Star Wars: Battlefront/Weapons: Difference between revisions

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I added and edited some of the information. Like pistols should be secondary weapon rather than primary weapon.
(→‎Secondary items: re-added sequel info)
(I added and edited some of the information. Like pistols should be secondary weapon rather than primary weapon.)
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* The '''repeating blasters''' are the only weapons of the Droideka. They are charge-powered, but can fire extremely rapidly. In addition, it's quite energy efficient, and is often the weapon of choice for slaughtering loads of clones.
* The '''repeating blasters''' are the only weapons of the Droideka. They are charge-powered, but can fire extremely rapidly. In addition, it's quite energy efficient, and is often the weapon of choice for slaughtering loads of clones.
* The '''grenade launcher''' is carried by the Rebellion's Wookiee Smugglers. It launches a grenade that takes about 3 seconds to detonate. Because of this, you may want to accordingly time your shot position.
* The '''grenade launcher''' is carried by the Rebellion's Wookiee Smugglers. It launches a grenade that takes about 3 seconds to detonate. Because of this, you may want to accordingly time your shot position.
* '''Pistols''' are carried by all units in some form or another except in Wookiee smugglers and Droidekas. They are charge-powered, and aren't very powerful, but they work in a pinch (i.e. when you have no ammo left).


==Secondary items==
==Secondary items==
These items are carried in the unit's secondary slot.
These items are carried in the unit's secondary slot.
* '''Pistols''' are carried by all units in some form or another except in Wookiee smugglers and Droidekas. They are charge-powered, and aren't very powerful, but they work in a pinch (i.e. when you have no ammo left). Unlike blaster rifles, pistols never become inaccurate after a specific amount of blaster fire, so they are great for mid to long range.
* '''Thermal detonators''' are basically grenades. They are red, and do splash damage. A well-placed grenade can clear out a heavily populated command post in no time, so chuck these often. Make sure you don't kill your team mates as well.
* '''Thermal detonators''' are basically grenades. They are red, and do splash damage. A well-placed grenade can clear out a heavily populated command post in no time, so chuck these often. Make sure you don't kill your team mates as well.
* '''Concussion grenades''' are only carried by the basic infantry units. Their main purpose is to be used against vehicles and turrets, as they stick on to them. They have a yellow blast, and does the same damage as a missile.
* '''Concussion grenades''' are only carried by the basic infantry units. Their main purpose is to be used against vehicles and turrets, as they stick on to them. They have a yellow blast, and does the same damage as a missile.
* '''Wrist rockets''' are only carried by Super Battle Droids in place of grenades. They fire a rocket from their wrist blasters that is best suited for eliminating the few stragglers around a badly-guarded command post.
* '''Wrist rockets''' are only carried by Super Battle Droids in place of grenades. They fire a rocket from their wrist blasters that is best suited for eliminating the few stragglers around a badly-guarded command post. Also, it can be used for vehicles and turrets.
* '''Mines''' are carried by anti-vehicle units. Place them in strategic, out-of-sight regions to guard your command posts. You only carry four at a time, so place wisely.
* '''Mines''' are carried by anti-vehicle units. Place them in strategic, out-of-sight regions to guard your command posts. You only carry four at a time, so place wisely.
* '''Recon droids''' are special droids carried by sniper units. When deployed, the player takes the recon droid's perspective. The droid has a weak, charging blaster, but its value lies in its ability to trigger an airstrike. By pressing and holding the secondary fire button, the droid makes 4 beeps, at the end of which triggers a large airstrike. It's useful for clearing out command posts, and made even more useful by the fact that the enemy will not fire at them. Once the droid is killed, it reverts back to the sniper's perspective. The droid automatically dies if the sniper is killed. Be careful that you don't trigger an airstrike near your sniper, lest you want to commit suicide. In addition, recon droids can't jump, so don't go into places where you can't jump back out.
* '''Recon droids''' are special droids carried by sniper units. When deployed, the player takes the recon droid's perspective. The droid has a weak, charging blaster, but its value lies in its ability to trigger an airstrike. By pressing and holding the secondary fire button, the droid makes 4 beeps, at the end of which triggers a large airstrike. It's useful for clearing out command posts, and made even more useful by the fact that the enemy will not fire at them. Once the droid is killed, it reverts back to the sniper's perspective. The droid automatically dies if the sniper is killed. Be careful that you don't trigger an airstrike near your sniper, lest you want to commit suicide. In addition, recon droids can't jump, so don't go into places where you can't jump back out. They can also fire regularly but it is usually ineffective.
* The '''fusion-cutter''' is carried by pilot units. It can be used to repair vehicles, droids, and turrets, and also to build droids and turrets. If you've been riding in your X-Wing and you suffer too much damage (you can tell when it starts smoking and sparking), land in a secure area and heal it with your fusion-cutter.
* The '''fusion-cutter''' is carried by pilot units. It can be used to repair vehicles, droids, and turrets, and also to build droids and turrets. If you've been riding in your X-Wing and you suffer too much damage (you can tell when it starts smoking and sparking), land in a secure area and heal it with your fusion-cutter.
* The '''ammo-health dispenser''' is carried by pilot units. It consists of a bacta tank and an ammo canister. If you see one of your cronies in poor health, or you are in poor health or ammo, toss some. You only have 5 dispenses, so use it wisely.
* The '''ammo-health dispenser''' is carried by pilot units. It consists of a bacta tank and an ammo canister. If you see one of your cronies in poor health, or you are in poor health or ammo, toss some. You only have 5 dispenses, so use it wisely.
* '''Time bombs''' are carried by Wookiee Smugglers. It has a 10-second fuse (unlike in the sequel where it has a 5-second fuse), but it isn't very useful unless you anticipate your enemies coming there five seconds later.
* '''Time bombs''' are carried by Wookiee Smugglers. It has a 10-second fuse (unlike in the sequel where it has a 5-second fuse), but it isn't very useful unless you anticipate your enemies coming there five seconds later. It is very useful to use against turrets because the cpu loves to use turrets.
* '''Shields''' are for Droidekas only. They can take a sizeable amount of damage before powering down, but you'll want to keep them down until you see combat. Another reason is that they power down gradually, so you'll want to conserve energy.
* '''Shields''' are for Droidekas only. They can take a sizeable amount of damage before powering down, but you'll want to keep them down until you see combat. Another reason is that they power down gradually, so you'll want to conserve energy.


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