Battlefront II: Starfighter Assault Interceptor Guide

Overview

With the flux of new games coming out in 2019, such as Gears 5, Ghost Recon Breakpoint, and Call of Duty: Modern Warfare, sometimes it’s worth reflecting titles that have been out for a year or two, such as Battlefront II. Moreover, hashing out some strategies for those games’ communities helps keep them relevant and alive.

Star Wars Battlefront II (2017) certainly launched amidst a lot of controversies. However, since the game’s inception, EA-DICE has worked hard to improve it over the past two years. Several updates have been rolled out to revamp the loot box system, upgrading Star Cards (improvements to players, vehicles/ships, heroes, and abilities), and generally improving gameplay. While the game’s singleplayeer content is still rather lackluster (which will hopefully change with the implementation of Instant Action in late September), multiplayer still has a thriving community.

One such game mode in multiplayer has a dedicated following of gamers who love nothing more than to jump in the cockpit of some of their favorite ships from the Star Wars universe and blast each other out of the sky. As such, theee title’s Starfighter Assault mode is one of the most fun and interesting modes.

This guide will focus on one ship class in particular: the Interceptor, from the class’s general purpose to the best Star Cards.

Purpose

Generally speaking, the Battlefront II Interceptor class is the team’s hunter. Their primary function is to hassle enemy pilots and make their jobs difficult. In other words, the Interceptor intercepts opponents with a combination of speed, agility, and firepower. The quicker an Interceptor can destroy its target, the quicker it can move on to the next while their team (fighters and bombers) focuses on the objectives.

Abilities—Clone Wars

Six different Interceptors (excluding heroes who can be considered Interceptors) are available to fly in Battlefront II. One for each faction pitted against each other in the three different eras (Clone Wars, Galactic Civil War, and Resistance/First Order eras).

In the Clone Wars era, Republic forces fly the V-Wing. Its abilities consist of Afterburner (speed boost), Laser Barrage (rapid fire lasers that overwhelm a single target), and Heat Sink (temporarily disables weapon overheat). The CIS forces fly the pesky Tri-Fighter (misleading name). The Tri-Fighter’s abilities include Afterburner, Heavy Laser (primary weapon temporarily does more damage), and Heat Sink.

Abilities—Galactic Civil War

The Galactic Civil War consists of the Rebel and Imperial factions. The Rebels fly The RZ-1 A-Wing, with Afterburner, Hard Lock (locked target receives more damage from player), and Concussion Missile (seeking missile that deals damage and temporarily stuns target). Imperials fly the TIE/IN Interceptor, utilizing the same abilities as the RZ-1 A-Wing.

Abilities—Resistance/First Order

Finally, the Resistance/First Order era is fought between the Resistance and First Order factions. The Resistance makes use of the RZ-2 A-Wing, possessing the same abilities as the Rebel and Imperial Interceptors. The First Order, however, pilots the TIE/SF Fighter (another misleading name), which makes use of Afterburner, Turret Gunner (automated turret that can hit targets behind the player), and Conecussion Missile.

NOTE: AFTERBURNER IS AN INCREDIBLY USEFUL ABILITY. OTHER THAN GRANTING A TEMPORARY BOOST IN SPEED, IT CAN ALSO BE USED TO ESCAPE MISSILE LOCKS BEFORE THE ENEMY FULLY LOCKS ONTO THE INTERCEPTOR!

Star Cards

Interceptors have access to nine different Star Cards.

  1. Engine Upgrade—Increases top speed, acceleration, and deceleration.
  2. Elite Pilot—Better turn rate.
  3. Interceptor Offensive Upgrade—Improves offensive ability.
  4. Engine Heat Dissipator—Decreases cooldown of Afterburner.
  5. Advanced Capacitors—Primary weapon takes longer to overheat.
  6. Interceptor Weapon Systems—Improves weapon system ability.
  7. Fire Control Cycler—Primary weapon fires faster.
  8. Tuned Lasers—Primary weapon causes more damage.
  9. Tactical Jammer—Enemy missiles lock-on slower.

Best Primary Build

The best three Star Cards for Interceptor make up a highly offensive build, and players will require honed reflexes to make up for the lack of defensive upgrades in order to survive. However, given the nature of the Interceptor and the class’s general purpose, a good offense is the best defense.

Interceptors benefit the most from their primary weapon to do their job well. As such, the best three Star Cards to use (generally) are Advanced Capacitors, Fire Control Cycler, and Tuned Lasers. With these three cards, most opponents will die fairly quickly, assuming the player is accurate and flies well.

Advanced Capacitors, the Interceptor can fire for longer before worrying about overheating; Fire Control Cycler allows more shots to be fired at a quicker rate, making it difficult for enemy pilots to escape; and Tuned Lasers makes it so that those shots hit much harder, further reducing the enemy’s chance of survival.

Due to the naturally swift nature of the Interceptor, Star Cards that increase speed and acceleration—while fun and useful—aren’t as beneficial as dealing more damage. Similarly, the ships’ turn rates are already rather significant.

Possible Substitutions

If using the build mentioned above, players may find dealing with enemy Interceptors utilizing Elite Pilot to be one of their greatest adversaries. Regardless, the overall utility of a fully offensive build outweighs the convenience of a higher turn rate in most situations. Skilled pilots will rely on more than their turn rate to survive, but Elite Pilot could potentially replace Advanced Capacitors if one finds themselves in need of a little more mobility.

If in need of a bit more survivability, Engine Heat Dissipator could also be a fine alternative to Advanced Capacitors. Being able to use Afterburner more often—whether to escape a missile lock, get away from a brutal foe, or rescue an ally—is a convenient tool. However, the primary build above will usually be more coenducive to an Interceptor’s success.

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