protecting the established command posts.

Porphyria Plan
10-01-2004, 11:35 AM
*edit*The Command labels are complete*edit*. I also have the Class names and equipment done. The only thing not done is the clip/battery size.

Soul is doing a write up on vehicles and Point is compiling troop stats.

The_Divided
10-01-2004, 03:28 PM
One strategy would be to organize a group of 5 to go out and capturenew Command Posts. In that group, there should be one leader to make the calls. The group should consist of 3 Soldier Class and 2 Pilots(to replenish health and ammo and drive any heavy artillery), a sniper might be substituted for one of these pilots for a little recon and to pick off some players from a distance. Everyone else who is not in this group, should be protecting the established command posts.



Sounds like an interesting strategy, but there is one problem..There can't only be 8 per team (on a 16 person match) with no bots. This would leave a team with 3 open defensive people. This might not be a problem in a game with bots, but can be a huge deal with people only matches. It might be cool to have two sets of 3 "roaming" teams. One that captures and secutre CPs and the other to cutoff the opponantes offiensive before before it reaches a CP. The other two players could be a sniper/scout and FC (field commander)/ Tank operators. I do like the team breakouts, but smaller teams may give us more flexibility.

*Damn I wish we had a lobby* I would be nice to strategize between each map to see what happens, discuss the results and make changes.

Pointg5
10-01-2004, 07:54 PM
Woops, I guess I got a little out of control with the number of people on each team. The smaller units is a good idea. I'll brainstorm and come up with some ideas for team breakdowns. Maybe, we could have the Pilot Class be the FC and he would travel with a sniperor possibly heavy weapons. Another option would be to have two 3 man teams, one that would assault and capture and another that backfills and protects a CP at the direction of the FC, that group could include a trooper that can mine the place up and then move on to the next captured CP or help in the assault if it is heavily guarded, depending on the dynamics of the situation, and at the direction of the FC. The FC could use a vehicle to hold off vulnerable CP's or provide support to one of the two teams based on need. The sniper could travel with him and help take out the enemy as well.

The_Divided
10-04-2004, 12:44 PM
Woops, I guess I got a little out of control with the number of people on each team. The smaller units is a good idea. I'll brainstorm and come up with some ideas for team breakdowns. Maybe, we could have the Pilot Class be the FC and he would travel with a sniperor possibly heavy weapons. Another option would be to have two 3 man teams, one that would assault and capture and another that backfills and protects a CP at the direction of the FC, that group could include a trooper that can mine the place up and then move on to the next captured CP or help in the assault if it is heavily guarded, depending on the dynamics of the situation, and at the direction of the FC. The FC could use a vehicle to hold off vulnerable CP's or provide support to one of the two teams based on need. The sniper could travel with him and help take out the enemy as well.

Hey Point,

I read a little bit of the strategy guide you have ( I was sitting in target waiting for my wift to "shop"). Anyway, there was an interesting passage about how a group of troopers could really shread up enemies. So I decided to try this out on the single player game with bots. In a word, Unbelievable. Using multiple troops of the standard kind totally kicked butt. I only had between two to three bot with me at any time, but stopped the enemy from advancing. On Bespin, I was a sniper and had a bot pilot follow me around. This worked well because those bot pilots are johnny-on-the-spot with extra ammo. Their shotgun type weapon also works well when anyone tries tosneak up with me as a sniper.



Divided

Porphyria Plan
10-04-2004, 12:57 PM
Hey Point,

I read a little bit of the strategy guide you have ( I was sitting in target waiting for my wift to "shop"). Anyway, there was an interesting passage about how a group of troopers could really shread up enemies. So I decided to try this out on the single player game with bots. In a word, Unbelievable. Using multiple troops of the standard kind totally kicked butt. I only had between two to three bot with me at any time, but stopped the enemy from advancing. On Bespin, I was a sniper and had a bot pilot follow me around. This worked well because those bot pilots are johnny-on-the-spot with extra ammo. Their shotgun type weapon also works well when anyone tries tosneak up with me as a sniper.

I toyed around with single player and learned these also. I love getting a pilot to follow me.

The_Divided
10-05-2004, 12:21 PM
Geonisis is one of the hardest campaigns in the game (next to Kashyyyk harbor). The best strategy is always to get and secure CPs. As soon as you control a CP the bots will start to spawn there to protect it. By controlling specific CPs you can "push" enemy forces to certain areas of the battlefield. Use this to your advantage by leaving one CP to the enemy that is surrounded by natural choke points (control room in Hoth, for instance). This will lower the enemy's reinforments and contain the enemy to a specific part of the battlefiield.

I call this strategy "Fish in a bucket"

It's funny but I heard the Major in "The Wire" discussing this same strategy in regards to containing drug dealers. "Which is easier, shooting fish in the ocean, or putting them in nice little barrels before unloading you clips?" It isn't an exact quote, but the sentiment is there.

I wrote this in a previous thread, but I thought it would fit in here with the other strategies.

Divided

Anonymous
10-06-2004, 04:02 AM
Maybe someone could test this a little more than I did - On Hoth, it's not very hard for a fighter to take down the big AT-AT's(or whatever they're called) with the harpoon shot. If you're playing the empire though, you could defend that by walking the two AT-AT's next to each other. I had a really hard time trying to fly around one when the other was smack dab in my way. There might be a certain distance to make it really hard to fly around them. I doubt if you could wrap up both at the same time if they were close enough.

Anonymous
10-07-2004, 03:57 PM
Found this.



3 command points = no loss
2 command points = loses 1 reserve every 5 seconds
1 command point = loses 1 reserve every 2 seconds
0 command points = loses 1 reserve every second and possible imminent defeat

When your team gets down to just a handful of reserves left the automatic deduction will cease for your team. Actual deaths in the playing field by bots or players will be the only thing that counts against your remaining reserves as long as you still have 1 command point in possesion.

Sharky
10-07-2004, 04:09 PM
nice find Josh...ill add it to the guide....hopefully I will be able toadd some more to ourSW:BF strategy guide this weekend. I have been out of town for the past two weeks, so getting this thing finished has been close to impossible. Porphiria Plan sent me a bunch of info to add, so once I get home tomorrow, Ill start updateing it. This will help us strategize better when in the game. Look back in the next few days. (see the "Game Info" tab up top. Click on "Guides".)

Anonymous
10-08-2004, 01:38 PM
This is a cross post from the team tactics thread, but just in case you missed it.

You can pull up the mini map to find those stragglers on your opponents team. It is also helpful to pinpoint your position to your team mates since the vicinity map tends to rotate according to the direction you are facing.

I also was wondering about the pilots building turrets. Are the turret locations the little white dots on the maps? Is there an advantage to building and using turrets, or is it a waste of time?

A neat trick I use is to use the jetpack to drop in on CPs and take out the one or two guards.

Sharky
10-09-2004, 08:46 AM
I have posted up the bare bones of the guide (http://adultgamingenthusiasts.com/AGE/Default.aspx?tabid=65). I think the next step would be to type up strategies for using each class.



For example, tell how a good tactic for a Shock Troopers is to lay
mines around spawn areas, especially in grassy vegetation and on walls
where people can't see them. And how its best to aim at the feet of the
opponent when firing the missle launcher. We can show this description under the soldier's Weapon/Ammunition/Special stats.



After we get all of the class descriptions done, we can move on to
strategizing what the best way to complete a team is. Fo example, if
you have 5vs5, or 10vs10, etc..what is the best combination of
classes...ie. snipers/miners-missles/ pilots/soldiers. This can probably
best be shown on a per map basis. We can post this write up under each
map, and give specific on what strategies work best for each map; which
spawn captures are easiest, how to best execute a spawn cature, etc.



Any ideas? Suggestions?



Sharky

Porphyria Plan
10-09-2004, 10:21 AM
I agree that class descriptions/tactics should be the next thing done.

Maybe we should split up the factions per person. I can takeon writing aboutthe Rebels.

Palamino
10-09-2004, 04:38 PM
I agree that class descriptions/tactics should be the next thing done.



One successful tactic that I have used with success is on the Kashyk Docks map. Using a Rebel Sniper, go to the highest platform you can find, then go fully prone next to an Ammo droid. Now launch Recon Droids at Empire infantry units to call in air strikes. Since you are camped next to an Ammo droid, you are automatically resupplied with another Recon Droid. Using this strategy, you can rain havok on Empire troops trying to advance on the beach, and other CP that are already under Empirial control. The airstrikes take out all troops, so that your team mates can move in and take over the vacant CP.

Porphyria Plan
10-09-2004, 07:26 PM
I agree that class descriptions/tactics should be the next thing done.



Using a Rebel Sniper, go to the highest platform you can find, then go fully prone next to an Ammo droid.

Got ya Pala. Been using this tactic for a while now. I've even learned which Ammo/Health stations work through walls. I found a few by accident just flying around as a jetpacker.

soul embrace
10-09-2004, 07:55 PM
just so you all know there as been some vehicle info added to the stratergy guild.

Porphyria Plan
10-09-2004, 09:07 PM
just so you all know there as been some vehicle info added to the stratergy guild.


Just saw that. Looks great. I like how Sharky has all the info displayed.

Sharky, have you noticed that the troops are not all showing? Looks like it's chopping it off past the first two.

soul embrace
10-09-2004, 09:40 PM
Just saw that. Looks great. I like how Sharky has all the info displayed.

Sharky, have you noticed that the troops are not all showing? Looks like it's chopping it off past the first two.



porph

if you use the side scoll on the side of the browser it won't show them
all. if you mouse has a scroll will on it click on the page and use the
scroll wheel on your mouse to get the page to go down so you can see
them all. if you don't have the scroll wheel on your mouse just click
on the page and us your up and down arrows on your keyboard.

Porphyria Plan
10-09-2004, 10:12 PM
Got it Soul, thanks. I have a mouse wheel so it works.

Man, this is really coming together.

Sharky
10-09-2004, 10:36 PM
made some setting changes in the iFrames module. The scroll should work
both manually and through your mouse now. Should work with both IE and
Firefox too.

Porphyria Plan
10-10-2004, 12:29 AM
Much better Sharky.

I've written up about the Rebel Marksman and the Rebel Pilot. Below is what I've written so far and would like any input on my overallinclusion ofboth troop's class descriptions/tactics. Maybe this will feed ideas to you other players out there.

I think I nailed both points and it's worth to note that I left out an indepth write up on piloting vehicles because, if I remember correctly, we are planning on writting up on those seperately. Comments very welcome.


The Marksman is the sniper class for the Rebels. Having longer zoom abilities, used by hitting zoom twice, than the other snipers the Marksman can pick people off far across the map. Sniping is particularly useful on Bespin : Cloud City, Kashyyyk : Docks, or any other map with open spaces and high vantage points. Head shots are of course key but due to lag it may be more difficult than it's worth. If you manage to get a headshot it is an instant kill to any troop. If there is too much lag two body shots can be used to take out just about anyone. Sometimes there is so much lag that getting any long range hits are near impossible because other players will seem to teleport. If this happens it is best to either respawn or charge to your death and pick another class.

The Marksman’s blaster pistol isn't the best close range weapon but when forced to fight close quarters it can at least chew into the enemy before you’re blasted or coupled with thermal detonators can scare them enough so you can make a get away. The blaster pistol is a last resort weapon and no Marksman should ever charge into an up close fight hoping to walk away the winner.

Recon droids are a lot of fun if used right. They can either severely damage or finish off an AT-ST by calling an airstrike. One particular good use of the RD is to call the airstrike in the middle of troops that are well entrenched in a hallway. Beware that bots have an uncanny ability to notice the RC flying into their line of sight.Also make sure that the target area is open because they are shots from high in theairand any obstruction like aroof will stop all damage. One tactic of the RD is to sit next to an Ammo station, deploy the RD, call an airstrike, and refill. Since you can only hold one this gives an unlimited supply of RD's to send into areas that won’t be cluttered for long.

[QUOTE=Rebel Pilot"]
The Rebel pilot is just that, the pilot for the Rebels. When not in a vehicle you should be running for one. The Rebel pilot, and any pilot for that matter, is nothing but target practice for the other team when running around on foot. Put them in a ship or a tank and they can win maps. Some vehicles are impervious to blasters and take forever with grenades to destroy. Even when the Wookie's time bomb, Heavy Assault troop’s rockets, or mines are used against you the Pilots auto-repair ability (when piloting) can make these attempts at destroying your mobile transport of death even more futile. Only well coordinated ground troops stand a chance using these techniques against you.

The blaster cannons actually have some effectiveness in fire fights. It fires much like a shotgun making up close shots pretty damaging. Nothing you should charge into troops over but there are those times where a well placed shot can take someone down. You shouldn't have to pull out the Blaster Pistol with this guy. Because of the some what good uses of the Blaster Cannon it makes the Blaster Pistol even less appealing to use.

When flying around and you have taken a bit of damage. You may want to fly out of battle, land/get out of the ship, and manually repair with the Fusion Cutter. Repairing manually is much faster than the auto-repair. Just make sure that if you do this repair method that you give the "Get out" command to any bots riding with you. To be on the safe side, once you are out of the ship and near the bots, also give them the "hold" command. Bots have a nasty habit of stealing ve

Anonymous
10-10-2004, 10:14 AM
Here's a few things that can be done with the vehicle repair droids that I thought might be appreciated:

On the Docks level if you play as the droid army and take one of the AAT tanks to the upper level there are two repair doids. They are the red looking R2 units. There is one on each side of the upper level. If you park your tank so that you are positioned with your tank next to the droid you can rain artillery shots down on the upper platform CP on your side. This will eliminate any resistance allowing your ground troops to take the base.

Then turn around and rain down on the beach base if you don't have it till your troops can take it.

Next, move your tank accross the beach to the other repair droid and attack the other upper platform CP. The only thing that will remain is their last spawn point, unless they were smart and sent a squad to your starting base to eliminate your vehicle spawn.

The reason just camping next to the droids works is that the droid will repair you faster then they can damage you. So while Heavy Weapon soldiers are pounding you from behind you give them no attention because you are repaired instantly.

The obvious counter to this is take out the repair droids at the start of the match. But at any rate the repair droids can be used on most maps in this manner...

Anonymous
10-10-2004, 10:22 AM
Here's another trick, On the Harbor map (Ven Har or something) when fighting against the Republic and their AT TE (The 6 leg walker):

If you jump in the AAT tank on this level there is a repair droid sitting in such a way that you can back into it and shoot out the corridor into the harbor. Last night I was parked like this and took out an AT TE toe to toe. His guns took just long enough to recharge that I was able to heal each time. Mind you I had a gunner too.

This strategy alone won't win the match but it'll keep all heavy armor from the opposing side from getting in. If the other AAT tank parks in a way to shoot into the ice cave, all your troops have to do is hold the three close spawns to win, but capping the enemies vehicle spawn is always a great help. The ice cave CP is never worth the causualties so I would recommend never rushing it, just kill anyone trying to come out.

Anonymous
10-10-2004, 10:28 AM
Ok one last tip, then I need to go shower.. lol

Any vehicle that you can see the passenger in an open air cockpit can be shot. Meaning a sniper can take them out easily. For example the AT TE has an open cockpit for the main gun. Some vehicles can be stolen by sniping all the passengers and jumping in. The few that come to mind is the speeders and tuantuans.

A big way to take control in a fight is to go to their vehicle spawn and steal the enemy vehicles and then capture the CP. If you capture the CP first the vehicles will self destruct:smt009 So make sure to grab the vehicles you want first.

Anonymous
10-13-2004, 12:43 PM
Here is something some may or may not be aware of also.

When you see a mine - shoot it to make it go away. I see so many people just walk over them and die. It takes a few shots 3-5 or something but they dissapear after that.

Crixx

Anonymous
10-13-2004, 12:43 PM
Here is something some may or may not be aware of also.

When you see a mine - shoot it to make it go away. I see so many people just walk over them and die. It takes a few shots 3-5 or something but they dissapear after that.

Crixx

Anonymous
10-13-2004, 01:36 PM
This is a tactic I used last night and was pretty effective...

On the Harbor (Ren Vhar) level, its possible to get hovering tanks up on the bases by using the sloped hills... once there all kinds of havoc can be made till your troops capture the base. I was able to get to each spawn with the exception of the cave spawn... it was almost shameful....

(just to be fair I'll give a decent counter) Mine the upper platform at each base to prevent this, drop the mines right on the ledges and the driver won't see it till its too late....

Anonymous
10-13-2004, 03:44 PM
Something I just found out about: The gunner position on the Snowspeeder (the Rebel starfighter in the Hoth level) has an alternate fire (laser cannon).



I was always kind of frustrated being stuck in the gunner's spot and not being able to attack any "targets of opportunity" (infantry, AT-ST's, etc) as wewere approaching AT-AT's. Now I can let 'em have it from the back end!



I might just be a little slow in the noggin, but I just found out about this today! :smt003

Anonymous
10-14-2004, 09:09 AM
Something I just found out about: The gunner position on the Snowspeeder (the Rebel starfighter in the Hoth level) has an alternate fire (laser cannon).

Especially useful after your tow-line has hooked on. Rather than just sit there and wait, you can fire away at the enemies trying to knock you out of the sky.

I must say though, I HATE riding backwards, it always makes me naseous. Like riding in the back seat of the family station wagon.......:-:- :-

Anonymous
10-14-2004, 12:31 PM
I must say though, I HATE riding backwards, it always makes me naseous. Like riding in the back seat of the family station wagon.......DesktopModules/YetAnotherForumDotNet/images/emoticons/eusa_sick.gifnbsp;:- :-

Ha ha.. yeah my issue is when your stuck in the back with a guy that just does strafing runs and won't communicate to you

Anonymous
10-14-2004, 12:36 PM
A fun thing to do is while your tow cable is out, you can still fire the secondary gun. So as you circle you can shoot at the feet of that AT-AT and kill any poor soul who decides to spawn at the AT-AT.