Intro Red Wolf here and today we’re going to take a deep dive look into Blasters in Star Wars Battlefront 2. Today’s target is the initial weapon for the assault class. While each era and faction has their own version, we’ll be calling it the E-11, which is the Empire’s version, since I grew up on the original trilogy and all the stats for each starter weapon are the exact same. We’ll be taking a look at the magazine size, rate of fire, damage and how it drops off, cooling power, and accuracy. I’m going link the trooper review for their class in the card that is now coming up on your screen. But before we get into all that, make sure to hit that like, subscribe and notification button so you don’t miss when your favorite weapon is posted, New videos will be Monday, Wednesday, Friday and streams on Tuesdays and Thursdays at 8pm central time.

If you know anyone who is a stats guy or gal, or person?, everyone’s welcome here, share this, i’m sure they’ll enjoy it. Magazine Size w/ and w/o attachments Let’s start with the magazine size, or the number for rounds you can fire without a break before the system forces you to cool down. For fully automatic or single fire blasters, I counted each round individually as I pulled the trigger. This is tedious, so if you know a better way, please let me know. For the E-11, you have 25 rounds of continuous fire before you are forced to cool down. This is more than all other assault rifles besides the CR-2, which has 50. There is no modifications you can add to this weapon, so there is no way to increase the number of rounds available unlike some of the other assault weapons, so once modifications come into play, it drops on the list, but default, it’s a great starting count in comparison.

There’s really not much else on that, so let’s move on to rate of fire. Rate of Fire w/o attachments The Rate of fire done by recording the amount of time it took to unload an entire magazine as quickly as possible, then taking it frame by frame from when the animation started on the first shot, till the heating bar started to highlight red to get an accurate amount of time that it took. Using this information and the amount of rounds per magazine, you are able to calculate the rate per minute. The E-11 can get through all 25 rounds in seconds, which puts it at 3rounds per minute. This gives it the second highest rate of fire for the assault class, only behind the CR-2, which is a ridiculous 877.19. So for those of you who are now turned off the CR-2 with the nerf, this is a great weapon for you to try out, since it has a higher rate of fire then the other weapons, its a good medium to close range weapon that won’t feel like your shooting marshmallows at medium to long range.

Which brings us to the damage. Damage w/o attachments, (min, max, DPS and drop off) The damage was tested in an arcade match, split screen, at different distances, starting with a hug and moving out to 30 steps, running at a normal speed, no sprint for consistency. This process was completed with each attachment to see if it changed the damage at all. The damage done does not include headshots, since head shots are inconsistent. In the case of multiple rounds firing with each pull of the trigger, the damage was calculated using the base health, minus the health remaining and then divided by the number of rounds fired to get the damage per individual round. The damage on this one is actually second highest in class, at 36 damage per round, going out to 14 paces, where it starts to drop off to 19 rounds at 30 paces. So while all assault rifles seem to drop off at the same range, unless you have the improved range attachment on them, this one packs a higher punch then the CR-2s now 16 damage at close range, making it take less rounds to drop enemies.

At long range this does have one of the higher drops in damage, at long range you do 52.78% of the damage you do at close range, which is the largest drop off in class, but even with that, it’s still second best in damage per round, even at long range. The E-11 can do 1damage per second at close range and at long, and will drop specialist in 3 rounds, assault or officers in 5 rounds (4 with a head shot since it’s actually like 4.08), and heavies in 6 rounds in close range, when you start pushing long range, it will take 6 for specialist, 8 for officer’s or assault, and 11 for heavies. Again, there are no modifications for this weapon, so there is nothing that will change that eiter for better or worse. Accuracy w/ and w/o attachments For the grouping, this was done in an arcade match on tatooine, using the giant BB8 head looking thing near the cantina as a marker to maintain consistency for each attachment pairing.

In order to get the colored dots showing the grouping, I took a screenshot of the marks on the wall and used photoshop to single them out. When it comes to the grouping and accuracy of this weapon, the recoil pattern goes straight up. Regardless if aimed down sight or not. Granted if you aim down sight, your grouping is tighter, but, if you aim center mass, like you should unless your god tier, you will hit the head of the target by the second or 3rd shot. Like all weapons if you do controlled burst the recoil won’t be nearly as bad and hitting a head shot every 2-3 shots if your on target will drop enemies extremely quick, and it will reduce the amount of time you’ll need to cool since the weapon won’t overheat as quickly with short pauses between bursts.

Cooling Power (reload times) The cooling, or reload time was calculated by recording the gameplay, then loading it into a video editor and going frame by frame. The cooling time started when the heat bar started to highlight red, and ended when the weapon was operational (no longer behind held at 90 degree angle). When it comes to cooling, the fastest way is to of course manual cool the weapon which will take 1 second, regardless of how many shots you fire. This seems to be a constant besides heavies.

If you do fire until your forced to cool, it’s not to bad, since you’ll hit the blue in seconds, and then the gold in seconds. If you fully let it cool after overheating, it is a rather long 3 seconds, but not nearly as bad as the heavy weapons. Call to action In the comment section down below, let me know what weapon your wanting to see next. If we get enough focus on 1 weapon in particular, I will see what we can do to move it up. If you don’t care about the weapon but a specific class, let me know and we’ll see what we can do.

What was the first game that really got you into gaming? For me it was Command and Conquer Red Alert, it was a Real Time Stratagy and it was alot of fun. I always played as the Russians and would do infantry rushes on multiplayer, where instead of building where your MCV was placed, you drove it down to the enemy’s base, since the spawns where always diagonal of each other. Outro If you liked this video, make sure to like and subscribe to the channel, I love having you here. Also if you’re on playstation, come join my community, RedWolf72ps4 where we can talk and party up for a few matches.

You can also find me on twitter @RedWolf72ps4. Thank you all for watching and as always, I’ll see you in game..

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