1. This game was mostly made to cash in on the Star Wars hype and show off what Hypixel could do with 3D models and unique gameplay mechanics (mostly based on Warlords) and has pretty much been abandoned since its initial release. Here I put forward some ideas in order of how badly they are needed:

    1. The ability to join mid-game
    This one is by far the most important because Galaxy Wars games are drained of players real quick. People on attack die 3 times and give up and leave. However, there should be some checks to not put players in games that are nearly finished. If there's less than 2 minutes left or the droid is past 80% of the map then players won't be put in that game. Raising the player cap to 30 (yes you read that right) while starting the countdown at 14 players would also make games a lot more fun and not slow the game down to a crawl if just a few people leave.
    2. A two-round system
    Basically, swap the attackers and defenders at the end of a round. The team who has gotten the most progress on the droid wins. If both teams have made it to the end, then the team who does it the fastest wins. To prevent games taking too long, if the first team doesn't make it to the end, then the second team will automatically win the moment they've passed the first team's droid instead of having to push it to the very end. If the first team makes it to the end, then the second team will automatically lose if they haven't made it before the first team did.
    3. New map(s) and/or gamemodes
    This could greatly reduce repetition, just one extra map would be much appreciated. New gamemodes could involve control points, deathmatch or something like Team Fortress 2's Payload Race where both teams would have to get their own droid to the end.
    4. Balance changes
    If I'd have to rebalance the game, I'd only change a few things:
    • Thrown lightsabers deal 40 damage instead of 30
    • The jedi/sith pistol deals 15 damage instead of 10
    • The grenade is capped at 80 damage to prevent one-shots
    • Have troopers on the attacking side which will spawn in higher frequencies the less time is left
    That's all. The game is pretty well balanced except for the jedi/sith being kinda sub-par and unable to 2-shot troopers like the other classes can. This is compounded by the fact that mostly noobs will play them cause they're under the impression that they're more powerful. The slight grenade nerf is just cause one-shots are rather frustating. The shotgun can also one-shot but only at really close range so it's fine.

    Troopers on the attacking side could give them a bit of an edge and act as a safeguard against defenders steamrolling them (which happens in any game that I'm in). They'd have a very basic and dumb AI (mostly walking forward slowly) and their frequency would depend on how much time is left. So if time is ticking down, the attackers will get some extra help to make it.
    5. New class
    I don't even know WHAT this class would be, I'm just saying it'd be nice to have some more variety. Like I said, I ordered these ideas by priority and a new class isn't needed as badly as the other ideas on the list.

    To sum it all up, I understand if the developers wouldn't want to put more effort than necessary in this game, but I'd like to atleast see ideas #1 and #2 implemented so the game as it exists (without any new content) becomes more playable.
    • Like Like x 10
    • Agree Agree x 1
  2. Good ideas!
  3. Apawcalypse

    Apawcalypse Active Member

    To be honest, I feel like many arcade games have untapped potential in them, and Galaxy Wars is one that has been hit the hardest. You've got so many locations and battles from across the Star Wars universe, it's a darn shame that they only bother using one of them.
    Heck, you have the basic gameplay mechanics. Throw in a conquest mode where you go and capture individual command posts, you can use stuff from TKR to potential make vehicles, Hypixel can make these huge maps with sprawling battles, think of the possibilities!
    • Agree Agree x 6
  4. I'd agree with you on point #1 except for maybe raising the cap to 30. Having 20 is just about right for the size of the map and those extra 5 players per team would be too much with how fast damage racks up. I could maybe see it happening if there was a slightly larger map and the defenders max respawn time was lowered.

    Points #2 and #3 should more or less just be combined into the same idea. It would make more sense to create newer gamemodes than completely changing the classic one. This way games can still be kept short, or you can play a longer game with a different formula if that's what you want. Really this even goes back to point #1, where you could allow for more players in those newer gamemodes if the setup is right.

    Now point #4 is a big no from me for increasing jedi/sith damage. That class can move up and down the map very quickly, and increasing their ranged damage doesn't make much sense to me from a balance perspective. Troopers on attack would be interesting. Increasing their respawn times near the end would be far too OP, though. I've had many games where it's come down to the wire in the third section, and having to deal with a ton of troopers right there on defense would be too much. As for nerfing grenades, I'd say that's a possibly good move. If the damage isn't reduced, I'd like to see the detonation time increased and the grenade more noticeable. On the other hand, I'd like see what some brawler/bounty hunter players have to say about it.

    I got nothing for point #5 either. All of the classes mostly balance each other out, but I wouldn't mind a class that has more hearts and that doesn't do a ton of damage.
    • Like Like x 1
    • Useful Useful x 1
  5. JulianElf

    JulianElf Well-Known Member

    Alrighty, here are my thoughts as a skilled Brawler/Bounty Hunter player and avid Galaxy Wars participant:

    For point 1, I strongly agree that joining an existing game should be an option. For example, when clicking on the GW NPC you could be provided with the options of "Start a Game" or "Join a Game." Naturally you would join the team with the fewest players, and you should be able to choose your class before spawning in (you really should be able to change your class while dead as well, just saying). Your checks seem accurate as well, but I'd have to go with a no for increasing the player counts. If anything actually, I'd kind of like to see a more competitive, small-scale version of GW (like 5v5). This would bring out individual skill much more than having more players.

    Funny enough, I designed a tournament rule set for GW in hopes one day a community would grow for the game and want to play competitively. Your second point details exactly what I had designed, which I find funny. This wouldn't be good for the normal game though, because if your team is outclassed then switching sides will not help and it will increase the amount of quitters mid-game. I like the idea though for organized play.

    Points 3 and 5 are basically the same, and they both suggest the addition of new content to GW. Of course I'd be thrilled to see this, but it seems unlikely. A new map and a new class would be AMAZING, and new modes would be fun if they didn't split the already small group of players even further. Personally I think the GW system is perfect for adding and experimenting with new modes.

    Point 4 I have mixed feelings about. Balancing and game mechanic updates are needed for sure, but mostly that involves changing the last point for attackers and fixing unintended powerful exploits for the grenade and flash bang. Ultimately the only change that is necessary is fixing the two grenade hit boxes to be a sphere, not a cylinder (if you don't know what I'm talking about, read the guide in my signature). This is likely not intended, and it's really too powerful with the grenade. As for reducing damage, I highly disagree. While both the Soldier and Knight class thrive in open combat, the Brawler class is strongest as an ambush class. The Scattergun and Grenade both deserve to be one shot kills, because they're used for either clearing the droid or picking off lone enemies. The classes each have their strengths: Soldiers have incredible ranged suppression, Brawlers have quick kill times at close range, and Knights have impressive defensive and 1v1 abilities. Also, you stated that Knights need a buff because they're "subpar" when compared to the other classes. Frankly, this is false. One of the biggest reasons the Knight class seems weaker than the others is exactly what you said: most of the new players choose Knight. I've faced experienced Knights in combat (and played Knight a bit) and I can assure you that while it is definitely not a ranged class, it excels at slaying a powerful enemy player or pushing the droid.

    The biggest misconception about the Knight class is that it's a good solo class. Honestly, if a Knight always sticks with at least one other player, it is incredibly powerful. If a Knight pairs with a soldier, then it can make the soldier invulnerable to ranged fire and fight off approaching attackers. If a Knight pairs with another Knight, then killing any single player on the enemy team will take absolutely no effort. Knights are weakest when paired with Brawlers, but that combo could be useful for pushing into enemy territory.

    I strongly disagree with adding troops to offense (the Trooper NPCs), because one of the main reasons I don't play attack often is enemy troops.

    My own ideas for the game:
    1: Fix hit boxes on grenades and insert an audio saying "Grenade Out" that originates from the player who threw it. This will negate the strengths of an ambushing Brawler, and reveal the direction the grenade is coming from.
    2: Change the last point capture. There's no reason to even play it, because it's easier than the other points. Honestly this should be a given, that the every point the attackers capture should get more difficult.
    3: Allow class changing when you're waiting to respawn. There's no reason not to and it would help a ton.
    4: Show "control beams" for both sides, not just attack. When the droid is being pushed, Defenders are able to tell by who and from where because of the green beams that shoot from the droid. Defenders contesting the droid should cause red beams to be directed at them as well. This will help both teams.

    Sorry for writing a novel, but this game deserves the attention and interest in it.
    • Like Like x 1
    • Agree Agree x 1
  6. Those are actually some nice quality of life ideas. I know we've talked about the last section of the map before and how it's more of a victory walk. With the respawn times and how hard it is to move around, or even get good cover for the defenders, it's just a waste of time to try to defend it. That goes on top of the fact that an attacker has a much better range to push the droid, than a defender does to contest it. The only real hope is to defend the one tunnel that leads into the final section. Anyone who's played this game enough can tell you how hard it would be to sustain a team for the 4+ minutes in that one little area.

    The beams for the defenders would be a neat addition that I've actually never thought about. While they're at it, may as well make it consistent and make the attacker beams blue. Matching up the carpets to each respective side couldn't hurt either.

    Just as a little side note, you were definitely one of the people who I wanted to hear from, especially on grenades. There may have been a little bias as you can imagine lol. The potential damage it can cause will always haunt me in game, and I don't think I'll ever like them.
    • Funny Funny x 1
  7. JulianElf

    JulianElf Well-Known Member

    Matching up the carpets and beams is a great idea, I'm surprised I haven't though of that :p
    Haha, I feel the same way about flash bangs and turrets. When in the hands of a skilled user, they are basically as fatal as a grenade and I get scared every time I go blind :D
    • Hype Train Hype Train x 1
  8. My idea for a new class is that maybe they could build a turret and stuff, i dunno
    • Like Like x 1
  9. Thank you everyone for the replies. I don't feel like responding to each individually, and I might not agree with every idea, but just getting the ball rolling on suggestions for this underappreciated game makes me happy.

    Soldier/Trooper already does that, have you even played the game?
  10. JulianElf

    JulianElf Well-Known Member

    They haven't played a ton from what I can tell (6 lifetime kills), but they were probably thinking about a class whose main purpose is to build and place turrets (like the engineer class in TF2). I honestly think this kind of class would frustrate me, because turrets are automated and don't require skill. If the turret was manned though, that would be kind of cool...
  11. Apawcalypse

    Apawcalypse Active Member

    Wasn't it in the original Star Wars: Battlefront games the Engineer class was good for repairing turrents, vehicles, and broken droids? The droids were there to give you health an ammo, while turrnets and vehicles around the map could be destroyed when enough damage was done. Maybe if they added an engineer class it could have a role like that. You know, keeping up equipment around a map to support their teammates as opposed to setting it up themselves.
  12. Honestly, I'd be happy enough if they fixed block textures for versions past 1.8 and if they could fix the bug where if you attempt to move before the respawn counter reaches zero then you'd get kicked for flying.

    But, new content would also be nice.
  13. JulianElf

    JulianElf Well-Known Member

    The move around bug is fixed, and I've heard people playing on 1.13 say that the textures work. I still play 1.8 so I'm not sure, but maybe if you play that version you could check it out.
  14. Is that so? Well, the last time I played was months ago since I gave up hope for the game. I'll give it a try with 1.12.2 and see if everything you have said is true.
  15. JulianElf

    JulianElf Well-Known Member

    Cool! Just know that I'm not sure if 1.12 works, I've only heard from 1.13 users


    Welcome to Galaxy Wars!

    This Galaxy Wars guide is designed for players of all skill levels. If you’re new to Galaxy Wars and have played little to no games of Galaxy Wars, start off by checking the Beginner section of this guide. If you’ve played a few games and know the basics, feel free to quickly skim the Beginner section and move on to the Advanced section. If you understand everything in the Advanced section and want to dive deeper, then check out the Master section.

    Good luck learning, and may the force be with you!​


    Galaxy Wars is a unique, Star Wars-themed arcade game in which you choose between one of two teams that face off against each other. The attacking team must escort a droid through four checkpoints before time runs out to win, and the defending team must prevent the attackers from succeeding until time runs out to win.

    When you arrive in the Galaxy Wars lobby, you will be holding a team selector. Upon right clicking the selector, you will see a window with six choices available:


    From left to right the classes are Soldier, Knight, Brawler, Trooper, Marauder, and Bounty Hunter. The first three on the left are classes specific to the attacking team, and the three on the right are specific to the defending team. The classes are the same for both teams; the only differences are the name and the looks. Soldier and Trooper share the same kit, Knight and Marauder share the same kit, and Brawler and Bounty Hunter share the same kit.

    When choosing a class, it is important to consider the playstyle you think you'd enjoy.

    • Soldiers and Troopers are excellent choices for long distance shooting, and they have flash bangs and turrets to push back aggressive enemies. If you've played other shooting games and are confident in your accuracy, this is the class for you.
    • Knights and Marauders are great if you're good at standard PVP, but also want the decent, mid-range suppression that comes with the different beamsword features. If the thought of melee fighting with high speed buffs and deflecting lasers back at the enemy sounds appealing, this is the class for you.
    • Brawlers and Bounty Hunters are amazing choices if you enjoy tactical plays and guaranteed kills. Their scattergun and grenade are the only weapons in the game that can kill in one hit. If you feel you could strategically utilize these weapons, this is the class for you.
    Choosing a team also requires knowledge of your preferred playstyle.
    • Attackers respawn quickly, so you're always in the game. Death doesn't stop you from completing your objective, and every little bit you push the droid counts before you die. While kills are important to move the droid forward, they're not as important as good positioning. This team is better suited for players who enjoy fast paced action and quick kills.
    • Defenders respawn slowly, so it's paramount that you don't die. Knowing when to back out is essential when playing defense, and getting kills is still important. On the positive side, defense often feels more rewarding because of the high kills and low deaths defenders have when they've played well. This team is better suited for players who don't want to die and are willing to play carefully.
    There is a total of five spawn points lined up along the path the droid will take as the game progresses. For the sake of simplicity, I call these five spawn points by the first five letters: A, B, C, D, and E. At the beginning of the game, the attackers will start at spawn A (closest to the droid), and Defenders start at spawn B.


    After getting killed in a match, you will be forced into spectator mode for a certain time before respawning. When you respawn, all of your teammates who were dead respawn with you. All dead attackers respawn every 5 seconds, and the dead defenders respawn every 25 seconds. Since you cannot change your class while you're dead, it's best to change your class right after you respawn.
    In order to win the game, the attackers must capture four points. When the attackers capture any point excluding the fourth, a few important things happen.
    • The defenders' wave respawn timer is reduced to 5 seconds (if it was higher than that). This means that if you died as a defender right before the attackers captured a point and still had 18 seconds before you respawned, when the attackers capture the point your respawn time will drop down to 5 seconds.
    • Four minutes are added to the game timer, with a maximum of six minutes. This means that the attackers will have at least four minutes to capture the next point. If there was 1:33 left in the match, the attackers will gain four minutes and have 5:33 until they must capture the next point. If the game timer was at 4:15, the timer will only go up to 6:00.
    • The spawns change for both teams. The attackers will spawn where the defenders spawned during the previous point, and the defenders will spawn at the next spawn down the line. For example, upon capturing point A, the attackers will now respawn at spawn B, and the defenders will no longer respawn at B but instead at C.
    If the attackers ever capture point D the game is over, and the attackers win. If the time ever runs out on the game clock, defenders win.

    Now that you understand the basics of the game and how the Galaxy Wars system works, you need to know the details that elevate great players above good players. Looking through this section will give you a complete understanding of the mechanics behind the game. Properly utilizing this knowledge will take your gameplay to the next level. Let's get started.
    There are essentially three different kits to choose from when selecting your class. The Soldier/Trooper class, the Knight/Marauder class, and the Brawler/Bounty Hunter class. From now on, I will refer to both kits by the attacker class name (Soldier refers to both Soldier and Trooper, etc.). Here are the kits for every class:
    The soldier has two weapons and two items: Blaster, Rocket Launcher, Flashbang, Turret

    kit_soldier1.png kit_soldier2.png kit_soldier3.png kit_soldier4.png
    The knight has two weapons and one ability: Beamsword, Pistol, Dash

    kit_knight1.png kit_knight2.png kit_knight3.png
    The Brawler has two weapons, one items, and one ability: Bowblaster, Scattergun, Frag Grenade, Beast Slam

    kit_brawler1.png kit_brawler2.png kit_brawler3.png kit_brawler4.png
    Each class is strong against one class, and weak to the other class. The classes' kits relate to each other as illustrated in the following diagram:


    Knights beat Soldiers, Soldiers beat Brawlers, and Brawlers beat knights.
    Once you know and understand your class and how to play it effectively, the next step is to learn how to play best for your team. Attackers and defenders play very differently; utilizing your class in a way that will benefit your team is crucial to becoming an advanced player. Here's how to play each team:
    Attackers need to push the droid through four points to win the game. Every move an attacker makes should help the team approach the end goal. This section will list the steps the attacking team should follow to win a game.
    • Kill the NPC troopers (troops). Anytime you're not in direct combat, take the time to kill every troop you can see. Troops have 30 health, so they're easy to kill. You should kill troops for a few reasons:
      • First, troops add to the damage you take in direct combat, so killing them before entering combat will reduce the damage you take and increase the time you have to push the droid.
      • Second, if you decide to heal while hidden a troop may find and shoot you. This will kill you if you had low health, and even if it doesn't kill you it will stop your regeneration.
      • Lastly, troops will shoot at you and reveal your location to the enemy. There's no way to hide from troop detection, so taking them out will conceal your location.
    • Push the droid. Realizing when pushing the droid is more important than staying alive is a strong skill to have on the attacking team. If there's not much time left and your team only needs to push the droid a little more until the next point, you should run in and push the droid. Sometimes if the defense pushes up past the droid, you can flank around them and push the droid for free without them realizing it. When pushing the droid, there's two important things to keep in mind:
      • First, you do not have to be standing right next to the droid to push it. In fact, it's often better for you to be standing behind cover a bit away from the droid while pushing. You'll know if you're in range of the droid because you'll see a green laser connecting you and the droid.
      • Second, defenders can contest the droid by standing close to it. This prevents attackers from pushing the droid at all. If a defender contests the droid, back off and apply pressure from behind cover. This will either force the defender to back off or get killed, allowing you to begin pushing the droid again. If there are too many defenders contesting the droid, consider falling back and waiting for reinforcements since rushing in won't get anything accomplished.
    • Keep an eye on the time. When the attackers capture a point, four minutes are added to the game clock. This can give the attackers up to six minutes to capture the next point. However, if the attackers capture the next point in over four minutes, then they will have less than the optimal six minutes to capture the following point. For example, if the attackers capture point A with 3:15 left on the clock, they will have the full six minutes to capture point B. If it takes them until 0:45 is left on the clock to capture point B, then they will have less than six minutes to capture point C. They will only have 4:45, which is less than ideal. As an attacker, try to capture each point before the clock reaches the 2:00 mark. However, this is not important at all for capturing point C; use all the time you need to in order to capture point C. For more information, check the Common Problems section of this guide.
    Defenders need to stop the attackers from pushing the droid to win the game. Every move an attacker makes should help the team approach the end goal. This section will list the steps the attacking team should follow to win a game.
    • Stay alive. If you die often as a defender, you're not contributing enough to your team's victory. Attackers respawn five times as often as defenders do, so it's way more important to stay alive as a defender than as an attacker. Here are several things to keep in mind while trying to stay alive:
      • Retreat or hide as often as necessary. If you are feeling pressured by the enemy, retreat instead of trying to hold your ground. Fall back to a safer position and make sure you're fully healed before you reengage. Ultimately you want to make the attackers take as long as possible to capture a point, so there's no need to die while killing one or two of the enemy. The others still alive will push for free.
      • Pay attention to how many of your teammates are alive (by looking around you, watching chat, and holding TAB). While you still have teammates alive, it's easier to retreat because the enemies’ shots will be divided among your teammates. However, the converse is also true; if you're one of the few on your team left alive, you will be targeted much more often and will have difficulty retreating.
      • Know where to run if your team's defense collapses. By knowing where the easiest places are to retreat to, you will have a much easier time staying alive and regrouping with your remaining teammates.
    • Know how close the droid is to the next point. When the droid is near the point it's closest to capturing, there are a two major things that aid the defender.
      • The droid is closer to the defenders' spawn than the attackers' spawn. This means that after respawning attackers will have to travel farther than the defenders will to reach the droid.
      • Contesting the droid is less risky. Normally, contesting the droid is dangerous for the defenders because around the droid is the area that has the least cover. However, with the droid close to capturing the point there's value in contesting even if it leads to death. It's likely that if the droid has gotten this far then the clock is around or under 2:00 remaining. This means that holding the droid at this point takes away time from the attackers while they're trying to capture the next point. Also, if you die while contesting the droid it's probable that the attackers will capture the point and reduce your respawn time to five seconds, letting you get back in the game sooner.
    • Stop the droid before it captures the third point. It's virtually impossible to stop the attackers from capturing the fourth and final point if they've already captured the third point. For more information, check the Common Problems section of this guide.
    This section breaks down the Galaxy Wars map and explains the most important locations in each of the four points.

    Blue S: This is where the attackers spawn. Instead of running out the front, there are two alternate exits to the left and the right.

    Red S: The defenders spawn just north of this marker. Most of the defenders will use either the main exit or the right exit to leave the spawn area.

    Red X: This narrow path between the fortifications is the critical control area for defenders. Defenders need to hold the droid here for as long as possible, and the attackers need to clear this section as fast as possible. The droid's path narrows, and it's easy for defenders to stand back and shoot at the pinched area with long range lasers from behind cover. Once the droid is out of range of the attackers hiding behind the fortifications, the defenders will be able to hold the droid easily.

    Red A: This staircase, platform, and hallway is a strong place for defenders to be before the droid reaches X. One or two strong players here will cause pressure on the attackers from both sides. Retreating into the hallway is an easy way to either heal or take a fight away from a large group of attackers.

    Red B: The area behind the fallen fighter is a good place to heal safely while keeping an eye on the droid. If necessary, there's a long hallway that leads around Point A and comes out near the defenders' spawn. This is a good escape if you're stuck behind the attackers as they capture the point.

    Blue A: There are two staircases that lead to balconies above X. This is the main way for attackers to clear X quickly. The defenders cannot reach this area without going past X, but attackers can drop down on the defending side from here. These should be used if it's not possible to push through X with sheer firepower. Use the left staircase to cause pressure or to flank from around the fallen fighter and use the right hallway to change up the pattern if the defenders start to expect you to go left.

    Blue B: From here, the attackers can either go up a staircase to a raised bunker. This is a good spot to shoot all the way past X, but it's also easily targeted and vulnerable. Fortunately, you can duck down and heal, but a better option than the bunker is to go through the hallway on the right and shoot from the platform. This allows dodging and leaves the hallway as an option for retreat.

    Overall, point A is easy for attackers to capture due to X being easily cleared from the side and the short distance the droid has to travel. Difficulty for attackers: Easy

    Blue S: This is where the attackers spawn. Instead of running out the front, attackers could instead use the left exit.

    Red S: This is where the defenders spawn. Typically, it's best to use the left exit until the droid is at X, and then it's better to use the right exit.

    Red X: This critical control area starts at the moment the droid enters the narrower area and goes until the point is captured. The reason this spot is important for defenders to hold is because this area is much closer to the defenders' spawn than the attackers spawn, and this is the area that provides the best cover for defenders. Attackers must clear this section as fast as possible to have the time needed to capture point C.

    Red A: Defenders can use a hallway that runs from here to the east to move safely around the tie wing. It's a good place to flank from, heal, and shoot from. It's also possible to retreat here and split the attacking force.

    Red B: This courtyard area is a great place to go when flanking the attacking force, especially once they've passed under the bridge but haven't yet reached X. This area is also incredibly useful for retreat and ambushing the enemy. Once the attackers reach X, you'll need to be careful of flanks from this location.

    Blue A: The stairs leading up to the hallway here is great for getting past defenders early on in the point capture. It also leads to a protected balcony that can is useful for shooting. The biggest drawback is that this area is nowhere near the droid, so going here isn't recommended if you need to be pushing the droid. However, it's easy to hop down and rush the droid at any time.

    Blue B: The courtyard here is crucial to flanking while getting past X. While the main force pushes the droid, flanking through here is very helpful for killing the entrenched defenders. Also while the droid is in the area leading up to X, it's possible to flank through here and go behind the enemy from X.

    Blue C: This fighter wing is very helpful for getting the droid to X. Once the droid is close enough to the wing, it's possible for a single attacker to push the droid from the opposite side of the wing as the droid. This is typically unexpected, and the defenders won't realize what's going on until it's too late.

    Overall, point B isn't too difficult for attackers to capture. Getting to X isn't difficult, it just takes time. Also, X isn't tough to clear with a coordinated push. Difficulty for attackers: Intermediate
    Point C is split into two major parts. The first is called the elbow, and the next is called the hanger. The elbow, although short, is a crucial spot for the defenders to hold the attackers. The first section here will cover the elbow, and the second will cover the hanger.


    Blue S: The attackers spawn out this door and to the east.

    Red S: The defenders spawn far north of this door.

    Red X: This critical control area is very easily defended, for two main reasons. The first is that defenders can hide behind the cover of the doorway (A) while shooting at the droid. The second is that the attackers have no cover while pushing the droid through here. Also, it's very easy to predict where the attackers will move after spawning while the defenders are fortified. Ultimately, this area determines how much time the attackers will have while trying to capture the hanger. If the attackers are stalled here for too long, they won't make it to point C.

    Red A: Defenders can use this doorway as cover. Peeking out and shooting is the best strategy, and once there are few attackers left it's easy for the defenders to move up along the south wall.

    Blue A: This area is reachable through the courtyard only, and it's rare to see an attacker come here due to the longer time required to reach this area. However, a good flank here while the attackers are trying to push through the elbow will likely catch the defenders by surprise and possibly get the droid past X.

    Blue B: This area is a usual flank, and a useful one for distracting some of the defenders. However, it's easily spotted if there are any defenders paying attention to Blue C. This is a flank best made when the other attackers cause pressure from the front.

    Blue C: Other than the front entrance, this drop into the hallway is common from the attackers. It allows either pressure onto X or a flank through B. It's the most flexible option, and the only reason it's not completely better than the standard entrance is that there's no cover when approaching X and it's easy to get stuffed by long range weapons.

    Overall, the elbow is one of the easiest points to defend and should be one of the main focuses for defenders. If the elbow takes about half of the time remaining on the clock, the attackers are in bad shape. Defenders need to stay alive after the attackers capture point B in order to hold X.


    Blue S: The attackers spawn south of the hanger, and can only enter the hanger through one of two doors. Each is very large and clearly visible, although the droid path only goes through one of the doors.

    Red S: This ship is where the defenders spawn. There are three exits. The most commonly used is the ramp that exits west, and the second most common is the ramp that exits east. It's very uncommon to see the third exit used, which is a hole in the ship straight ahead as you would walk forward after respawning. It is a very bad strategy to stay in spawn here, even though many players attempt it. From the ship ramps you cannot dodge, have difficulty aiming, and cannot contest the droid. If you respawn here as a defender, find a way to exit the ship and do so as soon as possible.

    Red X: This critical control area is minor. However, it's the only area in the hangar with cover close to the droid, which makes it easier to defend. Everywhere except for here is easy for the attackers to push, because there's no cover for the defense to hide behind while shooting at them. Once the elbow has fallen, this is the spot that will likely take the longest for attackers to clear.

    Red A: This stack of crates is useful before the droid reaches X because it's the main cover in the middle of the hanger. Camping here allows you to guard both entrances while remaining protected by the environment.

    Red B: These crates are the safest place to be while guarding the droid if it's at X. They allow for easy contesting, and also provide cover from attackers coming back through the main entrance to the hanger.

    Blue A: This alternate entrance is critical once the droid gets past X. There will be no more need to follow the droid's path directly so it's easier, quicker, and safer to go through this entrance. Be sure to hug walls and use cover to approach the droid.

    Blue B: From this area it's possible to trap the defenders in their spawn. Focusing all of the long range weapons into the ship from here will prevent most defenders from leaving the ship. This can be avoided by the defenders by hopping out back, but most defenders try in vain to fight back from the ship instead of exiting.

    Overall, the elbow combined with the length of this point and the long distance from the attackers' spawn to the point capture makes this the most difficult point to capture in the game. Difficulty for attackers: Difficult

    Blue S: The attackers spawn back on the ship in the hanger. This hallway is only a short walk from the ship.

    Red S: The defender can spawn in one of four places during the final point. Two of the spawn points are attached to the lower platforms, and two of them are attached to the ends of the upper walkway. The two on the lower platform are better to spawn at while the droid is still at or before X. The two on the upper walkway are better to spawn at if the droid has passed X.

    Red X: This critical control area is very important. Once the droid passes this mark, it's almost impossible for the defenders to win. The best chance defenders have is to hold the droid while it's in the hallway. If the droid is pushed out of the hallway then the defenders will have no cover left to protect them while they try to contest the droid.

    Red A: Once the droid is on the narrow walkway that's the final stretch, the defenders will hopefully spawn on the above walkways. If you do, then you should run all the way along the walkway until you're above the droid and then shoot or drop down (depending on your class and the enemy numbers).

    Red B: There are only two places a defender can use as cover on this point. The defenders can hide behind the wall next to the hallway as long as the droid hasn't passed X. If the droid has passed X, then the final cover a defender can use is the L-shaped barricades in the middle of the platform. Unfortunately they're too far away from the droid to contest it and too small to provide any real cover, but they might help you survive a few seconds longer.

    Blue A: This main platform is the attackers' goal. If they make it here, then they can spread out and pick off the defenders as they all respawn separately. Even if they push ahead of the droid, attackers taking this location should win the game easily.

    Overall, this point is very short and is very punishing towards defenders due to lack of cover, split spawn points, long distance to droid path, and fatal cliffs. For more information on this point check out Common Problems. Difficulty for attackers: Easy

    This section will not be facts that are set in stone. Instead, it will contain strategies and tactics designed to improve your play until it's stronger than almost every other player's skill in the game. Each and every topic discussed here will help perfect your skills, and after seeing this you will have the knowledge of a pro Galaxy Wars player. Anything you want to learn beyond this section is up to you to experiment and discover for yourself.

    This section will show you specific moves and techniques you can use to bring down your opponent. The tactics are divided by class, so choose the class that interests you the most.

    One of the issues with Galaxy Wars is that players are kicked from the game if they don't have the resource pack ten seconds into the game. This can cause a team to lose half of its players, while the other team retains its original numbers. You are easily able to count how many players are on each team by holding TAB for the first ten seconds of the game. In order to win a game in which you have fewer players on your team than the opposing team, you need to be more than capable of winning a 1v1 with the enemy. You're not going to carry your team in this scenario if you are on par with the enemy. Each team plays differently in this situation, and here's what you should do for each team to have the highest chance of winning.
    Attackers need to push the droid. However, with superior numbers the defenders will always be contesting the droid. This means that you need to get kills. In order to win a battle in which you're outnumbered against the defenders, choose the optimal time to attack (the defenders are distracted, you've flanked, a few defenders died, etc.) and then get as many kills as possible within 20 seconds. The moment you feel your teammates can handle the remaining defenders, push past them and move towards the enemy's spawn. It's critical to pick off a few of the respawning defenders to even the numbers, so use the element of surprise and your weapon with the lowest kill time to accomplish this objective. Be more careful to avoid dying the closer you get to capturing the point. When you must push the droid, continue to put as much pressure as possible on the defenders in order to delay the moment when your team will be overwhelmed.
    In order to win as defenders against an attacking team with superior numbers, you absolutely cannot die often. You should play so carefully when outnumbered that you have little to no deaths. Each time you die, the attackers will get up to 25 seconds of free time to push the droid. Plus, when you die you cannot support your teammates and they will likely die as well. Since attackers have such a low respawn time, you will likely always be fighting. It's important to win fights quickly as defenders, because if you don't win within a small period of time then other attackers will respawn and run to back up their teammates. The best scenario for an outnumbered defense is to have the attackers move towards the droid in small groups of two or three, get wiped out by all the defenders quickly, and then have the next group show up. If the defenders ever take too long with one of the groups or if too many defenders die, the remaining defenders should fall back while trying to get some more kills. Staying alive is how defenders will win against an attacking team with more numbers.
    If you decide to play in a party with one or more other players, it's important to know the compatibility between the classes and how classes can support one another. Although this is unlikely to be used in noncompetitive play, playing with your friends can be more fun if you all work together. Although there's many more possibilities than those shown, here's an explanation of how each class can be used to support your teammate:
    • A soldier can support another soldier by standing a short distance away from your teammate. You should shoot at the same target as your teammate to reduce the kill time, and if any aggressive enemy targets your teammate then you should shoot at that enemy. If this draws the aggression, the two soldiers should separate and pin the enemy between them with their blasters. Flashbangs should be used on enemies that target the other soldier, and the two soldiers should separate their turrets for maximum effect.
    • A soldier can support a knight by shooting in the direction of the knight. When the knight pushes forwards, the soldier can watch from the rear and shoot any enemies near the knight. If the soldier lands two hits on an enemy, then the knight will only need to hit that enemy twice with the beamsword to get the kill. For this reason, it's advised that the soldier target the same enemies as the knight. Another good way to support a knight is to use your flashbang and turret on a group of enemies to confuse them while the knight rushes in and finishes them all. Lastly, using your flashbang is a good way to cover a knight's retreat out of enemy territory.
    • A soldier can support a brawler by shooting the same target as the brawler is shooting in order to reduce the long range kill time. If the brawler moves in, use a flashbang on the enemies to allow the brawler to get close enough to use the scattergun. If you know the brawler is attempting a flank, put yourself in a position that will draw attention away from the brawler, allowing an easier flank kill. If you use a flashbang on a group of enemies, they will not see a grenade thrown by the brawler.
    • A knight can support a soldier by sticking very near the soldier and blocking incoming lasers. If a bounty hunter or marauder attempts to get close to the soldier, you can use dash to fend them off while the soldier keeps shooting. You can also throw your beamsword to increase the offense power of your duo.
    • A knight can support another knight by attacking the same target as the teammate. If the teammate runs into the fray and starts slashing, move with the teammate and attack the same enemies. If your teammate starts retreating, you can block lasers that would hit the teammate to decrease the time that's needed to fully regenerate. If your teammate uses dash to get behind a group of enemies, use your dash to attack the front of the group and confuse them.
    • A knight can support a brawler by attacking any enemy the brawler hits with the scattergun. If the enemy takes one or two hits from the scattergun, the enemy's health will be low enough for a beamsword kill in one hit. If the brawler backs off and uses the sidearm, the knight can block incoming lasers with the beamsword.
    • A brawler can support a soldier by shooting at the same target, lowering the kill time for long range weapons. If the soldier is rushed by the enemy, the brawler can move in and use beast slam to push the opponents away. When the soldier pushes up, the brawler can move in ahead of the soldier and clear the way with the scattergun and grenades.
    • A brawler can support a knight by covering the knight with the sidearm. If the knight rushes in, the brawler can throw a grenade towards the knight to clear out any nearby enemies. If the knight tries to back out, switch in and use your beast slam and scattergun to dissuade pursuing enemies.
    • A brawler can support another brawler by moving near the teammate. If your teammate attempts a flank, then you can either flank from a different direction or distract the enemy from the front. If your teammate gets swarmed, use your beast slam to provide cover. If your teammate uses beast slam near you, use your scattergun to hit the airborne enemy.
    Galaxy Wars has potential to be a very competitive game. In an ideal situation, there would be Galaxy Wars teams and tournaments. This section doesn't actually reference the game as it is now, but it instead outlines the rules for a possible tournament setting.

    A standard Galaxy Wars tournament would be 5v5. The fewer players there are on a team, the more individual skill is the most important factor. The more players are on a team, the more teamwork is a factor. Therefore, a 1v1 would be the ultimate test of individual skill and a 10v10 would be the ultimate test of teamwork. A tournament should judge the best team overall, so a 5v5 would hypothetically be the healthiest balance of individual skill and teamwork.

    In Galaxy Wars, certain players or teams may be stronger as the attacking team or the defending team. A tournament match would consist of two games, and the teams would switch sides after the first game. For example, team A would play attack and team B would play defense in the first game. After that game, team A would play defense and team B would play attack. The winner would be the team who pushed the droid farther while on attack. If both teams capture point four, then whichever team had the most time left on the clock after winning as attack would be the overall winner.

    Galaxy Wars is a great game but it is riddled with bugs, glitches, and issues that appear frequently. This section is a list of the more common problems with Galaxy Wars and how to deal with them.
    • Resource pack issues are the most common complaint and biggest issue when it comes to playing Galaxy Wars. Some of the time the resource pack downloads, but some of the textures are glitched and appear purple and black. For some people loading the texture pack seems impossible. If you are having trouble loading the pack, click this link to help you out. If your texture are incorrect, try using a Minecraft version lower than 1.9 and the issue should be fixed.
    • The only real balancing issue in Galaxy Wars is the final point. Capturing point D is not a challenge for the attackers and only serves as a victory waltz up to the final point. Once the attackers capture point C, the game is over. The reason for this is that Point D is easier than point C. That alone proves point D is pointless in a perfectly balanced scenario. If the attackers are able to capture point C then unless something major changes they will have no trouble capturing point D. Point D is shorter, provides less cover for defenders, spawns the defenders further from the path of the droid, and splits up the defender spawns. I do not think this point is necessarily an issue, but should be known that the game is essentially over once attackers capture point C. I'm not saying that any attacking team can easily capture this point, I'm just saying that any attacking team that has taken point C can easily capture this point. The order is the issue, not the point itself.
    • It's possible to abuse the respawn mechanics in Galaxy Wars to camp the attackers' spawn point while being a defender. Upon capturing a point, the attackers begin to respawn where the defenders spawned previously. A defender can remain in their spawn while the attackers capture a point, and then they will be in the attackers' spawn. If the defender is a bounty hunter with a scattergun, this can be deadly and toxic. For example, the attackers are trying to capture point A. Right now, attackers respawn at spawn A and defenders respawn at spawn B. A defender respawns at point B and doesn't leave the spawn as the attackers capture point A. An attacker dies, and a few seconds later respawns at spawn B right next to the defender who stayed behind. This issue could be fixed just by adding a single second of respawn protection.
    • While starting the game as an attacker, it's possible that the defenders will be invisible. This happens frequently enough to be mentioned, and the only way to make the defenders lose invisibility is to kill them. At some point in the match all defenders could regain their invisibility, and the only solution is to kill them again. Naturally this is difficult considering the fact they cannot be seen. I don't know the cause of this nor do I have a solution, but this is a fairly major issue with playing attack (and one of the reasons I prefer defense).
    • The knight's dash ability can be abused to get places where it would not normally possible. Although most of the areas it can reach are not problematic, a marauder can use dash to jump into the very first spawn of the game which is only available to attackers. This is toxic, and shouldn't be done.
    • There are many map escapes in Galaxy Wars, and lots of ways to parkour out of the play area. Although these do not affect gameplay in any way, they still exist and I thought I'd share a video listing all of the map escapes.
    Disturbed - Helped gather information for the guide.
    Last edited: Jan 22, 2019

Share This Page