Image 1 — CIS TACTICAL BRIEFING // The Complete Guide to Countering Every Republic Hero in Capital Supremacy
Image 2 — CIS TACTICAL BRIEFING // The Complete Guide to Countering Every Republic Hero in Capital Supremacy
Image 3 — CIS TACTICAL BRIEFING // The Complete Guide to Countering Every Republic Hero in Capital Supremacy
Image 4 — CIS TACTICAL BRIEFING // The Complete Guide to Countering Every Republic Hero in Capital Supremacy
Image 5 — CIS TACTICAL BRIEFING // The Complete Guide to Countering Every Republic Hero in Capital Supremacy
Image 6 — CIS TACTICAL BRIEFING // The Complete Guide to Countering Every Republic Hero in Capital Supremacy
▲ 45 r/BattlefrontTWO+1 crossposts

CIS TACTICAL BRIEFING // The Complete Guide to Countering Every Republic Hero in Capital Supremacy

Today I present to you my complete CIS guide on how to counter every Republic hero in Battlefront II (2017) in Capital Supremacy.

A lot of the time, people make posts complaining about heroes being “overpowered” or “broken,” but in reality, they really aren't that strong when there are a couple of players who know how to counter them. Today, I’m sharing a guide I made in Canva that explains the tips and tricks for efficiently hero-hunting, while also analyzing every Republic hero and the most effective ways to counter them. There are 6 images in total, including the front page, general tips, and each of the four heroes analysed. The pages should be easy to read and zooming in is always possible. You don't have to read everything, of course. Feel free to go through the images and read whatever you find helpful.

The guide consists of the following:

  • General Tips & Tricks against Republic Heroes & Hero-Hunting: I recommend reading this part, but you don't necessarily have to if you're already very experienced with CIS reinforcements and hero-hunting in general.
  • Specific Hero Counter Analysis: You should definitely check this section for all four heroes, as each hero can be countered by a CIS reinforcement that negates one of their main strengths. More about this, along with other counters and strategies, is explained on each hero's briefing page.

In the comments, I'll also post some minor game-play clips that demonstrate the counters in action. These clips are aligned with the information on each briefing page, so I recommend reading the relevant briefing pages first before watching the clips.

I hope this guide helps you improve at countering Republic heroes and become more effective at hero-hunting.

u/Past_Lengthiness6765 — 8 days ago
▲ 264 r/BattlefrontTWO+1 crossposts

Every General Grievous exploit and broken card that I know off

Hey, today I just wanted to share all the Grievous exploits, glitches and broken cards that I know off. Some of these are already very known to the general playerbase however those are just the tip of the iceberg. Grievous has so many exploits that make him very broken and overpowered. I genuinely believe he might be the character with the most exploits in the entire gaming history.

I am NOT gonna share how to do the exploits. I will only mention them and what they do just to share how broken Grievous truly is. Most I have verified myself but a couple I don't know how to do.

EXPLOITS

  1. Bunny Hops // Makes Grievous swing much faster thus increasing DPS while also breaking swing animations. Should be the most known exploit regarding Grievous.
  2. Reverse Trusth Surge // Allows Grievous to trusth surge behind an enemy lightsaber so hitting them behind their block. Reverse Trusth Surge is also useful in case something is inbetween you and any enemy, it makes trusth surge navigate around the object instead of getting interrupted.
  3. Trusth Lunge // Allows Grievous to lunge towards enemies with the range of trusth surge. Lunge range can be further increased with jedi killer. Doesn't use the ability so you can spam on as many enemies as you wish.
  4. Multi-hit Surge // With jedi killer equipped and the right technique, Grievous can hit multiple targets in any direction in addition to the intended target. This basically makes trusth surge a CC ability.
  5. CC Immunity // Grievous can become immune to all CC abilities (all knockdowns, stuns, chokes besides Han's det) for 5 seconds. This can be looped to last as long as you want.
  6. Claw Rush Double Hit // With the right technique, Grievous can hit the same opponent TWICE with a single claw rush. This is game-breaking because the opponent receives double damage and knockdown. With LUW, Grievous is capable of cycling all blaster heroes with this exploit. You can even kill an ARC with just one claw rush ability because 180 + 180 = 360 damage.
  7. Infinity Swing Stamina // Grievous can have infinity swing stamina even after being out of stamina involving a technique using claw rush. Though it's very iffy and hard to master and generally you're better off just deploying in to claw rush when you're out of stamina but it can be very suprising in duels.
  8. Trusth Surge Instant Recharge // After using trusth surge, the ability instantly recharges instead of the actual CD duration. This makes Grievous capable of using two or even three trusth surges in a row. This happens unconsciously and I don't think can be done on command though someone has told me that it is possible to do it on command however I can't confirm that. I believe it has something to do with trusth surge distance but unsure.
  9. Double Claw Rush // Right when Grievous's claw rush is ending, he can deploy back in to another claw rush. This can happen unconsciously but also on command. I believe it involves lag and I have come across it myself but don't know how to do.
  10. Claw Rush Animation Cancel // Grievous can instantly deploy out of claw rush without waiting for the end animation which allows him to swing or proceed much quicker.
  11. Permanent Cowardly Retreat DR // Grievous can have the 90% damage reduction received during claw rush with cowardly retreat applied permanently to your normal state giving you essentially 8000+ health. For this you need the help of someone on the enemy team and you cannot use claw rush again or you will lose it. This is extremely broken but not exclusive to Grievous as it can be done with a lot of other heroes.

I've also heard rumors of ''Claw Rush Instant Recharge'' and ''Dashing during Unrelenting Advance'' exploits but I have never come across them and it's only one dude that mentioned them so take them with a tiny grain of salt.

BROKEN CARDS

  1. Line Up Weakings // The damage increase is directly applied to claw rush and does not require any kills beforehand. So if you max the card out, claw rush instantly deals 180 damage.
  2. Jedi Killer // The AoE goes beyond the intended target. So if someone is standing like 12m behind the targeted enemy, they also get hit with trusth surge. This is basically the foundation that makes the Multi-hit Surge exploit possible and makes trusth surge a CC ability.
  3. Flesh Is Weak // FIW's penalty is that it the health regen speed is halved. But by equipping Flesh Is Weak and Beating Heart together, the FIW penalty gets removed and your health regen speed becomes normal again.

If you know an exploit, glitch or anything else regarding Grievous that I haven't mentioned, make sure to share it down below but do NOT mention how it's done because this sub bans the tutorials of exploits and glitches. I have only mentioned the exploits and what they do.

u/Past_Lengthiness6765 — 1 month ago

Lightsaber Dueling Tierlist

S - Tier | This tier belongs to the offensive tanks. Vader is obviously first, closely followed by Grievous. Furious Resilience and Flesh Is Weak are probably the top 2 strongest cards for heroes. Both of them have 1000+ HP and really solid offensive damage output and combos. They beat everyone on the light side and have very solid health regen. Grievous is slightly more offensive but Vader has more HP. I do think without their cards, Vader and Grievous are much more beatable.

A - Tier | This tier belongs to the regeneration masters. Kenobi and Dooku can have 400 and 370 health regen respectively. Kenobi has solid blocking stamina but lacks swing stamina and doesn't have offensive abilities. Dooku is much more offensive while having solid defence, has 3 dodges and has some really good cards so I put him slightly above Kenobi but I feel like they're essentially the the same tier.

B - Tier | This tier belongs to the dueling experts. Rey and Yoda are solid duelers and have some great combos. Rey has 3 dodges and has some really great offensive combos and really good stamina with insight. Yoda is also really solid with animation cancels and his abilities. But they lack some strong factors to be on the same levels as the first four. I think Rey is slightly better but that could probably be because good dueling Yodas are very hard to come across.

C - Tier | This tier belongs to the mobility specialists. Both Maul and Luke got some really quick moves with their dash attacks. Both Luke and Maul are a bit weaker in terms of health to make up for their mobility (Maul has 700 HP and Luke has 200 health regen). I'd say their abilities are about equal but I think Luke has better damage output hence why he's above Maul (Luke is just too offensive to be any higher).

D - Tier | This tier belongs to the crowd control masters. Both Kylo and Anakin got some of the best crowd control but unfortunately their abilities are pretty weak in dueling. They are very relient on their abilities to land and frenzy/passionate strike are pretty weak. Anakin is slightly stronger than Kylo due to better health and damage output but they're pretty similar.

Let me know how you would rank or if you agree or disagree

u/Past_Lengthiness6765 — 1 month ago

Heroes VS Villains | Strongest card loadout for every hero & villain

Since I am kinda bored and people make a lot of posts asking what the best cards are for certain villains, I decided to make a list of the best overall card loadouts for each hero and villains in HvV. This is based on my OWN experience and the thousands of hours I have in HvV.

For certain heroes, it becomes optimal to switch between cards depending on the maps and enemy picks. E.g. when you're on a map like bespin or kashyyyk you could use cards that increase push/choke throw range for luke/maul. But the loadouts I mention are the ones that makes you the best version overall and not only in specific scenarios.

As always, this is my opinion from my experiences. So if you disagree with something, feel free to let me know or help in the comments since I've not mastered every hero!

HEROES

Anakin Skywalker
Massive Strikes | Attraction | Raw Strength

Luke Skywalker
Intensify | Rush Immunity | Jedi Fighter

Obi-wan Kenobi
Jedi Resilience | Safeguard | Forward!

Rey
Balance | Damaging Strike | Focused Sight

Yoda
Opposing the Dark Side | Jedi Mentor | Feel The Force

Han Solo
Air Burst | Smuggler's Wits | Heavily Modified Blaster

Chewbacca
Bonus Health | Echoing Roar | Impervious

Leia Organa
High Spirit | Rebel Heart | Relentless Firing
If you're playing with a squad, use Stay Together instead of High Spirit

Lando Calrissian
Hot & Cold | Buckle Up, Baby | Wide Eye

Finn
In Charge | Beacon Of Hope | One Resistance

BB-8
Self Repairs | Headfirst | Whirlwind

VILLAINS

Darth Vader
Furious Resilience | Bonus Health | Punishing Grip

General Grievous
For average GG mains: Beating Heart | Sith Trained | Flesh Is Weak
For advanced GG mains: Sith Trained | Jedi Killer | Flesh Is Weak

Kylo Ren
Bloodlust | Harsh Pull | Power Reach

Darth Maul
Fool Me Once | Flow Motion | Accelerated Throw
Lightsaber Defence instead of Fool Me Once if you're up against a group of blaster heroes

Count Dooku
Sith Control | Finesse | Masterful Duelist

Boba Fett
Born To Fly | Acute Concussion | Focalize

Bossk
Trap Arming Speed | Predator Resilience | Multi-Traps

Iden Versio
Alternative Methods | Droid Batteries | Cooled Blaster

Emperor Palpatine
Lightning Reach | The Rule Of Two | In Full Control

Captain Phasma
The More The Better | Safety First | Not Hard Enough

BB-9E
Full Reconstruction | Linked Systems | Swift Power

reddit.com
u/Past_Lengthiness6765 — 2 months ago

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 — 2 months 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 — 2 months 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 — 2 months 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 — 2 months 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 — 3 months 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 — 3 months 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 — 3 months 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 — 3 months 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 — 3 months ago