MasterOhh wrote:How is escape from Hoth working?
Do 2 of the 4 transports have to reach the jump point?
We had a guy who made it with 1 transport to that point but nothing happend. He got killed some minutes later by the imperial fighters while he was sitting there.
The Rebels need to fly 50% of the transports to the bouy floating behind the ISD. The Gallofree (transport) needs to essentially aim for that bouy as if he was going to ram it, when he gets close enough, the transport will escape and you'll then be sent back to the respawn map. Currently we have no effects for the Gallofree to 'escape' so it simply disappears. That will be something we'll incoporate into R2.
MasterOhh wrote:And what are the "weapons" that the freighter and transport pilots have. All they do is a buzzing sound and loosing the energy. First I thought these were some kinds of shilds, but there was no difference when I used them under fire.
Primary attack will operate the 'top' shields, secondary fire operates the 'bottom' shields. These do run out quickly, so you need to time the use of these shields. Normally when you have a load of tie bombers and little support you put them on full and hope that your turrets take them out or you get support from fighters.
Lionheart wrote:"What the hell does this thing do" *points at utility droid that keeps following me*
That depends which droid you have, each droid will provide different functions, some will heal, repair, scout and fire.