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Ok, now I’m CRYING for an officer nerf

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  • Other than bp I personally don’t see an issue with the Officer, especially with the casual load outs of other classes.

    I’ll clarify, assualt has the scan dart/wall hack and vanguard as standard issue, 2 very casual items imo that leaves room for little skill imo.
    Specialist, another wallhack with the ee4 and a shield melee, again, not much skill required imo.
    Heavy, a shield to help with otherwise lost gunfights, otherwise pretty balanced imo.

    Imo this game has a very compressed skill gap, meaning the game has a lot of randomness, items that require little skill, or guns with huge cones of fire so as to limit the accurate players and actually help the inaccurate players, a slow ttk, or lots of devices that kill for you without any thought or skill involved. Again, every class has its niche and I think they’re in a pretty good place right now, imo.
    Yeah, its just the BP gain that’s the issue. They need to reel in the Officer’s BP rate to be on par with the other classes. This isn’t a nerf since it doesn’t effect actual gameplay.

    I disagree, it certainly does effect actual gameplay, as it will change the rate at which special units are accessed... and the special units have an inordinate amount of influence on the battle. You could argue that it is not a primary nerf but rather a secondary/tertiary nerf... but reducing the rate at which a class generates a consumable used for force multipliers is definitely a nerf.
  • bfloo
    15814 posts Member
    t3hBar0n wrote: »
    Other than bp I personally don’t see an issue with the Officer, especially with the casual load outs of other classes.

    I’ll clarify, assualt has the scan dart/wall hack and vanguard as standard issue, 2 very casual items imo that leaves room for little skill imo.
    Specialist, another wallhack with the ee4 and a shield melee, again, not much skill required imo.
    Heavy, a shield to help with otherwise lost gunfights, otherwise pretty balanced imo.

    Imo this game has a very compressed skill gap, meaning the game has a lot of randomness, items that require little skill, or guns with huge cones of fire so as to limit the accurate players and actually help the inaccurate players, a slow ttk, or lots of devices that kill for you without any thought or skill involved. Again, every class has its niche and I think they’re in a pretty good place right now, imo.
    Yeah, its just the BP gain that’s the issue. They need to reel in the Officer’s BP rate to be on par with the other classes. This isn’t a nerf since it doesn’t effect actual gameplay.

    I disagree, it certainly does effect actual gameplay, as it will change the rate at which special units are accessed... and the special units have an inordinate amount of influence on the battle. You could argue that it is not a primary nerf but rather a secondary/tertiary nerf... but reducing the rate at which a class generates a consumable used for force multipliers is definitely a nerf.

    If anything, it evens out the rate for the average player to get stronger units.

    I can get them just as fast with assault or the heavy, depending on the map, but people using officers just for battlepoints is still an issue.
    The Knights of Gareth are Eternal

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  • dandop
    7 posts Member
    edited October 2018
    GenxDarchi wrote: »
    dandop wrote: »
    GenxDarchi wrote: »
    dandop wrote: »
    A specialist running head first into a group of officers won’t stand a chance.

    ANYBODY running headfirst into a group won't stand a chance. What's that logic?



    Did you read my post? I just used a specialist as an example of what NOT TO DO....

    I don’t support any weapon nerf. I just encourage people to play to the Strengths of their class before they cry for a nerf.

    Only nerf that’s needed is officer BP gain. Or buff BP gain of other classes.

    And again, that's a bad example because you don't ever want to run into a group, as anybody. Assault running headfirst into Specialists is dead, Heavy running into Specialists are dead unless they cannot fight well, Officer running into a group of Specialists is dead, any class running into a group headfirst is dead, no matter the class. That's a bad example is what I'm saying.


    THATS what I’m also saying. I agree with you.
    I’m saying people should play to their strengths and not run head first into a group, and die repeatedly and than cry for weapon nerfs.

    Doesn’t matter what class. I just used the specialist as an example, because traditionally snipers don’t do well in CQC

    It was an example. That is all.....
  • Other than bp I personally don’t see an issue with the Officer, especially with the casual load outs of other classes.

    I’ll clarify, assualt has the scan dart/wall hack and vanguard as standard issue, 2 very casual items imo that leaves room for little skill imo.
    Specialist, another wallhack with the ee4 and a shield melee, again, not much skill required imo.
    Heavy, a shield to help with otherwise lost gunfights, otherwise pretty balanced imo.

    Imo this game has a very compressed skill gap, meaning the game has a lot of randomness, items that require little skill, or guns with huge cones of fire so as to limit the accurate players and actually help the inaccurate players, a slow ttk, or lots of devices that kill for you without any thought or skill involved. Again, every class has its niche and I think they’re in a pretty good place right now, imo.
    Yeah, its just the BP gain that’s the issue. They need to reel in the Officer’s BP rate to be on par with the other classes. This isn’t a nerf since it doesn’t effect actual gameplay.

    I fully understand the issue about bp, it should be the same criteria for all classes imo.
  • Dash
    11637 posts Member
    edited October 2018
    Just go back to page 2 and look at the voting so far. It’s not difficult nor is it a mystery at what the concerns are about Officer as a class. https://battlefront-forums.ea.com/discussion/comment/1236295/#Comment_1236295
    Origin ID: "NWG_Dash"

    Youtube: https://www.youtube.com/channel/UCyUQ3FFqM-TQd-3xtZmHOGQ?view_as=subscriber
    Link to all my Guides here in Tips & Tricks: https://battlefront-forums.ea.com/discussion/113241/custom-class-hero-loadouts-builds-revisited-pt-2-6-14-2018#latest

    "When you ask for trouble, you should not be surprised when it finds you". - Plo Koon
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  • t3hBar0n wrote: »
    Other than bp I personally don’t see an issue with the Officer, especially with the casual load outs of other classes.

    I’ll clarify, assualt has the scan dart/wall hack and vanguard as standard issue, 2 very casual items imo that leaves room for little skill imo.
    Specialist, another wallhack with the ee4 and a shield melee, again, not much skill required imo.
    Heavy, a shield to help with otherwise lost gunfights, otherwise pretty balanced imo.

    Imo this game has a very compressed skill gap, meaning the game has a lot of randomness, items that require little skill, or guns with huge cones of fire so as to limit the accurate players and actually help the inaccurate players, a slow ttk, or lots of devices that kill for you without any thought or skill involved. Again, every class has its niche and I think they’re in a pretty good place right now, imo.
    Yeah, its just the BP gain that’s the issue. They need to reel in the Officer’s BP rate to be on par with the other classes. This isn’t a nerf since it doesn’t effect actual gameplay.

    I disagree, it certainly does effect actual gameplay, as it will change the rate at which special units are accessed... and the special units have an inordinate amount of influence on the battle. You could argue that it is not a primary nerf but rather a secondary/tertiary nerf... but reducing the rate at which a class generates a consumable used for force multipliers is definitely a nerf.

    Well if you must use the term, then it’s a BP nerf, as opposed to a gameplay nerf. Nevertheless, there should be some parity in the rate at which special units are accessed and the rate at which a class generates a consumable used for force multipliers between all classes. I’ve watched many of your videos. They helped me quite a bit when I first started playing this game as I started with the Heavy class. You often run strategic patterns and defeat opponents with primarily headshots at medium to short range using the TL-50. The Officer has weapons of similar nature. I submit to you that if you were to mimic your Heavy gunplay with the Officer, with the BP build, you would generate BP at an exceptionally higher rate. Near, if not double. In my opinion, it shouldn’t be this way.
    Dash wrote: »
    Just go back to page 2 and look at the voting so far. It’s not difficult nor is it a mystery at what the concerns are about Officer as a class. https://battlefront-forums.ea.com/discussion/comment/1236295/#Comment_1236295
    Yes, I voted yesterday. And my compliments on the creative use of the like/support buttons.
  • Dash
    11637 posts Member
    t3hBar0n wrote: »
    Other than bp I personally don’t see an issue with the Officer, especially with the casual load outs of other classes.

    I’ll clarify, assualt has the scan dart/wall hack and vanguard as standard issue, 2 very casual items imo that leaves room for little skill imo.
    Specialist, another wallhack with the ee4 and a shield melee, again, not much skill required imo.
    Heavy, a shield to help with otherwise lost gunfights, otherwise pretty balanced imo.

    Imo this game has a very compressed skill gap, meaning the game has a lot of randomness, items that require little skill, or guns with huge cones of fire so as to limit the accurate players and actually help the inaccurate players, a slow ttk, or lots of devices that kill for you without any thought or skill involved. Again, every class has its niche and I think they’re in a pretty good place right now, imo.
    Yeah, its just the BP gain that’s the issue. They need to reel in the Officer’s BP rate to be on par with the other classes. This isn’t a nerf since it doesn’t effect actual gameplay.

    I disagree, it certainly does effect actual gameplay, as it will change the rate at which special units are accessed... and the special units have an inordinate amount of influence on the battle. You could argue that it is not a primary nerf but rather a secondary/tertiary nerf... but reducing the rate at which a class generates a consumable used for force multipliers is definitely a nerf.

    Well if you must use the term, then it’s a BP nerf, as opposed to a gameplay nerf. Nevertheless, there should be some parity in the rate at which special units are accessed and the rate at which a class generates a consumable used for force multipliers between all classes. I’ve watched many of your videos. They helped me quite a bit when I first started playing this game as I started with the Heavy class. You often run strategic patterns and defeat opponents with primarily headshots at medium to short range using the TL-50. The Officer has weapons of similar nature. I submit to you that if you were to mimic your Heavy gunplay with the Officer, with the BP build, you would generate BP at an exceptionally higher rate. Near, if not double. In my opinion, it shouldn’t be this way.
    Dash wrote: »
    Just go back to page 2 and look at the voting so far. It’s not difficult nor is it a mystery at what the concerns are about Officer as a class. https://battlefront-forums.ea.com/discussion/comment/1236295/#Comment_1236295
    Yes, I voted yesterday. And my compliments on the creative use of the like/support buttons.

    Thanks dude. I felt the voting was necessary. The back and forths we’re driving me nuts already.
    Origin ID: "NWG_Dash"

    Youtube: https://www.youtube.com/channel/UCyUQ3FFqM-TQd-3xtZmHOGQ?view_as=subscriber
    Link to all my Guides here in Tips & Tricks: https://battlefront-forums.ea.com/discussion/113241/custom-class-hero-loadouts-builds-revisited-pt-2-6-14-2018#latest

    "When you ask for trouble, you should not be surprised when it finds you". - Plo Koon
    rjy4wg9w86wa.gif





  • So what if someone has great aim and can make up for the officers lack of offensive abilities? It's called good gunplay and superior skill. lol, cutting down the officer won't make you guys magically rise up, you'll still be bad or below average.

    ok, if it does not make a difference, you say it is ok to balance the officer.

    they ballanced it 3 times and it is still overpowered. the grenade is overpowered, the healthboost is overpowered and the blurrgg is still a onehitwonder for no reason. no officer ever has been a fightingmachine in a star wars movie. and howshall they? the have got NO armor, they have got NO rifle, ONLY a handgun.
  • t3hBar0n wrote: »
    Other than bp I personally don’t see an issue with the Officer, especially with the casual load outs of other classes.

    I’ll clarify, assualt has the scan dart/wall hack and vanguard as standard issue, 2 very casual items imo that leaves room for little skill imo.
    Specialist, another wallhack with the ee4 and a shield melee, again, not much skill required imo.
    Heavy, a shield to help with otherwise lost gunfights, otherwise pretty balanced imo.

    Imo this game has a very compressed skill gap, meaning the game has a lot of randomness, items that require little skill, or guns with huge cones of fire so as to limit the accurate players and actually help the inaccurate players, a slow ttk, or lots of devices that kill for you without any thought or skill involved. Again, every class has its niche and I think they’re in a pretty good place right now, imo.
    Yeah, its just the BP gain that’s the issue. They need to reel in the Officer’s BP rate to be on par with the other classes. This isn’t a nerf since it doesn’t effect actual gameplay.

    I disagree, it certainly does effect actual gameplay, as it will change the rate at which special units are accessed... and the special units have an inordinate amount of influence on the battle. You could argue that it is not a primary nerf but rather a secondary/tertiary nerf... but reducing the rate at which a class generates a consumable used for force multipliers is definitely a nerf.

    Well if you must use the term, then it’s a BP nerf, as opposed to a gameplay nerf. Nevertheless, there should be some parity in the rate at which special units are accessed and the rate at which a class generates a consumable used for force multipliers between all classes. I’ve watched many of your videos. They helped me quite a bit when I first started playing this game as I started with the Heavy class. You often run strategic patterns and defeat opponents with primarily headshots at medium to short range using the TL-50. The Officer has weapons of similar nature. I submit to you that if you were to mimic your Heavy gunplay with the Officer, with the BP build, you would generate BP at an exceptionally higher rate. Near, if not double. In my opinion, it shouldn’t be this way.
    Dash wrote: »
    Just go back to page 2 and look at the voting so far. It’s not difficult nor is it a mystery at what the concerns are about Officer as a class. https://battlefront-forums.ea.com/discussion/comment/1236295/#Comment_1236295
    Yes, I voted yesterday. And my compliments on the creative use of the like/support buttons.

    I have not found this to be the case. While I have the majority of my hours with the Heavy, I have a decent amount of experience with the Officer as well. In my case, I can slightly outperform my Heavy in terms of BP generation early on in non MTT maps if I play well (I use SE-44c). The problem is that the Officer is not as adept at my style of gameplay... due to its lower health and lack of a shield, I can get in situations where I would survive and kill multiple enemies with the Heavy, but I will die with the Officer thus wasting valuable time (this was much more penalizing when the 2x multiplier was present, as a single death early would destroy your chance of early hero).

    In my experience it is more forgiving to accumulate BP with the Officer simply due to it not being reliant on killing to generate all its BP (but killing/killstreaks are more forgiving on Heavy due to its inflated health pool and shield); however, in my experience playing as an Officer and playing with other players who were exceptional Officer players (Pandemic, Giddy, Whatawierdo, Tandoori, etc) I was able to get first Hero many times... and if I didn't get the first hero, I usually got the points for one within say 10 seconds of when they did. To me this is not a big enough difference to care about, as it is really just coming down to who is getting the better streaks early in the match and getting a bit of luck /shrug.
  • t3hBar0n wrote: »
    t3hBar0n wrote: »
    Other than bp I personally don’t see an issue with the Officer, especially with the casual load outs of other classes.

    I’ll clarify, assualt has the scan dart/wall hack and vanguard as standard issue, 2 very casual items imo that leaves room for little skill imo.
    Specialist, another wallhack with the ee4 and a shield melee, again, not much skill required imo.
    Heavy, a shield to help with otherwise lost gunfights, otherwise pretty balanced imo.

    Imo this game has a very compressed skill gap, meaning the game has a lot of randomness, items that require little skill, or guns with huge cones of fire so as to limit the accurate players and actually help the inaccurate players, a slow ttk, or lots of devices that kill for you without any thought or skill involved. Again, every class has its niche and I think they’re in a pretty good place right now, imo.
    Yeah, its just the BP gain that’s the issue. They need to reel in the Officer’s BP rate to be on par with the other classes. This isn’t a nerf since it doesn’t effect actual gameplay.

    I disagree, it certainly does effect actual gameplay, as it will change the rate at which special units are accessed... and the special units have an inordinate amount of influence on the battle. You could argue that it is not a primary nerf but rather a secondary/tertiary nerf... but reducing the rate at which a class generates a consumable used for force multipliers is definitely a nerf.

    Well if you must use the term, then it’s a BP nerf, as opposed to a gameplay nerf. Nevertheless, there should be some parity in the rate at which special units are accessed and the rate at which a class generates a consumable used for force multipliers between all classes. I’ve watched many of your videos. They helped me quite a bit when I first started playing this game as I started with the Heavy class. You often run strategic patterns and defeat opponents with primarily headshots at medium to short range using the TL-50. The Officer has weapons of similar nature. I submit to you that if you were to mimic your Heavy gunplay with the Officer, with the BP build, you would generate BP at an exceptionally higher rate. Near, if not double. In my opinion, it shouldn’t be this way.
    Dash wrote: »
    Just go back to page 2 and look at the voting so far. It’s not difficult nor is it a mystery at what the concerns are about Officer as a class. https://battlefront-forums.ea.com/discussion/comment/1236295/#Comment_1236295
    Yes, I voted yesterday. And my compliments on the creative use of the like/support buttons.

    I have not found this to be the case. While I have the majority of my hours with the Heavy, I have a decent amount of experience with the Officer as well. In my case, I can slightly outperform my Heavy in terms of BP generation early on in non MTT maps if I play well (I use SE-44c). The problem is that the Officer is not as adept at my style of gameplay... due to its lower health and lack of a shield, I can get in situations where I would survive and kill multiple enemies with the Heavy, but I will die with the Officer thus wasting valuable time (this was much more penalizing when the 2x multiplier was present, as a single death early would destroy your chance of early hero).

    In my experience it is more forgiving to accumulate BP with the Officer simply due to it not being reliant on killing to generate all its BP (but killing/killstreaks are more forgiving on Heavy due to its inflated health pool and shield); however, in my experience playing as an Officer and playing with other players who were exceptional Officer players (Pandemic, Giddy, Whatawierdo, Tandoori, etc) I was able to get first Hero many times... and if I didn't get the first hero, I usually got the points for one within say 10 seconds of when they did. To me this is not a big enough difference to care about, as it is really just coming down to who is getting the better streaks early in the match and getting a bit of luck /shrug.
    Ok, fair enough. I main Assault and my skill has progressively improved... dramatically. I’m not a mega-skilled player like yourself and some others but get in the top five often enough. This balanced with placing merely in the top half on my team relatively often as well. When I play Officer now, I’m almost speechless. Top five almost every time. And that’s not even having particularly great matches. Hero? First or second. A couple 2/3 kills and just stay alive and relevant with OP and buffs and I’m number one on the scoreboard. This is my experience.
  • t3hBar0n wrote: »
    t3hBar0n wrote: »
    Other than bp I personally don’t see an issue with the Officer, especially with the casual load outs of other classes.

    I’ll clarify, assualt has the scan dart/wall hack and vanguard as standard issue, 2 very casual items imo that leaves room for little skill imo.
    Specialist, another wallhack with the ee4 and a shield melee, again, not much skill required imo.
    Heavy, a shield to help with otherwise lost gunfights, otherwise pretty balanced imo.

    Imo this game has a very compressed skill gap, meaning the game has a lot of randomness, items that require little skill, or guns with huge cones of fire so as to limit the accurate players and actually help the inaccurate players, a slow ttk, or lots of devices that kill for you without any thought or skill involved. Again, every class has its niche and I think they’re in a pretty good place right now, imo.
    Yeah, its just the BP gain that’s the issue. They need to reel in the Officer’s BP rate to be on par with the other classes. This isn’t a nerf since it doesn’t effect actual gameplay.

    I disagree, it certainly does effect actual gameplay, as it will change the rate at which special units are accessed... and the special units have an inordinate amount of influence on the battle. You could argue that it is not a primary nerf but rather a secondary/tertiary nerf... but reducing the rate at which a class generates a consumable used for force multipliers is definitely a nerf.

    Well if you must use the term, then it’s a BP nerf, as opposed to a gameplay nerf. Nevertheless, there should be some parity in the rate at which special units are accessed and the rate at which a class generates a consumable used for force multipliers between all classes. I’ve watched many of your videos. They helped me quite a bit when I first started playing this game as I started with the Heavy class. You often run strategic patterns and defeat opponents with primarily headshots at medium to short range using the TL-50. The Officer has weapons of similar nature. I submit to you that if you were to mimic your Heavy gunplay with the Officer, with the BP build, you would generate BP at an exceptionally higher rate. Near, if not double. In my opinion, it shouldn’t be this way.
    Dash wrote: »
    Just go back to page 2 and look at the voting so far. It’s not difficult nor is it a mystery at what the concerns are about Officer as a class. https://battlefront-forums.ea.com/discussion/comment/1236295/#Comment_1236295
    Yes, I voted yesterday. And my compliments on the creative use of the like/support buttons.

    I have not found this to be the case. While I have the majority of my hours with the Heavy, I have a decent amount of experience with the Officer as well. In my case, I can slightly outperform my Heavy in terms of BP generation early on in non MTT maps if I play well (I use SE-44c). The problem is that the Officer is not as adept at my style of gameplay... due to its lower health and lack of a shield, I can get in situations where I would survive and kill multiple enemies with the Heavy, but I will die with the Officer thus wasting valuable time (this was much more penalizing when the 2x multiplier was present, as a single death early would destroy your chance of early hero).

    In my experience it is more forgiving to accumulate BP with the Officer simply due to it not being reliant on killing to generate all its BP (but killing/killstreaks are more forgiving on Heavy due to its inflated health pool and shield); however, in my experience playing as an Officer and playing with other players who were exceptional Officer players (Pandemic, Giddy, Whatawierdo, Tandoori, etc) I was able to get first Hero many times... and if I didn't get the first hero, I usually got the points for one within say 10 seconds of when they did. To me this is not a big enough difference to care about, as it is really just coming down to who is getting the better streaks early in the match and getting a bit of luck /shrug.
    Ok, fair enough. I main Assault and my skill has progressively improved... dramatically. I’m not a mega-skilled player like yourself and some others but get in the top five often enough. This balanced with placing merely in the top half on my team relatively often as well. When I play Officer now, I’m almost speechless. Top five almost every time. And that’s not even having particularly great matches. Hero? First or second. A couple 2/3 kills and just stay alive and relevant with OP and buffs and I’m number one on the scoreboard. This is my experience.

    Ya I agree that Officer is more forgiving than other classes for sure when it comes to BP generation. All I am saying is that I don't notice much of a difference, as at the higher ends of the skill curve, the differences appear to mostly normalize. I can consistently open matches with 10-20 player killstreaks... if you can maintain this level of performance on Heavy, Assault, Specialist, you are going to do just fine in relation to Officers for the most part /shrug. Really the only time I will get beaten by Officers is if I die early and they don't, or I just cannot find people to kill fast enough to generate the points (sometimes I get unlucky and all the bad guys go to the other side of the map for some reason lol).
  • S_Markt wrote: »
    So what if someone has great aim and can make up for the officers lack of offensive abilities? It's called good gunplay and superior skill. lol, cutting down the officer won't make you guys magically rise up, you'll still be bad or below average.

    ok, if it does not make a difference, you say it is ok to balance the officer.

    they ballanced it 3 times and it is still overpowered. the grenade is overpowered, the healthboost is overpowered and the blurrgg is still a onehitwonder for no reason. no officer ever has been a fightingmachine in a star wars movie. and howshall they? the have got NO armor, they have got NO rifle, ONLY a handgun.

    No, the grenade is not overpowered, the healthboost last only for a few seconds and they can't fire while using it, and the Bluurg requires headshots. And if this movie was going off lore, then Heroes would be unstoppable. Stop trying to compare the game to movie canon.
    You guys are gonna make me rich......
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    That Specialist rework was disappointing.
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  • t3hBar0n wrote: »
    t3hBar0n wrote: »
    t3hBar0n wrote: »
    Other than bp I personally don’t see an issue with the Officer, especially with the casual load outs of other classes.

    I’ll clarify, assualt has the scan dart/wall hack and vanguard as standard issue, 2 very casual items imo that leaves room for little skill imo.
    Specialist, another wallhack with the ee4 and a shield melee, again, not much skill required imo.
    Heavy, a shield to help with otherwise lost gunfights, otherwise pretty balanced imo.

    Imo this game has a very compressed skill gap, meaning the game has a lot of randomness, items that require little skill, or guns with huge cones of fire so as to limit the accurate players and actually help the inaccurate players, a slow ttk, or lots of devices that kill for you without any thought or skill involved. Again, every class has its niche and I think they’re in a pretty good place right now, imo.
    Yeah, its just the BP gain that’s the issue. They need to reel in the Officer’s BP rate to be on par with the other classes. This isn’t a nerf since it doesn’t effect actual gameplay.

    I disagree, it certainly does effect actual gameplay, as it will change the rate at which special units are accessed... and the special units have an inordinate amount of influence on the battle. You could argue that it is not a primary nerf but rather a secondary/tertiary nerf... but reducing the rate at which a class generates a consumable used for force multipliers is definitely a nerf.

    Well if you must use the term, then it’s a BP nerf, as opposed to a gameplay nerf. Nevertheless, there should be some parity in the rate at which special units are accessed and the rate at which a class generates a consumable used for force multipliers between all classes. I’ve watched many of your videos. They helped me quite a bit when I first started playing this game as I started with the Heavy class. You often run strategic patterns and defeat opponents with primarily headshots at medium to short range using the TL-50. The Officer has weapons of similar nature. I submit to you that if you were to mimic your Heavy gunplay with the Officer, with the BP build, you would generate BP at an exceptionally higher rate. Near, if not double. In my opinion, it shouldn’t be this way.
    Dash wrote: »
    Just go back to page 2 and look at the voting so far. It’s not difficult nor is it a mystery at what the concerns are about Officer as a class. https://battlefront-forums.ea.com/discussion/comment/1236295/#Comment_1236295
    Yes, I voted yesterday. And my compliments on the creative use of the like/support buttons.

    I have not found this to be the case. While I have the majority of my hours with the Heavy, I have a decent amount of experience with the Officer as well. In my case, I can slightly outperform my Heavy in terms of BP generation early on in non MTT maps if I play well (I use SE-44c). The problem is that the Officer is not as adept at my style of gameplay... due to its lower health and lack of a shield, I can get in situations where I would survive and kill multiple enemies with the Heavy, but I will die with the Officer thus wasting valuable time (this was much more penalizing when the 2x multiplier was present, as a single death early would destroy your chance of early hero).

    In my experience it is more forgiving to accumulate BP with the Officer simply due to it not being reliant on killing to generate all its BP (but killing/killstreaks are more forgiving on Heavy due to its inflated health pool and shield); however, in my experience playing as an Officer and playing with other players who were exceptional Officer players (Pandemic, Giddy, Whatawierdo, Tandoori, etc) I was able to get first Hero many times... and if I didn't get the first hero, I usually got the points for one within say 10 seconds of when they did. To me this is not a big enough difference to care about, as it is really just coming down to who is getting the better streaks early in the match and getting a bit of luck /shrug.
    Ok, fair enough. I main Assault and my skill has progressively improved... dramatically. I’m not a mega-skilled player like yourself and some others but get in the top five often enough. This balanced with placing merely in the top half on my team relatively often as well. When I play Officer now, I’m almost speechless. Top five almost every time. And that’s not even having particularly great matches. Hero? First or second. A couple 2/3 kills and just stay alive and relevant with OP and buffs and I’m number one on the scoreboard. This is my experience.

    Ya I agree that Officer is more forgiving than other classes for sure when it comes to BP generation. All I am saying is that I don't notice much of a difference, as at the higher ends of the skill curve, the differences appear to mostly normalize. I can consistently open matches with 10-20 player killstreaks... if you can maintain this level of performance on Heavy, Assault, Specialist, you are going to do just fine in relation to Officers for the most part /shrug. Really the only time I will get beaten by Officers is if I die early and they don't, or I just cannot find people to kill fast enough to generate the points (sometimes I get unlucky and all the bad guys go to the other side of the map for some reason lol).

    Yeah, your experience is acute. If anyone can maintain 10-20 kill streaks per life, well this discussion doesn’t really apply to them. All I’m saying is that Star Card selection for passive abilities and team buffs shouldn’t, by game design default, allow for disparate generation of consumables used for force multipliers within said game design.
  • I think it’s a somewhat ‘irritating’ class though I can’t rightly put my finger on it. I know when I see an officer (friend or foe) my reaction is a soft kind of contempt, but I’m guessing that’s because of the spawn-in spam of OP or RC. How an ability can give BPs at spawn in for doing nothing is unacceptable.

    If I chuck a grenade when I spawn, and it does nowt, should I be granted any reward?

    Whilst there are a few officers who don’t farm us at spawn in, I finds it the exception. As far as all these claims about ‘I use it in choke points’... well... I must be missing those players as I’ve so far never seen this s far as I can recall.

    Officer was a bad development choice. I’d rather they’d stuck with the Technician from yore.

    And if you got this far, thanks for reading ;)

    pH
  • Okay, today I haven't seen practically any Officers other than the 3-4 per round of GA. I have seen like 4-5 Heavies though, so clearly Officer isn't in very high demand. I have played like 4 round today.
    itt96uodu82s.gif
    Give me an Old Luke skin, and we will be best friends. He is the only one I plan on buying with real $. :-)
    Poe/Hux Concept Ideas: https://battlefront-forums.ea.com/discussion/117608/poe-dameron-armitage-hux-concept-ideas/p1?new=1
  • Okay, today I haven't seen practically any Officers other than the 3-4 per round of GA. I have seen like 4-5 Heavies though, so clearly Officer isn't in very high demand. I have played like 4 round today.

    I know your on Xbox also. The weekday morning lot is completely different than the evening/night players. Just wait...
  • Okay, today I haven't seen practically any Officers other than the 3-4 per round of GA. I have seen like 4-5 Heavies though, so clearly Officer isn't in very high demand. I have played like 4 round today.

    I haven’t played too much today, tomorrow I will be back to give my thoughts
  • You know what is weird? A thread this morning that had only had like five comments that claimed the officer was fine and F8rge confirmed that they are looking into it while this thread claims he’s not ok and has three pages of comments and F8rge hasn’t appeared...
    Well, I don’t blame anybody, and with that comment I’m very pleased
  • d0kRX
    1438 posts Member
    You know what is weird? A thread this morning that had only had like five comments that claimed the officer was fine and F8rge confirmed that they are looking into it while this thread claims he’s not ok and has three pages of comments and F8rge hasn’t appeared...
    Well, I don’t blame anybody, and with that comment I’m very pleased

    And I'm not. The only thing I'm ok with is a reduction in battle points.
    PSN: d0kRX
  • d0kRX
    1438 posts Member
    edited October 2018
    But what do you think about nerfing only BPs?
    PSN: d0kRX
  • d0kRX wrote: »
    But what do you think about nerfing only BPs?

    They did that already. Presence no longer stacks multiplicatively.
    Heart of darkness beateth, Ultima
    Iron enigma treateth, Ultima
    Shielding light retreateth, Ultima
    Hydaelyn defeated. Ah, Ultima


    The fact is that if you're running it's because you suck, and the game shouldn't pander to players who suck.

    y6qvidach2x9.png

    "I have never died to a Finn"
  • KresusFIN wrote: »
    d0kRX wrote: »
    But what do you think about nerfing only BPs?

    They did that already. Presence no longer stacks multiplicatively.

    For me it still does and even works if you’re dead
  • KresusFIN wrote: »
    d0kRX wrote: »
    But what do you think about nerfing only BPs?

    They did that already. Presence no longer stacks multiplicatively.

    For me it still does and even works if you’re dead

    So you are telling me Presence is giving out 300 points per pop?
    You guys are gonna make me rich......
    Xbox G-tag
    XJO461
    That Specialist rework was disappointing.
    nceaq2h23fqj.png



  • d0kRX wrote: »
    But what do you think about nerfing only BPs?


    I would be happy with that, that’s the main problem, and while I think he has to be nerfed more I would have to see how he plays after the battle point reduction
    A battle point reduction is a good start for me
  • GenxDarchi wrote: »
    KresusFIN wrote: »
    d0kRX wrote: »
    But what do you think about nerfing only BPs?

    They did that already. Presence no longer stacks multiplicatively.

    For me it still does and even works if you’re dead

    So you are telling me Presence is giving out 300 points per pop?

    What I mean is that it gives 15 points per second and teammate and it continues when you’re dead
  • KresusFIN wrote: »
    d0kRX wrote: »
    But what do you think about nerfing only BPs?

    They did that already. Presence no longer stacks multiplicatively.

    For me it still does and even works if you’re dead

    0c4VdSS.gif

    Good one!! And for me Supercharhed Sentry still works the same as it did at release! Just for me though.
  • GenxDarchi wrote: »
    KresusFIN wrote: »
    d0kRX wrote: »
    But what do you think about nerfing only BPs?

    They did that already. Presence no longer stacks multiplicatively.

    For me it still does and even works if you’re dead

    So you are telling me Presence is giving out 300 points per pop?
    No. The previous reduction to Presence only lowered the speed a little.... in which the Officer gains BP faster than the other three classes.
  • GenxDarchi wrote: »
    KresusFIN wrote: »
    d0kRX wrote: »
    But what do you think about nerfing only BPs?

    They did that already. Presence no longer stacks multiplicatively.

    For me it still does and even works if you’re dead

    So you are telling me Presence is giving out 300 points per pop?
    No. The previous reduction to Presence only lowered the speed a little.... in which the Officer gains BP faster than the other three classes.

    Well it's better than it was before. I'm not sure if Officer's Presence is the thing we should be pointing the finger at...maybe so though. Definitely shouldn't be getting points while in vehicles.

    I think kill assist points from the buffed shouldn't be there. Should work like Yoda's buff.
  • AzorAhai wrote: »
    GenxDarchi wrote: »
    KresusFIN wrote: »
    d0kRX wrote: »
    But what do you think about nerfing only BPs?

    They did that already. Presence no longer stacks multiplicatively.

    For me it still does and even works if you’re dead

    So you are telling me Presence is giving out 300 points per pop?
    No. The previous reduction to Presence only lowered the speed a little.... in which the Officer gains BP faster than the other three classes.

    Well it's better than it was before. I'm not sure if Officer's Presence is the thing we should be pointing the finger at...maybe so though. Definitely shouldn't be getting points while in vehicles.

    I think kill assist points from the buffed shouldn't be there. Should work like Yoda's buff.

    Officers Presence isn't even part of the ideal Officer loadout lol... I 100% support these calls to nerf Officers Presence... and I will bask in the schadenfreude when it gets nerfed and people realize that nothing has changed overall.
  • t3hBar0n wrote: »
    AzorAhai wrote: »
    GenxDarchi wrote: »
    KresusFIN wrote: »
    d0kRX wrote: »
    But what do you think about nerfing only BPs?

    They did that already. Presence no longer stacks multiplicatively.

    For me it still does and even works if you’re dead

    So you are telling me Presence is giving out 300 points per pop?
    No. The previous reduction to Presence only lowered the speed a little.... in which the Officer gains BP faster than the other three classes.

    Well it's better than it was before. I'm not sure if Officer's Presence is the thing we should be pointing the finger at...maybe so though. Definitely shouldn't be getting points while in vehicles.

    I think kill assist points from the buffed shouldn't be there. Should work like Yoda's buff.

    Officers Presence isn't even part of the ideal Officer loadout lol... I 100% support these calls to nerf Officers Presence... and I will bask in the schadenfreude when it gets nerfed and people realize that nothing has changed overall.

    Yeah. Officer's Presence WAS without a doubt a problem. Not so certain it's still the problem.
  • AzorAhai wrote: »
    t3hBar0n wrote: »
    AzorAhai wrote: »
    GenxDarchi wrote: »
    KresusFIN wrote: »
    d0kRX wrote: »
    But what do you think about nerfing only BPs?

    They did that already. Presence no longer stacks multiplicatively.

    For me it still does and even works if you’re dead

    So you are telling me Presence is giving out 300 points per pop?
    No. The previous reduction to Presence only lowered the speed a little.... in which the Officer gains BP faster than the other three classes.

    Well it's better than it was before. I'm not sure if Officer's Presence is the thing we should be pointing the finger at...maybe so though. Definitely shouldn't be getting points while in vehicles.

    I think kill assist points from the buffed shouldn't be there. Should work like Yoda's buff.

    Officers Presence isn't even part of the ideal Officer loadout lol... I 100% support these calls to nerf Officers Presence... and I will bask in the schadenfreude when it gets nerfed and people realize that nothing has changed overall.

    Yeah. Officer's Presence WAS without a doubt a problem. Not so certain it's still the problem.

    No, it’s not the entire problem.

    “Here ya go fellas, take this Battle Command buff and go farm me some assist points. I’ll throw a grenade so I can get double assist points on some of your kills. I’ll mop up the stragglers y’all didn’t kill. When y’all respawn, I’ll be at the next choke point, having advanced with the next wave of troops after your deaths. See you there. “

    Something like this...
  • AzorAhai wrote: »
    t3hBar0n wrote: »
    AzorAhai wrote: »
    GenxDarchi wrote: »
    KresusFIN wrote: »
    d0kRX wrote: »
    But what do you think about nerfing only BPs?

    They did that already. Presence no longer stacks multiplicatively.

    For me it still does and even works if you’re dead

    So you are telling me Presence is giving out 300 points per pop?
    No. The previous reduction to Presence only lowered the speed a little.... in which the Officer gains BP faster than the other three classes.

    Well it's better than it was before. I'm not sure if Officer's Presence is the thing we should be pointing the finger at...maybe so though. Definitely shouldn't be getting points while in vehicles.

    I think kill assist points from the buffed shouldn't be there. Should work like Yoda's buff.

    Officers Presence isn't even part of the ideal Officer loadout lol... I 100% support these calls to nerf Officers Presence... and I will bask in the schadenfreude when it gets nerfed and people realize that nothing has changed overall.

    Yeah. Officer's Presence WAS without a doubt a problem. Not so certain it's still the problem.

    No, it’s not the entire problem.

    “Here ya go fellas, take this Battle Command buff and go farm me some assist points. I’ll throw a grenade so I can get double assist points on some of your kills. I’ll mop up the stragglers y’all didn’t kill. When y’all respawn, I’ll be at the next choke point, having advanced with the next wave of troops after your deaths. See you there. “

    Something like this...

    I'm thinking you should only get points for kill assists in which you personally did damage.
  • AzorAhai wrote: »
    AzorAhai wrote: »
    t3hBar0n wrote: »
    AzorAhai wrote: »
    GenxDarchi wrote: »
    KresusFIN wrote: »
    d0kRX wrote: »
    But what do you think about nerfing only BPs?

    They did that already. Presence no longer stacks multiplicatively.

    For me it still does and even works if you’re dead

    So you are telling me Presence is giving out 300 points per pop?
    No. The previous reduction to Presence only lowered the speed a little.... in which the Officer gains BP faster than the other three classes.

    Well it's better than it was before. I'm not sure if Officer's Presence is the thing we should be pointing the finger at...maybe so though. Definitely shouldn't be getting points while in vehicles.

    I think kill assist points from the buffed shouldn't be there. Should work like Yoda's buff.

    Officers Presence isn't even part of the ideal Officer loadout lol... I 100% support these calls to nerf Officers Presence... and I will bask in the schadenfreude when it gets nerfed and people realize that nothing has changed overall.

    Yeah. Officer's Presence WAS without a doubt a problem. Not so certain it's still the problem.

    No, it’s not the entire problem.

    “Here ya go fellas, take this Battle Command buff and go farm me some assist points. I’ll throw a grenade so I can get double assist points on some of your kills. I’ll mop up the stragglers y’all didn’t kill. When y’all respawn, I’ll be at the next choke point, having advanced with the next wave of troops after your deaths. See you there. “

    Something like this...

    I'm thinking you should only get points for kill assists in which you personally did damage.

    I’m not sure or saying that, but the numbers as is, need to be controlled.
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