Unlike most other multiplayer shooters you've played, Star Wars Battlefront doesn't have different classes. In the spirit of the Clone Wars your role is very much cannon fodder, to be thrown relentlessly at the enemy. You live, you die, you live again. Star Cards are the things that allow you to customise your character's loadout, so if you use them to compliment your primary weapon you can, in theory, spec yourself up to be a sniper, demolitions, assault gunner, and so on and so forth.
Star Cards begin to unlock after you reach level 2, but you can't use them until you've bought them, and you can buy them with credits you earn in battle. From level 15 you also get Trait Cards, which you can level up by using them in battle.
Back to TopYou build a hand of three Star Cards to use in a battle: two regular ones, plus a Charged Star Card. Regular cards include things like grenades, more powerful weapons, and the jump pack (if you've seen other players pinging all over the maps like malignant fleas it's because they're using the jump pack), and have unlimited uses but a cool down after you deploy them.
Charged Star Cards are beefy abilities that allow you to fire your weapon longer, scan for enemies, take out vehicles with an ion shot, that sort of thing - but you can only reuse them by picking up a charge from the map (the floating drop tokens that have a little lightning bolt in them).
Back to TopThat's a difficult question to answer, because different hands work well with different game modes - and we'll be putting up a more detailed guide for that soon. There are, however, some basics you should definitely unlock in the early levels.
You might have heard people mention the grenade spam style employed by many players of Battlefront, and for good reason. Everyone's figured out that chucking explosives everywhere is actually a good tactic in most situations, so the Thermal Detonator and Impact Grenade are good to have for most games. The Scout Pistol is excellent for taking out enemies in a close range situation, and the Homing Shot for long range. If you're thinking of going for the big fights with walkers then rebels should invest in the Ion Torpedo.
You should also definitely go for the Ion Shot and Cooling Cell Charged Star Cards, which can take out enemy vehicles and enemy troops in spectacular style. Once you get to the higher level cards your choices will start to be more of a tactical consideration.
Back to TopHonestly, when you first hit the ground you don't need to worry too much about the weapons. Unless you have your heart set on being a sniper, or exploding heads with the Star Wars version of a shotgun, then getting options for your main weapon doesn't need to be a priority. The Rebel Alliance and Empire both have a decent starting weapon - although, for our money, the E-11 Blaster Rifle strikes the best balance between range, damage, and accuracy. Star Cards have a much more critical effect on your game, so spend your hard earned credits on those in the first instance.