Soldier
Soldiers are weak individually, but their strength is in numbers.
Contents |
Weapons & Abilities
DL-44 Pistol
The basic blaster pistol. This is the sidearm of nearly every gunner class in the game. Pistol accuracy is unaffected by movement - the shot will always go where the crosshairs indicate.
Level 1: Pistol does 26 points of basic damage, and there is no alternate fire mode available.
Level 2: Player can now charge the pistol by holding secondary fire. It takes about 4 seconds to fully charge, with gradually increasing damage up to that point. Charged secondary shots automatically release after a set period of time.
Ammo
Level 1: 160
Level 2: 240
Level 3: 320
Blaster Rifle
The E-11 Blaster Rifle is a versatile weapon used by the Soldier, Commander, Hero and Bounty Hunter classes in Open Mode. The E-11 primary shot does slightly more damage and drains more force power from a Force user than the secondary fire. The rapid fire mode (levels 2 and up) can be a force to be reckoned with in the hands of an experienced shooter.
Level 1: Normal weapon mode only. No secondary functions are allowed. The blaster does 26 points base damage with a slow rate of fire.
Level 2: There is now a faster fire mode available by using secondary fire. This fire mode has worse accuracy than the primary fire and does slightly less damage. Secondary fire consumes ammo much more quickly.
Level 3: Secondary fire mode now has the same accuracy and ammo consumption as the primary. The weapon also has a bigger clip.
Ammo
Level 1: 240
Level 2: 360
Level 3: 480
Reinforcements
Reinforcements are just extra lives. Every one you buy, gets you another life after you die.
Level 1: The Soldier receives one extra life.
Level 2: The Soldier receives two extra lives.
Assemble
A free ability for Soldiers. It allows you to spawn next to the nearest Commander with the Rally Ability. You can also see all the Commanders that have Rally (they have a green shader at their feet).
Level 1: Allows the Soldier to respawn next to the nearest Commander with Rally.
Frag Grenade
The fragmentation grenade is a small, cheap grenade available to the Soldier, Commander, Hero, and Wookiee classes. It possesses two types of explosive functions: a powerful explosion, that produces knockdown and significant damage, and a smaller, less damaging explosion which will cause force drain and knockdown.
Level 1: The Soldier receives one frag grenade per life.
Concussion Grenade
A second grenade type for Soldiers. Throw it like any normal grenade, but the longer you hold it in your hand, the shorter the fuse will be. Careful, as they might explode in your hand! The explosion isn't as powerful as a regular frag grenade and as a Jedi or Sith you can shrug off some of the damage by blocking.
Level 1: The Soldier receives one concussion grenade per life.
Level 2: The Soldier receives two concussion grenades per life.
Close Combat Training
This Soldier only ability is used to help bring their physical abilities closer to a Commander's level. This leads to improved melee abilities and speed increases as well.
Level 1: Soldiers can now kick in melee.
Level 2: Soldiers can now perform melee katas and will run at Commander speed while melee is equipped.
Other Buyable Items
Armor
Armor is a universal buyable ability for all classes except the Super Battle Droid, Droideka, Wookiee, Jedi, and Sith. One armor point protects against damage better than one health point.
Level 1: 15 Armor
Level 2: 25 Armor
Level 3: 35 Armor
Ammo
Ammunition or Ammo represents in Movie Battles the amount of presently available energy to fire a blaster weapon (e.g. E-11 Blaster Rifle) or bolts to fire the Projectile Rifle.
Level 1: The Soldier has some ammo.
Level 2: The Soldier has more ammo.
Level 3: The Soldier has much ammo.
Class Specials
Special 1
When you die, you could respawn next to a Commander with Rally, press this after you die but before you respawn to spawn at a regular spawn point.
Gameplay Tips
- Hold down walk (shift by default) when going against Jedi/Sith or they will push you down, and you will die.
- At the same time though, your best bet against Jedi/Sith is to shoot them while they are trying to push/pull you. Be patient, it could take two lives to get it right.
- Use your multiple lives! You are the expendable one, you could go in first. Or you could make that Jedi/Sith use sense.
- At close range (IDR) your primary fire does more Force drain than the faster alt-fire. Remember this, but don't hesitate to switch when you see the Jedi/Sith stagger.
- Concussion Grenades (concs for short) are your new best friend. Work on timing them, and they will be a great advantage against Jedi/Sith or anything else for that matter. Except SBDs or Wookies.
- Time your "cooking" time (how long you hold them before throwing) so that they go off in front of your target.
- Concussion Grenades are "safer" to throw without caring about your teammates, as they'll usually explode before coming back, just be careful. Your own teammates will not appreciate being knocked down too much.
- When against a Jedi/Sith with Deflect 3 (D3 for short), aim for their feet, as the angle makes it harder for your shots to fly back at you. But, you know what? They still might.
- In RC3 P4, D3 was weakened at close ranges (IDR), keep this in mind.
- Snipers are not your friend. Your only hope is to keep their heads down by spraying them, or tossing a grenade. Also, dodge. By that, I mean move erratically. You have a crouch button for a reason.
Builds and Tactics
These are user-submitted templates. The point of these is to guide new players, and to make experienced players think in some new directions. Try some of these out, adapt them to your likings and have fun!
1 Concussion, E-11 3
- Pistol 1
- E-11 Blaster Rifle 3
- Reinforcements 2
- Frag Grenade 0 - You don't need one, really.
- Concussion Grenade 1
- Assemble 0
- Close Combat Training 0
- Armor 2
- Ammo 2
With this build you get some of the advantages of the Frag grenade, but don't have to give up that E-11 3. You also have decent ammo and shields, so push forward and use your concussion grenade on when you have some room to do so. Use your pistol at long range, as it does the same Force drain as your E-11 and you can always switch to keep the higher ammo in the E-11 when you do run into people.
Balanced
- Pistol 1
- E-11 Blaster Rifle 2
- Reinforcements 2
- Frag Grenade 1
- Assemble 0
- Close Combat Training 0
- Armor 3
- Ammo 1
This is a solid build. With your Frag Grenade and your second-level E-11 Blaster Rifle you have some good attacking and supporting options. Your low Ammo means you must always use it sparingly. This, along with the small clip size of your E-11 means you must also rely on your pistol.
When supporting from long range, using primary fire of your E-11 or switching to your pistol can be a good idea. Also, in the heat of battle, switching to your pistol might be more efficient than taking cover to reload your E-11.
Simple
- Pistol 1
- E-11 Blaster Rifle 1
- Reinforcements 2
- Frag Grenade 1
- Assemble 1
- Close Combat Training 0
- Armor 3
- Ammo 2
Here the key is your first-level E-11 Blaster Rifle. Since you lack the rapid alternate fire a different approach is needed than in most builds. However, even with just your primary fire you can be a dangerous opponent. Because you can not spray your fire any more you will need to cautiously aim at all times. Because you only use primary fire, you will use up less ammo. This, coupled with your two ranks in Ammo should ensure you rarely run out of ammo.
One on one, you will have a hard time against other gunners. Your low running speed and slow rate of fire make you very easy to spray to death. As support, however, you can be a very annoying opponent. Primary E-11 fire is decent suppressing fire and drains good fp against jedi. Don't forget you still have a grenade for every life.