"Jedi Soldier 2" Blue combat readiness intensity evaluation 3 shares

Jun 09 2025

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There are many blue combat readinesses in "Jedi 2", but many players are not sure what these blue combat readiness are like. First, the RS-422 rail cannon, as a weapon with extremely high risks and benefits, the weapon has a caliber of 10mm, and its armor-piercing level is level 5 heavy armor penetration, and there are two shooting modes: safe and unsafe modes. How about the blue combat readiness intensity of Jedi Soldier 2? RS-422 Rail Cannon⬇➡⬇⬇⬆⬅➡ Finally, it has reached the "small magnetic rail" link that everyone is thinking about. As a weapon with extremely high risks and benefits, the weapon has a caliber of 10mm and a level of armor piercing is level 5 heavy armor penetration, and there are two types of

There are many blue combat readinesses in "Jedi 2", but many players are not sure what these blue combat readiness are like. First, the RS-422 rail cannon, as a weapon with extremely high risks and benefits, the weapon has a caliber of 10mm, and its armor-piercing level is level 5 heavy armor penetration, and there are two shooting modes: safe and unsafe modes.

How is the blue combat readiness intensity of Jedi Soldier 2

RS-422 Rail Cannon

⬇➡⬇⬆⬅➡ Finally, it has arrived at the "small magnetic rail" link that everyone is thinking about. As a weapon with extremely high risks and benefits, the weapon has a caliber of 10mm and a level of armor piercing is 5. Heavy armor penetration has two shooting modes: safe and unsafe modes.

In safe mode, the shooting charge bar will not be overloaded. The relative damage of each shooting is fixed at 600 points. However, if everyone chooses the rail gun, they will definitely play with a heartbeat - unsafe mode.

When the unsafe mode is turned on and the charge bar on the right side of the gun body exceeds the threshold and turns red. At this time, the shooting damage directly soars to 1500. However, please note that if the charge bar exceeds 100%, you will permanently lose the weapon (of course, including yourself, unless you wear Democratic Armor). The disadvantage may be that the capacity is too small (20 rounds), and it will generally be used with a supply backpack.

As a three-line take-all weapon, it can be killed within 10 bullets by precise shooting against any heavy armor unit. (It is especially good on the Western Front) This weapon has a high threshold for getting started. It is recommended to be familiar with the weaknesses of all enemy units before using it.

Note that the power accumulating rail cannon will not increase the demolition value, so the demolition work should be done by other methods

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APW-1 Anti-tank Sniper Rifle

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Large caliber sniper rifle, mainly cleans up enemy high-value units at long distances, with a caliber of 12.5mm, a level of armor piercing, a level 4 heavy armor penetration, a standard shooting damage of 450, and a certain drop in the bullet. It is a weapon similar to the "magnetic small rail".

Because of the lower durability damage (180), the sniper rifle is more suitable for dealing with medium-sized units (the vertical stepper shoots the legs, the commander shoots the head, and the noble watchman shoots the backpack). The scope can be switched within 50m, 100m, and 200m. There is no waist shot at the sight, and the capacity is 7+1.

Note that each supply can only replenish the general capacity of the sniper rifle. Fortunately, the sniper rifle fires semi-automatically, which allows it to shoot continuously for one second (relatively high recoil). The recoil penalty for continuous shooting is very high, but if you are proficient in suppressing the gun, you can also deal with large enemy units (such as Titans, tanks, fearless, etc.).

Its defects are also obvious: low durability damage, few bullets and fewer supplements.

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GL-21 Grenade Launcher

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A range weapon with a high rate of fire, sending a 40mm grenade with a diameter of 3, a medium penetration level of armor piercing, a capacity of 3+1, and 8 grenades are provided for each magazine. Note that the weapon has no tactical replacement of bullets. If you leave one bullet to change, you will not store bullets into the barrel. The bullet drops higher (a bug in the previous arrow made the grenade decay directly, and the range is closer than the grenade). The grenade explosion range is 7.5 meters.

The internal 3.5 meters are completely damaged (the outer radius of armor is only level 2), the grenade has a safety fuse, which usually explodes after a direct hit, but there are exceptions (like I bounce back to kill myself?), and the user is generally recommended to shoot from farther enemies to prevent accidents.

Because it is a live-fire explosion damage, it is best to use grenade launchers for demolition. The 8 rounds of ammunition capacity and high firing rate can clean up nests and patrols well. The disadvantage may be that the probability of bullet rebound and fewer bullets (40 rounds, mainly due to the fast firing rate), and is generally used with a supply backpack

Note: The grenade launcher cannot deal with heavy armor units and flight units!

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ARC-3 arc transmitter

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The launch arc penetrates between multiple enemy units. Through the ship upgrade, the maximum number of tandems can be connected 3 => 4, the attack range is 55m, and it has certain automatic enemy recruitment ability. The standard damage is 250, the durable damage is 100, and the maximum armor-piercing level is 7. Each shooting has a certain interval and requires power accumulation. The first shooting takes a long time to accumulate power, mainly dealing with groups of below-sized units of the enemy.

The attack has stun (ineffective against large units), unlimited ammunition, and a very standard support weapon. Each shot can kill small units in seconds and its attack method of jumping arcs gives him a good advantage in dealing with groups of enemies, but due to the low durability damage, it cannot cause effective damage to heavy units.

The disadvantage is that your movement speed is very high when you continue to shootSlowly, be careful not to be surrounded by enemies, but because of its shooting with automatic enemy search, let it work unexpectedly against the Sublime Watcher on the South Line.

Note: Arc launchers can aim at the weaknesses, and can aim at the weaknesses of the robot turret to destroy the turret

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FLAM-40 Flame Thrower

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The weapon that everyone is most familiar with is that it causes standard and durable damage of 450 points per second within a range of 10 meters (this damage is already very high), armor-piercing is level 4, and flame DOT damage of 50 points per second.

Before the flamethrower starts fire, you need to ignite the small flame at the injection port (about two seconds). As long as the small flame is not extinguished, the fire will not be shaken forward. The flamethrower will ignite the ground after two seconds of continuous shooting. It is not recommended to move forward when firing, because this will ignite you. When you flew backwards when firing, it will ignite you (burn to your feet). Strangely, you won’t be able to ignite the first person.

Flamethrower has very high damage and penetration, which allows it to deal higher damage by attacking multiple parts at the same time when dealing with heavy units, but it has great disadvantages: the sprayed flame has no repulsion force (which will cause the enemy sprint unit to directly knock you away and cannot prevent the opponent from approaching you quickly), which is very fatal, but you can use the "poison dog" to complete this.

Also, it really ignites you easily, and it is not recommended to use it without wearing fire armor.

You can match the floating backpack and titan squirt. Note: you will also be ignited when you are empty, strange arrow code logic

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TX-41 Gas Ejector

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When it comes to flamethrowers, we have to mention its poor brother poison gas ejector, which has the same data as the flamethrowers. However, because the poison gas is sprayed, the damage caused is only a pitiful 25/s. It is not an output weapon itself, and it is more inclined to group control. The poison gas will blind and confuse the enemy (basically completely lose its attack ability), and the poison gas will stay in the air for 0.25 seconds and will not adhere to the surface of the object.

Most of the use of this weapon is for the purpose of working (such as cos to nc, etc.).

Note: Because it has the same logic as a flamethrower, it will also hit you as you fly backwards.

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AC-8 cannon

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"I have seen all weapons ups and downs, only I am consistent" - Machine Cannon

As a veteran of the server, the machine cannon is a permanent panacea. It has a 20mm caliber paired with 10 round magazines and a high initial speed, which makes it easy to shoot long-rangely. There are two shooting modes: air-burst bombs and armor-piercing bombs.

Armor-piercing bombs have a standard of 260 and durable damage. Level 4 heavy armor penetration makes it have a good effect against medium-sized enemy units. Although it can also be used against enemy heavy units, it is relatively weak (because you have to make sure you keep shooting weaknesses).

The air-burst bomb is equipped with a near-burn fuze, with a range of 4 meters, with an internal radius of 2 and 3 levels of medium armor penetration. The air-burst bomb completely loses its ability to attack heavy armor units, but it receives range damage, allowing you to have a group cleaning effect that matches the grenade launcher when shooting continuously, and can also clean up the screaming insects well due to direct bullet strikes.

Let's talk about the disadvantages. The most criticized thing about the machine cannon should be the change of bullets. The capacity of 10 rounds will generally not last long. If you change the bullets, you have to squat down and change the bullets. Each time you change the bullets, you need 2 seconds. If you shoot an empty magazine, you need an extra 2 seconds to pull the bolt. It can be said that the machine cannon can do anything but everything is average. As mentioned before, it is very "pierceutical"

Note: Because the machine gun is a live bomb explosion damage, it can clean up enemy buildings well (name the machine gun cart)

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LAS-99 Quasar Cannon

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The anti-tank weapon of unlimited ammunition causes 2000 points of damage through charging force, and the armor-piercing level is level 6. It is fired after charging force for 3 seconds. The bullet does not fall, and the damage is the same as the second throw. When aiming, the star will gradually shrink and shake, and the character's movement speed will slow down.

After firing, you need to enter a 15-second cooling period before you can fire again. The cooling will receive planetary environmental impact (hot and cold). After firing, the weapon will enter the cooling regardless of whether it is on you or thrown on the ground.

As a sub-dump of infinite bullets, the quasar is full of flexibility. You can come to the scene anytime, anywhere, and don't have to worry about cooling. This makes it more popularIts disadvantage may be that it cannot handle emergency situations and enemy groups of heavy units due to the pre-flagation of fire.

Note: Because the damage is the same as the second throw, it is impossible to remove the Dragon's Nest and Spore Cloud in one shot, and some damage needs to be added (detonation crossbow and other midwicket weapons).

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LAS-98 Laser Cannon

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Everyone should know why I didn't put quasars in the tube subcategory, because everyone always mixes quasars with laser cannons.

In the game, if you see the laser cannon your teammate takes, then he is probably going to carry a quasar, the heaviest laser weapon. The laser cannon has a level 4 heavy armor penetration, a standard damage of 350 and a durable damage of 200. The weapon will accumulate heat when it continues to shoot. Once the heat exceeds 100%, it will need to change the bullet again, and the heat will be reduced when it stops shooting.

Laser cannons are mainly due to common problems with laser weapons - although the panel damage is very high, the actual damage rate is very slow, which also leads to the low appearance rate of laser cannons. This is true, it cleans up enemy squad units not even as good as your main weapon.

But after all, it also has level 4 penetration, which still has some effect on Screaming Nest, Spore Cloud and some medium-sized units. The highest appearance should be the Western Front, you can quickly kill Fearless by shooting Fearless's weakness.

Note: Everyone remember that the icon side has a quasar behind it and a laser cannon in the middle

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EXO-49 Liberator Mecha & Patriot Mecha

Mech parts are common: they are all 3-armor armor (why not take off the shell of the attacking cow and stick it on it?), and are immune to all damage in the mech. The mech itself is not affected by the environment (except acid rain). The mech trampling damage is 200 (note the stepping⭕). After the bullet is fired, it becomes a scooter. Each part has health. If the legs are broken, it will reduce the movement speed. If the left and right hands are gone, it will become. . . Uh, a light scooter? At least you can call three mechas in one game, but the cooling is very long.

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Holding four cannons with 300 damage and 150 durable damage, 100 bullets each with left and right hands, 5-level armor-piercing, can dismantle buildings. The strength of the cannon mecha lies in the two-handed four-door machine cannon (the cannon shooting has a certain knockback effect). The suppression force is very strong when firing continuously. All units can be processed quickly, and 100 rounds are just right.

Because it is a machine cannon and has certain protection capabilities, it is best to clean up local buildings

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The left hand is equipped with a 75mm rocket launcher, the right hand is an 8x60mm rotary machine gun, the missile is level 6 penetration, the damage is 1250, the missile is slow to fly, and it is not guided like the assault troop, with a capacity of 15 rounds and the machine gun is level 3 penetration, the damage is 200, and the shooting speed is very fast. It can effectively clean up clusters below medium sizes, and the capacity of 1000 rounds can be continuously fired.

Compared with the Liberator mecha, the Patriots mainly practiced the left-handed counterweight and right-handed clearing of monster groups, but because of the small capacity of the rocket, the low damage and slow flight speed, the appearance rate was much lower than that of the Liberator. If both hands are machine guns, I will play every day!

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M-102 Quick Reconnaissance Vehicle

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The first multi-person vehicle, but because of its poor driving feel at the beginning and the inexplicable flying bug, it can be said to be a moving coffin, and it can always be used after repeated repairs.

The body itself has level 4 armor (thicker than mecha), rear-wheel drive mode, and a heavy machine gun at the rear (the data of heavy machine guns can be seen in the first phase). The four tires have health points. The lack of tires will make the vehicle more difficult to operate.

The vehicle itself has five gears, namely: 1, 2, 3, D automatic gear and reverse gear. Generally, it is automatic gear, and can be switched through shift and ctrl. The reconnaissance vehicle mainly provides fast group transfer capabilities and mobile fire. When refreshing the attack waves in the place, it quickly runs away the enemy's buildings (the enemy's nest monsters will be reduced when brushing the tide), and the heavy machine guns at the tail can also provide support for firepower.

Note: It is recommended to let reliable teammates drive (everyone doesn't want to hit Hellfire and special effects driving skills)

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