
Jedi Initiate


Key-
Type of Class
Faction: Unit Title
Primary Weapon
Secondary Weapon
Tool
Award
Leader Classes
Republic: Clone Commander
Blaster Rifle
Health/Ammo
Grenades
Air Strike Radio
Separatist: Super Battle Droid
Wrist Blaster
Health/Ammo
Wrist Rocket
Air Strike Signal
Rebel: Rebel Trooper
Blaster Rifle
Health/Ammo
Grenades
Bomber Run
Empire: Storm Commando
Blaster Rifle
Health/Ammo
Grenades
Air Strike Radio
Explosives Classes
Republic: Assault Trooper
Rocket Launcher
EMP Launcher
Mines
+ Ammo
Separatist: Magnaguard
Missile Launcher
Bulldog RLR
Mines
+ Ammo
Rebel: Wookiee Gunner
Rocket Launcher
Bow Caster
Mines
+ Ammo
Empire: Shock Trooper
Rocket Launcher
Grenade Launcher
Mines
+ Ammo
Sniper Classes
Republic: Clone Sniper
Sniper Rifle
Precision Pistol
Auto-Turret
Remote Rockets
Separatist: Battle Droid Assassin
Beam Rifle
Precision Pistol
Auto-Turret
Remote Rockets
Rebel: Rebel Marksman
Sniper Rifle
Precision Pistol
Auto-Turret
Remote Rockets
Empire: Imperial Scout
Sniper Rifle
Precision Pistol
Auto-Turret
Remote Rockets
Close Combat Classes
Republic: Clone Assassin
Dual Vibroblades
Sub-blaster
Smoke Grenades
Timebomb
Separatist: Commando Droid
Vibroblade
Heavy Blaster
Flash Bang Grenades
Detpack
Rebel: Bothan Spy
Disintegrator Cannon
Invisibility
Flash Bang Grenades
Timebomb
Empire: Vanguard Trooper
Feletche shotgun
Pistol
Smoke Grenades
Detpack
Heavy Classes
Republic: ARC Heavy Gunner
Rotary Blaster Cannon
-None
Heavy Grenades
+ Armor
Separatist: Droideka
Dual Blaster Cannons
-None
Energy Shield
+ Armor
Rebel: Special Forces Trooper
Dual Sub-Rifles
-None
Heavy Grenades
+ Armor
Empire: Imperial Heavy Gunner
Chaingun
-None
Heavy Grenades
+ Armor
Mechanic Classes
Republic: Clone Engineer
Arc Caster
Fusion Cutter
Tank Drop
Drone Turret
Separatist: Engineer Droid
Arc Caster
Fusion Cutter
Tank Drop
Drone Turret
Rebel: Imperial Engineer
Arc Caster
Fusion Cutter
Tank Drop
Drone Turret
Empire: Rebel Combat Engineer
Arc Caster
Fusion Cutter
Tank Drop
Drone Turret
Aerial Classes
Republic: Jet Trooper
EMP Launcher
Commando Pistol
Grenades
+ Flight Time
Separatist: Geonosian
Radiation Launcher
Force Pike
Grenades
+ Flight Time
Rebel: Rebel Boost Trooper
Grenade Launcher
Vibroknife
Grenades
+ Flight Time
Empire: Imperial jump Tooper
Arc Caster
Precision Pistol
Grenades
+ Flight Time
Type of Class
Faction: Unit Title
Primary Weapon
Secondary Weapon
Tool
Award
Leader Classes
Republic: Clone Commander
Blaster Rifle
Health/Ammo
Grenades
Air Strike Radio
Separatist: Super Battle Droid
Wrist Blaster
Health/Ammo
Wrist Rocket
Air Strike Signal
Rebel: Rebel Trooper
Blaster Rifle
Health/Ammo
Grenades
Bomber Run
Empire: Storm Commando
Blaster Rifle
Health/Ammo
Grenades
Air Strike Radio
Explosives Classes
Republic: Assault Trooper
Rocket Launcher
EMP Launcher
Mines
+ Ammo
Separatist: Magnaguard
Missile Launcher
Bulldog RLR
Mines
+ Ammo
Rebel: Wookiee Gunner
Rocket Launcher
Bow Caster
Mines
+ Ammo
Empire: Shock Trooper
Rocket Launcher
Grenade Launcher
Mines
+ Ammo
Sniper Classes
Republic: Clone Sniper
Sniper Rifle
Precision Pistol
Auto-Turret
Remote Rockets
Separatist: Battle Droid Assassin
Beam Rifle
Precision Pistol
Auto-Turret
Remote Rockets
Rebel: Rebel Marksman
Sniper Rifle
Precision Pistol
Auto-Turret
Remote Rockets
Empire: Imperial Scout
Sniper Rifle
Precision Pistol
Auto-Turret
Remote Rockets
Close Combat Classes
Republic: Clone Assassin
Dual Vibroblades
Sub-blaster
Smoke Grenades
Timebomb
Separatist: Commando Droid
Vibroblade
Heavy Blaster
Flash Bang Grenades
Detpack
Rebel: Bothan Spy
Disintegrator Cannon
Invisibility
Flash Bang Grenades
Timebomb
Empire: Vanguard Trooper
Feletche shotgun
Pistol
Smoke Grenades
Detpack
Heavy Classes
Republic: ARC Heavy Gunner
Rotary Blaster Cannon
-None
Heavy Grenades
+ Armor
Separatist: Droideka
Dual Blaster Cannons
-None
Energy Shield
+ Armor
Rebel: Special Forces Trooper
Dual Sub-Rifles
-None
Heavy Grenades
+ Armor
Empire: Imperial Heavy Gunner
Chaingun
-None
Heavy Grenades
+ Armor
Mechanic Classes
Republic: Clone Engineer
Arc Caster
Fusion Cutter
Tank Drop
Drone Turret
Separatist: Engineer Droid
Arc Caster
Fusion Cutter
Tank Drop
Drone Turret
Rebel: Imperial Engineer
Arc Caster
Fusion Cutter
Tank Drop
Drone Turret
Empire: Rebel Combat Engineer
Arc Caster
Fusion Cutter
Tank Drop
Drone Turret
Aerial Classes
Republic: Jet Trooper
EMP Launcher
Commando Pistol
Grenades
+ Flight Time
Separatist: Geonosian
Radiation Launcher
Force Pike
Grenades
+ Flight Time
Rebel: Rebel Boost Trooper
Grenade Launcher
Vibroknife
Grenades
+ Flight Time
Empire: Imperial jump Tooper
Arc Caster
Precision Pistol
Grenades
+ Flight Time

Jedi Initiate


Why change the secondary wepons?
The sniper and rocket guys in BF2 both had a major weapon that was great, but couldn't really be used in normal combat, you don't want to waste rockets on infantry, and it's hard to hit enemy units at close ranges with the sniper, so I think that the rocket guy needs a grenade launcher type weapon because it has more ammo and is better suited for infantry, yet it can still be used against vehicles. I liked how if you unlocked the precision pistol, it was a great backup weapon for the sniper, but it should be a permanent weapon, because it has a faster rate of fire, but is still accurate like a sniper. So that is why those should be the secondary weapons
Why split the engineer class?
The engineer class was too powerful and versatile in my opinion, he was a vehicle specialist, a sabotuar, a mechanic, a medic, and close quarters unit, which is way too wide of a range, so there should be a mechanic class that fixes things, slices vehicles and pilots them, as well as the award where he can order an air drop of his faction's main tank, and there should be a close range unit that specializes in close range, stealth, and sabotage.
Why does the sniper get Remote Rockets?
The remote rockets are a long range weapon, they can be fired from clear across the map, and are the perfect tool for a camping sniper, because it gives him some anti-vehicle capability, and a rocket guy in the middle of combat can't just stop there in the middle of the battle to fire one without getting shot
Why does the leader class have health and ammo?
Again, not only because the health and ammo make the engineer too powerful, but why would you give the guy off slicing vehicles the medic capabilities? Giving the leader class the health and ammo makes much more sense because he's leading the units into battle and is right there with the majority of the units, plus he needs health more often
Why give the leader class an air strike?
The leader class in the BF series had one fatal flaw, vehicles, you'd be leading your squad to a command post, then all of the sudden a tank would roll up, and you'd be screwed, the only weapon the leader class has is grenades, so an air strike is just perfectly suited for this class
Why give the mechanic a vehicle drop?
Vehicles shouldn't just spwan in, they should be dropped in, like in Star wars 3 on Geonosis, where the LAATs dropped off AT-TEs, that way mechanics are more depended on
I also think that there should be less vehicles in general, just a few here and there between infantry, and because there are so few, I think the only classes able to drive vehicles should be the leader and mechanic classes, that way the other classes stick to what they are meant to do
The sniper and rocket guys in BF2 both had a major weapon that was great, but couldn't really be used in normal combat, you don't want to waste rockets on infantry, and it's hard to hit enemy units at close ranges with the sniper, so I think that the rocket guy needs a grenade launcher type weapon because it has more ammo and is better suited for infantry, yet it can still be used against vehicles. I liked how if you unlocked the precision pistol, it was a great backup weapon for the sniper, but it should be a permanent weapon, because it has a faster rate of fire, but is still accurate like a sniper. So that is why those should be the secondary weapons
Why split the engineer class?
The engineer class was too powerful and versatile in my opinion, he was a vehicle specialist, a sabotuar, a mechanic, a medic, and close quarters unit, which is way too wide of a range, so there should be a mechanic class that fixes things, slices vehicles and pilots them, as well as the award where he can order an air drop of his faction's main tank, and there should be a close range unit that specializes in close range, stealth, and sabotage.
Why does the sniper get Remote Rockets?
The remote rockets are a long range weapon, they can be fired from clear across the map, and are the perfect tool for a camping sniper, because it gives him some anti-vehicle capability, and a rocket guy in the middle of combat can't just stop there in the middle of the battle to fire one without getting shot
Why does the leader class have health and ammo?
Again, not only because the health and ammo make the engineer too powerful, but why would you give the guy off slicing vehicles the medic capabilities? Giving the leader class the health and ammo makes much more sense because he's leading the units into battle and is right there with the majority of the units, plus he needs health more often
Why give the leader class an air strike?
The leader class in the BF series had one fatal flaw, vehicles, you'd be leading your squad to a command post, then all of the sudden a tank would roll up, and you'd be screwed, the only weapon the leader class has is grenades, so an air strike is just perfectly suited for this class
Why give the mechanic a vehicle drop?
Vehicles shouldn't just spwan in, they should be dropped in, like in Star wars 3 on Geonosis, where the LAATs dropped off AT-TEs, that way mechanics are more depended on
I also think that there should be less vehicles in general, just a few here and there between infantry, and because there are so few, I think the only classes able to drive vehicles should be the leader and mechanic classes, that way the other classes stick to what they are meant to do
Not a bad list if I do say so my self
"It's not who I am underneath, but what I do that defines me"
What ever happened to customizable classes?
Too unbalanced and with caps on certain guns you can carry with other guns, the customizable part kinda fades...sukispartan wrote:What ever happened to customizable classes?

A customizable class would be awesome, sort of like the one in mw2. However, sometimes you find a weak weapon and other weapons that are really unbaleanced
"It's not who I am underneath, but what I do that defines me"
True, they should have bothe then -a compromise.
yeah, it would be nice
I just want upgradable weapons that you can trick out with the latest tech.
I just want upgradable weapons that you can trick out with the latest tech.
"It's not who I am underneath, but what I do that defines me"
Because weapons from Star Wars are usually fairly primitive ;)Ironman21 wrote:I just want upgradable weapons that you can trick out with the latest tech.

Latest tech sounds nice 

hey, if you could get a different scope, faster fire rates, and maybe even a silencer of some kind
"It's not who I am underneath, but what I do that defines me"
What good would a silencer do in Battlefront?

Ya, considering that there would be a bright laser coming towards you the sound reduction wouldn't help much.

Point taken.
Some sort of special ops ish weapon that fires an invisible and silent laser sound cool-ish
Some sort of special ops ish weapon that fires an invisible and silent laser sound cool-ish