Image 1 — I wish we got to see more of these guys
Image 2 — I wish we got to see more of these guys
Image 3 — I wish we got to see more of these guys
Image 4 — I wish we got to see more of these guys

I wish we got to see more of these guys

For some reason I've always been obsessed with all the background Jaegers we hardly get to see. Their designs are so cool and interesting for us to only see them for a few seconds and later learn they were destroyed or something.

u/Arc170-A — 19 hours ago

Is the DC-15s Sidearm the best all-around sidearm in the Galaxy?

(For clarification, I am talking about this blaster. I have no idea whose idea it was to give it the exact same name as a different blaster.)

The DC-15s is, in my view, the best sidearm in the galaxy. It's not the most powerful sidearm or the fastest firing, but I think it well makes up for that by having literally infinite ammo.

Blasters in the Star Wars Universe do actually have to be reloaded, either when the powerpack is depleted or the weapon runs out of gas.

The DC-15s sidearm does not have either of these limitations, at least from any source I can find. It is described as having unlimited ammo. It drains energy to superheat ambient air into super-hot plasma, meaning you never need to reload gas cartridges or change power packs. It has 250 total shots before you have to wait for the battery pack to recharge, but the battery pack recharges itself. You're almost never going to be in a situation where you fire 250 shots in such a short time period that the battery pack doesn't have time to charge.

From Wookiepedia, "BlasTech's DC-15s side arm was a blaster pistol that fired charged plasma bolts. While not as powerful as regular DC-15 blasters, the DC-15s was handy in close-quarters combat, special forces infiltration operations or when conserving ammo was necessary. The DC-15s had a recharge rate of one round per second and was capable of seven consecutive shots with energy fully recharged; after seven shots, the user had to wait for recharge of energy for at least one shot to fire again."

It may seem like a limitation that it can only fire seven shots consecutively, but I'd argue that's not really an issue seeing as you only have to wait one second before you can fire again.

So, a quick summary:

- Works as intended, not the best, but a very serviceable side arm

- Neither the battery pack or any kind of ammunition source have to be reloaded ever

- Very fast cooldown rate between shots

- Compact

- Optimum range of up to 30 meters

- Maximum range of up to 120 meters

- Cost effective (Arguably) by virtue of never having to purchase more ammo or powerpacks for it.

The only drawback I see with the weapon is that it may be expensive initially. Wookiepedia says that it costs 400 credits, however, this number is dubious for a few reasons. It wasn't made in huge numbers considering they were only used by Republic Commandos, a highly specialized elite unit. Many DC-15s Sidearms would've been lost in battle / destroyed and many others carried over into Imperial service with the surviving Clone Commandos.

The weapon was also never for sale on the civilian market, only available for purchase by the Republic and perhaps the Empire as well.

Finding one of these in the Galaxy during or after the Clone Wars would be tricky and you'd have to be extremely lucky or well connected to find one, and assuming you did it would very likely be much more expensive than 400 credits because of how rare it is.

BUT, assuming you could get your hands on one, I think it is without a doubt the best general-purpose sidearm in the galaxy.

u/Arc170-A — 3 days ago

Only getting the same few maps in Hero Showdown?

After coming back to the game for a couple weeks, I've noticed that me and my friend seem to mostly get the same few maps with very little exception in HVV and Hero Showdown.

We mainly get Naboo Republic Attack Crusier, Naboo Hangar, Felucia, Seperatist Dreadnought, Death Star, Hoth, and Takodana. (Of those the first four are a lot more common than the latter ones for some reason as well)

We've gotten Scariff, Crait, Starkiller Base, Endor, Kamino, and Trippa Hive once each.

We played on Mos Eisley a few times the first day we got the game back but somehow haven't seen it since.

There are so many maps that, despite us only playing hero modes when we get on the game, we have yet to see. For example, Ajan Kloss, Jabba's palace, Kachiro Beach, Jakku The Graveyard, Jakku Resurgent, and Bespin.

Are we just unlucky or is there some reason for all this?

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u/Arc170-A — 3 days ago

My Imperial Customs / Anti-Piracy Patrol Group

I was playing Star Wars EAW and I randomly came up with the idea for an Imperial Customs fleet that operates in the Outer Rim. I'll breakdown my choices a bit and give a brief explanation for my choices.

Imperial Escort Carrier - Slower than all the other ships, so a liability in a chase BUT serves to launch fighters and engage with larger pirate / insurgent ships.

Vigil Corvettes - It's speed allows it to keep up with the other smaller ships in the fleet while also being pretty heavily armed for it's size, which is a good benefit against both smaller and larger enemy vessels.

Imperial Customs Corvettes - What kind of customs operation would this be without this ship? Fast, good defense against fighters, and has the ability to dock with freighters or other smuggler ships for inspection.

Raider Corvettes and Patrol Boats - They're just here for anti-starfighter defense.

Now for the fighters.

Tie Torpedo Boat - Useful against any larger ships the group may encounter.

Tie Scout - Longer range scout vessels that can work semi independently of the group, such as while tracking a smuggler or pirate group.

Tie Aggressor - Chosen for it's firepower and hybrid fighter/bomber role, useful for dogfights against superior numbers and for bombing ships

Tie Interceptor - Makes up the majority of the fighter compliment. Interceptors are great at their role and are more than sufficient against most fighters this group is likely to encounter.

What do you think? What would you do differently? I didn't give myself any restrictions here but I tried to stay modest and realistic within the bounds of the universe.

u/Arc170-A — 6 days ago

Is full-body plastoid armor really so effective so as to be used by the Galactic Republic, Empire, and First Order?

Firstly, I know that many more factions and individuals used plastoid armor, but these are the main three factions that used full-body suits of it.

As we've seen throughout Star Wars, plastoid armor is very vulnerable to direct blaster bolts. It may be effective against shrapnel and glancing blows, but a direct hit is almost certain to take you down or incapacitate you if you're hit in the chest, head, or neck. We've seen soldiers survive one or even a couple direct hits on occasion, but for the most part it's game over if you get a direct hit. (Especially if you aren't a main character)

That leads me to wonder, why did these three large factions use it so extensively? I understand that it is fairly cheap, but surely you could supplement it with actual blaster resistant chest and head armor for a bit of an upcharge.

For example, you could use plastoid armor for your soldiers' leg, arm, shoulder, and groin regions, but use a more robust material for the torso and head as those are more vital areas and the most likely to be hit. You'd still get the benefit of shrapnel resistance, protection from the environment, and shielding from glancing blows, but with the added benefit that your soldiers can survive more than one or two shots in most scenarios.

Let's look at Stormtroopers for a more in-depth example. While they commonly get used as general infantry and are depicted as the common Imperial soldier, they're not. They're an elite corp within the Imperial Army. Why, then, are they only slightly more protected than Imperial Army soldiers, the actual common infantry of the Empire? The design language of Imperial Army troops mirrors actual general infantry in real life: armor on their head and chest regions with minimal if any other protective pieces. However, in star wars at least, we know that these bits of kit are made of plastoid, so in reality the Stormtroopers aren't that much more protected when it comes to blaster fire. Can the Empire really only afford to give elite troops a bit more plastic on their arms, legs, face, and groin as compared to the regular army troops?

In the case of the clones it makes a bit more sense. Millions of sets of armor were needed to equip an army and they were needed quickly. Plastoid is cheap and easy to mold and manufacture. It may not be the best armor, but it's a whole lot better than no armor and as stated there was a bit of a time crunch.

With the Empire, however, there was no pressure to make millions of sets of armor in a short time. They weren't at full scale war with any large factions when they first rose to power and they certainly had no shortage of money or resources, not to mention they still had a sizeable army of highly trained soldiers in the clones, most of whom were seasoned veterans with combat experience. This same logic can be applied to the first order to an extent as well.

Branching off that thought, while I realize that First Order Stormtrooper armor is meant to evoke the iconic Stormtrooper armor of the imperials, (both in universe and out) has technology really not advanced enough such that a more practical or suitable kind of armor is feasible to use? You would think that armor technology would advance a bit quicker in a universe where millions if not billions of beings are being shot at and shooting at others on a routine basis.

Just a thought I had.

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u/Arc170-A — 10 days ago

How can I make my titles sound interesting and not generic?

I'm writing a short horror story currently in which the main character works at a very shady and weird Grocery store. I feel pretty confident about the plot, writing, story beats, etc. but I cannot for the life of me nail down a title.

Stuff like, "The Store" or "The Grocery Store" are not attention grabbing at all and I'm 101% certain there are hundreds of stories with those exact titles out there already.

I considered something like "Aisle Surfer" or something to that effect with the word Aisle in it, but I've genuinely got writers block here.

What are some methods I can use to come up with a better name that's interesting?

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u/Arc170-A — 10 days ago

Why is stealth so hard?

I just got the game and I've been trying to do every heist quietly, but it feels literally impossible. I can do everything right but then a civilian walks past the bank I'm robbing, calls the police, and all of a sudden there's 500 cops outside and I gotta restart.

Like what am I supposed to do?

Also a bit of a sidenote, why are there so many cops? I get that its a video game but it kinda destroys my suspension of disbelief when hundreds of cops descend upon me within literally 30 seconds of my robbery beginning. And it doesn't help that even with only light armor on I'm an absolute bullet sponge, and that's on NORMAL not easy mode or baby mode. How am I casually tanking hundreds upon thousands of bullets with nothing but a light bulletproof vest and a two piece suit?

I didn't get this game to shoot 1000 cops in the course of one robbery, I got this game to be stealthy and do oceans eleven mission impossible type stuff bro.

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u/Arc170-A — 17 days ago

Stop leaving games for the love of God

So I've been playing quickplay almost exclusively for the past few weeks because two of my friends recently got R6 and they haven't reached level 50 yet. Presumably because they are both low levels, we are getting into lobbies with almost exclusively low level players.

Let me ask a genuine question to any low level / new players who may see this. Why on God's green earth do you think it's a good idea to leave in the middle of match? Like I understand that things happen, SOMETIMES, but this happens so often that I know at least a lot of the time its on purpose. I'm not talking about you if you had to suddenly leave to do something important that came up, or if you're a parent and your baby started crying or something. I'm talking specifically about people who ragequit or just decide to leave.

The circumstances of the round don't matter. We could up 2, down by 2, it could be 1 - 2, 2 - 1, or even 0 - 0. Someone is going to leave at some point, it's almost a guarantee. Yesterday I, for the first time in my 7 years of playing this game, got a forfeit victory. The game was 2-2 and for some reason a guy on the enemy team left, leading to a chain reaction of all 5 of them leaving.

Its bad enough that all my random teammates are blind, deaf, and using their testicles to play the game, but at least when they're actually in the game they can serve as a distraction or something.

I genuinely wish there were penalties for leaving casual matches, for serial leavers at least. You have no clue how annoying it is when I'm just trying to play some R6 with my friends and our entire team leaves except for us. Are you guys getting off the game when you leave or do you just immediately queue up into another one?? Do you ever get stuck in a infinite loop of leaving, joining, leaving and have a moment of self reflection?

Just stay in the game. If your house isn't on fire or your pet dog isn't choking to death, STAY IN THE GAME.

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u/Arc170-A — 30 days ago

Attackers should be able to rappel up hatches

Yesterday I was thinking about how Oryx can jump up hatches and It occurred to me, "Hey, doesn't every attacker have a rope and hook in their back pocket at all times? Why can't they just they just rappel up hatches?"

You mean to tell me that Attackers can throw a hook and rope to the top of 2 or 3 story building (and in some cases much further than they really should be able to throw) but they can't toss it 10 feet up a hatch?

I don't see why this would be a bad idea. It's not overpowered because rappelling is loud and the attacker is obviously more vulnerable while doing so. At the same time, it wouldn't be a useless addition because it could be used for flanking or providing another path to an upstairs area if the defenders have most entrances like stairs locked down. It could also probably be used to catch people off guard / ninja plant.

I've seen people complain that the game isn't realistic enough, but adding this would, at least in my opinion, increase the realism because if an Operator has a tool at their disposal, why wouldn't they be able to use it?

I think would add another layer to gameplay as well as making Oryx more flanking ability because he can now easily flank attackers while / right after they go up a hatch.

It wouldn't make Amaru less useful because she would still be far and away the best Attacker at ascending hatches. Her ability is much faster than rappelling and she's vulnerable for less time.

I think this would be a good change. Not groundbreaking or gamebreaking, just a little something to spice up the gameplay.

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u/Arc170-A — 1 month ago