General guide for Star Wars Republic Commando
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General guide for Star Wars Republic Commando
Zaktualizowany 8 years ago przez ISlide

This is a GENERAL guide, there are many important but specific things I don't broach.

Before you reach the gitch and OOB sections, I encourage you to check this youtube playlist in which you'll find many videos about glitchfindings and speedrun strats https://www.youtube.com/playlist?list=PLRbLuPphukoz8OOVSFB5fXZkGyr7lbM-w

UPDATE :

  • scavenger battle strat
  • clone swap in general tricks
  • glitches that doesn't help
  • more precise Geonosis guide
  • spider droid battle strat
  • battle strats in general
  • tricks with pressed keys

DIFFICULTY LEVEL

the only thing that changes with difficulty level is the amount of damage you take in normal mode you take 4 times as much damage as in easy in hardcore, it goes up to 7 times

The bypass and tank strategies can't be used in higher difficulty modes. To play in hardcore you have to do carefully and methodically

The amount of damage taken by the clones in the squad is the same on any level.

_ BATTLE STRATS

In this game you meet different enemies with different weaknesses, that you should know. Of course there are some particular situations where you have to adapt. First of all know that there are tricks to increase damage dealt : melee abuse, grenade abuse, sniper quickscope and blaster zoom (see Tricks part). Here are the quickest way to dispatch the enemies :

=== Droid ; Geonosian ; Trandoshan Mercenary/Slaver : avoid if they are only a few, use grenades if they are in group. it's usualy easy to melle them.

=== (organic enemies) Geonosian ; Trandoshan Mercenary/Slaver/Heavy flashbangs. always flashbangs when they are in group.

=== Geonosian : They are annoying because they move quickly, and block you with their hitbox when you're tryna do a trickjump. They deal huge melee dmg and are a threat for the squad.

=== Super Battle Droid : one shot with antiarmor ; in other cases, shock them first with ecd grenades, then it depends on what you have in stock.

=== Destroyer (Droideka) : shocknade first. the special technique is to get close to them so they cant shoot at you, melee them until the shield drops, then use zoomed blaster (?) (melee abuse is faster maybe)

=== Dwarf Spider Droid : different cases (1) rocketlauncher. Shoot the 5 rockets at once and 85% of their health will fall. be sure not to aim at their legs, but at their bodies. (as the rl won't lock on the target because legs are considered object by the engine instead of enemy)

(2) elitebeam is also a weapon of choice.

IMPORTANT : aim at the RED EYE for x2 dmg aim at the YELLOW THING in their back for x4 dmg (yes x4 !!!) the hitbox is small so aim accurately their canon of legs can hide these spots so mind it and try to get in a good place, or crouch. (this is also true for any other weapon)

try to launch nades at the same time. out of ammo, prefer blaster or sniper, but avoid aa (not efficient and that's also a waste)

Also, watch their patterns, learn to anticipate a shoot, a launch of rockets, or a shock attack (when you are too close to them, they will take a certain position letting you know you have a few seconds to get back before they unleash a lethal discharge)

the best place to be is somewhere close enough not to be shot by the canon, but far enough not to trigger the aoe.

=== Grevious Guard : always immobilize them with shocknades (1) Rockets (2) shotgun melee abuse (seriously)

nades, aa, blaster, sniper, etc...

=== Elite Geonosian : gold medal for worst enemies 2 headshots with zoomed sniper. sonic nades. kill them in priority, the quickest, and so assign your team at sniper posts. They drop an elitebeam, which can be useful, so care about the position where they die.

=== Baby Geonosian : burst them somehow, they can crowd you otherwise. And their little hitboxes won't allow you to cut them.

=== Heavy Elite Trandoshan : silver medal for worst enemies. dangerous. Once again several possibilities : (1) throw 5 sonic nades at them (2) 3 headshots with zoomed sniper (3) use their own machinegun against them (4) shotgun melee abuse (?) (idk but I wouldn't be surprise it works fine)

use flashbangs, but be careful because they can dodge their effect. don't waste your aa, nor rl.

=== Scavenger Bot : copper medal ? The weapon of choice against them is the PISTOL : it can oneshot them, and fires quickly. (the blaster is bad, because it takes several shots to kill them, so you have to aim accurately, which is hard because how they dodge) Sniper's ok but is a bit of a waste. Grenades are a waste too, although the sonics are really good against the scavs. I believe flashbangs blind them (?).

-> They may grab your head and slow you down. To avoid that, DON'T LOOK AT THEM. I found out that their 'grab function' was only trigger if you stare at them. The fact is that, even if they are already on their way to grab you, you can turn the camera to keep them off screen, so you won't get grabbed. Since I know this, those scavs aren't annoying anymore.

if you get grabbed, you can bunny hop to keep your speed.

=== Miniturrets and +size turrets : zoomed sniper aa nades zoomed blaster

=== Rocket and Laser turrets : you have to kill the guy piloting them, who hides behing a forcefield. Grenades are a good solution, aa also, to snipe will take a little more time and you have to be accurate then, and concussion riffle is also a good method to bypass the force field. If you are close you wait for the pilot to aim at you and burst missiles in his own face.

many of these turrets have a second pilot, who will take the turret back if you don't kill first, or occupy the turret with a clone.

_ AMMO MANAGEMENT

Ammo is precious. One thing you have to master is to manage it properly, and this implicates that you know where are located the different ammo packs along the game. If you know there is one ahead, feel free to empty your whole magazine on the enemy, so you know while pick ammo that you have wasted none of your pentential firepower. If you know there won't be ammo packs of your favorite weapon in a while, save ammo and use it with reason. It relly matter on the Ghost Ship, where you have to compute each of your sonicnade, aa and shocknade throw.

Be careful about your magazine, reload as soon as you can, because the reloading animation can be a terrible handicap (like the sr or the aa one). The worst one is the heavy trando machinegun annimation, but we won't use this. Avoid a trap : in the heat of the action you may want to do things quickly, but if you initiate an insctruction before the whole reload animation is complete, it won't be taken in account and you will have to reload again

SQUAD MANAGEMENT

The squad is the main point of this game. You are granted the help of your devote comrads, and also you have to carry the burden of teamship. Nevermind, they are just a bunch of dumb kids you need to take by the hand.

What can you do with them ? You can assign them to strategical spots, to snipe, throw grenades or antiarmor. This is really useful, because it's not your ammo that is consumed, and they aim pretty right (when they don't shoot at you), without magazine limit.

You can tell them to slice a console, breach a door or place a bomb, that is something you don't have to do yourself, you can be somewhere else then.

You can tell them to follow you, that's what is done the most of the time, because you are sure not to lose them and you beneficiate of their fire support. The main reason to do this is that you need them somewhere and want to drive them there as quick as possible

You can tell them to 'seek and destroy'. I never do this because they just won't move until le last enemy in the zone is killed.

And you can tell them to defend a specific zone. This is useful to park them. When I don't need them, I often park them beside a bacta spot, so they can heal while I head to the end of the level. Careful using this : if there are enemies nearby they will shoot at them instead of advancing to the right position. So, it's better to make them follow you to the spot, then to park them.

When they bravely got the job done, don't aim at each of them to de-assign them. Just press the de-assign button (f4 by default isn't it ?).

On each level (part from those you know you won't need the squad anymore), watch them and care about their health, you don't want to go back to put one out of a coma. When a clone's hp reaches orange, he will be slower.

Well, you can also use them as damage tanks. Or bodyguards. Depends on the situation.

At the end of each level, if one of your comrad is dead, he will magically respawn with low health (but you know this since you have surely played the game the casual way before). No need to worry about them if they don't play and important role later. Delta 6.2 spawns right after you finish Maximum Prejudice, even you have never meet him as it's planned by the game scenario.

Watch them in order to keep them in the green, if they reach orange they will walk slower. _ GENERAL TRICKS and GLITCHES

Crouch when slicing/planting bomb. Somehow the little change of your hitbox will permit to avoid a good part of the shots.

Strafe left and right to dodge shots. If you do it with the right amplitude, you will avoid many of the missiles, droid blasters, geonosian beams, scav beams, etc...

=== Walking : When on a ledge, scared by the perspective of falling, USE 'WALK'. It will block you to prevent the fall.

=== Loading screens : You can move during the last seconds of loading screens, so to gain two or three steps, or to give orders to the squad.

=== Cloneswap. Situation : you are on point A, the squad on A', the aimed device (bomb, console...) on B and the exit on C. A is closer to B than A' is, so you wanna hit B yourself. But then, you would have to make the distance BC, which could be a loss of time. So just begin your stuff on B, and as soon as A'B is shorter than BC (i.e. the clones are just by your side) swap the job whith a clone, so to be already on C when B time is over. Example : Belly Of The Beast, or Heart Of The Citadel slicing parts.

=== Easy droid dispensers demolition : Droid dispensers have a healthbar ! You can use the melee to destroy them really quick (like 5s with shotgun melee abuse, see below)

=== Melee Abuse : by pressing 'reload', you can cancel the animation of the melee. So you can press simultaneously 'reload' and 'melee' at the right frequency to cut through the dispensers faster. The fastest melee are dc17 < crossbow < elitebeam <<< shotgun The shotgun melee abuse is so incredibly efficient that it can replace every battle strat ! don't hesitate to wreck even magna guards with it (it's faster than aa or grenades)

=== Grenade Abuse : like melee abuse, you can cancel a part of the grenade throw animation with 'reload', so launch the grenades quicker.

=== EB charge cancelation : You can also press 'reload' to cancel the elitebeam charge time, and fire the laser instantly.

=== Zoom Dmg Modifier : There is a damage modifier on the sniper rifle (x1.72) and the blaster (x1.5) . Mind zooming to deal more damage.

=== Quickscope/Noscope : Learn to quickly press 'zoom' 'fire' 'zoom' 'zoom' to beneficiate from the x1.72 more damage, but not to enter the zooming animation. This way you can "no-scope" enemies, which is very useful at low range, against turrets or whatever enemy... Via the menu you can bind a second 'zoom' button to make the pressing gymnastic easier.

=== Grapple Glitch : There are phases in the game where at the beginning of the level the squad grapples down a ledge. It is possible to cancel the grapple animation for you to keep on the top of things, and so perform OOBs. To do so is very simple, you just have to press the "walk" button during the animation, once and quickly. Watch out, you can only do it at a certain part of the animation, when you begin the actual grappling down. So you can stop the animation anywhere along the rope. If you don't mind it, just spam the "walk" button during these animations and everything will be alright. Thanks to Your_Solution for these findings. More Details here : https://www.speedrun.com/Star_Wars_Republic_Commando/thread/utnjp _ more glitches (useless)

07 and 62 fully healed at the beggining of Moving Shadows. Is this a glitch ? perhaps they carry bacta packs.

When giving fast instructions to the computer (squad control + reload + weapon change + breach a door etc...) or during a loading time, your gun can disapear ; you can retrieve it by switching weapons.

Removed-Secondary-Weapon-glitch The secondary weapon can be removed after some levels (the new chapter ones, precisely). At the beggining of Seek And Destroy for example, you will lose the rl picked up before. I wanted to prevent this by equiping the rl just before crossing the end of the level. Result : I spawn in the next level, with the rl on the shoulder. Victory ! But I can't shoot, and I can't switch weapons. Shit.

Missing-Secondary-Weapon-glitch Situation : you have a secondary weapon in your inventory. There's another 2ndary weapon you can pick up near you. You are currently using a primary weapon. So, if in the same time you switch to the secondary weapon, and pick up the new one, you'll end up with no gun at all, unable to fire, to give orders, to use the interactive elements nor use melee. This glitch is fixed by picking up the weapon you just dropped.

secondary weapon pick up items eventually can disappear from the game. If this happens while you're experiencing this glitch the game will softlock.

Flashbang-Slide-glitch Flashbanged enemmies can slide along the map upon certain conditions. May be useful to move them where we want, but the setup takes a lot of time. Details here : youtube /watch?v=6Fk-JWCTeVM

Super-Bump If you touch a curved surface, the game may compute your position with difficulty. It results in your model being pushed in and out. If you just at the right frame, it will give you a huge amount of momentum and lauch you in the air. A great place to try this is in 'A Bridge Too Far', where near the right sbd dispenser there's a spotlight, which frame can provoke superbumping. If you manage to pull it out you should be thrown for a fair distance and land on the lamp just before the sbd dispenser. I haven't been able to use it for the run, althgough I believe such a glitch would help to cross gaps or reach distant places.

OUT OF BOUNDS, SKIPS, and TRIGGERS

Most of oobs feature jumps on curved surfaces, that are only possible at high FPS

here is the list of OOBs I know :

=== Geonosis - Maximum Prejudice :

skip the introductive bacta healing moment by jumping over the rocks blocking the way. The clone troopers might bother you, so kill them maybe. If you do quick enough you should take the scripted damage when performing the next OOB.

OOB in the very first level, yeah ! You have to jump on the cargo case, manage to get on top of it, and then leap towards the bunch of droids. Here is your first encounter with the strange physic engine of the game, the jump system is painful. In order to have the highest jump, you have to run a little bit so your character has time to accelerate. That means you can't just press jump and expect to land at the aimed point. What's tricky there is to take the momentum by moving on the edges of the cargo case without falling. Train yourself. You also have to take the right angle for the final leap, to reduce the distance between you and the ledge at the moment you jump.

=== Geonosis - Inside The Hive :

if you move straight forward without losing time, you will prevent the spawning of many geonosian all along the lvl.

In the geonosian chaser spaceship room, you can avoid the bomb planting and get to the next hangar by crossing the gap before the bunch of droids aiming at you. By jumping onto the barrier from the slope, and then reach a caulk wall allowing to jump and land on the cylinder.

For the other room, you can bypass the bomb planting by jumping on boxes then on the barrier, crouch and pass on the other side. See more details there : https://www.speedrun.com/Star_Wars_Republic_Commando/thread/e5zqb

in the next room you can jump over the boxes to get to the exot sooner.

=== Geonosis - The Strength Of Brothers

you should break the glass pane asap, by firing at it. Within the lapse of time the door is still open, lauch a shock nades towards it to harl the droids and sdb which are invisble but already loaded. Clear the path for the squad to follow.

=== Geonosis - Infiltrate The Droid Foundry

the quicker to destroy the jammer is to keep the clones near it, then to go for the slicing of the shield, and order demolition from afar. the difficulty in this lvl is to protect the squad and deal with so many foes.

=== Geonosis - The Heart Of The Machine

fastest strat : order demolition of the first barricade, but pass it yourself, and reach the second one. from afar, burst the first one, so to plant the bomb on the second. safest strat : every one is set to a sniper position, you legitimatly burst both the barricades. details : https://www.speedrun.com/swrc/thread/ik4gq

A trajectory trick : when you destroy a pillar to make a bridge, you can get on the very edge of the ground, so to gain distance and avoid the lethal explosion. then jump on the bridge and head mid_bridge asap. Then jump directly on the relief and then on the series of barrels. Do this before an invisible wall appears.

=== Geonosis - Destroy The Droid Foundry

There is an OOB there I have seen on the 31:45 Geonosis run by Rats on youtube. He puts himself behing the terminal, and manage to clip across the wall, to land in the final room at once. I don't know how he does it, it's very frustrating, for it saves so much time. I investigated this level for a long time, I found many interesting things, but none that could help the run - but the generator skip. Obsolete already, we can now skip the core of the level thanks to Your_Solution. To do so you have to open the metal panel by touching the slice-able terminal, then jump on the pipes at your right and crouch. By doing so and keeping as close as possible to the window you may be able to clip through it. From there you can after a series of jumps land on the barrier near the bomb spot, place the bomb, and jump from the barrier to the level exit, avoiding the slice of the power shield blocking the access. See more details : https://www.speedrun.com/Star_Wars_Republic_Commando/thread/yn2qp

=== Geonosis - Advance To The Coreship and after

There are a lot of useless OOBs there, and also a frustating matter : at the point where you are facing droids beyond a chasm, it seems you can cross a part of the chasm by walking on an invisible platform. But I'm unable to reach the other side because of the distance. May the superbump help ?

In this level you will encounter many piles of boulders blocking the way, with the possibility of making it explode. In fact you can climb at least four of them. See : https://www.speedrun.com/Star_Wars_Republic_Commando/thread/xhfdp

in Advance To The Core Ship, kill an elite and take the elitebeam, it's important.

in To Own The Skies, you don't have to hack the windows of the first room, nor the third. Only the second matters. I still don't understand how the triggers conditionning the second bomb spot works.

=== Geonosis - Infiltration Of The Core Ship

Third floor, when you have to place a bomb near a bunch of sleeping sbds + one awake. Don't kill the awake one, it will wake the others up. Kill the one in the left corner of the room, that will make the damage tanking a lot easier.

=== Geonosis - Waking The Giant

first of all, "good luck"

in the spiderdroid room the triggers are : (1) slice the console, (2) lift the spider by touching the floor near the combat zone, (3) kill the spider, (4) in the last room, kill everything, having parked the squad far far away, so the lift will ascend without them.

=== Geonosis - Belly Of The Beast

mind cloneswap with the last console.

_

=== Ghost Ship - wait, there's is no OOB in Ghost Ship.

The reason to this is that each time we oob is by climbing things to reach the sky. Inside the Prosecutor everything is closed, ther is a roof. Well, maybe there are OOBs, but really I can't see where

=== Kashyyyk - Obliterate The Outpost

From the grenade post once you passed the trando mercenaries, you can jump on the net (that is solid), and cross the mini-tiny-labyrinth on the top of the barricades. At the opposite of what you may instinctly think, you don't have to aim at the nearest and lowest point of the net, but a little aside (a hitbox matter). Thanks, ThinksTheClown I discovered this thanks to you.

After this, you can use the slope to jump behind the metal plates (which are on the left side when you go up).

From the beggining of the lvl, at high of the minefield, you can walk on a beam, then to go on the net, and you can climb with difficulty the rocks on the right, to enventually cross the hill and land in the mini-maze zone. It's not worth it, for it takes too long to climb and the path is very dangerous (blank screens and softlocking issues)

=== Kashyyyk - Aim For The Heart

Thank you once again ThinksTheClown, I had been searching a lot in this area finding nothing. So, to proceed first you have to destroy the countainers by placing a bomb on it. They hide something precious ! what ? not the rocketlauncher you fool, I'm talking about OOB. Just hop and climb the rocks, it's easy (even if you can see me fall twice and lose 12sec, but I was tired ok)

Then comes a new kind of difficulty : finding your path in the foliage of Kashyyyk. On your way you can encounter many problems : 1 - sprite foliage, hiding everything in front of you 2 - solid rocks, blocking your way 3 - mapped slopes or cliffs, in which you can fall and get stuck against a wall or in a pit 4 - non-mapped zones. Funny, there is no killzone there, so you fall at the bottom of the map on an invisible floor, and you can contemplate the whole map above you, and even kill enemies. for case 3 and 4 your only escape is suicide 5 - blank screens blinding you. It will be far more troublesome than the Geonosis ones 6 - getting lost. Sure, everything looks the same there Therefore you have to know the path (I can't really explain it by words and give beacons), and manage to follow it being blind. I suggest you should follow the edges of the map, then you are sure not to get lost, but be carefull not to fall, sometimes the contact computing acts a little bit odd.

At the end of this OOB you land directly in the triggerzone marking the end of the level

There are other spots where you can oob in this level, but there are not effective. Except one, that is pretty difficult to make. At the same place of the countainers we would burst, there is a rock on which it is possible to jump, and then advance towards the exit. It saves time theorically, as the path is more straight forward, but it includes so many difficult jumps the other way seem safer. Details here : https://www.speedrun.com/Star_Wars_Republic_Commando/thread/iy1lt

=== Kashyyyk - Critical Strike

The Grapple Glitch makes things easier for this OOB. By keeping on the top ledge instead of grappling down, your can immediatly reach the borders of the map without having to re-climb up everything. The point is to follow the edge of the map and reach a noticeable bump. There jump on the right to land on the other part of the map, directly leading to the final room. See more details there : https://www.speedrun.com/Star_Wars_Republic_Commando/thread/utnjp

Once in the final room, you can land directly on the console and slice it. After you did, head quickly to the door to spawn the spider droid, just in time for it to get crushed by the cargo held by the crane you hacked

=== Kashyyyk - The Gauntlet

The tactical spot where you can assign your squad are a blessing, they are just low enough for you to jump on them. These jumps are conditioned by the framerate though. (Wookiee corpses are a blessing too). Once you reached the top of the sniper spot, jump from the corner of the highest box to the one below, and cross the whole level on the edge of the map, running on the trunk.

=== Kashyyyk - Live Ordnance

At the place where there is a wookie in a turret, your can come near the crates and see a lamp on your left. You can jump on the lamp, then on the crates, and skip the core of the level (battle with elites). See : https://www.speedrun.com/Star_Wars_Republic_Commando/thread/j3brz

CHEATCODES

There are a lot of cheatcodes implemented in the game, of course we don't use it for the run (or maybe for a fun-run), but they can be really helpful for training or exploring the game.

I moved this section to the "Console Commands" guide.

I hope my english didn't make your eyes bleed, there is a lot of typos. ¤are

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