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Home » PC » Star Wars - Battlefront » Star Wars - Battlefront FAQ
Submitted by System on 09/03/2006, 09:50. Print file.
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STAR WARS BATTLEFRONT


Version History:

5th October 2004 - Version 1.00 finished. Vehicles + factions done. Maps will
probably be updated more as I find new stuff.

6th October 2004 - Version 1.01 (already). Minor updates and corrections,
thanks to helpful emails.

13th October 2004 - Version 1.02. Tips for beating up special units added.

19th October 2004 - Version 1.03. Removed typos, added droid info. Various
vehicle updates.


TO DO:

General strategies
In depth map strategies for each side
Perhaps some background info


Contents:

1. Basics
2. Factions
2.1 Rebel Alliance
2.2 Galactic Empire
2.3 Republic
2.4 Seperatists
3. Other Vehicles
4. Maps
5. Galactic Conquest
6. Acknowledgements, Contact, legal stuff


==============================================================================
1. BASICS
==============================================================================

If you've played Battlefield 1942/Vietnam, much of this will be familiar to
you, but there are a couple of changes you may want to take note of.

Star Wars Battlefront is, in essence, a shooting game, in that you walk around
shooting enemy troops. However, the actual progress of the battle happens on
a larger scale. Central to winning in Battlefront are Command Posts.

Command Posts are beams of light in key locations around a map. Examples might
include a large building or a structure that's easy to defend. There are two
types of Command Posts, capturable and destructible. To capture a (capturable)
CP, simply walk near it (note that you must be on foot to capture it). An icon
will appear on the screen, showing the CP's current ownership. If it's
neutral, the icon will gradually turn green, if it's controlled by the enemy,
the red will drain out first. The rate at which you capture a CP is related
to the number of friendly troops you have in the area. If an enemy unit is
also trying to capture the CP, the icon will flash, letting you know you must
clear the opposition out first.

Destructible CPs are much simpler - destroy them and they're gone forever.
Note that they cannot be captured - they remain loyal to one side until
destroyed.

Some vehicles serve as mobile spawn points for troops. If these are destroyed,
they will respawn after a fixed amount of time, similar to other vehicles.

Each side has a fixed supply of Reinforcement Points (generally either 200 or
250). This number cannot be increased, and is decreased by 1 every time a
troop dies. It has nothing to do with spawning, however. All 32 people on your
team could spawn with only one point left. When one side's RPs reach zero,
that side loses.

If one side controls the majority of CPs, the other side starts losing RPs at
a fixed rate regardless of who's dying. Although this effect will never lead
a side to defeat - the countdown stops at 32 (the number of players).


Each faction has five Troop Classes, of which four are shared, more or less,
but the fifth is specialized. Every faction has four main Classes:

-----------
INFANTRYMAN
-----------

This is always the default class when you start a game. Each faction's
infantry has a rapid fire laser rifle with around 55 shots in a clip. They
also have thermal detonators and concussion grenades. Interestingly, the
blaster rifle actually has near perfect accuracy - hello Z key.

-----------
TANKBUSTER
-----------

This class carries a missile launcher which deals heavy damage to vehicles.
If you aim the missile launcher at a vehicle, you'll notice that it locks on,
so you can use it to shoot down aircraft as well. This guy can also lay mines.

-----------
PILOT
-----------

Pilots regenerate the health of any vehicles that they man. They also have
a fusion cutter, which can repair vehicles and build turrets on special
plates (they'll have a green spanner icon above them). They're generally not
much good at fighting, but can hold their own if they really need to. Pilots
can also dish out health and ammo.

-----------
SNIPER
-----------

Sharpshooter, marksman, call it what you will. No shooting game is really
complete without the sniper. In addition to having a sniper rifle, the other
main strength of the sniper class is that he has a recon droid. You only get
one (although you can pick up more), and it has a limited fuel supply and is
easily destroyed, but it has one major strength. It can call down orbital
bombardments. Simply right click while flying the droid, and the bar that
would usually be secondary weapon ammo will fill up green. Once that bar is
full, the bombardment is locked on, and a couple of seconds later, the droid
and anyone nearby will be annihilated. If the droid is destroyed before the
bar is full, no bombardment happens, but once the bar's full, it doesn't
matter.

==============================================================================
2. FACTIONS
==============================================================================

Star Wars Battlefront features four factions: the Rebel Alliance, the Galactic
Empire, the Republic and the Seperatists. Games are always played between
either the Empire and Alliance or Republic and Seperatists, you cannot mix
eras. However, most maps can be played with either era. The labels beneath
each vehicle name show the equivalent in the other era.


------------------------------------------------------------------------------
2.1 Rebel Alliance
------------------------------------------------------------------------------

The heroes of the movies, rising against the tyranny of the Empire. They're
quite a hard side to play as when you're a beginner, as they have a vehicle
disadvantage on some maps. However, once learnt, they're no worse than any
other faction.


----------------
WOOKIEE SMUGGLER
----------------

The Rebels' special class. At first sight, the Wookiee appears to be nothing
special, but with experience, you'll soon discover its real strengths.

BOWCASTER - Slightly more powerful than your standard blaster, but that's not
the real beauty of this weapon. Hold down the fire button and you'll charge up
your shot. At maximum charge, you'll shoot seven shots at once. It's useful
when either a) you have multiple enemies in front of you or b) you're at close
range.

GRENADE LAUNCHER - Not that much to say. That's not to say it's a rubbish
weapon or anything. Once you learn how to angle it to get exactly the shot you
want, it's ace at clearing out closely knit groups of Imperial troops.

TIME BOMB - I love this thing. It's insanely powerful. Attach it to the foot
of an AT-ST and it'll blow the thing up. It's that powerful. Also very good on
Endor - four bombs take out the generator. Pity you only start with three.


The best way to deal with a Wookiee Smuggler is to keep your distance. You
don't want to be close when that bowcaster goes off. Other than that, just
shoot. Bear in mind the increased stamina, though.


----------------
VEHICLES
----------------


X-WING
----------------
DROID STARFIGHTER

Probably one of the most distinctive Star Wars ships ever, along with the TIE
fighter. Its four cannons allow it to bring a very large amount of firepower
against a target, but also means you have to be careful on your trigger, as
you run out of weapon energy very fast. The X-Wing's secondary weapons are
proton torpedoes. Remember that they lock on. Also bear in mind that they
shoot in twos.


Y-WING
----------------
MAF

Your standard bomber. It's slower than the X-Wing, but packs a serious punch.
It has a gunner's position for better protection from fighters. The bombs are
quite hard to place accurately, but you get 24, so you can do a limited amount
of carpet bombing.


LANDSPEEDER
----------------
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