7 Things You're Overlooking in Star Wars Zero Company!
45sThe intro directly challenges viewers' knowledge with a list of hidden tips, creating curiosity and high click-through potential.
▶ Play Clip"Delivers on the promise of seven overlooked tips, but some are common knowledge for experienced players."
This video from IGN reveals seven overlooked tips and tricks for Star Wars Zero Company, a tactical game. The host, with 50 hours of playtime, shares insights on building the lounge for passive Bond XP, utilizing backup mechanics effectively, unlocking droids, mastering advantage, managing operations, choosing crisis perks, and using knockback abilities like Cab's Uppercut.
Building the lounge in the den allows benched operators to gain 5 Bond XP per deployment, helping keep the whole roster progressing without swapping teams.
The upgrade table is essential for improving Zero Company aspects. The lounge costs 3250 credits and takes two cycles to build. Prioritize it if you plan to rotate squads or build relationships.
Backup is a unique mechanic where a randomly selected squad member chooses a backup partner to fire at the same target. Use it to burst down enemies, but ensure the backup has range and line of sight. Let the backup shoot first, but move other party members before firing.
Droids are overlooked but excellent backups. They can't use standard weapons but throw grenades and mines. They can hold up to three utility items with double chargers. To unlock, inspect the broken astromech, then build the droid repair bay for 2000 credits (one cycle).
Advantage is separate from AP and can be used after standard actions. Burn through AP first to maximize advantage generation, then cash it in for big impacts like breaking sailmates or finishing enemies.
Missions are main story beats that pass time. Operations are side jobs that happen instantly but require Intel. Finish operations before spending credits, as outcomes can change your resource balance.
During crisis events, you choose between two enemy perks; the one you pick is removed, so you actually choose which perk the enemies won't get. Pick the perk you feel most equipped to handle.
Skills that move enemies, like Cab's Uppercut, are powerful. Uppercut knocks enemies out of cover, can push them into overwatch zones, and refunds all AP spent, allowing multiple uses per turn. Pelreya's Force Push also causes knockback.
What is the cost and build time for the lounge in Star Wars Zero Company?
3250 credits and two cycles.
01:04
How much Bond XP do benched operators gain per deployment with the lounge?
5 Bond XP.
00:37
What is the backup mechanic in Star Wars Zero Company?
A randomly selected squad member chooses a backup partner to fire at the same target, dealing extra damage.
02:08
How do you unlock droids in the game?
Inspect the broken astromech in the den, then build the droid repair bay for 2000 credits.
03:33
What is the difference between operations and missions?
Missions are main story beats that pass time; operations are side jobs that happen instantly but require Intel.
04:42
How does the crisis perk selection work?
You choose between two enemy perks; the one you pick is removed, so you choose which perk enemies won't get.
05:40
What is special about Cab's Uppercut ability?
It knocks enemies out of cover, can push them into overwatch zones, and refunds all AP spent, allowing multiple uses per turn.
06:38
Passive Bond XP via Lounge
Provides a way to level up benched operators without active play, a key efficiency tip.
00:25Backup Mechanic Power
Explains a core combat mechanic that can burst down enemies if used correctly.
02:08Droids as Support
Highlights an overlooked unit type that excels in support roles with explosives.
02:51Advantage Management
Teaches optimal order of operations for maximizing advantage and impact.
04:11Crisis Perk Strategy
Clarifies a confusing mechanic and provides a strategic framework for choosing perks.
05:40[00:00] Think you know everything about Star Wars Zero Company? Well, think again. Even the most seasoned of films can distill into the galaxy's best-kept secrets. There's some pretty heavy tutorialization in the opening two missions,
[00:12] so it can feel like the game has covered everything that you'll need to know. But I'm 50 hours in and still finding some new things, so here are seven things you're overlooking in Star Wars Zero Company.
[00:25] No, usually, operators left at the den are just hanging out while the squad is busy, but the lounge changes that. Once you build it, benched operators start tracking what
[00:37] Bond XP every time you deploy, so your backups actually make progress too. Operators left at the den give 5 Bond XP, and I know, it's not much, but it does make it much easier
[00:49] to keep everyone growing without having to switch out your main team each mission. The upgrade table is something you'll need to look in on every time you leave for a mission, just to make sure you've got something building. This is where you'll spend credits and other resources to upgrade basically every
[01:04] aspect of your Zero Company, and that goes for the lounge too. It's under teamwork, but you'll need to unlock it, unlike the holotable, recruitment, personnel, the armoury and the medbay. You'll need 3250 credits, and it takes two cycles to finish.
[01:20] Now if you plan to rotate your squad often, or if you just want to build up relationships with more operators, it's smart to prioritize building the lounge early. If you're struggling with medical capacity, or if you need more weapon options, you might want to focus on the medbay or the armory first, but definitely don't forget about investing in the lounge.
[01:38] It means that you're not starting from absolute scratch when you want to change up your squad, and you can upgrade the lounge too, so if you want more bond XP for your benched operators or additional perks, you've got that option for the future. Considering that the full campaign is confirmed to be around 40 hours you going to want to swap things up to keep it fresh and depending on the mission someone else might work better for the squad Backup is a unique mechanic in Star Wars Zero Company where one member of the squad is
[02:08] randomly selected to choose a backup partner each turn. That backup partner will then also fire their blaster at the original character's target, assuming that backup target is in range and has line of sight, which is important to watch for. This mechanic is very powerful,
[02:25] and you can use it to instantly burst down a problematic enemy, so you need to make sure you think through what you want to do with your backup before you execute your move. It is the worst when you accidentally kill a target with your first shot,
[02:37] you just weren't thinking and then your backup is totally wasted. Ask me how I know. Let whoever starts with the backup shoot first, but move the rest of your party before you start firing.
[02:51] It's easy to forget about droids, but they might be some of the best backups in the game. It's not immediately obvious how to unlock them, and they can't equip standard weapons, they just attack by sending out mines and tossing grenades, but, as with a lot of games,
[03:06] a support role is sometimes the most important, and the most overlooked. Bring one along in Spellworld Zero Company and you'll get some seriously good backup. They can hold up to three utility items with double chargers,
[03:19] so load them up with impact grenades, concussion grenades, droid poppers to rain explosives down on enemies. Droids can zip up to rooftops without messing around with ladders. You might say they have the high ground.
[03:33] To unlock droids, you'll need to inspect the broken down astromech in the den as part of the story. Then, head on over to the upgrade console to build the droid repair bay. You'll need 2000 credits and it'll take one cycle to build.
[03:48] Once that's done, you can recruit and most importantly customize your droid to send out on side missions and optional company operations. But be warned you might get really really attached to them and they cry when they die on a mission Not that I speaking from experience or anything To use advantage effectively you need to perfect your order of operations
[04:11] You rack up advantage by landing hits and triggering passes like tactical timing. Because it's separate from AP, you can trigger these special moves even after you've used up your standard actions. For multi-use abilities, always burn through your AT first to maximize the advantage that you generate,
[04:29] then cash it all in for the biggest impact. Timing is everything here. Use advantage first to break sailmates, finish off tough enemies, or swing momentum when the odds are stacked against you.
[04:42] There are operations and there are missions in Zero Company. Missions are the big story beats. When you do a mission, time passes in the game and the main story progresses. Operations, on the other hand, are side jobs or tasks that you can send your crew on.
[04:57] They don't take any in-game time, they happen instantly, but you'll need a resource called Intel to start them. The decisions that you make on these operations can cost or earn you credits and other resources,
[05:10] depending on your choices. That's why it's smart to finish your operations before you spend your money upgrading the den or buying stuff at the black market. You might end up with more or less credits and resources after operations,
[05:24] so you'll want to know your real balance before you go shopping or upgrading. It's just a smarter way to manage your resources and not get caught short.
[05:40] Crises can be a little bit confusing at first. When you hit a crisis event at the holotable in Xero Company, The game makes you pick between two good perks for your enemies, which changes how your future
[05:52] enemies engage you in combat. The one that you choose gets removed from the board so you actually choosing the perks your enemies won get So you look at the two options and you decide which one you really don want to deal with
[06:07] For example, would you rather enemies be able to close the distance faster, or be able to inflict the shock status whenever they hit you? Whichever one you don't want to face, choose it. This means that the perk left on the table goes to your enemies.
[06:22] Always try to pick the crisis perk you feel most equipped to handle with your current squad and upgrades, even if it feels tough. Sometimes the lesser evil now can save you a lot of trouble down the road.
[06:38] Don't regret the power of skills that move enemies. For example, Cab's uppercut. Listen, he's a bit lovey-mo-hatey, and he's so annoying, I took him off my squad in the first place.
[06:50] Hurry, my 30. The slow working means the changing can't be a good thing for you, but... But that was a mistake. His Permanent Arm can deal some serious damage with his Uppercut ability.
[07:04] This is a knockback melee attack that knocks enemies out of cover and can push them into a squadmate's overwatch zone. One of the best parts of Uppercut is that it reforms all of the AP you spent on executing it, including all of the movement.
[07:16] So, if you play your cards right, you can use Uppercut to run around the arena punching things to death each turn, which is pretty useful. This goes to Pelreya too, whose Force Push ability can also cause knockback and leave
[07:28] enemies plummeting to their deaths. And they are just some of the things that are easy to overlook in Star Wars Zero Company. If you learned something new, hit that like button, and I want to see you all sharing your own discoveries in the comments, because I know there's loads out there.
[07:43] You might help somebody else learn something new. for everything else Star Wars keep it right here on IGN
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