In my opinion, Vader & Grievous are the only heroes that are S-tier across every gamemode

In my opinion, Vader & Grievous are the only heroes that are S-tier across every gamemode

Vader (the defensive tank) and Grievous (the offensive tank) are the only heroes that rank S-tier across supremacy, galactic assault, heroes vs villains & hero showdown. No other hero can match their versatility and strengths. And it's kinda crazy that they're both on the dark side...

u/Past_Lengthiness6765 — 17 hours ago

Did you know you can shoot lightsaber heroes through their block by walking in their face?

Many players don't know this but you can shoot lightsaber heroes through their block by being in their face. It's very good at finishing them off

u/Past_Lengthiness6765 — 11 days ago

The B2-RP Rocket Droid can easily be more mobile than other standard aerials

The B2-RP can be more mobile despite having longer CDs and weaker dashes. Also I know all aerials can bhop and it can also be done on the left ability... but it's much much harder compared to B2-RP's right ability because you need to press more buttons. But if let's say all aerials use bhops on left ability with miraculously a 100% success rate... then mobility will be exactly equal among all standard aerials so no point xd

u/Past_Lengthiness6765 — 14 days ago
▲ 73 r/BattlefrontTWO+1 crossposts

CIS PSA: Repulsor Cannon hard-counters Obi-Wan's Defensive Rush

Specialist's Repulsor Cannon is arguably the best counter to Obi-Wan Kenobi's defensive rush ability. This is because Obi-Wan is completely vulnerable during the ability meaning you can easily knock him down with a repulsor cannon. As you can see, he tried to rush me but got a double knockdown which led to his eventual death. This is not only really good to safe yourself from the ability, but if you have enough teammates around you then Obi-Wan is basically dead because he can't do anything while knocked down xd

(P.S. Commando Droid's vibrosword can also knock Obi-Wan out of defensive rush though that's a bit harder and riskier to do)

u/Past_Lengthiness6765 — 19 days ago

B2 Super Battle Droid >> Clone Commando

Might be a hot take to some of you, but I believe the B2 is a better overall enforcer than the CC. Explanations below. I do want to say the CC is better in a couple specific scenarios like against heroes and vehicles but overall the B2 is better.

  • B2's blaster is much more versatile as it is strong across all ranges, easily effective at mid range and even longer ranges. The CC's blaster might shred up close but easily gets out DPS'd by even infantry weapons from range as it has the worst damage drop off and spread. B2 is a much better trooper killer and much better on battlegrounds.
  • The CC has battle focus which is very strong but it's balanced by the fact that CC's health regen delay is almost double that of B2's, coming at a staggering 11 seconds delay. So if battle focus is on cooldown, regenerating HP is gonna be very difficult. The B2 just has an average regen delay while still having a strong fortify. As for max HP, B2 has 535 with fortify and CC has 560 with battle focus which is ever so slightly more but the B2 makes up for it by having a significantly smaller head hitbox which we will come back to later.
  • B2's damage output with overload is one of the highest in the game, increasing his RPM to 485 which equals a DPS of around 348 damage per second (yes it's even higher than wiki says). It's so high that it can completely pierce through CC's battle focus and literally shred anyone in its path. CC doesn't have any way to increase damage output. Instead CC has a repulsor which half the time doesn't work and gets you killed.
  • I do think CC has better explosives but the way it works he can generally only use it behind cover. If you're caught off guard by pretty much any reinforcement or hero while in anti armor mode, you're very likely dead. It's very slow rate of fire means a B2 or Droideka will easily out DPS you and kill you and the explosives ain't even enough to kill them. Even if heroes get up close, if you use explosives you're gonna blow yourself up. So it's a really strong set of explosives, you just need to know exactly when and where to use them. As for the B2, he fires a single rocket dealing very high damage. In B2's case, he can use Acquisition to increase the radius of his explosive by 80% which makes it significantly better. It's a simple rocket that can be used swiftly though less powerful than CC's explosives.
  • B2 utilizes pretty good combat dashes whereas CC uses standard combat rolls. Dashes are superior to rolls in general because their animations are faster allowing you to shoot much quicker. You can literally dash behind a hero holding block and shoot them in the back. Dashes >> Rolls.
  • The B2 has a very tiny head hitbox that isn't even located on the B2's head. This makes it nearly impossible to consciously headshot the B2. The CC is generally a bulkier clone so a slightly bigger hitbox than average troops (B2 doesn't have the smallest hitbox either but it's weird head hitbox makes up for it).
  • B2 costs 1500 battlepoints whereas the CC costs 2000 battlepoints. That's 500 less cost which means it's much easier to spam the B2 and keep getting your points back. With the CC, you gotta be much more careful.

I'm not saying the CC is bad. I just think the B2 is a better overall enforcer. CC is a lot more dependant on his abilities whereas the B2 can still excel just by using his primary blaster. As in a 1v1, from my experience it's a tie and depends on map and range. At close range, CC has slight advantage due to battle focus though I have pierced many CC's through their battle focus just by aiming for their heads. At mid and long ranges, B2 has an even greater advantage

u/Past_Lengthiness6765 — 21 days ago

Damage Reduction | Complete Guide on how to calculate Effective HP/Health Regen

TL;DR This posts explains how damage reduction can be used to calculate effective health and health regen. If you don't want to read all this stuff, at the botton you can find just the stats of effective HP and effective health regen of some heroes, reinforcements & infantry which include the damage reduction buffs.

To those who are curious, the concept of Damage Reduction (DR) in Battlefront II (2017) basically relies on taking reduced damage from incoming attacks. This means DR increases your base HP. However, the game does not show you your Effective HP (HP with DR buffs) which means most of the time you will just see a shield icon with a percentage in it. To give you a better feeling on how much actual HP you have, I did some of the math and calculated some of the characters who get DR. You can also calculate it yourself with the following formula.

  • Effective HP = Base HP/(1-DR)

Effective HP is the HP with DR buffs included. Base HP is the HP you see on the health bar and DR is the percentage of damage reduction you get !in decimals!.

We will calculate Vader's effective HP as an example. Vader has 950 base HP (with bonus health). Focused Rage gives Vader an additional 200 base HP AND 25% DR if furious resilience is equiped. So base HP is 1150 and DR% is 0,25. If we calculate it using the formula, Vader has 1150/0,75 = 1533,33 effective HP during focused rage.

Many people don't know this but DR also affects health regen. Because enemies will have to deal MORE damage to you before exceeding your health regen cap. That's called Effective Health Regen which is basically the amount of damage needed to be done to make you reach your health regen cap. To calculate Effective Health Regen, we use the following formula.

  • Effective Health Regen = Base Health Regen/(1-DR)

So pretty much the same formula but just for health regen. In Vader's case, Vader has a base health regen of 250 but during Focused Rage he gains an additional 200 HP which he can lose before reaching his cap. So 450 base health regen AND 25% DR. So we get 450/0.75 = 600 HP effective health regen. This means if the Vader is full HP and uses Focused Rage with the right cards, Vader can lose 600 HP and still regen all his base HP back.

Beneath I made a list of some characters with their effective HP & effective health regen. I won't show the math, just the health stats rounded to two decimals. Also it's assuming the character is at full HP and with the right star cards.

Effective HP: Actual HP including DR buffs (assuming character at full HP)
Effective Health Regen: Actual HP that the hero can lose from full HP and still being able to regen to full HP

HEROES

Darth Vader
Already covered in the example

General Grievous
Effective HP with Flesh is Weak: 1070,03 HP
Effective Health Regen with Flesh is Weak & Beating Heart: 384,72 Health Regen

Chewbacca
Effective HP with Bonus Health & full Impervious card: 1287,88 HP
Effective Health Regen with full Impervious card: 303,03 Health Regen
Note: Chewie can gain more DR with Furious Resilience (20% DR against blasters) but DR addition is very weird and doesn't just add together I have no idea how that works so yeah

Bossk
Effective HP during predator instincts with predator resilience card: 750 HP

Princess Leia
Effective HP during rapid fire with rebel heart card: 866,67 HP
Effective Health Regen during rapid fire with rebel heart and high spirit cards: 400 Health Regen

Maul
Effective HP with lightsaber defense card: 833,33 HP against blasters
Effective Health Regen with lightsaber defense card: 297,62 Health Regen against blasters
Special: Effective HP with lightsaber defense card DURING SPIN ATTACK: 1750 HP

Yoda
Effective HP with jedi mentor card: 760,87 HP
Effective HP with jedi mentor card during presence with feel the force card: 989,13 HP
Effective Health Regen with jedi mentor card: 271,74 Health Regen
Effective Health Regen with jedi mentor card during presence with feel the force card: 500 Health Regen

Captain Phasma
Effective HP during survivor with safety first & not hard enough cards: 1220 HP
Effective Health Regen during survivor with safety first & not hard enough cards: 720 Health Regen

There is more heroes with DR abilities, like Rey during dash strike, Han during shoulder charge and a lot of DR stats for Finn's abilities. But you can calculate those yourself using the formulas since I don't want this to be too long xd.

REINFORCEMENTS

Droideka
Effective HP while rolling: 840 HP

Clone Commando
Effective HP during battle focus: 560 HP

ISB Agent
Effective HP during assault training while sprinting: 700 HP

INFANTRY

Assault, Officer & Specialist
Effective HP with bodyguard card: 186,82 HP

Heavy
Effective HP with bodyguard card: 249,09 HP

Note: Bodyguard cards only apply 45% DR when at critical HP (45 HP for assault, officer, specialist & 60 HP for heavy. Which means if one manages to deal a lot of damage in a single attack, the effects of bodyguard probably won't be there.

Specialist
Effective HP during infiltration with hardened infiltration card: 214,29 HP
Note: Can get even higher with bodyguard card

EDIT: I just figured out how the game calculated the total DR of multiple DR% stacked together.

  • Total DR = 1 − [(1 − DR₁) × (1 − DR₂) × ...]

In chewie's case for example, if he runs Impervious, Echoing Roar & Furious Resilience, you get,

1 - ((1-0,34) x (1-0,2)) = 47,2% total DR

So effective HP becomes 1325,75 HP against blasters which is why I constantly see a lot of chewie mains run Furious Resilience together with Echoing Roar and Impervious in supremacy instead of Bonus Health

u/Past_Lengthiness6765 — 22 days ago

Why is my Grievous' Trusth Surge lock on mechanic so weak?

So whenever I use trusth surge on an enemy, let's say an aerial using jetpack. If they aerial gets even one inch further away in terms of distance, my trusth surge loses it's tracking and lock on mechanic and just goes mid distance. Also happens to literally any trooper that is just running away from me. The trusth surge stops mid distance and I have to run after them myself.

And then when I look at clips of Grievous players, their trusth surge locks on through the wildest of distances and terrains and whatever objects are within its path, even when the enemy created significant distance between them and Grievous. It always teleports Grievous directly to the enemy no matter how far. While mine just teleports me mid distance. Like wtf. What am I doing wrong?

(P.S. I am not talking about the range of trusth surge. That's increased with jedi killer card. I am talking about the lock on mechanic and its distances. So once you use the ability, the distance it teleports you between you and the enemy. Mine just goes mid way whenever the enemy moves one inch further away from me while Im using the ability and does not lock on to them :/)

And if it's somehow relevant, I play on PC with controller while using a few Grievous appearance mods

reddit.com
u/Past_Lengthiness6765 — 25 days ago

CIS PSA: Droideka & Ion Sniping Guide to destroy the Venator much easier

And for those wondering, ionized weapons deal increased damage to the reactors on both capital ships... but unlike on the Venator, on the Dreadnought you generally have to be in the reactor room itself to be able to do it and the Dreadnough hallways offer no real cover which means it's significantly less effective compared to on the Venator

Forgot to say but use Personal Shield to utilize in case enemies throw explosive inside and I also like to use the shock grenade infront of the reactor room entrance to prevent enemies from getting infront and making the ion sniping proces a bit easier.

Also NT-242 with disruptor shot can destroy a squad shield in just two shots so don't worry about them xd

u/Past_Lengthiness6765 — 26 days ago

CIS PSA: Commando Droid can dash in to the ''overlook'' on the Venator

I just found this out myself lol but others probably have done it as well. With a well timed dash, the Commando Droid can dash in to the overlook (or balcony) on the Venator ship phase in CS. You can then flank and kill the enemies there especially the snipers or you can do this to get to the second phase much quicker

u/Past_Lengthiness6765 — 27 days ago

CIS PSA: You can destroy the ARC Trooper's Shock Grenade by shooting at it

The ARC Trooper's Shock Grenade can be destroyed by shooting at it. If destroyed, the Shock Grenade loses its knockdown effect and becomes practically useless. The Shock Grenade has 10 HP meaning one perfect shot should be enough. There are two ways to notice it: you can see the red glowing light like in the clip OR you can see the animation when the ARC Trooper throws the Shock Grenade. It has a relatively small AoE so it's pretty easy to dodge out of its range if you see it thrown at you. Once you dodge out of its AoE, you can shoot at it and destroy it (or you can shoot at it instantly and hope it gets destroyed before you can get knocked down lol). Hope you learnt something new today!

u/Past_Lengthiness6765 — 28 days ago

This is how you move like a BX Commando Droid!

Always be on the move especially against crowds of enemies. Commando Droids have higher speed and with dash + melee combos like in the clip you can easily outsprint heroes. Your dashes are arguably the best in the game and your jumps are almost as good as Grievous' jumps. So use them a lot to be as agile as possible. Time your melee swings don't just spam especially against heroes.

And most importantly, JUMP WHEN SHOOTING. You are almost as unhittable as aerials and Grievous if you jump while shoot. It's pretty easy as you can see in the clip. You will reach next level if you can aim while jumping. So, JUMP. WHEN. SHOOTING.

If you people want, I can make an advanced guide on the Commando Droid with in depth guides and advanced tips and tricks.

u/Past_Lengthiness6765 — 1 month ago

CIS PSA: Commando Droid can go on top of Points A & E on Kamino and gain the high ground

I decided to just try this today so I found it out myself lol. Due to Commando Droids higher jump, he can go on point A and point E on Kamino. This gives the Commando Droids significant advantages due to having high ground cover and allowing squad members to spawn on top as well. While the Commando Droids weapon is not that strong upclose, it has no damage drop off so it is one of the strongest from range while also having little to no recoil meaning you can be very accurate from range. So going up there definitely gives you and your squad a lot of advantages.

u/Past_Lengthiness6765 — 1 month ago