(From a Smuggler, to my second favorite class)
Mer Fee's Laws of Combat
Mer Fee was a trooper.
If the Sith are in range, so are you.
Incoming blasterfire has the right of way.
Don't look conspicuous, it draws fire.
There is always a way, and it usually doesn't work.
The problem with the easy way out is that it has already been mined.
Try to look unimportant, they may be low on power packs.
Professional troopers are predictable, but the galaxy is full of dangerous amateurs. (Smugglers?)
The Imperials invariably attack on two occasions: When they're ready for you. When you're not ready for them.
Teamwork is essential, it gives them someone else to shoot at. (Read: Tank)
If you can't remember, then the proton mine IS armed.
The enemy mob you have been ignoring will be the flashpoint boss.
"Force Lightening" is the Sith's way of telling you to slow down.
If your attack is going well, then it's an ambush.
Never draw fire, it irritates everyone around you. (Unwanted Aggro)
Anything you do can get you shot, including doing nothing.
A bunker that's hard to get into will be hard to get out of.
Never share a foxhole with anyone braver than yourself. (Leeroy Jenkins)
If you're short of everything but the enemy, you're in a Warzone.
When you've secured the area, don't forget to tell the enemy. (Spawning Mobs)
Never forget that your blaster, your armor, and your escape pod is made by the lowest bidder.
If the Jedi can see you, so can the enemy.
Never stand when you can /sit, never sit when you can /lay down, never stay awake when you can /sleep.
The most dangerous thing in the galaxy is a Jedi with a map and a comlink.
Every person on a dropship believes in the Force.
A thermal detonator with a seven second timer will detonate in four seconds.
Remember, a retreating enemy is probably just falling back and regrouping.
If at first you don't succeed, switch to Auto-Fire.
Exceptions prove the rule, and destroy the battle plan.
The Sith are never watching until you make a mistake.
One Sith Lord is never enough, but two is entirely too many.
A clean suit of armor is a magnet for carbon scoring.
Whenever you have plenty of ammo, you never miss. Whenever you are low on ammo, you can't hit the broad side
of a Sail Barge.
The more a blaster costs, the farther away you will have to send it to be repaired.
XP is something you don't get until just after you need it.
Friendly fire isn't.
Suppressive fire doesn't
Reciprocating Blasters don't.
Imperial Intelligence is a contradiction.
No matter which way you have to march, it's always uphill.
If enough data is collected, a board of inquiry can prove ANYTHING.
For every action, there is an equal and opposite criticism. (on the forums).
The one item you need is always in short supply.
The worse the weather, the more you are required to be out in it.
The complexity of a weapon is inversely proportional to the IQ of the weapon's operator.
Orbital strikes always overshoot the target, artillery always falls short.
When reviewing the comm frequencies you just wrote down, the most important ones are always illegible.
Those who hesitate under fire usually end up getting rezzed repeatedly.
The tough part about being a BioWare developer is that the player's don't know what they want, but they know for certain what they DON'T want.
To steal information from a person is called plagiarism. To steal information from the Sith is called gathering intelligence.
The weapon that usually jams when you need it the most is the heavy repeating blaster.
The perfect tank for the job will join the guild ten minutes after that raid spot is filled by someone less qualified.
When you have sufficient supplies and ammo, the enemy takes two weeks to attack. When you are low on supplies and ammo, the enemy decides to attack that night.
The newest and least experienced MMO player will usually get selected for the closed beta.
The Kalidor Crescent just goes to prove that you were smart enough to think of a plan, stupid enough to try it, and
lucky enough to survive.
If it sounds stupid, but works, it's not stupid.