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 TL-50, 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 to assume you already know which class these weapons belong to, but if you don’t I’ll like 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, and 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.
The TL-50 with out any modifications has a 34 round magazine. This is the smallest of all the heavy weapons. However if you add on the cooling modification, that number increases to more inline with the other heavy weapons up to 51. With the secondary fire option, that will take 50% of your base heat, so without cooling modification, you can fire 2 before you overheat, and with the cooling, you can fire 3. If you use the secondary fire, you will obviously have less rounds you are able to fire off before needing to cool, so just keep that in mind. Rate of Fire w/o attachments The Rate of fire for the blurrg was 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 TL 50 can unload it’s 34 rounds in seconds, giving it a rate of fire of 8rounds per minute. If you have the cooling attachment, you’ll get through the 51 round ins seconds, which decreases the rate of fire, to 7rounds per minute, but keep in mind that is due to the cooling attachment not doubling the amount of rounds available. The damage isn’t affected by the cooling attachment, so it’s worth using so that you don’t have to reload as quickly, allowing you to engage for longer periods of time.
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 TL-50 will do 20 damage per round up to 14 steps away, from there the damage will drop down to 50% of that, to 10 damage per round at 26 steps away. This is a 4 step decrease in max range from the officer and assault classes, which both level off around 30 paces.
The graph you see is the drop off rate as you get farther from the target. The damage the TL-50 does, is lower than every weapon for every other class, besides the CR-2, which does 17 damage per round at close range and goes down to 9 damage per round at long. So with the damage in mind, it will take 5 rounds to kill a specialist, 8 rounds for officers and assault, and 10 rounds for a heavy at close range.
When we look at long range, it will take 10 rounds to kill a specialist, 15 to kill an officer and assault, and 20 to kill a heavy at long range. This makes the TL50 a close range weapon, since there are better options for damage per round in the heavy class. The TL-50 does have a secondary fire option, which will take away your aim down sights ability, and replace it with an explosive round. The explosive round I found, was rather inconsistent when it came to damage it dealt when it wasn’t right on top of the target. It will do 100 damage if it hits the target or is right next to them, which will kill a specialist in one hit, and a heavy if you hit them with 2. There is a rather long Cooldown between being able to use it again, so it’s best to mix it in with your normal fire.
The minimum damage I could get it to do is 9 damage, and that was around 5 steps away from the target. After 5 steps, it won’t do any damage, so you will need to get it rather close. I do recommend using this attachment since it will increase your ability to kill, and one of the other attachments available that we’ll cover next doesn’t really help all that much since this weapon is not very effective at longer ranges. 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. Looking at the grouping, you can see there’s really not much difference. The red is with the spread reduction attachment and the blue is without it. If you look closely, you’ll see the red does go more vertical and less side to side than the blue, but it doesn’t tighten the grouping at all. Therefore the spread reduction doesn’t really help you at longer ranges, since you’re just going vertical instead of more horizontal. I would not recommend using the spread reduction on this weapon, since you can replace it with the secondary fire and cooling. 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).
The cooling in this weapon is similar to pistols and assault rifles, in that if you start a partial reload, it will take seconds to cool your weapon and get you back in the fight. This is the fastest way to cool, but you always can overheat it and then play the mini game. If you hit the blue, it will take seconds to cool, and if you hit the gold, it will take seconds. The longest option is to let it completely cool and not play the mini game, and that will take seconds. The cooling attachment does not seem to affect these times. I checked in several times and couldn’t get a faster cooling time with the cooling attachment, it appears the cooling attachment just gives you more time before it forces a cooling cycle. 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. If none of these still apply to you, tell me if you see one of these 3 on tv, which one do you choose to watch, star wars, battle star (2004), or firefly / serenity? Personally, I’d watch Firefly, I love that show so much. 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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