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StarWars Battlefront 2 Resources

 


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Page 1 (10 of 26 topics)
+123 Mod v2.2Squeddie's Map PackSWBF2 Server ApplicationsSWBF2 Official 1.1 PatchSWBF2 Heroes and Villains Damage ChartSWBF2 Official WebsiteSWBF2 TweakGuideMawk's Heroes and Villains Guides: Darth MaulMawk's Heroes and Villains Guides: The FettsMawk's Heroes and Villains Guides: Yoda


26 TopicsPage 1 of 3 

 +123  Mod v2.2

February 27, 2008, 3:19 am - triphamm3r

+123 Mod v2.2

This mod adds an EXCESS of 123 modes/maps into the SWBF2 Game.

The installation of this map pack does NOT change ANY originally installed SWBF2 game files. The maps are simply deposited in the "Addon" folder or the self extractor creates the "Addon" folder if you don't have one and deposits the maps there. Once installed, the new maps/modes should show in the SWBF2 map list game interface.

+123 v2.2 is the patched version of +123 v2.0 with mission fix & mission fix2 included. This version was repackaged by ]v[ himself (the modder responsible for this awesome mod and the SWBF1 maps included with it). [SL]Sprite has been in contact with ]v[ and working with him to get this special packaged 2.2 version for the easiest installation for the players at GWL without having to worry about patching with the fixes.
GOOD JOB SPRITE!


    Maps included in this Mod include Hero Assault on all the SWBF2 shipped maps and also Hero Assault on the added SWBF1 maps in the mod.



    Galactic Civil War on Geonosis and Clone Wars on Hoth and Endor.


    A "Prison Break" style of play with Bespin Cloud City and Death Star Maps using the Episode 4 Heroes


    Hunt modes with Temple Security on Coruscant and Palace Guards on Naboo.


    Added Space maps like Space Mustafar and Space Kamino.


    Hunt modes on Polis Massa with Gungans and Ewoks, and Republic against the Empire on a few maps as well as CIS against Rebels.


    SWBF1 Maps, Yavin IV: Arena, Bespin Cloud City, Rhen Var Citadel and Harbor.




Players are encouraged to install this map pack to keep SWBF2 fresh, exciting, and enjoyable. If a map from this mod is randomly chosen for competition at GWL, the map would fall under the Mod Map rule for competition. But despite this compromise... players are STRONGLY encouraged to install this map pack for a more enjoyable experience in the game and competition.

Mod Maps
If a team/player does not want to play the mod map selected they can declare in the matchcoms that they do not want to play the mod map. The map will not be played and this does not require consent from the other team/player. Any rejections of the use of mod maps must take place no later than 36 hours after the challenge is accepted. If a team/player rejects the use of a mod map, the other team/player will choose any standard SWBF2 map they want for the match. If a team/player agrees to use the mod map ("agreement" being no dispute to map choice within 36 hours in matchcoms) they cannot later reject the use of the mod map.


Installation:

**BEFORE YOU INSTALL** Using Windows Explorer navigate to:
C:/Program Files/LucasArts/Star Wars Battlefront II/GameData/Addon and delete these folders: BF2, AT4, AT5, BS1, BS2, GO1, KM1, RH1, RNV before you install +123 v2.2. The folders you are deleting represent the mods that are no longer approved for competition at www.globalwf.com which include +123 (original) and the GWL Custom Map Pack.

If you never installed the previous GWL approved mods (+123 v1.0 and the GWL Custom Map Pack) then you don't have to delete anything. Simply Install the +123 v2.2.

===============================================

To install manually without the self extractor:
This is for the ppl who like to do it themselves or who want the map pack in a version that is just the map folders zipped up.

Once you have deleted any old versions of BF2 folder and any other GWL mods listed above, extract folders BF2 and DLC to:

C:/Program Files/Lucas Arts/Star wars Battlefront II/GameData/Addon

Steam Path: C:/Program Files/Steam/steamapps/common/Star wars Battlefront II/GameData/Addon

*Adjust path for Windows Vista/7.
*If you do not have an Addon folder create one in the GameData folder.

+123 v2.2 Zip file
can be downloaded
HERE


===============================================

Windows XP - CD/DVD Version Only (Vista/7 users should use zip file above.)
To install using the "Self Extracting" Zip File:

This takes all the guesswork out of installing the mod. Running the self extractor will deposit the files in the default installation path /Addon. If you've installed to a different drive/location other than the Lucas Arts default location (C:Program Files/Lucas Arts/Star Wars Battlefront II), the self extractor will also let you choose the path/drive to extract to.

Once you have deleted any old versions of BF2 folder and any other GWL mods listed above run the +123 v2.2 self-extracting Zip file. The folders BF2 and DLC will be extracted to the default Lucas Arts SWBF2 install path:
C:/Program Files/Lucas Arts/Star Wars Battlefront II/GameData/Addon

GWL +123 v2.2 "Self Extracting" Zip file
can be downloaded
HERE


===============================================

[b]For Server Admins

+123 v2.2 has been zipped with the Sound Folder's removed for server installation.
For download and server installation instructions click HERE

Always be sure that your game is closed when removing or adding mod maps to your Addon Folder. If your game is open during installation the maps may not function properly.

===============================================

Special Thanks to ]v[ in his efforts to make SWBF2 more enjoyable. AWSM job !

本当にありがとう !

This help topic is currently rated 96% effective with a total of 22 votes

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 Squeddie's  Map Pack

August 19, 2007, 1:00 am - triphamm3r

Squeddie's Map Pack

Squeddie's Map Pack
<< - Click Here for Download - >>


Squeddie's Map Pack has been approved for competition at GWL. The installation of this map pack does not overwrite any SWBF2 original game installation files. The maps are large so they will only be included for the larger ladders (6v6, 8v8).





The Following Maps are included in this map pack:

Ancient Research Facility (GCW, CW)
Dantooine (GCW, CW)
Italia (GCW, CW)
Kastel (GCW, CW)
Tynna Valley (GCW, CW)
Nelvaan Village (GCW, CW...Although included in the map pack, Nelvaan Village will not be added into competition because of multiplayer instability of the map. The map does play fine for single player.)

PLAYER INSTALLATION INSTRUCTIONS
Extract the all files to: C:/Program Files/LucasArts/Star Wars Battlefront II/gamedata/Addon (Making sure you are extracting using folder names) or just copy the "SQS" folder in the zipped file to that same location. If the "Addon" folder does not exist, you must create one in that location.

SERVER INSTALLATION INSTRUCTIONS (For PC servers running the BBO SM Ver. 1.10)
Extract all files to C:/Program Files/LucasArts/Star Wars Battlefront II PC Server/Addon
(Making sure you are extracting using folder names) If the "Addon" folder does not exist, you must create one in that location.

For the server to run these maps correctly... you MUST delete the Sound folder from the "SQS" folder you've extracted into the Addon folder.
(C:/Program Files/LucasArts/Star Wars Battlefront II PC Server/Addon/SQS/data/LVL_PC/sound)

REMOTE SERVER INSTALLATION INSTRUCTIONS (for server providers using BBO SM Ver. 1.10)
Login to your server account. Create an Addon folder wherever your swbfsm.exe resides. Upload the "SQS" folder to the server to the Addon directory.

For the server to run these maps correctly... you MUST delete the Sound folder from the "SQS" folder in the Addon folder. (IE: .../Addon/SQS/data/LVL_PC/sound)

Special thanks to Squipple Eddie.

This help topic is currently rated 82% effective with a total of 11 votes

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 SWBF2  Server Applications

August 19, 2007, 12:53 am - triphamm3r

SWBF2 Server Applications

Star Wars Battlefront 2
Dedicated Server program version 1.1 from Lucas Files
<< - Click HERE to Download - >>

This is the Star Wars Battlefront II Dedicated Server for the PC version 1.1 from Lucas Arts. This is the Server Application that is necessary to HOST games for the SWBF2 Version 1.1 game.


Black Bag Ops
The Black Bag Ops Server Manager is used to run the server program linked above. This is the BBO updated version of the server manager and should be used INSTEAD OF the v1.08 included with the download linked above.

Black Bag Ops Server Manager v1.10:
Download the Black Bag Ops Dedicated server manager from HERE or FileFront.

Black Bag Ops Remote Manager v1.10:
Download the Black Bag Ops remote manager HERE or from FileFront.

Black Bag Ops User Guide
Download the Black Bag Ops User's Guide HERE.

This is the updated version 1.1 of the BBO dedicated server manager and remote manager from Black Bag Ops. Once you have the Star Wars Battlefront 2 Dedicated Server program installed... use the BBO Dedicated Server Manager and Remote Manager to manage the server.



These files are provided for download only. There is no support beyond what Kevin Lockitt provides at his own site www.BlackBagOps.com

The site itself seems to be down, so in an effort to provide the SWBF2 community with the files for download, They are available here.

The 1.1 version of these files were bought and paid for by the SWBF2 community and provided to us by Kevin Lockitt. He has our continual thx. All credit due him is provided in his original readme.txt files.

THX KEVLAR! What happened to your site?!!!

This help topic is currently rated 89% effective with a total of 9 votes

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 SWBF2  Official 1.1 Patch

August 16, 2007, 5:20 am - triphamm3r

SWBF2 Official Patch from Lucas Arts

Official Star Wars Battlefront 2 Patch 1.1
<< - Click Here for Download - >>


Make sure you have the right version for your region and for your disk type (CD/DVD)

This will update version 1.0 to version 1.1. The game is now released as the 1.1 version. You don't need to patch unless you have the 1.0 version of the game.

For PC: 1.1 update

Patch Name: BFIIUpdate1_1.exe (Domestic) / BFIIUpdateInt1_1.exe (International DVD) / BFIIUpdateEngCD1_1.exe (International CD-ROM)

Platform: PC

Format: DVD / CD-ROM

Size: 26.5 MB (Domestic) / 57.6 MB (International DVD) / 26.5 MB (International CD-ROM)

This update addresses the following:

NEW CONTENTS AND FEATURES
---------------------------------------------
Added support in both Singleplayer and Multiplayer for additional maps.

Added support for the LCD screen on the Logitech G15 Gaming keyboard.

Added additional server-client functionality to increase the online experience.

RESOLVED ISSUES
---------------------------
Corrected functionality issues with Droidekas.

Adjusted the weapon animation speed based on how fast the player is moving.

Corrected an issue that caused the remote rockets awarded to heavy weapons class soldiers to become invisible.

Corrected an issue with the sky texture on Geonosis.

Resolved various stability issues associated with multiple hardware configurations.

Improved stability for computers using Dual-Core CPUs with NVIDIA GeForce 6 or GeForce 7 graphics cards. Please check the NVIDIA website for future driver updates which may resolve any existing issues.

Increased stability for both Singleplayer and Multiplayer portions of the game.

Corrected an issue that caused player icons in the mini-map to disappear.

MULTIPLAYER IMPROVEMENTS
--------------------------
Increased Multiplayer performance for LAN and Internet games.

Increased Multiplayer stability for LAN and Internet games.

Corrected an issue that caused a decrease in network performance when rolling starships in Space maps.

Increased stability between game sessions and map cycling.

Reduced the ability for players to SPAM text messages during online play.

Corrected an issue that caused hero characters to not appear in Multiplayer games.

BALANCING IMPROVEMENTS
--------------------------
Corrected an issue in Space maps with starships inside of hangars.

Corrected collision issues with the Ball Mode of Droidekas.

This help topic is currently rated 82% effective with a total of 9 votes

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 SWBF2  Heroes and Villains Damage Chart

September 17, 2009, 9:26 pm - triphamm3r

 SWBF2  Official Website

August 3, 2007, 5:32 am - triphamm3r

 SWBF2  TweakGuide

August 2, 2007, 6:33 pm - triphamm3r

Use of this SWBF2 TweakGuide is HIGHLY recommended to resolve many issues that may be causing lag or unstable play due to graphics and other settings. If you have a dual core computer and you're crashing... the guide also has a procedure to help.


Star Wars Battlefront 2 Tweak Guide HERE

TweakGuides.com is devoted to providing you with a range of detailed tweak guides to help you maximize the performance of your computer.

This help topic is currently rated 60% effective with a total of 4 votes

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 Mawk's  Heroes and Villains Guides: Darth Maul

September 16, 2009, 5:14 am - triphamm3r


The following is part of the complete study of Heroes and Villains by -)G(-Mawk. His guide has been an asset to the SWBF2 community for quite some time and the information is invaluable. Many thanks to him and his research.

Darth Maul: Force Guide

Overview:
Darth Maul is a very strong character. His health I would describe as normal. His saber is of normal strength or just below (but has ability to knock down quickly). His dash is very strong and has a high knock down percentage. His force powers are push and saber throw. He is one of the easiest characters to play and is the only villain with push.

Darth Maul's pace is what I call normal speed. His sprint is also normal speed. This makes it so he can catch up to the gunners fairly easily. His dash attack does significant damage. He does however have the possibility of blowing right by the enemy after hitting them, or even missing them completely. If you have played Yoda much since I released him, I will refer to the dash method of SLOWING DOWN. It helps to start the click before you reach the enemy if you are not good yet good at slowing down. If you notice that you did not knock them down with the dash, get your block up quickly. If you are good at the slow down method, (dash and just after you saber the enemy hold down your backward key to slow down), you will find that clicking just as you reach them will be the most effective to knock them down. Once this happens be sure to back-swing for a final blow. This usually kills them. If they are facing away from you, the dash usually knocks them down. If you do knock them down but zoom right by them, turn around and kill them before they can get up. As a heads up, his dash doesn't work too well if the enemy is blocking properly.

Above I described Maul's saber as normal or just below normal strength. Many would say his saber is strong. I classify a strong saber as one that takes the littlest amount of time to kill a character with a combo. Maul's combo is lengthy and weak. It takes the enemy to about ¼ health left but can be continued.. With many characters, if the enemy is not dead after the combo is done, the enemy can possibly get away. Maul would normally have a weak saber, but his saber has the ability to stun/knockdown a character during the combo. The combo can be continuous on Maul, you can just keep clicking and he'll just keep swinging. So he can keep knocking the enemy down until they are dead. This has a disadvantage: it takes longer to kill than someone like Mace Windu. This also leads to dying a lot right after fights by other pushers. You will want to get use to blocking and turning around as soon as you finish killing someone. Maul's saber combo is best used in certain circumstances.

One of these circumstances is when someone is blocking improperly. If the enemy does not swing at the same time as you, you have a great chance of penetrating their block and knocking them down. This has to happen when you are close to them. If the enemy does actually swing at the same time (which is before the knockdown part of your saber combo) it is a button-mashing contest. When in a head on saber/button-mashing fight, try to spin your mouse in circles so you change angles, the correct angle may knock the enemy down. Also you can try to spin him at an angle to do a quick backswing and make them fall over. Remember that block is very fickle.

Because of his continuous combo and knockdown feature, you do not have to worry about people getting away very often. So you do not have to worry too much about the characters with higher health, which on heroes are only the gunners. The quickest way to kill the enemy is after a push.

Force push is a powerful tool to use when executed properly. I define a proper push as stunning the enemy with a single push. You will find this hard to do in many circumstances. When someone is on a roof at the same level as you, the push may not stun. When someone is higher than you and you push, the push will not stun. When you're at the same level and occasionally a bit above the target, and you push them into a wall, the game has a built in recovery bug where they can get up quickly. So be ready for a backswing. If you push while someone is jumping, it will not stun unless close to the ground. Most of those ways they can get away. The best way to push for a stun is on ground level or when you are above the enemy.

You may have noticed that most of the people with the best kill/death ratios are pushers who spend most of their time on the roof. The reason being is that it has a higher chance of a stun when you are above the enemy. Roofs also make it very easy to be inconspicuous to those who do not look at the mini-map. You can surprise more people on roofs than anywhere else. Again, I recommend the roofs with the domes on them, because they give you the most protection from sight lines. You will of course be pulled from behind to another roof 500 yards away, but you'll get use to this. Anyway back to the point. If you hide behind the domes and people do not check mini-map, then you will see them run right by you. Be sure they are alone and peek over and push them. Walk to them or sprint to just near them and begin your combo. If they are low health you can dash them without worry of them recovering. When they are stunned from your push and are in the process of getting up, a dash will not be as effective unless timed right. As soon as you kill them get your block up. Then as soon as you know it's clear, get back up on your roof. Wash, Rinse, Repeat, and you will have many kills.

As I mentioned in the Vader post, saber throw is valuable for when you are not close enough to force but the enemy is keeping their distance. It is also good against gunners who are on spires or domes. There are not many tips for saber throw since it is aim and practice. If you are closer to an enemy than the max distance of your throw, you can double hit the enemy by making sure the saber throws past them. Other than that, it takes practice. You can still trick your enemy into walking into your throw by throwing directly at them a couple times. They will dodge, but then you want to throw to where they would retreat to, this usually works a few times with the inexperienced.

Maul's air attack is very powerful. I tend to use it very much like the Mace earthquake slam. So after a push if they are stunned, you can jump and do the air attack. This stuns the enemy and you can finish with a backswing or turn around and finish them off with a combo. In order to do these air jumps after push, you will need to get use to jump distances. Not many tips for this since it is just something learned over time. His air attack also covers a bigger radius than it looks like. I have knocked people down who look like they are out of the saber range. You have to be wary of someone backhanding your aerial attack though. Also his aerial starts high and ends low, so someone could dmg you before you damage them if they are below you.

Maul vs. Pullers:
These fights are tough to avoid. Pull has such a larger distance than push it will make it hard for you to get in close. There is a benefit to a block war against a puller. Pull takes just about half their power away, if you block it and are close enough, you may be able to push. Many pullers are not experienced in block wars, but if they are, just try to keep block on and get closer and closer. Their defenses will drop sooner if you do not try to push against their block. Sometimes you will push at same time but still get pulled. This is annoying. It may seem on your screen that you hit push first but you can still be pulled. So avoid pushing when you see them start to pull. If they are on a roof and you are behind something, try a few saber throws to get them moving. As Maul I tend to kill more pullers right after one of their kills. So do your best to block and hide, and wait for the opportune moment. Do not sprint directly at pullers or you'll die.

Maul vs. Pushers:
I believe a fight between two pushers can be the most fun in the game. You are on an equal field and the fights can sometimes last a long time. This is of course unless you or they get the jump. You will find yourself in a block war a lot with other pullers. Be patient. If they are experienced, they will get their block right up after they push. Try to get close to them and saber them. Push can penetrate block when (you'll notice a spark) when their energy is really low. So if you see your bar get really low, begin to look somewhere to hide. It will look like you blocked on your screen (with the spark and motion) but you'll still get pushed. This can also happen if you are not at the proper angle. You must always look at your enemy, not just face them. They can be above you and even though you're blocking, they can still push. Be sure to look up while you are blocking, or wherever they are. Keep your target on their body to avoid their push hitting you awkwardly. Maul has the advantage in these fights because his saber combo knocks down easily. Get as close as you can to them, but keep your block up when moving.

Maul vs. Gunners:
The easiest kill is by using push. Just follow the method I mentioned earlier. You can also do air attacks to knock them down. This will make sure they don't slip away. You will of course hear "Wow, you push a gunner??" To which I respond, "Ok next time I'll let you kill me?" That usually keeps them quiet. It truly depends on your play style. If you are going no force, I would actually keep away from dash. They tend to slip out of it due to the higher health or rolling/jumping. Dash works well against them if you get them while they are rolling, or just standing up from a roll. Keep block on and get close, once you get close most gunners will roll away. Turn and dash them as they do this. Since Maul's saber takes longer to kill the gunners (especially Chewie), make sure you are aware of your surroundings before you begin the kill.

*As a side note, I have been spending a lot of time using no force lately. In fact, this last week I have used force in maybe 3 games. I think no force is VERY honorable. I will add no force tips for each character much later in my guides. For now these guides remain using the tools the game has to offer, and guides for the easiest way to kill. This guide is generated toward those who do not play these characters and wish to.*



Darth Maul: Non-Force Guide

Darth Maul is a very powerful non force player. He has a devastating saber combo, fast dash attack, and a decent air attack. In duels, Maul has the advantage over a good portion of players. His saber combo attacks in a radius around him, and every single hit will perform a knock down. You can also move around pretty freely as you are swinging, so it is possible to just keep clicking and walk right up to someone and win (and it happens far to often).

His dash is quick and tough to counter. A dueler who plays Maul generally achieves knockdowns by repeating the dash to get the proper knockdown angle. You will have trouble if your opponent is dashing at you also, that is, if your opponent's dash has a block built in (Obi, Anakin, Aayla, Grievous).

Maul's air attack in a duel can sometimes prove fatal, so use it sparingly. However, if you time it properly it should always stun your enemy. The few times that it doesn't are attributed to lag or block. Careful of your opponent also doing an air attack on you though, because Maul's air attack hits harder as he lands, and his saber is above his head, exposing your body and feet to the enemy. You can also quickly recover from the air attack with comboing or backswing.

Overall, Maul's dueling strategy is about completely overpowering the other person, which he does quite well to just about anyone. There isn't much need for complex tricks or skill which makes him a favorite among the newer players. If you do use Maul, prepare for a LOT of complaining from whoever you fight.

When playing full map, Maul is also very effective. Not only does the saber combo save you loads of times, the dash attack can be used really quickly.

Primarily in full map, you want to keep your eyes open. You can usually overpower someone by the continuous saber combo, so all you really need to do to get kills is stalk an enemy.

The best way to stalk an enemy is visually out of mini-map range. You can follow them at a distance where they don't register on your minimap but you can still see them. If they get involved or are not looking at you, you can sprint in quickly and knock them down with a dash attack. The minimap makes it so the red dots are tougher to see directly behind you, so if you move quickly you can easily take the enemy out. Since Maul has normal run speed his sprint is also normal. This makes it so he can catch up to the slower sprinters (Yoda, the gunners...)

I find myself not using roofs as much with Maul, and that's probably due to the fact that he doesn't have to worry as much about being ambushed. If someone gets close all you really have to do is click you will have a possible knockdown or at least a damaging counter attack against them. If you do wind up on the ground a lot, be cautious and always turn around so the arc of the minimap catches a full circle.

Maul is pretty deadly in open areas since he can dash fairly quickly. He doesn't have to wait for a long recovery after the dash either. Because of this, if you miss a dash, you can quickly turn and try again. Many Maul players tend to make a huge mistake which I will try to work out of any of my readers. This mistake is running in circles around your opponent and then trying a dash after a few circles. I'm all for sprinting to confuse your enemy, but the circle trick doesn't work on 80% of players. The reason behind my feeling that this is a mistake, is because I generally end up knocking these players down as they pass me. They either forget to click, or think they aren't close, or are focusing with their eyes on the turn and not the enemy. They wind up confusing themselves more than the enemy half the time.

Instead what I would recommend to do is change your angles. If you insist on sprinting around them, be sure to change your angles so you aren't predictable. Don't always attack at the same time, and change it up. Circle around then go in a straight line, then circle and attack. And then do the opposite if you miss. The whole point of the circle thing is to disorient them, and make the enemy question when you will attack, so don't get in a habit.

Maul's air attack in full map is deadly, but it can be easily countered, so you will want to use it sparingly if you can. Or just use it when you know it's a definate hit.

Like all air attacks, it can be blocked at the proper angle, so try to avoid doing it when someone has block up. You can also be backhanded as you land since his saber attacks from above his head. They can backhand your feet and you'll fly forward stunned. It is good for sprint jumping to maybe one roof over because your guy won't have that downward motion that is caused by additional jumps. The downward motion is primarily what makes his air attack strike from above his head.

Since Maul's combo usually lands a stun, that continues with each hit, you'll find yourself wanting to click over and over to continue it. Be careful with this because it also leaves you open. There is a gap between his final swing and starting the next combo that an experienced player can puncture quickly and finish you. Since you are clicking like crazy you wouldn't know what hit you. So try to just do 3 clicks at a time and stop if you are missing or not close enough. Jump out of there if you have to.

This actually brings me to another point. Lately in no force servers, I've been seeing so much crazy blundering going on that it's quite disappointing. There is a difference between dashing all over the map and getting 50 kills and dying 40 times, than using some technique getting 30 kills and only 5 deaths. Yeah you may not be #1 on the list, but you will have a much better kill/death ratio.

In essence the opinion I have that I'm trying to state is, that it's okay to run from a fight that you won't win. Many people just give up and let the kill happen. I say get out of there and try it differently, all you're doing is giving someone a kill that they may not deserve.

In closing, with Maul, you can be very lethal and powerful at the same time, without just flying all over the place like a crazy man.

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 Mawk's  Heroes and Villains Guides: The Fetts

September 16, 2009, 4:55 am - triphamm3r


The following is part of the complete study of Heroes and Villains by -)G(-Mawk. His guide has been an asset to the SWBF2 community for quite some time and the information is invaluable. Many thanks to him and his research.

The Fetts: Force Guide

Overview:
The Fetts are overall weak characters. Their health is normal. They do not use lightsabers or force powers. They each have a mainhand gun, a flamethrower, wrist-rockets, and a set of bombs or mines. They have jetpacks that they can fly with. The Fetts die very often but have occasional moments of brilliance.

The movement speed of the Fetts is normal. Their sprint is not Jedi sprint so they can be caught up to by any non-gunner very easily. You will spend more time flying as a Fett but if you do run, change directions often before you take off flying again.

You will die A LOT as a Fett. This is a fact that you need to get use to if you're going to play one. You will be pulled, pushed, and will eat a lot of sabers. Don't let this get to you, because if you get really frustrated with a Fett you might as well not play one. And please don't complain publically about being forced as a gunner, you know my opinions on this.

Main Gun:
Jango's main gun is a Westar-33 Blaster. This gun you have to click to get each shot. It is not as accurate as Leia's but it can still snipe very well. The accuracy is slowly lost the further you are shooting. You can enhance your longer shots by zooming in. Be careful with this though. I noticed that I barely looked at the mini-map while I was sniping someone as Jango, so I was surprised a lot. If you can, keep one eye on your mini-map for enemies approaching you. To a hero, you are a free kill if you aren't paying attention. So keep a heads up. The best shot is of course the headshot. You won't get as may headshots from really far away so I would aim for the body at the great distances, unless they are standing still. You will want to re-locate often because this gun leaves a long purple trail as it shoots, so they just have to follow the angle to find you.

Boba's main gun is a E-33 Blaster Rifle. With this gun, all you have to do is click once to get a 3-bolt shot. It can snipe fairly well if you are an accurate shooter. The bolts actually go to where you are aiming compared to Jango's gun. The 3-bolts spread out over the larger distances. The good thing about this gun is that it takes a decent amount of health if you hit head or body. I primarily use it for getting their health down as they approach me. I don't use it as often for sniping since if they move just a little bit out of the way you won't get them. It is very good if you have someone standing there not doing anything. A triple headshot generally kills most heroes.

Flamethrower:
Both of the Fett's have a flamethrower. This is what's known as a dot, or Damage Over Time. So if you flame someone not only does it do damage initially, but it does more damage over the next few seconds. This replaces your primary weapon so you cannot shoot and flamethrow at the same time. The flamethrower is best for when the enemy is lower health and you want to pick them off and run away. I also use flame to do a fly-by against a pusher. Pushers will be your easiest targets. You will fly more than walk and when you are off the ground they cannot stun you with a push unless they are above you. So I usually swoop by a pusher and flame them and fly away. One thing to note with the flamethrower, is that one click usually takes 20 ammo away. Sometimes it's less, but usually it's 20. So if you hold the button down it uses a lot more. The enemy will be damaged a bit more if you hold it down, but it's almost a waste of your ammo.

Wrist Rockets:
The wrist-rockets are the Fett's primary right click weapon. You have only 5 wrist rockets to use, so conserve them to when you can do the most damage. Against most of the heroes, one direct rocket hit will take them down to 2/3 health. There are two crucial times to use the wrist rockets. The first is using this along with sniping. Because it is the right click you can actually click your main gun and this at the same time. If you have a character not moving it works best. You line up your zoom with the enemy's head, then you right click your rocket. As it is flying toward them begin to click your gun. If they don't move they will die very quickly. I usually wait til the rocket almost hits them to start firing, because they may start moving if they get hit by your gun bolts. The other time you should use the wrist rockets is when the enemy is hiding behind an object. Usually if you have a hero at low health they will try to hide behind objects as they make their way toward you or to safety. If you fire just at the edge of these objects you may get a piece of them, depending on how close they are to the edge. If they get hit this generally means they will try to run away, so you can pick them off with your gun.
One concern that must be mentioned, is blocking. If you shoot a wrist rocket directly at a blocking hero, they have a chance of deflecting it back to you. If you see them blocking aim toward where they are standing just to the side of their feet. This surpasses block but still does damage as it hits the ground/object they are standing on.

Bombs/Mines:
Jango Fett has timed bombs like Chewbacca. Unlike Chewbacca though, Jango can fly. The funnest trick to do with the timed bombs is to drop them into a crowd of heroes. Most heroes spend their time in the open because they don't have to avoid pulling. So just do a flyby and drop a bomb down, you may catch one or two. The bombs are also good for if someone is chasing you on the ground. If you are making lots of turns as you are running from someone, drop a bomb on the ground. Hopefully they'll pass by it looking for you. The only other instance I use the timed bombs are when I'm on a roof shooting and I see an enemy headed up to me to saber me. Drop a bomb and fly away, and hopefully you will snag them. The timed bombs last 5 seconds so it's tough to exactly calculate it.

Boba's remote mines (detpacks) on the other hand, are easy to calculate. Most of the tricks of remote mines I listed with Han's guide. Boba does have a jetpack however so he can fly over someone and drop a mine on the ground and detonate it when someone is close. I like to use the spire near hero default. I drop a mine kind of in the middle of that road leading to villain default. I then hide behind the spire to avoid being pulled (on the lip below the top) and wait for a hero to pass by. If a hero quickly sees the mine but aren't being shot at they will think a Han dropped it. Just detonate as they pass by or over it. The target of the mine is so small most won't flash their mouse over it to check if it's enemy or ally. The mines are also good for when someone is jumping up to your roof. Put the mine at your feet and wait for the last second to fly away and detonate when they land trying to swing at you.

Fetts Vs. Gunners:
You actually have the advantage over the hero gunners. They all 3 have more health than you but you can fly and flamethrow. Do not expose your head to a Leia, and do not fly directly at a Han. Both of their shots can take your health way down or kill you before you get to them. I would stay away from a Chewie unless they are busy shooting rockets. Sometimes you can just drop a bomb or mine at Chewie's feet and begin shooting and wait for the bomb to explode (or detonate the mine). Chewie has more health than Han or Leia so it's almost a waste to use your flame on him. With Han and Leia, get in close and use your flame then hide, come back once your reticule shows no red and finish them off. Don't get close enough to be mined by Han, and be careful of Leia's headshots.

Fetts Vs. Pullers:
Oh boy will you be pulled. You will be pulled so much that you will want to kill yourself. The best tactic against pullers is to avoid them. Unless they are below you and not looking, you most likely cannot take them. If you are on a roof do not wait until they land to jump and fly away, you need to do it as they are jumping up. If you do not they will land, turn and pull you. Use objects to block your entire body from a puller, because the game makes it so if they can see any part of you, you can be yanked away from the object. You can also snipe them from great distances, but this usually makes them come after you. I sometimes snipe a puller from their roof so they come down and after me, and switch to Vader at a spawn point as they approach. It's like "SURPRISE!" *choke*. Anyhoo, just keep your distance.

Fetts Vs. Pushers:
These are going to be the easiest for you to kill. Unless you are on their level or below them, they cannot stun you with push. Be sure to stay flying or above them when you are near. They will push and then you can activate jetpack and fly away. Use the flamethrower as you perform flybys on the pushers. They will chase you. Just stay at a distance and shoot them, or flame if they get close. Don't get in saber range. Make sure you keep an eye on your rocket fuel too. Let it recharge as long as you can before taking off again.

I probably have forgotten a couple tricks for the Fetts, but I don't play them often.



The Fetts: Non-Force Guide

The Fetts in non force is actually quite easy. It's pathetic really. It's almost like cheat-mode on. In fact, I don't really like Fetts in non force.

You don't have to worry about being pulled, you don't have to worry about being pushed. Fetts were already easy to use against pushers but non force is twice as easy against everyone!

I'll just drop a few reminders, but use the same tactics as you would in force. If you need a few pointers on that, visit the force guide for the Fetts.

First off, flame is your friend. Jetpack is your friend. If you use these smartly, you won't die very often. If you are on a server that allows right clicks, then wrist rockets are also your friend.

The best way to survive as a Fett in non force is to always keep an eye on your jetpack. Always try to land in a safe place. If a hero has been jumping up to get you they won't be able to chase you right away if you fly off to another roof.

As a Jango, try to snipe them from a distance. If you get enough of their health off, they will start hiding. This is when you will hunt them. Be careful for ambush points. Don't look over a short roof edge that they are below, you'll get a saber to the face. Flame them to finish them.

As Boba, you can get closer and aim some well placed blaster shots (center mass) and get their health to below half, then finish them with flame.

You can also just wait for them to come to you and flame them and then fly away. You don't have to hold flame down to do damage, it's a d.o.t. (damage over time) so it will take it away even after just one click.

Evasion is your best tactic to use. Don't stay on the ground level except to turn a corner and jetpack away, or to reload of course. Otherwise just stay on roofs as much as possible.

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 Mawk's  Heroes and Villains Guides: Yoda

September 16, 2009, 5:19 am - triphamm3r


The following is part of the complete study of Heroes and Villains by -)G(-Mawk. His guide has been an asset to the SWBF2 community for quite some time and the information is invaluable. Many thanks to him and his research.

Yoda: Force Guide

Overview:
Yoda is a weak character. He is only deadly in the correct hands. He has a bit less health than normal, and his saber is weaker than normal. His force powers are push and pull. His dash is average, though effective on low health enemies. Yoda is not for the feint of heart, for he requires a lot of precision.

Yoda has a slower pace than normal, so he will seem slow to a new player. He doesn't catch up well in a chase. His sprint dash takes roughly ¼ health from an enemy. His downward air attack does the same. His dash is a unique one, because you pretty much blow right by your target. If a character is against a wall or in a corner, you can kill them in one whole dash, because the wall stops you from skyrocketing past them. If you're doing a no force dash fight against someone, he is very effective. A few runs by and the enemy is usually dead. The enemy tends to click their attack at the wrong time when against Yoda dashing at them. A good tip with Yoda's dash is this: If you miss or they block you, let the full dash happen and then do a forward roll on top of that. Generally you get out of any range they would have to push or choke you.

Do not try to do a head on saber fight unless more experienced, because you will lose. Saber vs. saber combat knocks over Yoda easily, so try and stay away from it. There are specific times, if you keep moving, that you can win. But avoid going face to face. Also know that his single click does a lot of damage but cannot stun. His only stun is his backhand.

Yoda can survive very easily if he uses his force powers correctly. Let me be the first to tell you, that pull is not very effective on Yoda. Unlike the other pullers, when Yoda double pulls, the enemy isn't stunned. If the enemy isn't stunned then Yoda cannot kill them. Due to his saber being weaker, in order to kill a character with a full combo they MUST be fully stunned. There are only 2 instances where I pull with Yoda. The first is saving someone, pulling an enemy away so they can run or whatever. The second is if a character is low health. I would say at about ¼ or 1/3 health this works. You pull them towards you but you must jump and time an air attack when they pass you. This only works as a single pull and an air attack. If you miss the air attack get in a defensive position, because they won't be stunned after one pull and will get right up. This requires practice and timing. I rarely use Yoda's full combo anymore, I substitute a single backhand and a single click (double backhand if it's the higher health characters). This guarantees stun and kill.

The force power I would recommend most to use on Yoda is push. Most of the time, push stuns an enemy. Everyone knows that wall pushes or if they're jumping will not stun them, so don't go charging in these cases because you will die. The most effective way of using push on Yoda is if you are closer to your target. If you are too far away and push, you cannot catch up to them and do your saber combo in enough time to fully kill. In this event, you usually die. When you are closer to your target, you can dash up to them (DO NOT USE FULL DASH) and stop the dash just as you are getting to them with the backward key. Then begin your saber combos until they die. It is usually a very close call and timing is required.

There are stronger characters that Yoda has to fight against that I will give some tips on. The characters that have a bit more health (Vader, Grievous, and Dooku) need to be attacked in two parts. Using this technique relies on the enemy being predictable (95% of the time they are). If you push a Vader, Grievous or Dooku, you run in as described above (DO NOT DASH) and begin a saber combo. They will not be fully dead (at full health beginning) at the end of the combo. As they begin to get up, this is when you need to move. The enemy will 95% of the time begin swinging because they think they have you. Before this though, you will have rolled away just in time to turn around and push them once more. You will have enough power regained from during the saber fight to sprint toward them. If they are really low health (Mainly Dooku), dash through them (they die). If they are at about half health (mainly Vader and Grievous), sprint close to them and finish them with normal saber combo.

Sometimes it may take more than two pushes to finish someone off. This will make it so the enemy complains about it in chat. Just respond by saying "You're complaining about Yoda? That's funny".

A great tool for Yoda is his size. This must be used to your advantage. Keep Yoda away from open spaces, those mean his death. Block seldom works on a saber attack against Yoda, so the best defense is staying away. His size makes it so you can hide in littler space than other characters. If the enemy is not stunned or blocks your push, you will want to jump and get out of there. His size makes it so they cannot see you, and most people don't use Q targeting in Heroes. I know this because I always hear "I didn't see you," or "Where did you go?" while playing as Yoda. His size makes it so certain ledges he can hide behind, or certain roofs his head doesn't stick up. Speaking of roofs:

Many enemies get frustrated when I play Yoda if I am on a roof. Not any roof mind you, a specific roof, one with a dome add-on. Yoda can sit on the corner of those undetected. Or he can sit on the top of the dome and due to size, usually avoids a saber attack. This is the perfect place for a trap. An enemy will jump up onto the roof just below the dome thinking it is an easy kill. From above you push them (aim at the roof) and they will just fall over in their tracks. The game is built so if you are the right angle the push just makes the enemy fall over. This is ideal for Yoda because you are closer and can begin the saber attack right away. There are those that will try to jump on top of the dome, avoid this fight by pushing them away.

This brings me to another point. When playing as Yoda, you have to be picky about your fights. If you don't control the situation, you die. He does not have the health, or the saber power to be heroic. You need to make sure you have the advantage, if you do not, get out of there. Yes this will warrant fewer kills, but once you get the hang of him, they will stack back up again. So use your size and stealth to your advantage. Spending time on roofs is best for Yoda. As I already stated, block seldom works on Yoda, and getting out of a saber fight with him is difficult. Try to stay above your enemy and hidden. The dome roof add-ons are perfect for this.

One final tip before I finish with Yoda vs. specific types of characters.

Yoda's jump attack takes a chunk out of their health, but the enemy is rarely fully stunned by the time you land. I use Yoda's jump attack for the single mid air pull as described before, for someone with low health I want to surprise, and with an enemy just above half health. The trick to his jump attack is pushing first. If you push and are not close enough to get to them with your saber combo, you can jump and slice as you reach their head, try to be just in front of them. The key to winning this fight is once you land, backswing quickly. If they are full health this sometimes works, unless they get up and blocked. I found it most effective when they are in between half and full. Since you are relying on the enemy being predictable, you will find that this attack doesn't always work. The majority of the time, the enemy will move towards you to attack and if you backswing as they move forward, they will fall down. At this point, finish with saber.

Yoda vs. Pushers:
The trick to these fights, are to stay above the enemy. Try to refrain from a block fight, because if they get close enough, their saber will go through your block. If you have enough distance the block fight is fine, but they tend to move quicker than you. The only villain pusher is Maul, and Yoda rarely blocks his saber. Use your stealth techniques until you get the advantage.

I often get pushed into a corner or wall as Yoda (because I hug walls/roofs). The game makes it so that if you are wall pushed, you have a faster recovery time. Many people know this and push twice or three times. When you are pushed multiple times as Yoda, he doesn't just fall over mid air like some characters do. You can actually jump up and away and escape the fight. I'm always brave at these moments, because they come in with their saber. Maul cannot stop in mid combo, and if you jump up to a roof, they are still swinging where you were standing. Push straight down and finish him with the saber technique.

Yoda vs. Chokers:
You would be surprised how many people neglect to finish Yoda off while choking. Yoda's choke recover time seems slightly faster than normal, and I tend to be able to roll away from it a lot. The enemy rarely chokes you until they are on top of you, because they think Yoda is easy to kill. So if you are being choked, as soon as it drops for them to saber attack, roll away. Otherwise, when fighting a choker, stick to your roofs and hiding. You can also dash through them. As stated in my previous chapter, choke automatically stops a dash when someone begins to swing from their sprint. As Yoda it is different. His swing still hits the enemy when he is under them. When he is directly under them, they cannot choke. So if you are dashing a choker, do not click until you are right under them. Then keep the combo going and roll forward to get out of range.

Yoda vs. Gunners:
This is tough as Yoda. You can't double pull because they'll just fly away (but if they are close you can backslash them). You have to use push techniques. This is more difficult because the Fetts cling to roofs too, generally roofs that are higher than you. I sometimes just pull them to get them off their roof and hope they run away while on the ground (then you can push). Surprise is very easy as Yoda though, so try sneaking up on the Fetts and beginning your combo. If they are not paying very close attention, they will not move until just before they die, and by then you encompass a swing radius, and they get hit when they flee. Just use stealth as much as possible.



Yoda: Non-Force Guide

Yoda is a weak, but fast character with a very damaging saber combo, good block, great dash attack, and is the hardest character to hit, but has only one move that causes any knockdown or stun.

Yoda is probably the strangest Jedi to play as. His size is very helpful in avoiding certain attacks such as the emperor's charge attack. This size factor also makes him one of the hardest heroes to knock down. Attacks such as the emperor's dash will go right over him completely and will never even touch Yoda. This size factor can allow Yoda to get in close and hit people while only getting hit with glancing blows which have little chance of knocking him down. Because of this, you will find that in duels, you will frequently get a tie rather than outright winning a duel.

Yoda's saber combo is also very unique. I (Sneek) will not go in depth into it because there is only one part of the combo that is worth using, and that is the first swing. Yoda's first swing with his saber combo is more powerful than any first swing in the game, provided all three hits connect. Because of this, the rest of his combo is useless. Never use it. This one hit is a very effective tactic in a duel, because you can approach with your block up, click once, and your opponent has one fourth of his health remaining, which is very easy to take off with one dash.

The dash is a very quick move which can be run out of, and has the unusual quality of allowing stamina regeneration during the dash. The dash includes two swings, and then if you click multiple times, yoda will do a pivot flip after the two swings. However, in a duel, this pivot will make you very vulnerable. You should stick to single clicking for yoda's dash, so that you only do the two swings, which have no pivot time after them, you can immediately run after you attack and get away. Yoda's dash has a very wide range, wider than his saber, so keep this in mind. The weakness with yoda's dash attack, is that it has no chance of knocking down, and during the attack, you are very vulnerable to null or backswing. Always be mindful that you are not running into these, because if you run into a null or backswing in a duel, it is over, you lose. So it is advised that you try and trick your opponent and not just run straight at him predictably.

Yoda's air attack is somewhat like Obi/Anakin, and Mundi's. It is a stab that doesn't do a whole lot of damage. The only applications I've found with Yoda's air attack, are hitting people in the air (obviously) and doing a jet jump (sprinting and jumping) and then immediately clicking to do a fast air stab.

The last thing worth mentioning for Yoda is his backswing. Yoda's backswing is vitally important to him, because this is the only attack he has which can knockdown. Some uses with backswing include running at your opponent and backswinging, or blocking, and walking up and backswinging. Backswing is even better defensively, if someone is running at you, throw out a backswing and they will probably fall. Don't be fooled by fake sprints though.

As to Yoda's abilities during a full map non force fight, I (Mawk) feel he is pretty effective.

One thing you MUST think about with Yoda, is how long it can take to kill an opponent. In full map you will most likely be taking a few runs at your enemy before they die. So you have to learn the art of stalking. You need to be very good at escaping when needed, because Yoda will not always win a head on saber fight. With good tactics and practice you can do very well with him.

The first thing I will mention in regards to Yoda in non force, is you will need to learn sprint jumps, or jet jumps as Sneek calls it. These quick jumps help you move from building to building, without using much energy. It makes it so if you are on the same level or jumping to a level just a bit higher than you, you won't have to expend all that energy from jumping a couple times for a further distance. Since most of the buildings on mos eisley are roughly on the same level, this tactic is very effective, especially for Yoda.

If you leap from building to building, be sure to check your minimap. Someone could be hiding behind a dome and the second you land they will come out and saber you. If you see a dot show up when you jump, you'll still have enough energy to BACK OUT of the jump. So be sure to always conserve energy for a quick escape.
You must think of Yoda as an assassin in non force. He is NOT a tank. His attacks need to be quick and deadly if you want to survive.

His dash is pretty good in full map. One good thing is you won't always be going head on against an opponent and you can sneak a dash in and get away. If you do go head on against someone, don't just blindly dash them, you can easily be nulled. I find myself sometimes waiting for the enemy to come to me and as they get to me (generally jumping up/across to where I am) I do a quick dash and damage them. Then you can sprint around a corner and get up on another roof as they follow you. If you repeat this a couple times you can pretty much kill them without taking damage. This is generally against the people who aren't really good at non force. Follow Sneek's advice with doing a single click dash, this does just as much damage as hitting them with it and continuing the dash past them. The continuation usually misses and you can wind up being vulnerable. So single click them as you dash and it will just do the first part of it.

His aerial attack is actually quite damaging. It isn't as effective in duels as Sneek mentioned, mainly because you're going face to face and you can't hide much. But in full map if you land an air attack you can do some decent damage. There are key moments to do this. The first moment to do an air attack would be when someone is leaping at you. They can be leaping up to you, or can be leaping across from you, or even leaping down. Yoda has plenty of energy to jump and his height makes it so you have smaller jumps. You can time your jumps even with the enemies and strike them in mid-air. This will do enough damage for if they come after you a combo, or a couple dashes can finish them off.

Another time to do an aerial attack is when the enemy is below you and does not see you. They can be busy looking at one of your teammates elsewhere or whatever. Calculate your jump so you will land on their head and end up slightly in front of them. This is fairly easy to do. As you land on their head click once, do not click more than once or timing will be thrown off. This will hack them a bit of damage. They will be surprised and start swinging. If you time this right you can land and instantly begin a backslash. Since they will be moving forward to swing at you they can be stunned with your backhand. Finish them with a single click of your combo to do the most damage. This will defeat anyone if executed properly, due to the damage of the aerial, the backhand, and the combo. The only problem you should have is against a Grievous with the damage reduction on. At that point I'd just wait it out til you see that green orb around them go away.

Yoda's combo as Sneek mentioned, is deadliest in it's first click ONLY. You will waste your time and leave yourself open to attacks if you do the full combo. You can of course do the full combo if you've stunned someone with a backswing, but look out for other enemies. The first click does a 3 part hit that not many realize, it takes about 7/8 of health on a normal health character, and about 3/4 on a higher health character.

The best way to execute his combo is by approaching someone from behind, clicking once, and getting out of there with roll or jump. If they are full health you can finish them off with a well placed dash or aerial attack. If they were already lower health you will have an easy kill. If you DO attempt to take someone head on, do not just click click click, because you will die while taking them with you, and a 1/1 kill/death ratio isn't that great. If they come at you head on, try to keep your saber on them and click once and try to escape. This generally works and try to get away before being stunned. I've also found that rolling is generally the best way to get Yoda away, you can then sprint out of there. His jump doens't seem to get the height you want, and against taller villains he can be snagged back down with their saber.

Overall you want to always be changing directions with Yoda. Go in and do some damage and get out of there. Even if it's sprinting around the bottom of a building and coming up behind the person you just damaged. You have to move quick and precise with him. Stalk your opponents by knowing where they are, and make sure you continue relentlessly attacking the person you've damaged. No point damaging someone and starting over with someone else, because usually it takes a few runs.

Be patient, quick, and escape when you need to. Don't stick around for a fight with Yoda. He's like a flying creature that swoops in, bites a piece of you, flys away, and comes back again. Keep that in mind when you fight non force with him.

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