Vs. Mercenary ("Jedi Vs. Merc")
you will find our strategies on playing this class-based variation
that can be applied to other gametypes.
It is first advisable to learn the various Force
Powers and Weapons, as well
as familiarize yourself with the Items
and basic game mechanics before attempting to play this bonus
section provides basic tips for learning to play Jedi Vs. Merc,
a hidden "bonus" gameplay modification included with
the 1.04 patch of the game.
It can be applied to other game modes, such
as CTF, FFA, Duel, etc.
should come here with a basic understanding of each of the
normal gametypes (FFA, CTF, etc) and basic gameplay. You will
need to know the Force and Lightsaber to be a Jedi, and the
other weapons and items to be a Mercenary, but knowledge of
the other side is essential to fighting against others of
the opposite class.
vs. Merc Overview
this mode requires the 1.04 patch to be installed. Next, the
server must have a console command enabled in the main config
file (for example the autoexec.cfg)
means that all game modes are set to "Jedi vs. Merc"
until changed. 0 allows normal gameplay in each gametype.
Think of it as a switch, just like the "Saber Only"
know its a Jedi vs. Merc server, when it displays this icon
in the server menu:
a game begins, look in your player setup profile... there
will be an option for "Jedi: Yes/No" at the bottom
of your screen. If you enable "Yes" you become a
Jedi, "No" you become a Mercenary.
Although the name implies they fight each
other, this depends purely on player preference. Teams can
be a mixture of classes, and it is based solely on personal
is a basic comparision between the two classes.
Force (varies with Force Level of server)
Shield Boosts, Seeker Drone, Force Boon, Force Enlightenments
but the Lightsaber.
ST Rifle, Bowcastor, Stun Baton
Blaster Pack units, 300 Energy Cells
Force powers whatsoever.
except Seeker Drones, Force Boons, or Force Enlightenments
the two classes are the same as in normal gameplay (each start
with the same amount of health/shields, etc).
can pull weapons away from Mercenaries (except the Bryar or
Stun Baton) but cannot use those weapons themselves... so
a disarmed Merc can run over and pickup his dropped gun again
(and lose it again, etc).
the Mercenary does have a full Mana pool (which he cannot
use, since he lacks even the basic Force Jump). Does
this mean that Force Drain will work on him to heal a Dark
reports that this is indeed the case.
a Merc, the Ysalamari (see Items
section) is far more useful than before, since it doesn't
change your abilities in the least, but gives you some immunity
from Jedi force attacks (though it does make you a nice bright
target for enemy Mercs to snipe at).
now players should have some experience with "Non Force"
verses "Force+Saber" battles, due to Holocron FFA
and Jedi Master gametypes. It may help you to play these gametypes
first, or Jedi Vs. Merc may help prepare you for the others.
It's up to you to use the method that works best.
the other two gamemodes however, you do not need to worry
about mastering all of the Force powers, just the ones you
plan to use (if a Jedi).
just say for now that each class will have to really know
its stuff to be able to take out members of the other.
issues of game balance in mind, I would theorize that this
game mode would be best played in something like CTF, rather
than as a straight FFA Deathmatch. But I need to do more research
to be sure, and comments