Air and Ground vehicles are the important part of Star Wars Battlefront and they play an important role in Supremacy and Walker Assault modes. While Fighter Squadron is all about the star fighters, making it well worth your time to learn how to operate them all.
If you are look for help to find the collectibles in the game, you can check out; Collectibles Locations Guide.
Also See This:
- Achievements/Trophies List
- Playable Characters, How to Play With Them
- All Diorama Figurines Location Guide
- Star Wars: Battlefront – Star Card Hands Guide
- Star Wars: Battlefront – All Blasters Weapons Detail
- Star Wars: Battlefront – Power-ups and Field Pick-ups Guide
Some vehicles are restricted one faction or the other but Turrets can be used by anyone, except when you are playing as a hero. If you use the vehicle’s laser cannons too much they will overheat so fire short bursts to prevent overheating. Vehicle abilities also require a cool down, just like a hero’s ability or a soldier’s Star Cards. You can abandon any vehicle by pressing Use button in Supremacy and Walker Assault. Be aware of what is happening around you, in the air, and below you.
Power-Ups
You can find power ups in the battlefield in Supremacy and Walker Assault modes. You can pick them up to take control of that vehicle. But do it in a safe place because you are vulnerable to damage while doing this. Each time you collect a vehicle power-up, you must decide whether to keep your boots on the ground or take to the skies. But make a quick decision according to your team’s need as you have only 15 seconds to use a vehicle before the power up is lost.
There are 3 different pick-ups in Fighter Squadron. Ability refresh instantly cools the vehicle’s abilities so you can use them quickly. Get the Hero vehicle pick up to switch to the Millennium Falcon or Slave 1, depending on which faction you fight for. Vehicle repair pick-ups recover health when your aircraft has been damaged.
Ground Vehicles
There are only three vehicles operate on ground level: AT-ATs, AT-STs, and the Speeder Bike. The walkers are well-armored machines with high-powered weapons, but they are slow and cumbersome.
AT-AT
This imperial walker is at the center of Walker Assault, a Multiplayer mode where the Rebel Alliance and the Galactic Empire fight over two of the gigantic quadrupeds. If you are playing Galactic Empire, then you can take control of AT-AT. This vehicle moves on rails so you don’t need to care about its direction. It has three weapons. Small laser cannon on each side of its head is mapped to the Left Card slot, while a pair of more powerful cannons, triggered by the Right Card button, is situated underneath the head. Use upper cannons for quicker opponents and save large cannons for tougher opponents. An AT-AT’s guns are controlled differently than other vehicles. Pressing one of the Ability buttons simply chooses ability. Press the Fire button to use the selected weapon. When using an AT-AT power-up, you are limited to 60 seconds in the cockpit, so make the time count.
Abilities:
Small Laser Cannon
- Button: Left Ability
- Detail: Mounted on the sides of the head, this works best against quicker targets (like infantry).
Big Laser Cannon
- Button: Right Ability
- Detail: Mounted below the head, this works best against tougher targets.
Orbital Strike
- Button: Top Ability
- Detail: This artillery barrage rains destruction on a chosen location. Aim your shot until the blue reticle lines up with the desired target, and then fire.
AT-ST
It is a bipedal walker with many armaments. It is equipped with a blaster cannon as a primary weapon, grenade launcher and a homing missile. It is a good machine to destroy any target. The AT-ST is moved just like a soldier, even sprinting when you press in the left stick. It doesn’t take long to get the hang of things. Available in Supremacy and Walker Assault when siding with the Galactic Empire, the walker is a great asset in most situations. Over Power Training Mission is a good way to learn all its ins and outs.
Abilities
Concussion Grenade Launcher
- Cool Down (Seconds): 5
- Button: Left Ability
- Detail: This launches three grenades and works well against groups of infantry.
Homing Missiles
- Cool Down (Seconds): 10
- Button: Right Ability
- Detail: This fires a projectile that homes in on a target.
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