Star wars battlefront 2 mods download






















The Ewoks are technically more powerful due to the scout trooper's role in the game as sniper infantry. Capture the Flag, or CTF for short, is another mode available for play on all maps including space maps. In CTF, two factions try to capture a flag and return it to a base. Points are awarded to the team for the number of flags recovered.

Winners are determined by the number of flags captured, either by a set number of captures or a time limit. When a Jet or Dark Trooper picks up the flag they can't fly. Droidekas cannot pick up the flag while in ball mode.

Some rules vary depending on the variations present in the game, 1-flag and 2-flag. In 1-flag CTF, a neutral flag is placed approximately halfway between each faction's bases. The objective is to capture the flag and bring it to the opposite faction's base. It involves two factions which both hold a flag at their respective bases. The player must steal the flag from the enemy's base and return it to their own base.

This mode, taking place only on the Mos Eisley map, pits multiple copies of the game's playable Heroes against multiple copies of the playable Villains. The game plays out much like a Space Assault mode battle: the two teams battle each other to gain a set amount of points.

The team to reach that number first wins. It plays out with the Heroes controlling the sea wall and Villains attacking from the island. This mode is only available on the PC in single player mode on the Kashyyyk, Hoth, and Geonosis maps. The idea is similar to Assault mode. When the player's team is the first to reach a certain number of points, victory is declared. The mode also limits the command posts, so that none can be captured or lost.

The difference between XL and Assault is that in Assault there are always obtainable points for each team, while in XL there can be more than soldiers on each side. This mode is only available in the PC version because the PC is the only system able to calculate the huge numbers of entities.

A total of eight classes are available to play — six for land, two for space. Each offers a different battlefield function. Almost all classes are identical for each faction, keeping the game balanced. The "Unique" class is different for each side and varies with the map. In the instant action mode you can add units if points increase like wookiee warrior or CIS Magna Guard. The Trooper , or Soldier Class is a well-rounded class that serves as the keystone of the armies. They have a notable weakness against Vehicles, but can destroy one in groups, and are effective in nearly every situation, from close combat firefights to long range suppressive fire.

They carry blaster rifles which are effective at short, medium, as well as long ranges. These soldiers also carry 4 thermal detonators , while other classes can only carry 2. Because of their rapid-fire blaster rifles, troopers are often the frontline troops and are best at taking out enemy infantry head-on.

They are fairly well-balanced in terms of speed, firepower, and endurance. The Heavy Weapons Class is a common division in most armies. It consists of soldiers armed with missile launchers that are able to lock-on and home in on vehicles, primarily used to destroy vehicles and turrets.

They also carry two thermal detonators, mines, and a light blaster pistol for short-range protection. As one of the heaviest units, they have one of the highest endurance and defense and can sustain a lot more damage than units from other classes.

They are, however, one of the slowest units in the game, and as their launchers cannot lock on to non-vehicle targets and require reloading after each shot, they are not well suited for dealing with groups of enemy infantry. In addition to their missile launchers, heavy troopers are equipped with a standard blaster pistol as a side-arm, thermal detonators, and proximity mines.

These mines emit an obvious red-glow and will not be set off by a teammate, although it can still kill them if they are caught in the blast radius. The Sniper Class consists of snipers who are equipped with extremely high powered long-range rifles. It takes a single headshot to kill every unit except Heroes and droidekas.

Often, snipers operate in elevated positions, away from the center of battle, where they can quietly eliminate an entire team without being noticed.

They are the ultimate unit for long-range fighting and also work well at medium ranges and can also deploy auto-turrets for extra defense. While their long-range sniper rifles make them effective units in dealing with infantry, they also make them the weakest units in taking out vehicles and enclosed turrets, being able to deal practically no damage to artillery.

Moreover, their rifles are light and quick at aiming even at close ranges, but the slow rate-of-fire and light armor make them nevertheless inefficient at directly facing groups of soldier units. Being the lightest troops in the game, they have the fastest speed at the cost of having the least endurance. The Engineer Class are the troopers called to provide battlefield repairs and act as medics and ammo suppliers.

It consists of engineers or technicians who carry handheld shotguns and explosive detpacks , which, unlike the proximity mines of heavy weapon specialists, can be detonated remotely. They also carry fusioncutters, which can repair allied vehicles, construct and repair turrets, or slice into enemy vehicles.

Their shotguns are extremely deadly at close-range, but nevertheless the cost of rate-of-fire usually makes them inferior to the faster firing soldiers.

Because of this, engineers mainly serve as support units for the main-line assault units. Their speed is secondary compared to that of snipers and are also second to them in terms of weakest endurance and defense.

Star Wars: Battlefront II introduces an extra special unit class. Each unit within this class have their own unique set of weapons and equipment. Each unit of this class has their own ability to affect those around them, either increasing stats of their teammates or decreasing health of enemies. In contrast to the other previous classes, a player must unlock 8 points in a battle before being able to use a unit from the first special class. The clone commander's signature weapon, the rapid-firing chaingun, is most effective in more enclosed areas against a small number of enemies.

The chaingun is, arguably, the best gun in the game, as it can quickly eliminate multiple enemies under its incredible rate of fire.

However, it has a short delay before firing as its barrels spin up and is ineffective against vehicles and turrets, being comparable to that of the sniper rifle's power on vehicles. Commanders carry a blaster pistol for short range protection and emergency use if their chaingun is overheated or did not have time to spin up. They can also use Rally to temporarily boost all nearby friendly troops' morale and increase their resistance to damage, thus a team is at its most effective when traveling with a Clone Commander.

In addition, they have a recon droid to serve as short-range reconnaissance. The recon droid, although is has a limited period of time before exploding, can defend itself with a weak blaster or a self-destruct mechanism.

Unfortunately, deploying a recon droid renders the user immobile and completely vulnerable to enemy fire while the droid itself is often destroyed while preparing to self-destruct, at which point it must remain immobile before detonating.

Magnaguards are advanced droids that carry an arsenal of explosive weapons. Their Bulldog RLR's missiles can lock onto an enemy even infantry and kill in one to two shots, or they could be launched rapidly without locking on. Their radiation launchers are ballistic weapons that dispense projectiles similar to grenades, and is itself a type of grenade launcher, but with almost no splash damage. Like the clone commanders they carry with them recon droids for reconnaissance.

However, the Magnaguards' weapons have limited ammunition and a slower rate of fire, meaning that they are best used to provide supporting fire to supplement its allies.

Moreover, they are equipped with one-use neuro poison dispenser, which slowly reduces the health of all nearby units except droids once activated, thereby eventually causing inevitable death. Imperial officers have an arsenal similar to the Magnaguard's. Their primary weapon is a sonic blaster, quick-firing blasters with a wide-range but very low power, as is typical of sonic weapons in Battlefront. Alongside this sonic gun is a mortar launcher, which fires grenades that can either explode on impact or delayed with a charged setting to allow ricochet.

Just like the previous two units, Imperial officers are also each equipped with a recon droid. Their Rage bonus temporarily augments the firepower of nearby allies, thus serving most effectively when traveling in a group with friendly troops.

Like the Magnaguard, the Imperial officer's weapons have limited ammo and a slow rate of fire, making them more of a support class to allies. Bothan spies are units equipped for mostly stealth and strategic purposes. Their primary weapon is a short-range incinerator rifle that can quickly take out groups of enemies with increasing firepower.

Despite its high rate-of-fire, however, the incinerator nevertheless takes more time to kill than a standard blaster rifle would in some cases. Because of this, it is usually used in conjunction with their stealth field generator, which allows them to become invisible.

While invisible, a Bothan spy can utilize ambush tactics on their unaware enemy or capture command posts unseen. However, the user would be immediately forced out of stealth the moment they fire a wave of incinerating blasts, and if timed incorrectly, they can easily be taken out by a group of soldiers.

Unlike the previous three special units, the recon droid is replaced with a sticky time bomb that detonates with a large concussive blast after 5 seconds. These bombs can be planted on an unsuspecting enemy turret. Finally, Bothans have the ability to gradually regenerate the health of all nearby comrades. Like the previous class, the second group of special units also defy categorization in terms of weapons and abilities.

Therefore, each unit has their own strengths and weaknesses but cannot be used until a player earns a total of 12 points in a battle.

Clone jet troopers' main advantage is their agility, granted to them by their jetpacks, which allows them to quickly traverse great distances and gives them advantageous position over the enemy. Their EMP launchers fire devastating blasts of electromagnetism which, though slow-moving, can kill an enemy in one shot and eliminate a droideka's shield in two.

They are equipped with a rapid-firing commando pistol as a sidearm, which is stronger than the regular blaster pistol. These units can be used to sneak up behind enemies using their jetpacks and ambush them from behind, then spring away to safety while they reload.

They are the Republic's answer to the CIS droideka due to their agility in dodging the devastating laser bolts from destroyer droids and their EMP launcher's effectiveness in taking down their shields. However, they have gone down in defense and endurance since the previous game, and the electromagnetic blast radius of their EMP launchers also have a smaller splash damage radius than before.

To accommodate their jetpack, they are impervious to fall damage. Droidekas are arguably one of the most powerful special units in the game. Their twin repeating blasters are one of the most devastating in-game, and their personal shield emitters give them one of the strongest defense. Using their shield in conjunction with their blasters, they can easily mow down multiple troops.

Because of this, they are well-suited to massive firefights. Their shields can also be used to protect allies behind the shield and allow them to reload weapons. The droideka is not without flaws, however.

It can not enter vehicles, as the manual states that the droideka itself is considered a vehicle. Its shield lasts for twenty to thirty seconds and can quickly be dissipated under fire from large groups of enemies.

Additionally, they must be rolled up into a ball in order to travel quickly from place to place. Although fast, they are completely vulnerable when in this mode, as they are unable to raise their shield or fire their weapons. To attack, they must be deployed into their open configuration, at which point they would be one of the slowest units in the game, only being able to move at a very slow speed and also having a limited horizontal rotation rate.

The dark trooper is the Imperial counterpart to the jet trooper. Their jump-packs can boost them off the ground very quickly, but unlike the jet trooper's jetpack, it sacrifices accuracy for speed and height. Their powerful arc casters fire a mid-ranged, wide bolt of electricity, which, when charged, can "arc" from one unit to up to four other units. They also carry a fast-firing commando pistol as a sidearm and, like the jet trooper, they can be used to gain an advantageous position over an enemy or ambush them from behind.

As a result of their jump pack ability, they do not sustain fall damage. The Wookiee warrior has the most stamina of all units, about twice of that of a normal soldier, which makes up for their lack of speed and slow-firing arsenal. Their high endurance makes them able to withstand far more damage, sometimes being able to survive even a grenade. They are heavy hitters, with a unique bowcaster that can fire a spread of deadly shots, or fire a large, powerful bolt when charged up.

The hand-made bowcaster features a scope with two zoom capabilities and can be used as an effective sniper rifle when charged and zoomed. They carry grenade launchers that fire ballistic grenades, which explode after a few seconds when making contact with the ground. They also carry 4 thermal detonators to clear up large groups of enemies, and a recon droid to scout an area.

The Pilot Class is used to launch assaults in space. Pilots are most useful in the cockpit of a starfighter, being able to automatically repair any ship they occupy. On the ground, they are each equipped with a commando pistol, time bombs, and fusion cutters. Although much more practical piloting a starfighter than fighting on-ground, their time bombs are the most effective at taking out critical systems from the interior of a capital ship.

Their stamina, defense, and speed are roughly equivalent to that of an engineer. The marine class is a standard division of troops in most armies. Death Star campaign has bee This is a mod on the graphics from free radical, the mod adds filters such as HDR, Bloom, Sharpen, Adaptive Ligths, and many other interesti Please wait Mods Clone Wars Modpack.

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