Let's collect some game play tips

by ObiWanBonomi
Reply

Original Post

Let's collect some game play tips

[ Edited ]
★★ Guide

Let's collaborate and compile helpful game tips.
(For a Spanish version have a look here.)

 

  • If you have a new tip, hit REPLY and share your wisdom!
  • Like a tip? Be sure to give it XP.
  • Seen a video that fits a tip? Hit REPLY, say what tip it's for and include a link to the video.

 

CLASSES

  • ASSAULT
    • Your dart gun reveals where the enemy is on the mini map for a few seconds. As a new player this is priceless for older players who've unlocked other cards to help the team. It has a "fall" in flight so make sure to aim high enough to compensate.
    • (Ab)use the excessive amount of power of the Vanguard shotgun. The skill makes you extremely fast, giving you huge flanking potential. The shotgun deals gratuitous amounts of damage per shot (about 400) and can one-shot any normal soldier and two-shot a shielded Heavy, Enforcer with their shield up, and most of the heroes (three shots for Vader with extra HP and damage resistance cards). It can even take down tanks and AT-STs, if you can get behind them.
  • HEAVY
    • If you crouch you can cover your feet to further protect yourself, at the sacrifice of your mobility. This is great for covering rooms or ambushing a team.
    • Remember to use your shield. It's almost as good as the Officer buff in adding life back to your bar. Yes, it slows you down, but pop it in fights you can't win to buy your team time. You never know when someone will assist with a grenade or some other device and save your bacon just because your shield kept you alive an extra five seconds.
    • Your sentry mode is specifically designed for providing covering fire and damaging objectives. It has extremely good sustained damage and great accuracy, make sure to use it when appropriate.Also make sure to cancel it early to get back your mobility when needed.
    • Has great alternative tools that can be unlocked with the correct Star Cards. Heavies can be very effective at controlling the skies above them and can really hinder enemy vehicles when they have the right tools equipped.
    • Has a turret (requires a Star Card), which has a fairly misleading description. The AI for this turret is supremely better than the AI for the Officer's turret and it will attack infantry, if no vehicles are in range.
    • Invest in the supercharged sentry card. It's one of the heavy's best cards and allows him to indirectly fire at floors and doorways, locking down choke points for its duration. It also can be deadly for taking out enemies behind cover that you otherwise couldn't hit. On top of all this the card grants you health regeneration for the duration of sentry, making you considerably more durable.
    • The rocket turret has nearly infinite range. Set it up on the top of a hill where it can overlook the battlefield and it will score you all kinds of points effortlessly.
    • Place your turret directly behind the small doors that automatically open/close, then stand a safe distance behind the turret. When the enemy opens the door to try and destroy it, hold the turret skill button to detonate your turret using it like a remote C4 charge. Bonus: You can use this tactic in areas that don't have a lot of cover. If the turret would be picked off easily anyway, face it the wrong way so it won't fire. Enemies will often ignore since it isn't a threat; allowing you to blow them up with it.
    • Unlock the night vision mod ASAP. It's very, very good at scouting out enemies, wherever they are hiding.
  • OFFICER
    • You can press the interact key, default 'G', while standing next to your turret, to destroy it and instantly deploy a new one.
    • Your turret explosion can be quite powerful, if you're forced back and your turret is ignored, you can remote detonate it to do quite a bit of damage to your attackers.
    • Your turret being destroyed, however, WILL kill you if you stand too close, whether you detonated it, or the enemy simply shot it down. Standing near your turret will heal it, but if you aren't careful you'll both end up squished.
    • When using your Officer buff, remember that it only buffs in a cone in front op you. Wait until your team mates are in front of you before hitting that button!
      Pro-tip*: When starting a new round and you find yourself in the front, do a 180 and hit that buff button, for a mass group buff.
    • *Alternative opinion to the above (which makes sense):
      There is no point in buffing your team at the start of a round. By the time they reach any conflict the buff will have worn off and you then have to wait again for it to recharge, before you can use it in a combat situation. Wait until your team is in a strategical position, then try and buff as many as possible. I have saved many people from dying with this tactic.
    • Using the Blurg, get the grip to help with aim, it makes the gun many times better. If you take four shots instead of exploding, it's like a pistol version of the EE-4.
    • Don't underestimate the power of the officer.
    • Squad Shield - This Star Card replaces your turret, but helps so much in team-based games such as Death Star on GA. If you are a Rebel Officer, drop the shield on the point, this stops you from being hit with blaster fire from flankers. It does, however, require work from other teammates to stop people entering the shield.
    • Flashbangs - Flashbangs are perfect, they deal a little damage with the sub munitions and also blind the enemy, using this to your advantage is crucial, get as many of these at the enemy as possible for best results.
    • Battle Command - Battle command is so useful, this allows you to buff your teammates for a needed health boost, don't drop it in random situations, ensure to get it when conflict is around, this then ensures they are able to get into conflict with as much of an advantage as possible.
    • If you know you are about to get into a 1v1, Battle Command gives you a huge advantage. You should win any 1v1 if you have BC, unless the opponent is an Assault at close range, because Vanguard will still 1-shot you.
    • Don't try and be the hero - most officers do not work with teams, they tend to try solo the enemies, some officers are good enough but thats depending on your situational awareness, try and always move up with a team.
    • Objectives - If you have a team, drop a shield on objective and you as the officer capture, the rest of your team defend you since they have more health & firepower.
  • SPECIALIST
    • Use the Thermal Binoculars; they're incredibly useful. If you can see enemies directly (LoS - Line of Sight), you can tag them for allies to see.
  • ENFORCER
    • Use your Overload ability to quickly kill enemies, even burn down Heroes' health; it allows you to melt anyone in front of you in an instant. Just keep in mind that it's short-range
    • The Wookie warrior is the only Enforcer who can roll while his overload ability is active. His bolts are also explosive which means you can spam choke points to deal damage to approaching enemies you can't shoot directly. The Wookie warrior could be one of the strongest purchases for the cost; consider picking up the Enforcer instead of one of the less powerful heroes.
    • The Wookie warrior: use alternate fire to switch from horizontal to vertical fire. This is great for full-body hits.
    • The Flame Trooper was recently buffed. He now has comparable HP to Heroes. With the bonus HP card equipped this unit can be very hard to take down, if played correctly.
    • He's still incapable of defending himself at range, but consider using him in close-quarter areas like stairwells and doorways ,where his lack of range isn't as detrimental. Rather than going out into an open area, try sticking around in the strategic choke points and holding them for your team.
    • Can't roll while Overload is active, so you'll have to sneak up on Heroes.
    • Remember that you don't need head shots, but the other guy does if he wants any hope of killing kill you.
    • Jump, crouch, and strafe unpredictably to make yourself as hard as possible to hit. Rolling forward to get into range is often a good way to avoid a little damage to gap-close and mitigate a little damage.
  • AERIAL
    • Always use Jetpack Dash (roll) when your abilities are on cooldown, as it maneuvers you very fast
    • All the Aerial units are fairly similar. The Aerials are extremely mobile, they can get places that other units cannot, and hence being there is unexpected.
      They have a very fast, horizontal rocket jump that allows them to close gaps, re-position, or escape. Their superior dodge can disorient enemies and out-turn many vehicles at close range.
    • Their rocket launcher is extremely powerful, one-shotting most enemies, including Enforcers.
  • BOMBER
    • The TIE Bomber can fire three missiles, and automatically at three different targets. Plus another two at a single target. So you can have three missiles chasing one person.
    • Always use that ion canon. It fires for and stuns ships around you, making them easy targets for your allies.

HEROES

  • IN GENERAL
    • As a hero, you heal now! Most heroes will now heal up to about half their max health if they drop below it if they can avoid being shot. Use this to your advantage both to kill them, save them, or save yourself. If an enemy hero is running, focus and drop him, if your hero is running, take one for the team and stand in front. Their potential for usefulness is much greater than normal foot soldiers.
  • BOBA FETT
    • Has two cards that have great synergy to make his burst damage from rocket barrage even more deadly. He has a card that adds more rockets to his barrage and a second card that adds damage to each individual rocket. When combined at a high card level, he can zero out any light side Hero in one barrage.
      Boba Fett's "on the hunt" ability fully refills his jetpack instantly. You can use it as your fuel runs out to instantly refill and fly for the duration, then, when it ends you'll have a full tank of fuel to burn through. This can allow Boba to stay air-borne for a very long time.
  • BOSSK
    • Has an improved jump, like a Force user. Use it to get high for vantage and get better use of his sniper rifle.
      Also has a card that allows his poison grenade to heal him back to full hp. For Galactic Assault this could be the best card to use.
  • CAPTAIN PHASMA
    • Her blaster actually becomes more accurate the longer you fire with it. Her initial shots can go wide, but the longer you fire, the more dead on she becomes, making her unlimited ammo reward from the mini-game* amazingly powerful.
    • Plan her staff strikes in advance with doorways, if scan darts and such are used revealing enemies to you. They are slow to begin and can be easily dodged otherwise.
  • DARTH MAUL
    • Has a card that allows him to get three charges on his mobility skill. This card comes highly recommended, as it greatly improves your mobility, as well as being a safe way to deal damage to other lightsaber wielding Heroes, or highly mobile characters.
  • EMPEROR PALPATINE
    • Remember to use both Aim AND Shoot simultaneously (L- and R-click on PC) to fire lighting out of both hands.
  • HAN SOLO
    • Use Shoulder Charge on melee heroes to either knock them down and shoot them quickly, or try and escape.
  • IDEN VERSIO
    • Activate the stun droid early, it takes a little bit before actually stunning the enemy.
  • LUKE SKYWALKER
    • Has a card that allows him to get three charges on his mobility skill. This card comes highly recommended, as it greatly improves your mobility, as well as being a safe way to deal damage to other lightsaber wielding Heroes, or highly mobile characters.
  • DARTH VADER
    • His Force choke ability is extremely powerful. Deal damage to choked enemies by hitting the primary fire button. Walk into melee range as you are choking an enemy to use it as a gap closer. Or you can maneuver the enemy off the map if there is a near-by ledge. Jedi who are in the air can not block and air-borne units can not roll or use mobility skills.
      You can walk into melee range and then begin swatting your enemy with your lightsaber before they touch the ground. If you maneuver them to have their back to a wall they'll have no way of escaping Vader's lightsaber onslaught.
  • YODA
    • Aim = block. Use it to build up, then press L1 (for ps4) to do a much bigger push back.
      Has a card that allows him to get three charges on his mobility skill. This card comes highly recommended, as it greatly improves your mobility, as well as being a safe way to deal damage to other lightsaber wielding Heroes, or highly mobile characters.

WEAPONS

  • Blurrg-1120
    • With Improved Burst and Exploding Shot - The Blurg is naturally a good gun. However, adding the extra shot with explosive shot enables you to deal extra damage to other units around; this also helps in choke points allowing you to dish out plenty of explosive rounds.
      Alternative opinion: The TTK (time to kill) normal units actually increases by going to the 4-shot, against everything except a Heavy if you can get head shots. You also suffer a lot more recoil with the 4-burst.
    • Always aim for the gold/yellow part in the reloading bar as it allows you to get off more shots and inflict more damage, without worrying about your cooling.
  • SE-44C
    • With Improved cooling and rapid fire - This gun is naturally a semi-auto, however these mods allow you to get more shots down range. With the improved cooling you can let off the shots and the rapid fire allows you to get more rounds out in a faster succession to take out targets.
    • This gun also has decent accuracy and range, if someone is mid/long range ensure to fire single shot and when they are close/entering mid range use full auto (always full auto in choke points).

COUNTERING

  • INTERCEPTOR
    • Taking down the A-wing can be hard, because it is extremely fast and maneuverable, making it a hard target to hit. I have found the most effective way to take down A-wings is to attack it from a distance. If you get too close you can easily be out maneuvered and will have a extremely tough time getting a lock on it and a good chance it will kill you instead. Keeping a distance from the A-wing puts it out in the open making it easier to hit and drastically takes away the advantage of its maneuverability.
  • Any lightsaber wielder
    • Learn how to dodge forward through an attacking enemy with a lightsaber. If you get the timing right you will evade the attack. This technique is highly frustrating for any Hero player. Many times Heroes will completely abandon pursuit of players who know how to do this. Even if they don't, you are tying up a powerful unit's time and chipping away at their health. If you have nearby allies it gives them time to attack the hero as well.
  • BOBA FETT
    • One thing that can be disruptive to Boba Fett is explosive damage. While using his jet pack if he takes any explosive damage his jet pack will short out sending Boba into a uncontrolled tumble.
      Grenades generally are tough to use on a flying target but explosive damage from blasters also works. Chewbacca's boltcaster works for sure. I also believe that the wookie warrior's bolt caster works. I can not confirm but it is definitely worth trying the supercharged sentry and blasters with the explosive modifier as I believe these will work as well.

GAME MODES

  • GALACTIC ASSAULT
    • As droids, Push Push Push the objective. When on the droid side I've noticed my team will lose more when folks fight around the MTT rather than near the Ion Blasters. Focus on where the Ion Blasters are spawning, and when the position changes try to rush forward to it.
      The clones can damage the MTT from as much as 100m away, and it's quite easy for them to find an awkward safe angle to hit the MTT from, even if it's being actively piloted. You get info about the ion carriers' location, use it.
    • Galactic Assault is all about Battle Point economy. There are easier and better ways to get a huge amount of Battle Points, besides just going on a killing spree. Do research and watch streams for specific strategies for each map. Once you learn these strategies, you will climb higher on the leaderboards, increase your level much faster, and have a much larger impact for your team to ultimately win more games.
    • Multiple large targets (I.e. two MTTs or AT-ATs) particularly on Kayskyyk: target one MTT at a time, concentrate fire on one target at a time
    • Kamino and Takodana (Maz's Castle): Attackers should rush the first objective. As soon as they bolt it, down you're in trouble
    • Deathstar: The Officer's disruptor is very useful here, as it's normally a grenade fest
    • There is an issue. In GA most anti-armor weapons are not available until later in the game. The game expletive changes from the start of launch to the next dlc because more players unlock the ability.
    • Play the objective. Depending on the objective, getting kills may not drain the enemy team's tickets, even when on defense.
      On stages where the targets are MTTs, or AT-AT walkers, the only way to take tickets from the enemy is to use the objective weapon on the MTT or AT-AT. This will drain about four tickets immediately, and additional tickets can be drained by damaging the MTT or AT-AT.
      It is of the utmost importance that every member of the defending team stop what they are doing and shoot the AT-AT, even if it means dying in order to do so (unless you are a very expensive reinforcement like a hero).
      You can't be afraid to take one for the team if you want to win games.
    • For the Assault class use your Vanguard ability at the start of the round, and each phase to get to the objective sooner.
      This works best if your're the attackers on the first phase at the start of the round (especially on Kamino for the droids). This way you can get to the objective before the defenders and, if you can hold off some of the defenders at the point(s) long enough for everyone to move in, you can get a foothold inside the rooms or areas faster and will save time/lives drastically without having to deal with all the choke points.
      If you have friends to back you up using the same tactic, this is more effective and easier to do. Especially if you can't hold off many enemies on your own for very long.
  • STRIKE
    • Save your points for the Rocket Trooper. As much of the feedback will attest, it's quite difficult for the First Order side to win this game mode, I found that if I took a Rocket Trooper and flew through the woods fast, I'd have more luck than with any other class.
    • Maz Kanata's castle (Takodana): As the First Order, speed is key. Once you have the artifact run in zig-zags towards the objective. Your team mates should try and stun, rather than kill, as they spawn were the objective is.
    • Pro tip: Reinforcements can't pick-up the objective.
  • CAMPAIGN (SINGLE PLAYER)
    • Play single Player, it's really quite fun and lets you practice playing some of the Heroes
    • Also, it gets you free credits and Star Cards

MISCELLANEOUS

  • Play The Objective. Don't just run/fly around blasting every enemy in sight. Actually figure out what the objective is and work as a team to achieve it.
    There's no "die" in "team".
  • If you see something shiny in the distance, DUCK! It's probably a sniper taking aim.
  • Don't forget to swap your cards as needed, by level and situation. Seems rather "duh" but many forget.
  • if a Heavy has their shield up, aim from above for headshots, or at their legs, to avoid the shield entirely.
  • Blasters: The initial shot fired from your weapon is 100% accurate, after which accuracy drops. For good damage you can pulse-fire your weapon to hit targets at extended range accurately.
  • If you are being Force choked, spam the jump button for a small chance of escaping instant death.
  • Flying: Lower Speed = tighter corners. Always adjust your speed (console default is the left stick, on PC it's 'S'). The slower you go the tighter corners you can pull off.
  • *Mini-game (animation): this is what EA says to refer to the overheating mechanic. Blue is more power, yellow is temporarily no overheating.

    mini-game.png

XP, and thanks to:

@MissusMercy

@EA_David

@mastersam911

@stahn456

@kwhiskey13

@Peligrad

@SpartanKing71

@IAmYeke

Message 1 of 42 (6,977 Views)

Re: Let's collect some game play tips

[ Edited ]
★★★ Guide

It's G unless you changed the keybinding and you don't destroy it. You dismantle it to be set somewhere else. Easier to move the turret if you're advancing or retreating.

 

 

Also for mine: As a heavy, if you crouch you can cover your feet to further protect yourself with the shield at the sacrifice of your mobility. This is great for covering rooms or need to ambush a team.

Message 2 of 42 (6,911 Views)

Re: Let's collect some game play tips

Community Manager

Officer: Your turret explosion can be quite powerful, if you're forced back and your turret is ignored, you can remote detonate it to do quite a bit of damage to your attackers. 

 

Strike: Save your points for the rocket trooper. As much of the feedback will attest, it's quite difficult for the FO side to win this game mode, I found that if I took a rocket trooper and flew through the woods fast I'd have more luck than with any other class.

 

Galactic Assault: As droids, Push Push Push the objective. When on the droid side I've noticed my team will lose more when folks fight around the MTT rather than near the Ion Blasters. Focus on where the Ion Blasters are spawning, and when the position changes try to rush forward to it. The clones can damage the MTT from as much as 100m away, and it's quite easy for them to find an awkward safe angle to hit the MTT from, even if it's being actively piloted. You get info about the ion carriers' location, use it. 

David.png
Stay and Play.png
Message 3 of 42 (6,860 Views)

Re: Let's collect some game play tips

★★ Guide

If you see something shiny in the distance, DUCK! It's probably a sniper taking aim.

Message 4 of 42 (6,809 Views)

Re: Let's collect some game play tips

★ Guide

hmm have fun.

I do want to try with friends as a heavys create a shield wall. 

 

Flying wise always adjust your speed on console its default is the left stick. The Slower you go the tighter corners you can pull off. 

 

Personally I found the bomber to be the most effective. The tie bomber means you can fire 3 missles and auto matically at 3 dif targets plus fire another 2 at a single target so you can have 3 missles chasing one person. Y-bomber always use  that ion canon. it fires fires for you and stuns ships around making them easy targets for allies. 

Message 5 of 42 (6,803 Views)

Re: Let's collect some game play tips

★ Guide

Also as a specialist use them thermal binoculars incredibly useful. If you can see them directly you can tag them for allies to see. 

Message 6 of 42 (6,802 Views)

Re: Let's collect some game play tips

★ Guide

on Takondona castle the strike mission. As the first order speed is key. Once you have the artifact run in zig-zags towards the objective. your team mates should try and stun rather than kill as they spawn were the objective is. 

Big tip: Reinforcements can't pick-up the objective. 

Message 7 of 42 (6,755 Views)

Re: Let's collect some game play tips

★ Guide
As an officer using the blurg, get the grip to help with aim, it makes the gun many times better, and if you take 4 shots instead of exploding, it's like a pistol version of the ee-4. I've 3-4 shot heavies down from full health through their shields and lived. Don't underestimate the power of the officer.
Message 8 of 42 (6,737 Views)

Re: Let's collect some game play tips

★ Guide
Another tip, don't forget to swap your cards as needed by level and situation. Seems rather "duh" but many forget.

As an assault, your dart gun reveals where the enemy is on the mini map for a few seconds. As a new player this is priceless for older players who've unlocked other cards to help the team. It has a "fall" in flight so make sure to aim high enough to compensate.

As a heavy, remember to use your shield. It's almost as good as the officer buff in adding life back to your bar. Yes it slows you down, but pop it even in fights you can't win to buy your team time. You never know when someone will assist with a grenade or some other device and save your bacon just because your shield kept you alive an extra 5 seconds.

As a hero, you heal now! Most heroes will now heal up to about half their max health if they drop below it if they can avoid being shot. Use this to your advantage both to kill them, save them, or save yourself. If an enemy hero is running, focus and drop him, if your hero is running, take one for the team and stand in front. Their potential for usefulness is much greater than normal foot soldiers.

General: if a heavy has up a shield, aim from above for headshots or their legs to avoid the shield entirely. If you're an officer, your turret being destroyed WILL kill you, wether you detonated it or the enemy simply shot it down. Standing near it heals it, but if you aren't careful you'll go down with it. (Bad design imo)
Message 9 of 42 (6,710 Views)

Re: Let's collect some game play tips

★★★ Guide

This is from my experience in the beta but I'm sure this still holds true from the game play I have been seeing on streams.

 

During the beta I had some trouble taking down the A-wing because it is extremely fast and maneuverable, making it a hard target to hit. I Have found the most effective way to take down A-wings is to attack it from a distance. If you get too close you can easily be out maneuvered and will have a extremely tough time getting a lock on it and a good chance it will kill you instead. Keeping a distance from the A-wing puts it out in the open making it easier to hit and drastically takes away the advantage of it's maneuverability.        

Message 10 of 42 (6,670 Views)