There are a lot of green combat readiness in "Jedi 2", but many players are not sure what these green combat readiness are. First, the A/M-12 mortar sentry cannon, which can strike nearby targets with a high arc, has a long attack distance, and can ignore most of the cover. Each shot is in a four-shot mode, which automatically attacks targets within 125 meters nearby.
How about the Jedi Soldier 2 Green War Preparation
A/M-12 Mortar Sentry Cannon
Hit the nearby targets with a high arc, the attack distance is relatively long, and it can ignore most of the cover. Each shot is in four consecutive shot mode, which automatically attacks targets within 125 meters nearby. However, it takes a certain amount of time (about 3 seconds) from shooting to landing, resulting in poor effect against enemy units with high speed (such as worm jumping).
Suitable for attacking units with low explosion resistance (surge insects). The turret will not attack targets within 15m of the turret itself, and priority will be given to attacking the farthest target. The damage hit by the shell itself is negligible. The explosion radius of each shell is 3 meters, 400 points. The damage level 3 penetration is attenuated outward to level 0 and 2 penetration, with a minimum of 9 meters.
Mortars say that the output is really not low, and the reserve amount is also high, but because of inexplicable TK teammates and themselves, they have always been on the bench. It is difficult to kill the potential soldiers directly by a single shell, but you will always be knocked down by the first shell and then finished with the subsequent shells. The main reason is that everyone will always be close by the enemy and accidentally injured by the mortar.
Mortars are completely friendly killers on the Eastern Front, but on the Western Front you can cooperate with marking turret shooting to clear the enemies in the enemy's bunker.
It is generally used more in defensive battles, because you don’t have to worry about the enemy approaching you.
The content of this article is from the Internet. If there is any infringement, please contact us to delete it.
A/M-23 Electromagnetic Shock Wave Squirt Cannon
Consistent with the mortar shooting mechanism, the bullet is replaced with an electrostatic field shell. Each time it fires one round, the firing rate is low. The reserve shell is average due to the shooting rate. The firing shell will stun the enemy within 10 meters of the shell landing point and slow down the enemy that enters the electrostatic field. The shell will have certain damage (150 points), but it can be almost negligible.
A biased towards auxiliary turrets, which make enemies unable to get close to you or attack, almost killing people (unless you stand on the barrel), and you can mark the turrets to make your designated enemies first.
Large-scale overall control can be applied to most scenarios, effectively helping you gather monsters and make other combat readiness play their best. The disadvantage is that the firing rate is too slow, so that it can perform in an open field. And being too dispersed by the enemy will also lead to the general effect of the turret.
Large units (Titans, mobile factories) immune to vertigo
The content of this article is from the Internet. If there is any infringement, please contact us to delete it.
MD-6 Anti-Infantry (Submersible) Landmines
Initial mines, also the most infamous combat readiness, by airborne a pod, scattering the mines within a range of 25-30 meters after a delay of 2 seconds (may be affected by the terrain). The mines will stick to any surface, each mine causes 700 damage and level 3 armor-piercing level, with an effective radius of 1.2 meters decayed outward to level 2 armor-piercing damage of 0.
Maximum anti-damage radius is 5 meters. Landmines will explode after being stepped on by any enemy, siege, vehicles, or citizens (the explosion will explode after stepping on one second). Bullet shooting, explosion, and other mines that are too close will also lure mines.
The mine itself is OK to prevent the advancement of small and medium-sized enemy units, but because mines are delayed explosions, killing an enemy usually explodes more than one mine. Moreover, because the mine itself is small and it is not easy to be seen directly, the injury rate of friends is very high. In narrow areas, the mines will also be too close to each other. Exploding one will cause a chain explosion and the damage utilization rate is very low.
It's pretty good in open areas. Don't use mines on the Western Front, because enemies on the Western Front will easily explode mines in advance through shooting and other means. Remember to mark the mines when you have nothing to do to prevent your teammates from stepping on them.
Note: Any mine airborne warehouse that is destroyed before walking on the mine will cause the mine to fail (it will definitely be useless if the mine cannot be removed)
The content of this article is from the Internet. If there is any infringement, please contact us to delete it.
MD-I4 Flame Mine
It is consistent with the infantry mine data, but each explosion of the mine will ignite the ground and enemies within 4m of the mine, and the mine itself has 300 damage within 1.2 meters. The ignited enemy will suffer 50 flame DOT damage per second. Generally, a minefield can ignite enemies in a large area, but its direct lethality is less than that of the infantry mine.
It is still OK to deal with Zerg and light energy without a ticket. The disadvantage is that infantry mines are like that, which can easily injure friendly forces, and the fire damage is low, resulting in poor effect of the mine against enemy medium-sized units.
The content of this article is from the Internet. If there is any infringement, please contact us to delete it.
MD-8 Gas Mine
The mines exchanged for inorganic weak teenagers were the best used among mines. The basic data was consistent with infantry mines. The explosion was replaced with poison gas, covering the area within 4 meters for 15 seconds. It can form a large area of continuous and very strong poison gas to prevent and kill enemy units inside the poison gas. As long as the mine is not detonated, it can provide a poison gas area that lasts for 15 seconds, which can well restrain a large area of enemies and make them lose the threat directly.
Confusion and blindness of large units (Titans, mobile factories) immune to poison gas
The content of this article is from the Internet. If there is any infringement, please contact us to delete it.
MD-17 Anti-tank mine
The top-level strike-resistant king, unlike infantry mines, the walking area and number of anti-tank mines are significantly less than infantry mines. The mine will only be triggered by heavy units, which makes it the safest mine (it will not explode if stepped on). The mine itself has a damage of 2000 armor-piercing level 5 in a radius of 3 meters (it can kill most heavy units in seconds), and the external attenuation reaches a minimum of 7 meters in level 4 armor-piercing.
It is recommended that you place it in an open area, or throw it at a high point, so as to make the mines walk wider. When there are non-heavy units on the mine, you can directly kill the units above by shooting mines. The mines are not effective against Titans (because the Titans are too small and it is not easy to step on mines). They are easily shot and exploded by the enemy on the Western Front, which is not very useful, and there are too few heavy units on the Southern Front.
Note: Do not use support weapons on landmines at the same time
The content of this article is from the Internet. If there is any infringement, please contact us to delete it.
E/MG-101 Heavy Machine Gun Position
A manually operated turret with double barrels, a caliber of 12.5mm, and a very fast shooting speed. Each bullet fires 200 points of damage and 40 points of durability damage. Level 4 penetration, and a total of 300 rounds of bullets, which is higher than that of the heavy machine gun supporting weapons. The shooting perspective is 120° in front. The turret itself can rotate (the rotation speed is average), and the attack is basically without dead corners.
High-speed shooting and heavy armor penetration can handle heavy units (but it is less efficient. The previous update reduced the angle of the bullet bounce, otherwise it would be lower). The third line is universal, and the level 4 armor piercing cannot cause effective damage to the robot's tank (there can be paralyzed tanks through shooting shoes). The submarine itself reduces damage when operating the turret.
A turret can suppress enemies in a large area, with a capacity of 300 rounds that can last for a long time, but be careful to be surrounded by enemy heavy units. It is better in narrow areas. The turret can maintain multiple turrets. As long as the bullets are not exhausted, the turret will not disappear.
When shooting on the western front, be careful not to be exposed to the enemy cannon shooting range. When encountering Titan spitting acid and cows colliding on the eastern front, remember to abandon the turret to save your life. First kill the hunting device (knock the joint connection pool) on the southern front to prevent being killed by laser.
The content of this article is from the Internet. If there is any infringement, please contact us to delete it.
E/AT-12 Anti-tank Position
The real wheelchair (because it is really a chair), the strongest weapon for attacking long-range heavy units, fires 75mm anti-tank shells, damage and durability damage is 1300, and level 6 penetration. Basically, most of the heavy and large units hit the weak point is killed by two rounds.
The shell has a 3-meter explosion range (damage 150, armor-piercing 3), slow shooting speed, very slow rotation speed of the turret, fast flight speed but a certain drop, and a bullet capacity of 30 rounds, which can destroy enemy buildings. As long as you deploy an anti-tank position, it is basically equivalent to deleting all heavy and large units of the enemy in your field of view.
But you recommend that you deploy in an open-view area, and it is best not to have bunkers nearby.
The disadvantages are obvious. You are very afraid of being surrounded by groups of light units from the enemy. You have basically no room for resistance, so it is best to have teammates help or you bring drones and turrets to clean up nearby small units.
It feels like driving a tank while sitting (or should it be called a self-propelled artillery?)
The content of this article is from the Internet. If there is any infringement, please contact us to delete it.
E/GL-21 Grenadier Protective Wall
Airdrop a wall with a grenade launcher, and the wall is fully expanded (about 3 seconds) before the grenade launcher is used. The wall itself has 3000 health points and level 3 armor, with a total of four walls. The health value is calculated separately. The wall will stop unfolding after encountering obstacles. The wall will cover the parts below the chest of the hidden soldiers, which will be of some help to block enemy shooting.
However, on the Western Front, you will still be knocked down and shot by explosions. The built-in grenade launcher can only be fixed in front of the wall.0° viewing angle, capacity is 60 rounds, and the damage data is consistent with the grenade launcher.
400 damage and 3.5 meters range, 3 wear. It can be fired for a long time, and the bullet will not be closed after it hits the wall. The wall is not valuable. The main reason is that the grenade launcher above is high in value, which can suppress groups of enemies without changing bullets. It does not have to feel sorry for the lower cooling. It can throw it away after use and attract enemy hatred.
The disadvantage is that the wall must be fully unfolded. It is recommended to use it in open areas and high points to suppress the fire of the grenade.
The content of this article is from the Internet. If there is any infringement, please contact us to delete it.
FX-12 Shield Generator
A 360° energy shield is formed near the device to prevent bullets and shooting objects from entering from the outside. The shield has 4000 points of health per second (only lasting 30 seconds), the shield radius is 15 meters, lasting 40 seconds. The shield will not generate again after being destroyed, and objects can enter and exit the shield freely.
A combat readiness with excellent auxiliary capabilities is generally used mainly on the Western Front. It can create a safe area in the enemy's firepower network to counterattack. It used to deal with the burning brigade very well. It can basically ignore the enemy's firepower from a distance or counterattack quickly. Because the shield's health itself is limited, it is not invincible. Please fight back within the time when the shield exists! ! !
Note: Do not use it when the enemy is too close, as the shield may serve the enemy
The content of this article is from the Internet. If there is any infringement, please contact us to delete it.