"Jedi Soldier 2" Green combat readiness review 1 share

May 30 2025

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There are a lot of green combat readiness in "Jedi 2", but many players don't know what these green combat readiness are like. First of all, the A/MG-43 machine gun sentinel. As the first green combat readiness to be given after completing training, the machine gun turret is very balanced in all aspects, and it is the shortest cooling speed in all turrets (90 seconds). How about the green combat readiness of Jedi Soldier 2? Preface: Green combat readiness is basically fixed combat readiness. It is fixed in the beacon position from the beginning. It has a certain amount of health and protection capabilities. Most of it is auxiliary output and suppression (automatic turrets). Unlike drones, the turrets will actively attack the enemy, regardless of

There are a lot of green combat readiness in "Jedi 2", but many players don't know what these green combat readiness are like. First of all, the A/MG-43 machine gun sentinel. As the first green combat readiness given after completing training, the machine gun turret is very balanced in all aspects, and it is the shortest cooling speed in all turrets (90 seconds).

How about the Jedi Soldier 2 Green War Preparation

Preface

Green combat readiness is basically fixed combat readiness. It is fixed in the beacon position from the beginning. It has a certain amount of health and protection capabilities. Most of it is auxiliary output and suppression (automatic turrets). Unlike drones, the turrets will actively attack the enemy. Regardless of whether the enemy is alert or not, start directly without saying much.

Automatic turret class "Because the turret internal turret was used to monitor citizens before, it sometimes suddenly aims at you, please don't be nervous"

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1.A/MG-43 Machine Gun Sentinel

The first green combat readiness to complete the training is given. The machine gun turret is very balanced in all aspects. It is the shortest cooling speed in all turrets (90 seconds). It has 200 health points and level 2 armor. It sends bullets with a diameter of 8mm, causing 90 damage and 23 durability damage, level 3 penetration (consistent with the MG43 machine gun), a capacity of 175 rounds, and a maximum existence time of 150 seconds.

The distance to the turret is 75 meters, and the turret will give priority to attacking small and medium-sized units. If there is no within the target, it will attack heavy units. The turret will continue to shoot the target, and the next target will not be replaced until the target dies (the turret is all about this logic).

Very simple and unpretentious turret, because the shorter cooling time allows frequent calls, the built-in mid-wire and self-sighting system can help you quickly clean up small and medium-sized units. The three-line is more common, and it may be a little worse than the robot. Very balanced turret.

Xiao Jiqiao: Machine guns can help you deal with groups of flying dragons well

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2.A/G-16 Gatling Sentinel

Although everyone did not have this combat readiness at the beginning, everyone should have seen its power in the training camp. The bullets used by this turret are the same as those used by the machine gun turret, so I won’t talk about it here (you can see above).

However, because it is a three-tube rotor shooting, the rate of fire is more than twice as fast as that of a machine gun turret (136% faster), and the bullet reserves have also increased by more than double. The price is that it has a minute more cooling time than a machine gun battery.

The DPS of the Gatling Fort is twice that of the machine gun turret, which means it is more suitable for large-scale suppression and high-speed and efficient cleaning of small and medium-sized units. However, it switches the target during shooting and does not stop shooting, which also causes the Gatling Fort to inexplicably kill friendly submarine soldiers (of course, the turret has a very high firing rate that causes you to be killed by the turret before you can react).

When using the Gatling turret, you'd better not stand between the turret and the enemy, and try to throw the turret upwards.

Personal advice: Don’t get too close to monsters when using Gatlin. It is best to quickly deal with large and heavy enemy units to prevent the turret from attacking these units and waste ammunition.

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3.A/AC-8 Automatic Sweater Cannon

You can think of it as an automatic shooting cannon, but it fires a high-explosive bomb, but the strength is that it does not need to change the shell and each round of shooting is three consecutive shots. Each shell has a level 5 penetration (one level higher than the cannon), 450 damage and durability damage, 6m explosion radius, 2 meters inside is a level 3 penetration and 150 damage, and 4 meters outside will attenuate (explosion has knockout and knockback effects).

The rate of fire is average, and the turret rotation speed is the slowest among all turrets. The distance to the enemy is 75 meters, and it prefers to attack heavy units, rather than machine gun turrets that tend to be small and medium-sized. The automatic turret is more suitable for use on the Western Front within the third line. The main reason is that its initial shooting speed is very high, and the bullet will hit immediately after firing, and the flight time is short.

Suggestion: Automatic turrets are not like machine gun turrets, they are more suitable for robotic airships and sublime watchers (flies) of light energy

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4.A/MLS-4X Rocket Squirt Cannon

As the name suggests, the battery that sends a rocket has a range of one to one in the turret, and there are 2 boxes of 16 rounds of magazines (the first box of bullets will increase [+50%] after the ship is upgraded, and the second box will remain unchanged). After the machine is shot, it will automatically switch to the next box.

Bullets fly slowly and have a certain drop, shooting intervals, launching 70mm rockets, mainTo attack large targets, direct attack causes 525 damage and durable damage, level 5 penetration, with a 4-meter explosion range, basically negligible damage, only 150 points and level 3 penetration.

Mainly eliminate large targets through direct shooting>heavy>medium>small size, destroy enemy armor through continuous shooting, so that subsequent shooting damage can be fully increased. If there is an enemy within 5 meters of the radius of the turret, the turret will not fire (the characteristic of timid mushrooms), because the rocket flies slowly, which makes it difficult to defend air.

Multiple rocket shells have a very strong suppression on large enemy units, because the hatred value of the turret is higher than that of the submarine. The enemy will give priority to attack the turret, and then be hit directly by the rocket and hit it to kill. It is best to throw the rocket in the distance to prevent the enemy from getting too close to the incoming.

Note: Please do not stand behind the rocket launcher shooting direction, and do not pass by the activation beacon on it.

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5.A/FLAM-40 Flame Sentinel

Small-scale suppression is carried out by continuously spraying flames. The maximum distance of the jet flame is 15 meters, and continuous shooting is continuous. The flame is penetrating and will not be blocked by enemy corpses. The ignition device in front of the gun port of the turret will take 1-2 seconds to ignite the front fire. The fire device in the 12th is extinguished. When the fire device is not extinguished, the shooting will not be needed.

There is no specific data for the flame damage data for the time being, but it is visually estimated that it should be consistent with the flamethrower (450/s DPS). The flame will ignite the surface to form a ignition area, causing 50 flame DOT damage.

It should be a turretful suppression force in a narrow area, but because the flames are not repelling and the turret itself is low in health, the flame turret is not very good. If you can throw it to a high place where the enemy cannot attack, it can still fight. If the turret is destroyed, it will explode and ignite an area near the turret.

Waiting for the arrow to strengthen the flame turret to the same level as the Tesla turret, there may be room for the field.

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6.A/ARC-3 Teslata

Launch an arc to attack all targets within 20 meters of nearby range (except for Class A citizens). Because the arc can conduct within multiple targets, the attack distance may be farther than the surface, and the damage is significantly higher than the arc launcher, with 600 damage and durability damage. The arc launcher has only 250 durability damage and only 100 damage, but the armor-piercing level is level 4, which is lower than the arc launcher.

Fortunately, the turret itself has excellent attack speed and the arc itself has a stun effect. In addition, the turret itself has a health of 600, making it difficult for him to be destroyed by the enemy (except for Niu Niu). In terms of visual effect, when the electric ball on the top of the turret continues to shine and increases, it means that it will shoot immediately.

At this time, you have to judge whether you are too close to it? When you use a lying down position, you will not become the target of the electric tower. However, if it is a conductive arc, you will still be hit by lying down. The turret lasts for a long time, which is 150 seconds, and can fully support the next tower cooling. However, it is not recommended to release multiple towers together. The tower may not attack other nearby units due to the loss of the attack target.

If you wear electric armor, it is not easy to be killed directly, but it will still cause slowing down and entering the doll state.

Note: When placing the electric tower, it is best to mark it and tell your teammates to prevent them from encountering love in the corner.

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