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Heroes are no longer the priority. Add content for troopers.

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  • skincarver wrote: »
    ID_8615 wrote: »
    Then they’re buffing heroes again for the casual crowd, yet at the same time thy keep nerfing anything that harms them, its actually become pretty pathetic with the spoon feeding, even for a casual game.

    I actually think the casual gamer has moved on from this game. I don't think they cater to the casual gamers much anymore. A casual gamer won't stick around long enough to toil through the game to "git gud" enough to grab an aerial, much less a hero in GA or CS before the dedicated Hero-Worshipper does. In the XBox & PS4 platforms, I see the same players suit up in to Heroes time and again. They're all about slaughtering the helpless as well. There's nothing casual about them aside from their egos.


    Said this many times, I wish the CS ground phase maps were used for a new infantry only (Base 4) mode. Seems like that would be easy, and not demand many resources.

    I would like that.

    Yeah that would be cool... maybe change GA to the trooper only mode and keep CS as is? Just a thought. back to extraction now.

    They could have easily mashed something up by now using the in- game assets.

    Like aren’t the two Extraction maps identical to blast maps? There should be more than enough blast maps that could serve as Extraction maps. M.E.M.P.

    Same goes for an infantry mode. Be it the CS ground phase or a clone of GA or rework the unused JPC to infantry cargo or reinforcementless blast... many options.

    I can’t understand why not.



  • skincarver wrote: »
    skincarver wrote: »
    ID_8615 wrote: »
    Then they’re buffing heroes again for the casual crowd, yet at the same time thy keep nerfing anything that harms them, its actually become pretty pathetic with the spoon feeding, even for a casual game.

    I actually think the casual gamer has moved on from this game. I don't think they cater to the casual gamers much anymore. A casual gamer won't stick around long enough to toil through the game to "git gud" enough to grab an aerial, much less a hero in GA or CS before the dedicated Hero-Worshipper does. In the XBox & PS4 platforms, I see the same players suit up in to Heroes time and again. They're all about slaughtering the helpless as well. There's nothing casual about them aside from their egos.


    Said this many times, I wish the CS ground phase maps were used for a new infantry only (Base 4) mode. Seems like that would be easy, and not demand many resources.

    I would like that.

    Yeah that would be cool... maybe change GA to the trooper only mode and keep CS as is? Just a thought. back to extraction now.

    They could have easily mashed something up by now using the in- game assets.

    Like aren’t the two Extraction maps identical to blast maps? There should be more than enough blast maps that could serve as Extraction maps. M.E.M.P.

    Same goes for an infantry mode. Be it the CS ground phase or a clone of GA or rework the unused JPC to infantry cargo or reinforcementless blast... many options.

    I can’t understand why not.


    skincarver wrote: »
    skincarver wrote: »
    ID_8615 wrote: »
    Then they’re buffing heroes again for the casual crowd, yet at the same time thy keep nerfing anything that harms them, its actually become pretty pathetic with the spoon feeding, even for a casual game.

    I actually think the casual gamer has moved on from this game. I don't think they cater to the casual gamers much anymore. A casual gamer won't stick around long enough to toil through the game to "git gud" enough to grab an aerial, much less a hero in GA or CS before the dedicated Hero-Worshipper does. In the XBox & PS4 platforms, I see the same players suit up in to Heroes time and again. They're all about slaughtering the helpless as well. There's nothing casual about them aside from their egos.


    Said this many times, I wish the CS ground phase maps were used for a new infantry only (Base 4) mode. Seems like that would be easy, and not demand many resources.

    I would like that.

    Yeah that would be cool... maybe change GA to the trooper only mode and keep CS as is? Just a thought. back to extraction now.

    They could have easily mashed something up by now using the in- game assets.

    Like aren’t the two Extraction maps identical to blast maps? There should be more than enough blast maps that could serve as Extraction maps. M.E.M.P.

    Same goes for an infantry mode. Be it the CS ground phase or a clone of GA or rework the unused JPC to infantry cargo or reinforcementless blast... many options.

    I can’t understand why not.



    They are against making content that would be easier to make than making something from scratch.
    Janina Gavankar/Iden Versio Fan
    First Max Prestige Iden Versio
    hojevrxvarht.png
    PSN: Empire_TW. Twitter: Empire_TW. Youtube: Empire_TW.
  • Empire_TW wrote: »
    skincarver wrote: »
    skincarver wrote: »
    ID_8615 wrote: »
    Then they’re buffing heroes again for the casual crowd, yet at the same time thy keep nerfing anything that harms them, its actually become pretty pathetic with the spoon feeding, even for a casual game.

    I actually think the casual gamer has moved on from this game. I don't think they cater to the casual gamers much anymore. A casual gamer won't stick around long enough to toil through the game to "git gud" enough to grab an aerial, much less a hero in GA or CS before the dedicated Hero-Worshipper does. In the XBox & PS4 platforms, I see the same players suit up in to Heroes time and again. They're all about slaughtering the helpless as well. There's nothing casual about them aside from their egos.


    Said this many times, I wish the CS ground phase maps were used for a new infantry only (Base 4) mode. Seems like that would be easy, and not demand many resources.

    I would like that.

    Yeah that would be cool... maybe change GA to the trooper only mode and keep CS as is? Just a thought. back to extraction now.

    They could have easily mashed something up by now using the in- game assets.

    Like aren’t the two Extraction maps identical to blast maps? There should be more than enough blast maps that could serve as Extraction maps. M.E.M.P.

    Same goes for an infantry mode. Be it the CS ground phase or a clone of GA or rework the unused JPC to infantry cargo or reinforcementless blast... many options.

    I can’t understand why not.


    skincarver wrote: »
    skincarver wrote: »
    ID_8615 wrote: »
    Then they’re buffing heroes again for the casual crowd, yet at the same time thy keep nerfing anything that harms them, its actually become pretty pathetic with the spoon feeding, even for a casual game.

    I actually think the casual gamer has moved on from this game. I don't think they cater to the casual gamers much anymore. A casual gamer won't stick around long enough to toil through the game to "git gud" enough to grab an aerial, much less a hero in GA or CS before the dedicated Hero-Worshipper does. In the XBox & PS4 platforms, I see the same players suit up in to Heroes time and again. They're all about slaughtering the helpless as well. There's nothing casual about them aside from their egos.


    Said this many times, I wish the CS ground phase maps were used for a new infantry only (Base 4) mode. Seems like that would be easy, and not demand many resources.

    I would like that.

    Yeah that would be cool... maybe change GA to the trooper only mode and keep CS as is? Just a thought. back to extraction now.

    They could have easily mashed something up by now using the in- game assets.

    Like aren’t the two Extraction maps identical to blast maps? There should be more than enough blast maps that could serve as Extraction maps. M.E.M.P.

    Same goes for an infantry mode. Be it the CS ground phase or a clone of GA or rework the unused JPC to infantry cargo or reinforcementless blast... many options.

    I can’t understand why not.



    They are against making content that would be easier to make than making something from scratch.

    That seems to be the trend in this game.

    🤷🏻‍♂️?
  • Dice can we please have trooper content-
    Dice:
    1dmlmm1a4x5k.jpeg
  • The bottom line is many/much of the bf2 PB need crutches to be any sort of relevant in mp game imo. In this case heroes are clearly the crutch for most of the base imo and so it’s understandable why they like the game this way. Why continue to suck when you can look decent running the op hero loadout vs a much weaker opponent. 

    Well by definition of “crutch” then vehicles and reinforcements are crutches as well. Especially how easy points accumulate in vehicles compared to any other class.

    Don’t see how hero’s are the only crutch, anything that makes gameplay easier would be one. Can’t leave them out. And especially in CS, I would even say hero’s arent the crutch but vehicles are the sole one.

    It’s not the hero’s fault that nobody shoots them
  • Turning Point without vehicles.

    6sdy3k5d6yqr.gif
    PSN: BucksawBoushh
  • Relmets wrote: »
    Nah. Bug fixes before troopers after that then yes

    No one is going to get any new content ever again if you want them to fix the game first

    They add more bugs with every update so... ¡INFINITE CONTENT!
    9wexqoicrpnu.png
  • I wasn’t aware that HoK for heroes is bugged as well.

    Good thing it’s becoming passive for all of them.
    smh...

    https://www.reddit.com/r/StarWarsBattlefront/comments/cqpnzm/health_on_kill_for_heroes_is_bugged_and_you_get/

    Infantry mode when?
  • ROMG4 wrote: »
    380yko.jpg

    380yly.jpg

    380yko.jpg

    380yly.jpg

    The eternal war

    But what about Starfighter Season?

    MSAMP!
  • As suspected, not something for everyone...no surprises here

    gpjytk1cqbot.jpeg

    How can a game take so many steps back compared to its predecessor?

    This has been an exercise in futility.

  • Bump lol
  • skincarver wrote: »
    As suspected, not something for everyone...no surprises here

    gpjytk1cqbot.jpeg

    How can a game take so many steps back compared to its predecessor?

    This has been an exercise in futility.
    The live service hasn't ended yet. Take a shot for every forumgoer that doesn't acknowledge that.
  • skincarver wrote: »
    As suspected, not something for everyone...no surprises here

    gpjytk1cqbot.jpeg

    How can a game take so many steps back compared to its predecessor?

    This has been an exercise in futility.
    The live service hasn't ended yet. Take a shot for every forumgoer that doesn't acknowledge that.

    Well after almost two years it would be nice to get any form of acknowledgement that Dice will be looking into weapons at some point - but at least for the rest of the year there’s nothing in sight in that regard. Who knows what 2020 will bring.

    And what I saw on Reddit and posted in the other thread doesn’t bode too well for weapons

    8wgy44wz45kv.png
  • I feel like after episode 9 that’s it, I think we get one last run of content that’s already listed in the roadmap. That’s one reason I think they went for the offline content this time around because we’re near the end with episode 9 being the last big dlc drop.

    I think 2020 will bring a few bug fixes, maybe a few skins or even heros, but nothing we’re askijf for in this thread. The game is what it is and has always been really. Again, I’m going on past history and current events.

    To get a more balanced skillbased SW game, private matches, cargo, stats, or a game that’s more infantry based we’ll have to stick to bf15. Its to bad there not still working on that game, so much for something for everyone.
  • ID_8615 wrote: »
    Well by definition of “crutch” then vehicles and reinforcements are crutches as well. Especially how easy points accumulate in vehicles compared to any other class.

    Don’t see how hero’s are the only crutch, anything that makes gameplay easier would be one. Can’t leave them out. And especially in CS, I would even say hero’s arent the crutch but vehicles are the sole one.

    It’s not the hero’s fault that nobody shoots them

    Sure - let's break this down again, shall we?
    When you design a game, you have essentially 3 or 4 basic variables to work with. Mobility, Health, Firepower, Recovery (if that's a thing: BF2015 it was for the base troopers, but not vehicles and heroes---but in Battlefront 2, it is). For all the base-4 troopers, all things said, those 4 aspects are within reason of one another. In rational game design imbalances are created to foment interesting game play. But, imbalances are kept in check by deducting one value for another. An increase in health is offset by a decrease in mobility---e.g., the Heavy Class trooper. When the Heavy goes in to Rapid Fire mode, his mobility is cut down. An increase in Fire power is offset by a decrease in mobility.

    Vehicles and base Enforcers follow these principles fairly well. Vehicles (on the ground) are easy to hit (have a larger hitbox than players, typically), and tanks are more cumbersome. They have additional health and firepower, but their mobility is limited... especially in places like Naboo. Star fighters are so difficult to maneuver, it's practically impossible to line up a true strafing run (except on Crait, but most players are in the tunnels anyway). Health Regen is also slower. The base enforcers - Dark Troopers and Wookie Warriors, e.g. - also have trade offs in mobility for their added fire power and health. Essentially a jacked up Heavy trooper.

    These do not break the equation NEARLY as much as Aerials, Infiltrators, and Heroes do. DICE threw out nearly every tenet of Game Design when they went on their POWER binge and created these classes. (BP cost could be used as an argument, but then I have several bones to pick with you about how the BP system is designed.) Aerials have sensational mobility, great firepower, good health, small hit box, standard regen. What's the drawback? Answer: none.
    Infiltrators have phenomenal health and firepower, small hit box, standard regen, and good mobility. What's the drawback? Answer: none.
    Heroes have sensational health, firepower, mobility, small hit box (ultra small for Yoda), and standard regen. What's the drawback? Answer: none.

    Now, do you still want to champion the argument that its not the heroes fault nobody shoots them?

    So we’re gonna act like each class doesn’t have 2-3 effective ways to deal with hero’s?!
    Shotgun, Granada
    Sentry, detonate charge or however you spell it
    Turret, blast command to give you free ammo
    Stinger infiltrator

    People look for more “help me against hero’s” excuses than actually using what they have to kill hero’s ☹️. You’re not gonna win 1v1 against a hero and that’s fair. You’ll usually win 3/4 v 1 against a hero if everyone can use what they have.

    And arcs and jet droids have quite a large hit box. And 2 of the 3 classes have abilities that make them run faster than every other class. And isn’t the aerials health lower than the other enforcers?! And arcs run just as slow or fast as most of the classes, not accounting for a star card that gives them absorber dodge. Kinda nitpicking, try using a hero and run straight to a heavy using a sentry, lemme know if those trade offs work in your favor, not to mention most hero’s have a bigger hit box than troopers except 2/3/4.

    If this was the case that hero’s have no drawbacks then hero’s would never die in games since they are all powerful, but even a stinger pistol can kill god apparently
  • This is how I see it,...it has nothing to do with if troopers can kill heroes or not, it’s the fact the same or another hero spawns back in immediately so essentially you’ve accomplished nothing. The OP part of a hero is not the hero, it’s the endless amount non stop hero spam with no penalty for dying.

    As far as weapons go most suck anyway imo, anything remotely decent has been nerfed into oblivion, wanna guess why, just ask the hero mains. This is again to cater to bads, currently ttk is a laughable so **** with no map awareness or reaction time have a chance.

    Imo the best thing they could do is drop the health buffs, drop the exploit free bp gains, and make people actually earn a hero. I’m fine with no more weapons, but make them available across classes and revert them back to launch status, won’t happen but it should, especially with all heros gettin a ridiculous passive health pass, another hero buff.

    Agreed. Hero spam can get old, it’s really not a big deal to kill a hero because one is coming right back in, boooooo.
  • lowell
    1604 posts Member
    edited August 21
    I feel like after episode 9 that’s it, I think we get one last run of content that’s already listed in the roadmap. That’s one reason I think they went for the offline content this time around because we’re near the end with episode 9 being the last big dlc drop.

    I think 2020 will bring a few bug fixes, maybe a few skins or even heros, but nothing we’re askijf for in this thread. The game is what it is and has always been really. Again, I’m going on past history and current events.

    To get a more balanced skillbased SW game, private matches, cargo, stats, or a game that’s more infantry based we’ll have to stick to bf15. Its to bad there not still working on that game, so much for something for everyone.

    I think Lucasfilm also had influence in some of the choices made in this game to stand out from Battlefront 2015.

    Maybe the Story Group, who weren't having oversight on 2015, disliked or didn't want to bring infantry-based gameplay this time around and gave DICE authorization to change it up a bit.

    After all, the campaign's gameplay is also reflective in multiplayer and the Story Group had a lot more say in developing the campaign.

    Whether or not, this game ends or even getting a Battlefront III in 2020 depends probably on the approval of Disney and Lucasfilm (including the Story Group).

    If they don't agree that it's time to end the game yet, the development of this current game continues with no major interruption.

    I feel like a Battlefront III is planned to be released in 2022 when the first film in the Benioff and Weiss trilogy is released, not anytime sooner than that due to the fact there will be a 3-year long break without new films but everything else continuing to be made (TV shows, comics, novels, etc.)

    Disney likes to tie-in game sales with the films and all console games since 2015, including Fallen Order, has been released that same way to be sold before the release of the films into holiday season.
  • Reinforcements are reinforcements, not weapons, weapons are weapons
    But those Reinforcements are holding weapons.

    So explain to me how I can use the DC-17 as a Heavy or the Droidekas blasters as an Assault
  • I hope, one day they will bring in new weapons. As far as i know, the T-21, the T-21b and the SE-14c has been datamined. They would be perfect for the heavy, the specialist and the officer. For the assault class a blaster rifle is necassary. Fortunately there is a blaster rifle already in the game the trooper classes can't use yet, the EE-3 from Boba. Another option for a new assault weapon is coming in september, the DC-17m from the Clone Commando. Bringing in the datamined weapons and one of the blaster rifles, wouldn't require to create new weapons completely from the scratch...
  • Moojammin_10
    2372 posts Member
    edited August 22
    Unfortunately I think the Developers are following the marketing calendar plan they were given at launch which is very clearly to advertise and market Clone Wars. The next part is to advertise and market Episode 9 in December but a lot of the gameplay additions we suggest and iconic Star Wars experiences that exist across all eras do not conform to that marketing plan and are therefore ignored.

    We have been played people.
  • I hope, one day they will bring in new weapons. As far as i know, the T-21, the T-21b and the SE-14c has been datamined. They would be perfect for the heavy, the specialist and the officer. For the assault class a blaster rifle is necassary. Fortunately there is a blaster rifle already in the game the trooper classes can't use yet, the EE-3 from Boba. Another option for a new assault weapon is coming in september, the DC-17m from the Clone Commando. Bringing in the datamined weapons and one of the blaster rifles, wouldn't require to create new weapons completely from the scratch...

    Very good.
    As with other things in the game *cough*infantrygamemode*cough*
    it’s not comprehensible why the in game assets aren’t used as content.



  • ID_8615 wrote: »
    Well by definition of “crutch” then vehicles and reinforcements are crutches as well. Especially how easy points accumulate in vehicles compared to any other class.

    Don’t see how hero’s are the only crutch, anything that makes gameplay easier would be one. Can’t leave them out. And especially in CS, I would even say hero’s arent the crutch but vehicles are the sole one.

    It’s not the hero’s fault that nobody shoots them

    Sure - let's break this down again, shall we?
    When you design a game, you have essentially 3 or 4 basic variables to work with. Mobility, Health, Firepower, Recovery (if that's a thing: BF2015 it was for the base troopers, but not vehicles and heroes---but in Battlefront 2, it is). For all the base-4 troopers, all things said, those 4 aspects are within reason of one another. In rational game design imbalances are created to foment interesting game play. But, imbalances are kept in check by deducting one value for another. An increase in health is offset by a decrease in mobility---e.g., the Heavy Class trooper. When the Heavy goes in to Rapid Fire mode, his mobility is cut down. An increase in Fire power is offset by a decrease in mobility.

    Vehicles and base Enforcers follow these principles fairly well. Vehicles (on the ground) are easy to hit (have a larger hitbox than players, typically), and tanks are more cumbersome. They have additional health and firepower, but their mobility is limited... especially in places like Naboo. Star fighters are so difficult to maneuver, it's practically impossible to line up a true strafing run (except on Crait, but most players are in the tunnels anyway). Health Regen is also slower. The base enforcers - Dark Troopers and Wookie Warriors, e.g. - also have trade offs in mobility for their added fire power and health. Essentially a jacked up Heavy trooper.

    These do not break the equation NEARLY as much as Aerials, Infiltrators, and Heroes do. DICE threw out nearly every tenet of Game Design when they went on their POWER binge and created these classes. (BP cost could be used as an argument, but then I have several bones to pick with you about how the BP system is designed.) Aerials have sensational mobility, great firepower, good health, small hit box, standard regen. What's the drawback? Answer: none.
    Infiltrators have phenomenal health and firepower, small hit box, standard regen, and good mobility. What's the drawback? Answer: none.
    Heroes have sensational health, firepower, mobility, small hit box (ultra small for Yoda), and standard regen. What's the drawback? Answer: none.

    Now, do you still want to champion the argument that its not the heroes fault nobody shoots them?

    So we’re gonna act like each class doesn’t have 2-3 effective ways to deal with hero’s?!
    Shotgun, Granada
    Sentry, detonate charge or however you spell it
    Turret, blast command to give you free ammo
    Stinger infiltrator

    People look for more “help me against hero’s” excuses than actually using what they have to kill hero’s ☹️. You’re not gonna win 1v1 against a hero and that’s fair. You’ll usually win 3/4 v 1 against a hero if everyone can use what they have.

    And arcs and jet droids have quite a large hit box. And 2 of the 3 classes have abilities that make them run faster than every other class. And isn’t the aerials health lower than the other enforcers?! And arcs run just as slow or fast as most of the classes, not accounting for a star card that gives them absorber dodge. Kinda nitpicking, try using a hero and run straight to a heavy using a sentry, lemme know if those trade offs work in your favor, not to mention most hero’s have a bigger hit box than troopers except 2/3/4.

    If this was the case that hero’s have no drawbacks then hero’s would never die in games since they are all powerful, but even a stinger pistol can kill god apparently

    Great post. very well put. The Hero moaning does get tiresome. They really aren't a big deal if you use some sense.
  • Unfortunately I think the Developers are following the marketing calendar plan they were given at launch which is very clearly to advertise and market Clone Wars. The next part is to advertise and market Episode 9 in December but a lot of the gameplay additions we suggest and iconic Star Wars experiences that exist across all eras do not conform to that marketing plan and are therefore ignored.

    We have been played people.

    While I agree with everything you said in the last couple of posts you made- they would still have the possibility to whip up something from in game stuff and sell it as content just to shut us up.

    For some reason they are lacking the will to do so.


  • lowell
    1604 posts Member
    Unfortunately I think the Developers are following the marketing calendar plan they were given at launch which is very clearly to advertise and market Clone Wars. The next part is to advertise and market Episode 9 in December but a lot of the gameplay additions we suggest and iconic Star Wars experiences that exist across all eras do not conform to that marketing plan and are therefore ignored.

    We have been played people.

    Well, not just TCW, but anything in the future coming from Disney & Lucasfilm:

    Resistance Final Season

    The Mandalorian Season 1 & 2

    Cassian & K-2SO series

    post-ROTJ Rebels sequel series

    Galaxy's Edge at the parks

    Disney probably thinks it's a good marketing platform for people who love Star Wars to explore beyond the films that are coming out and also marketed through this game.

    It's advertising but it's fused into new content. Like how sometimes products are advertised in TV shows or films unexpectedly for some reason.

    Example: Audi cars in Spider-Man: Far From Home

    Audi-Cars-in-Spider-Man-Far-From-Home-2.jpg

    https://deadline.com/2019/07/spider-man-far-from-home-record-promo-campaign-audi-united-airlines-dr-pepper-doritos-1202643198/

    If they do happen in the future, TCW Season 7 and the Mandalorian content in the game would be promoting Disney+.
  • skincarver wrote: »
    Unfortunately I think the Developers are following the marketing calendar plan they were given at launch which is very clearly to advertise and market Clone Wars. The next part is to advertise and market Episode 9 in December but a lot of the gameplay additions we suggest and iconic Star Wars experiences that exist across all eras do not conform to that marketing plan and are therefore ignored.

    We have been played people.

    While I agree with everything you said in the last couple of posts you made- they would still have the possibility to whip up something from in game stuff and sell it as content just to shut us up.

    For some reason they are lacking the will to do so.


    That is a good point, I agree. I don't think the community on a whole is greedy. It wouldn't take a lot.

    I actually think some mentions and understanding shown in CT's would manage peoples expectations much better than blatantly ignoring it all.

    Then again I do not understand game coding very well so it may not be as simple as I think.
  • lowell
    1604 posts Member
    edited August 22
    skincarver wrote: »
    Unfortunately I think the Developers are following the marketing calendar plan they were given at launch which is very clearly to advertise and market Clone Wars. The next part is to advertise and market Episode 9 in December but a lot of the gameplay additions we suggest and iconic Star Wars experiences that exist across all eras do not conform to that marketing plan and are therefore ignored.

    We have been played people.

    While I agree with everything you said in the last couple of posts you made- they would still have the possibility to whip up something from in game stuff and sell it as content just to shut us up.

    For some reason they are lacking the will to do so.


    It's similar to Hulu in a way: they have two initial subscription offerings.

    One price with ads and one price with no ads. The former is cheaper than the latter.

    People typically like the former plan.

    We could compare it with Battlefront 2015 and this game.

    Free DLC Live Service in this game =Hulu with ads

    Season Pass= Hulu ad-free

    Season Pass kind of segregated the player base of Battlefront 2015 so now we're getting free DLC in this one but that doesn't preclude Disney putting in product placement in future content to promote more Star Wars products and experiences besides the films.

  • lowell wrote: »
    Unfortunately I think the Developers are following the marketing calendar plan they were given at launch which is very clearly to advertise and market Clone Wars. The next part is to advertise and market Episode 9 in December but a lot of the gameplay additions we suggest and iconic Star Wars experiences that exist across all eras do not conform to that marketing plan and are therefore ignored.

    We have been played people.

    Well, not just TCW, but anything in the future coming from Disney & Lucasfilm:

    Resistance Final Season

    The Mandalorian Season 1 & 2

    Cassian & K-2SO series

    post-ROTJ Rebels sequel series

    Galaxy's Edge at the parks

    Disney probably thinks it's a good marketing platform for people who love Star Wars to explore beyond the films that are coming out and also marketed through this game.

    It's advertising but it's fused into new content. Like how sometimes products are advertised in TV shows or films unexpectedly for some reason.

    Example: Audi cars in Spider-Man: Far From Home

    Audi-Cars-in-Spider-Man-Far-From-Home-2.jpg

    https://deadline.com/2019/07/spider-man-far-from-home-record-promo-campaign-audi-united-airlines-dr-pepper-doritos-1202643198/

    If they do happen in the future, TCW Season 7 and the Mandalorian content in the game would be promoting Disney+.

    Absolutely, and I do understand the theory behind it. It does make some marketing sense.

    What I would say is that the reason I personally want to play Battlefront is because I REALLY love the movies and want to feel part of that universe... I buy the game BECAUSE I love the story/movies.

    Now, if you try and make me buy/play a game before I have fell in love with a movie or show it needs to standalone (like RDR2) but Star Wars, without the characters and story lines, visually could just be any other Sci-Fi game on the market. Eg this new Clone Commando looks like something out of a 1990's Sci-fi shooter.

    I am not sure I am making sense ... but basically I think you make the game IF the movies and series do well.
  • lowell
    1604 posts Member
    lowell wrote: »
    Unfortunately I think the Developers are following the marketing calendar plan they were given at launch which is very clearly to advertise and market Clone Wars. The next part is to advertise and market Episode 9 in December but a lot of the gameplay additions we suggest and iconic Star Wars experiences that exist across all eras do not conform to that marketing plan and are therefore ignored.

    We have been played people.

    Well, not just TCW, but anything in the future coming from Disney & Lucasfilm:

    Resistance Final Season

    The Mandalorian Season 1 & 2

    Cassian & K-2SO series

    post-ROTJ Rebels sequel series

    Galaxy's Edge at the parks

    Disney probably thinks it's a good marketing platform for people who love Star Wars to explore beyond the films that are coming out and also marketed through this game.

    It's advertising but it's fused into new content. Like how sometimes products are advertised in TV shows or films unexpectedly for some reason.

    Example: Audi cars in Spider-Man: Far From Home

    Audi-Cars-in-Spider-Man-Far-From-Home-2.jpg

    https://deadline.com/2019/07/spider-man-far-from-home-record-promo-campaign-audi-united-airlines-dr-pepper-doritos-1202643198/

    If they do happen in the future, TCW Season 7 and the Mandalorian content in the game would be promoting Disney+.

    Absolutely, and I do understand the theory behind it. It does make some marketing sense.

    What I would say is that the reason I personally want to play Battlefront is because I REALLY love the movies and want to feel part of that universe... I buy the game BECAUSE I love the story/movies.

    Now, if you try and make me buy/play a game before I have fell in love with a movie or show it needs to standalone (like RDR2) but Star Wars, without the characters and story lines, visually could just be any other Sci-Fi game on the market. Eg this new Clone Commando looks like something out of a 1990's Sci-fi shooter.

    I am not sure I am making sense ... but basically I think you make the game IF the movies and series do well.

    I mean, when Disney bought the franchise and Lucasfilm from George, I knew they were going to not ignore what George has established as his canon already but you know, with the introduction of a canon universe after putting the EU as Legends, they saw an opportunity to cash in as much as they can beyond the films.

    That's why we got Galaxy's Edge coming out at the same year as TROS and Disney+. It's a triple threat of consumer spending on Star Wars.

    Scroogebanner-800x400.jpg

    But most of what we got beyond the new films is better than the new films themselves so far (except Rogue One and Solo, which has space to integrate things from other mediums).
  • lowell wrote: »
    lowell wrote: »
    Unfortunately I think the Developers are following the marketing calendar plan they were given at launch which is very clearly to advertise and market Clone Wars. The next part is to advertise and market Episode 9 in December but a lot of the gameplay additions we suggest and iconic Star Wars experiences that exist across all eras do not conform to that marketing plan and are therefore ignored.

    We have been played people.

    Well, not just TCW, but anything in the future coming from Disney & Lucasfilm:

    Resistance Final Season

    The Mandalorian Season 1 & 2

    Cassian & K-2SO series

    post-ROTJ Rebels sequel series

    Galaxy's Edge at the parks

    Disney probably thinks it's a good marketing platform for people who love Star Wars to explore beyond the films that are coming out and also marketed through this game.

    It's advertising but it's fused into new content. Like how sometimes products are advertised in TV shows or films unexpectedly for some reason.

    Example: Audi cars in Spider-Man: Far From Home

    Audi-Cars-in-Spider-Man-Far-From-Home-2.jpg

    https://deadline.com/2019/07/spider-man-far-from-home-record-promo-campaign-audi-united-airlines-dr-pepper-doritos-1202643198/

    If they do happen in the future, TCW Season 7 and the Mandalorian content in the game would be promoting Disney+.

    Absolutely, and I do understand the theory behind it. It does make some marketing sense.

    What I would say is that the reason I personally want to play Battlefront is because I REALLY love the movies and want to feel part of that universe... I buy the game BECAUSE I love the story/movies.

    Now, if you try and make me buy/play a game before I have fell in love with a movie or show it needs to standalone (like RDR2) but Star Wars, without the characters and story lines, visually could just be any other Sci-Fi game on the market. Eg this new Clone Commando looks like something out of a 1990's Sci-fi shooter.

    I am not sure I am making sense ... but basically I think you make the game IF the movies and series do well.

    I mean, when Disney bought the franchise and Lucasfilm from George, I knew they were going to not ignore what George has established as his canon already but you know, with the introduction of a canon universe after putting the EU as Legends, they saw an opportunity to cash in as much as they can beyond the films.

    That's why we got Galaxy's Edge coming out at the same year as TROS and Disney+. It's a triple threat of consumer spending on Star Wars.

    Scroogebanner-800x400.jpg

    But most of what we got beyond the new films is better than the new films themselves so far (except Rogue One and Solo, which has space to integrate things from other mediums).

    True.

    I have enjoyed the new films to be honest. Obviously I have things I'd rather had been done differently but on the whole enjoyable. You're never going to get everything your own way I guess.

    But I enjoyed them enough to enjoy being transported there in my Battlefront 2 fix. Well I did. I barely play anymore now.
  • @lowell you’re really a great fan and into all what’s surrounding Star Wars.
    You’re very optimistic about what the future for BFII and DisneySW holds.

    I am sure that EA had contractual obligations to support the movies with corresponding content in the game, however I don’t know how long they are obligated to do so.
    Since plans for TV and Movies can change rather frequently, I’m not sure if EAs contract includes stuff that will be released after Ep.9

    I watch YT channels like nerdrotic or midnights edge amongst others, they have a more dim outlook on DisneySW, all in all it might be in not a good place at the time. I’ll guess we’ll see when Ep.9 comes around.

    But I honestly wouldn’t bet on TV stuff like from the mandalorian making it to the game. I hope you’re right though.
  • lowell
    1604 posts Member
    edited August 22
    skincarver wrote: »
    @lowell you’re really a great fan and into all what’s surrounding Star Wars.
    You’re very optimistic about what the future for BFII and DisneySW holds.

    I am sure that EA had contractual obligations to support the movies with corresponding content in the game, however I don’t know how long they are obligated to do so.
    Since plans for TV and Movies can change rather frequently, I’m not sure if EAs contract includes stuff that will be released after Ep.9

    I watch YT channels like nerdrotic or midnights edge amongst others, they have a more dim outlook on DisneySW, all in all it might be in not a good place at the time. I’ll guess we’ll see when Ep.9 comes around.

    But I honestly wouldn’t bet on TV stuff like from the mandalorian making it to the game. I hope you’re right though.

    Disney could've broken up EA's contract at the launch of this game but they stuck around. Perhaps EA gave them power to require DICE to do specific content they want in this game at any time beyond the films and and the opening of Galaxy's Edge and Disney+ provides the opportunity to do specific target marketing on Star Wars fans like us, players of Battlefront II.

    They didn't buy Star Wars just for the films, they bought the entire franchise and the fanbase that follows it.

    Whether or not we continue to enjoy Star Wars in any medium or experience is up to us but we're going to be bombarded with as much products as they can churn out that we'll pay for.

    That's why Disney World is getting a companion in-universe hotel to Galaxy's Edge:

    Screen-Shot-2019-08-20-at-5.41.27-PM.png

    SWRHWDW657987643-1200x675-1200x675.jpg

    Image_WDW_Star-Wars-Themed-Resort-3-1200x675-1200x675.jpg

    starwarshotel-concept7-768x540.jpg

    starwarshotel-concept6.jpg

    swh34982340.jpg

    Star%2BWars%2Bhotel%2Bsmall%2B2-ed.jpg

    disney-star-wars-hotel.jpg


    Speculated pricing so far:

    https://wdwnt.com/2019/08/pricing-revealed-for-immersive-multi-day-star-wars-galactic-journeys-hotel-experience-at-disneys-hollywood-studios/


  • ID_8615 wrote: »
    Well by definition of “crutch” then vehicles and reinforcements are crutches as well. Especially how easy points accumulate in vehicles compared to any other class.

    Don’t see how hero’s are the only crutch, anything that makes gameplay easier would be one. Can’t leave them out. And especially in CS, I would even say hero’s arent the crutch but vehicles are the sole one.

    It’s not the hero’s fault that nobody shoots them

    Sure - let's break this down again, shall we?
    When you design a game, you have essentially 3 or 4 basic variables to work with. Mobility, Health, Firepower, Recovery (if that's a thing: BF2015 it was for the base troopers, but not vehicles and heroes---but in Battlefront 2, it is). For all the base-4 troopers, all things said, those 4 aspects are within reason of one another. In rational game design imbalances are created to foment interesting game play. But, imbalances are kept in check by deducting one value for another. An increase in health is offset by a decrease in mobility---e.g., the Heavy Class trooper. When the Heavy goes in to Rapid Fire mode, his mobility is cut down. An increase in Fire power is offset by a decrease in mobility.

    Vehicles and base Enforcers follow these principles fairly well. Vehicles (on the ground) are easy to hit (have a larger hitbox than players, typically), and tanks are more cumbersome. They have additional health and firepower, but their mobility is limited... especially in places like Naboo. Star fighters are so difficult to maneuver, it's practically impossible to line up a true strafing run (except on Crait, but most players are in the tunnels anyway). Health Regen is also slower. The base enforcers - Dark Troopers and Wookie Warriors, e.g. - also have trade offs in mobility for their added fire power and health. Essentially a jacked up Heavy trooper.

    These do not break the equation NEARLY as much as Aerials, Infiltrators, and Heroes do. DICE threw out nearly every tenet of Game Design when they went on their POWER binge and created these classes. (BP cost could be used as an argument, but then I have several bones to pick with you about how the BP system is designed.) Aerials have sensational mobility, great firepower, good health, small hit box, standard regen. What's the drawback? Answer: none.
    Infiltrators have phenomenal health and firepower, small hit box, standard regen, and good mobility. What's the drawback? Answer: none.
    Heroes have sensational health, firepower, mobility, small hit box (ultra small for Yoda), and standard regen. What's the drawback? Answer: none.

    Now, do you still want to champion the argument that its not the heroes fault nobody shoots them?

    So we’re gonna act like each class doesn’t have 2-3 effective ways to deal with hero’s?!
    Shotgun, Granada
    Sentry, detonate charge or however you spell it
    Turret, blast command to give you free ammo
    Stinger infiltrator

    People look for more “help me against hero’s” excuses than actually using what they have to kill hero’s ☹️. You’re not gonna win 1v1 against a hero and that’s fair. You’ll usually win 3/4 v 1 against a hero if everyone can use what they have.

    And arcs and jet droids have quite a large hit box. And 2 of the 3 classes have abilities that make them run faster than every other class. And isn’t the aerials health lower than the other enforcers?! And arcs run just as slow or fast as most of the classes, not accounting for a star card that gives them absorber dodge. Kinda nitpicking, try using a hero and run straight to a heavy using a sentry, lemme know if those trade offs work in your favor, not to mention most hero’s have a bigger hit box than troopers except 2/3/4.

    If this was the case that hero’s have no drawbacks then hero’s would never die in games since they are all powerful, but even a stinger pistol can kill god apparently

    Great post. very well put. The Hero moaning does get tiresome. They really aren't a big deal if you use some sense.

    I’m glad we can find common ground if you’re not being sarcastic 🤘🏻😊
  • ID_8615 wrote: »
    Well by definition of “crutch” then vehicles and reinforcements are crutches as well. Especially how easy points accumulate in vehicles compared to any other class.

    Don’t see how hero’s are the only crutch, anything that makes gameplay easier would be one. Can’t leave them out. And especially in CS, I would even say hero’s arent the crutch but vehicles are the sole one.

    It’s not the hero’s fault that nobody shoots them

    Sure - let's break this down again, shall we?
    When you design a game, you have essentially 3 or 4 basic variables to work with. Mobility, Health, Firepower, Recovery (if that's a thing: BF2015 it was for the base troopers, but not vehicles and heroes---but in Battlefront 2, it is). For all the base-4 troopers, all things said, those 4 aspects are within reason of one another. In rational game design imbalances are created to foment interesting game play. But, imbalances are kept in check by deducting one value for another. An increase in health is offset by a decrease in mobility---e.g., the Heavy Class trooper. When the Heavy goes in to Rapid Fire mode, his mobility is cut down. An increase in Fire power is offset by a decrease in mobility.

    Vehicles and base Enforcers follow these principles fairly well. Vehicles (on the ground) are easy to hit (have a larger hitbox than players, typically), and tanks are more cumbersome. They have additional health and firepower, but their mobility is limited... especially in places like Naboo. Star fighters are so difficult to maneuver, it's practically impossible to line up a true strafing run (except on Crait, but most players are in the tunnels anyway). Health Regen is also slower. The base enforcers - Dark Troopers and Wookie Warriors, e.g. - also have trade offs in mobility for their added fire power and health. Essentially a jacked up Heavy trooper.

    These do not break the equation NEARLY as much as Aerials, Infiltrators, and Heroes do. DICE threw out nearly every tenet of Game Design when they went on their POWER binge and created these classes. (BP cost could be used as an argument, but then I have several bones to pick with you about how the BP system is designed.) Aerials have sensational mobility, great firepower, good health, small hit box, standard regen. What's the drawback? Answer: none.
    Infiltrators have phenomenal health and firepower, small hit box, standard regen, and good mobility. What's the drawback? Answer: none.
    Heroes have sensational health, firepower, mobility, small hit box (ultra small for Yoda), and standard regen. What's the drawback? Answer: none.

    Now, do you still want to champion the argument that its not the heroes fault nobody shoots them?

    So we’re gonna act like each class doesn’t have 2-3 effective ways to deal with hero’s?!
    Shotgun, Granada
    Sentry, detonate charge or however you spell it
    Turret, blast command to give you free ammo
    Stinger infiltrator

    People look for more “help me against hero’s” excuses than actually using what they have to kill hero’s ☹️. You’re not gonna win 1v1 against a hero and that’s fair. You’ll usually win 3/4 v 1 against a hero if everyone can use what they have.

    And arcs and jet droids have quite a large hit box. And 2 of the 3 classes have abilities that make them run faster than every other class. And isn’t the aerials health lower than the other enforcers?! And arcs run just as slow or fast as most of the classes, not accounting for a star card that gives them absorber dodge. Kinda nitpicking, try using a hero and run straight to a heavy using a sentry, lemme know if those trade offs work in your favor, not to mention most hero’s have a bigger hit box than troopers except 2/3/4.

    If this was the case that hero’s have no drawbacks then hero’s would never die in games since they are all powerful, but even a stinger pistol can kill god apparently

    Great post. very well put. The Hero moaning does get tiresome. They really aren't a big deal if you use some sense.

    I’m glad we can find common ground if you’re not being sarcastic 🤘🏻😊

    My problem with Heroes is not that they are unkillable, but the fact that they are an utter nuisance and the whole match becomes about the Heroes, running, killing or dying to them, instead of the Objective. I mean you can try, but Heroes just make it more of a chore than a fun game experience
  • ID_8615 wrote: »
    Well by definition of “crutch” then vehicles and reinforcements are crutches as well. Especially how easy points accumulate in vehicles compared to any other class.

    Don’t see how hero’s are the only crutch, anything that makes gameplay easier would be one. Can’t leave them out. And especially in CS, I would even say hero’s arent the crutch but vehicles are the sole one.

    It’s not the hero’s fault that nobody shoots them

    Sure - let's break this down again, shall we?
    When you design a game, you have essentially 3 or 4 basic variables to work with. Mobility, Health, Firepower, Recovery (if that's a thing: BF2015 it was for the base troopers, but not vehicles and heroes---but in Battlefront 2, it is). For all the base-4 troopers, all things said, those 4 aspects are within reason of one another. In rational game design imbalances are created to foment interesting game play. But, imbalances are kept in check by deducting one value for another. An increase in health is offset by a decrease in mobility---e.g., the Heavy Class trooper. When the Heavy goes in to Rapid Fire mode, his mobility is cut down. An increase in Fire power is offset by a decrease in mobility.

    Vehicles and base Enforcers follow these principles fairly well. Vehicles (on the ground) are easy to hit (have a larger hitbox than players, typically), and tanks are more cumbersome. They have additional health and firepower, but their mobility is limited... especially in places like Naboo. Star fighters are so difficult to maneuver, it's practically impossible to line up a true strafing run (except on Crait, but most players are in the tunnels anyway). Health Regen is also slower. The base enforcers - Dark Troopers and Wookie Warriors, e.g. - also have trade offs in mobility for their added fire power and health. Essentially a jacked up Heavy trooper.

    These do not break the equation NEARLY as much as Aerials, Infiltrators, and Heroes do. DICE threw out nearly every tenet of Game Design when they went on their POWER binge and created these classes. (BP cost could be used as an argument, but then I have several bones to pick with you about how the BP system is designed.) Aerials have sensational mobility, great firepower, good health, small hit box, standard regen. What's the drawback? Answer: none.
    Infiltrators have phenomenal health and firepower, small hit box, standard regen, and good mobility. What's the drawback? Answer: none.
    Heroes have sensational health, firepower, mobility, small hit box (ultra small for Yoda), and standard regen. What's the drawback? Answer: none.

    Now, do you still want to champion the argument that its not the heroes fault nobody shoots them?

    So we’re gonna act like each class doesn’t have 2-3 effective ways to deal with hero’s?!
    Shotgun, Granada
    Sentry, detonate charge or however you spell it
    Turret, blast command to give you free ammo
    Stinger infiltrator

    People look for more “help me against hero’s” excuses than actually using what they have to kill hero’s ☹️. You’re not gonna win 1v1 against a hero and that’s fair. You’ll usually win 3/4 v 1 against a hero if everyone can use what they have.

    And arcs and jet droids have quite a large hit box. And 2 of the 3 classes have abilities that make them run faster than every other class. And isn’t the aerials health lower than the other enforcers?! And arcs run just as slow or fast as most of the classes, not accounting for a star card that gives them absorber dodge. Kinda nitpicking, try using a hero and run straight to a heavy using a sentry, lemme know if those trade offs work in your favor, not to mention most hero’s have a bigger hit box than troopers except 2/3/4.

    If this was the case that hero’s have no drawbacks then hero’s would never die in games since they are all powerful, but even a stinger pistol can kill god apparently

    Great post. very well put. The Hero moaning does get tiresome. They really aren't a big deal if you use some sense.

    I’m glad we can find common ground if you’re not being sarcastic 🤘🏻😊

    Of course, I think ultimately we are all wanting the same things around here. Its just about mutual respect :)
  • ID_8615 wrote: »
    Well by definition of “crutch” then vehicles and reinforcements are crutches as well. Especially how easy points accumulate in vehicles compared to any other class.

    Don’t see how hero’s are the only crutch, anything that makes gameplay easier would be one. Can’t leave them out. And especially in CS, I would even say hero’s arent the crutch but vehicles are the sole one.

    It’s not the hero’s fault that nobody shoots them

    Sure - let's break this down again, shall we?
    When you design a game, you have essentially 3 or 4 basic variables to work with. Mobility, Health, Firepower, Recovery (if that's a thing: BF2015 it was for the base troopers, but not vehicles and heroes---but in Battlefront 2, it is). For all the base-4 troopers, all things said, those 4 aspects are within reason of one another. In rational game design imbalances are created to foment interesting game play. But, imbalances are kept in check by deducting one value for another. An increase in health is offset by a decrease in mobility---e.g., the Heavy Class trooper. When the Heavy goes in to Rapid Fire mode, his mobility is cut down. An increase in Fire power is offset by a decrease in mobility.

    Vehicles and base Enforcers follow these principles fairly well. Vehicles (on the ground) are easy to hit (have a larger hitbox than players, typically), and tanks are more cumbersome. They have additional health and firepower, but their mobility is limited... especially in places like Naboo. Star fighters are so difficult to maneuver, it's practically impossible to line up a true strafing run (except on Crait, but most players are in the tunnels anyway). Health Regen is also slower. The base enforcers - Dark Troopers and Wookie Warriors, e.g. - also have trade offs in mobility for their added fire power and health. Essentially a jacked up Heavy trooper.

    These do not break the equation NEARLY as much as Aerials, Infiltrators, and Heroes do. DICE threw out nearly every tenet of Game Design when they went on their POWER binge and created these classes. (BP cost could be used as an argument, but then I have several bones to pick with you about how the BP system is designed.) Aerials have sensational mobility, great firepower, good health, small hit box, standard regen. What's the drawback? Answer: none.
    Infiltrators have phenomenal health and firepower, small hit box, standard regen, and good mobility. What's the drawback? Answer: none.
    Heroes have sensational health, firepower, mobility, small hit box (ultra small for Yoda), and standard regen. What's the drawback? Answer: none.

    Now, do you still want to champion the argument that its not the heroes fault nobody shoots them?

    So we’re gonna act like each class doesn’t have 2-3 effective ways to deal with hero’s?!
    Shotgun, Granada
    Sentry, detonate charge or however you spell it
    Turret, blast command to give you free ammo
    Stinger infiltrator

    People look for more “help me against hero’s” excuses than actually using what they have to kill hero’s ☹️. You’re not gonna win 1v1 against a hero and that’s fair. You’ll usually win 3/4 v 1 against a hero if everyone can use what they have.

    And arcs and jet droids have quite a large hit box. And 2 of the 3 classes have abilities that make them run faster than every other class. And isn’t the aerials health lower than the other enforcers?! And arcs run just as slow or fast as most of the classes, not accounting for a star card that gives them absorber dodge. Kinda nitpicking, try using a hero and run straight to a heavy using a sentry, lemme know if those trade offs work in your favor, not to mention most hero’s have a bigger hit box than troopers except 2/3/4.

    If this was the case that hero’s have no drawbacks then hero’s would never die in games since they are all powerful, but even a stinger pistol can kill god apparently

    Great post. very well put. The Hero moaning does get tiresome. They really aren't a big deal if you use some sense.

    I’m glad we can find common ground if you’re not being sarcastic 🤘🏻😊

    My problem with Heroes is not that they are unkillable, but the fact that they are an utter nuisance and the whole match becomes about the Heroes, running, killing or dying to them, instead of the Objective. I mean you can try, but Heroes just make it more of a chore than a fun game experience

    I would agree the last phase of GA maps is all about who has better hero play and the troopers are just for obj play, that’s an issue with 4 hero’s each im with ya. But 1-2 hero’s keeps the Star Wars feel to me, no other game can replicate the “hero” factor. Ive been a believer that phase 1 shouldn’t have hero’s and phase 2 should get 1 per side and 2 per side for the final phases. It’s a stretch but idk
  • ID_8615 wrote: »
    Well by definition of “crutch” then vehicles and reinforcements are crutches as well. Especially how easy points accumulate in vehicles compared to any other class.

    Don’t see how hero’s are the only crutch, anything that makes gameplay easier would be one. Can’t leave them out. And especially in CS, I would even say hero’s arent the crutch but vehicles are the sole one.

    It’s not the hero’s fault that nobody shoots them

    Sure - let's break this down again, shall we?
    When you design a game, you have essentially 3 or 4 basic variables to work with. Mobility, Health, Firepower, Recovery (if that's a thing: BF2015 it was for the base troopers, but not vehicles and heroes---but in Battlefront 2, it is). For all the base-4 troopers, all things said, those 4 aspects are within reason of one another. In rational game design imbalances are created to foment interesting game play. But, imbalances are kept in check by deducting one value for another. An increase in health is offset by a decrease in mobility---e.g., the Heavy Class trooper. When the Heavy goes in to Rapid Fire mode, his mobility is cut down. An increase in Fire power is offset by a decrease in mobility.

    Vehicles and base Enforcers follow these principles fairly well. Vehicles (on the ground) are easy to hit (have a larger hitbox than players, typically), and tanks are more cumbersome. They have additional health and firepower, but their mobility is limited... especially in places like Naboo. Star fighters are so difficult to maneuver, it's practically impossible to line up a true strafing run (except on Crait, but most players are in the tunnels anyway). Health Regen is also slower. The base enforcers - Dark Troopers and Wookie Warriors, e.g. - also have trade offs in mobility for their added fire power and health. Essentially a jacked up Heavy trooper.

    These do not break the equation NEARLY as much as Aerials, Infiltrators, and Heroes do. DICE threw out nearly every tenet of Game Design when they went on their POWER binge and created these classes. (BP cost could be used as an argument, but then I have several bones to pick with you about how the BP system is designed.) Aerials have sensational mobility, great firepower, good health, small hit box, standard regen. What's the drawback? Answer: none.
    Infiltrators have phenomenal health and firepower, small hit box, standard regen, and good mobility. What's the drawback? Answer: none.
    Heroes have sensational health, firepower, mobility, small hit box (ultra small for Yoda), and standard regen. What's the drawback? Answer: none.

    Now, do you still want to champion the argument that its not the heroes fault nobody shoots them?

    So we’re gonna act like each class doesn’t have 2-3 effective ways to deal with hero’s?!
    Shotgun, Granada
    Sentry, detonate charge or however you spell it
    Turret, blast command to give you free ammo
    Stinger infiltrator

    People look for more “help me against hero’s” excuses than actually using what they have to kill hero’s ☹️. You’re not gonna win 1v1 against a hero and that’s fair. You’ll usually win 3/4 v 1 against a hero if everyone can use what they have.

    And arcs and jet droids have quite a large hit box. And 2 of the 3 classes have abilities that make them run faster than every other class. And isn’t the aerials health lower than the other enforcers?! And arcs run just as slow or fast as most of the classes, not accounting for a star card that gives them absorber dodge. Kinda nitpicking, try using a hero and run straight to a heavy using a sentry, lemme know if those trade offs work in your favor, not to mention most hero’s have a bigger hit box than troopers except 2/3/4.

    If this was the case that hero’s have no drawbacks then hero’s would never die in games since they are all powerful, but even a stinger pistol can kill god apparently

    Great post. very well put. The Hero moaning does get tiresome. They really aren't a big deal if you use some sense.

    I’m glad we can find common ground if you’re not being sarcastic 🤘🏻😊

    My problem with Heroes is not that they are unkillable, but the fact that they are an utter nuisance and the whole match becomes about the Heroes, running, killing or dying to them, instead of the Objective. I mean you can try, but Heroes just make it more of a chore than a fun game experience

    This is it.



  • ID_8615 wrote: »
    Well by definition of “crutch” then vehicles and reinforcements are crutches as well. Especially how easy points accumulate in vehicles compared to any other class.

    Don’t see how hero’s are the only crutch, anything that makes gameplay easier would be one. Can’t leave them out. And especially in CS, I would even say hero’s arent the crutch but vehicles are the sole one.

    It’s not the hero’s fault that nobody shoots them

    Sure - let's break this down again, shall we?
    When you design a game, you have essentially 3 or 4 basic variables to work with. Mobility, Health, Firepower, Recovery (if that's a thing: BF2015 it was for the base troopers, but not vehicles and heroes---but in Battlefront 2, it is). For all the base-4 troopers, all things said, those 4 aspects are within reason of one another. In rational game design imbalances are created to foment interesting game play. But, imbalances are kept in check by deducting one value for another. An increase in health is offset by a decrease in mobility---e.g., the Heavy Class trooper. When the Heavy goes in to Rapid Fire mode, his mobility is cut down. An increase in Fire power is offset by a decrease in mobility.

    Vehicles and base Enforcers follow these principles fairly well. Vehicles (on the ground) are easy to hit (have a larger hitbox than players, typically), and tanks are more cumbersome. They have additional health and firepower, but their mobility is limited... especially in places like Naboo. Star fighters are so difficult to maneuver, it's practically impossible to line up a true strafing run (except on Crait, but most players are in the tunnels anyway). Health Regen is also slower. The base enforcers - Dark Troopers and Wookie Warriors, e.g. - also have trade offs in mobility for their added fire power and health. Essentially a jacked up Heavy trooper.

    These do not break the equation NEARLY as much as Aerials, Infiltrators, and Heroes do. DICE threw out nearly every tenet of Game Design when they went on their POWER binge and created these classes. (BP cost could be used as an argument, but then I have several bones to pick with you about how the BP system is designed.) Aerials have sensational mobility, great firepower, good health, small hit box, standard regen. What's the drawback? Answer: none.
    Infiltrators have phenomenal health and firepower, small hit box, standard regen, and good mobility. What's the drawback? Answer: none.
    Heroes have sensational health, firepower, mobility, small hit box (ultra small for Yoda), and standard regen. What's the drawback? Answer: none.

    Now, do you still want to champion the argument that its not the heroes fault nobody shoots them?

    So we’re gonna act like each class doesn’t have 2-3 effective ways to deal with hero’s?!
    Shotgun, Granada
    Sentry, detonate charge or however you spell it
    Turret, blast command to give you free ammo
    Stinger infiltrator

    People look for more “help me against hero’s” excuses than actually using what they have to kill hero’s ☹️. You’re not gonna win 1v1 against a hero and that’s fair. You’ll usually win 3/4 v 1 against a hero if everyone can use what they have.

    And arcs and jet droids have quite a large hit box. And 2 of the 3 classes have abilities that make them run faster than every other class. And isn’t the aerials health lower than the other enforcers?! And arcs run just as slow or fast as most of the classes, not accounting for a star card that gives them absorber dodge. Kinda nitpicking, try using a hero and run straight to a heavy using a sentry, lemme know if those trade offs work in your favor, not to mention most hero’s have a bigger hit box than troopers except 2/3/4.

    If this was the case that hero’s have no drawbacks then hero’s would never die in games since they are all powerful, but even a stinger pistol can kill god apparently

    Great post. very well put. The Hero moaning does get tiresome. They really aren't a big deal if you use some sense.

    I’m glad we can find common ground if you’re not being sarcastic 🤘🏻😊

    My problem with Heroes is not that they are unkillable, but the fact that they are an utter nuisance and the whole match becomes about the Heroes, running, killing or dying to them, instead of the Objective. I mean you can try, but Heroes just make it more of a chore than a fun game experience

    I would agree the last phase of GA maps is all about who has better hero play and the troopers are just for obj play, that’s an issue with 4 hero’s each im with ya. But 1-2 hero’s keeps the Star Wars feel to me, no other game can replicate the “hero” factor. Ive been a believer that phase 1 shouldn’t have hero’s and phase 2 should get 1 per side and 2 per side for the final phases. It’s a stretch but idk

    1-2 Heroes is fine with me, obviously I’d prefer none, but that is highly unrealistic and I agree, it does add to the unique Star Wars feel
  • ID_8615 wrote: »
    Well by definition of “crutch” then vehicles and reinforcements are crutches as well. Especially how easy points accumulate in vehicles compared to any other class.

    Don’t see how hero’s are the only crutch, anything that makes gameplay easier would be one. Can’t leave them out. And especially in CS, I would even say hero’s arent the crutch but vehicles are the sole one.

    It’s not the hero’s fault that nobody shoots them

    Sure - let's break this down again, shall we?
    When you design a game, you have essentially 3 or 4 basic variables to work with. Mobility, Health, Firepower, Recovery (if that's a thing: BF2015 it was for the base troopers, but not vehicles and heroes---but in Battlefront 2, it is). For all the base-4 troopers, all things said, those 4 aspects are within reason of one another. In rational game design imbalances are created to foment interesting game play. But, imbalances are kept in check by deducting one value for another. An increase in health is offset by a decrease in mobility---e.g., the Heavy Class trooper. When the Heavy goes in to Rapid Fire mode, his mobility is cut down. An increase in Fire power is offset by a decrease in mobility.

    Vehicles and base Enforcers follow these principles fairly well. Vehicles (on the ground) are easy to hit (have a larger hitbox than players, typically), and tanks are more cumbersome. They have additional health and firepower, but their mobility is limited... especially in places like Naboo. Star fighters are so difficult to maneuver, it's practically impossible to line up a true strafing run (except on Crait, but most players are in the tunnels anyway). Health Regen is also slower. The base enforcers - Dark Troopers and Wookie Warriors, e.g. - also have trade offs in mobility for their added fire power and health. Essentially a jacked up Heavy trooper.

    These do not break the equation NEARLY as much as Aerials, Infiltrators, and Heroes do. DICE threw out nearly every tenet of Game Design when they went on their POWER binge and created these classes. (BP cost could be used as an argument, but then I have several bones to pick with you about how the BP system is designed.) Aerials have sensational mobility, great firepower, good health, small hit box, standard regen. What's the drawback? Answer: none.
    Infiltrators have phenomenal health and firepower, small hit box, standard regen, and good mobility. What's the drawback? Answer: none.
    Heroes have sensational health, firepower, mobility, small hit box (ultra small for Yoda), and standard regen. What's the drawback? Answer: none.

    Now, do you still want to champion the argument that its not the heroes fault nobody shoots them?

    So we’re gonna act like each class doesn’t have 2-3 effective ways to deal with hero’s?!
    Shotgun, Granada
    Sentry, detonate charge or however you spell it
    Turret, blast command to give you free ammo
    Stinger infiltrator

    People look for more “help me against hero’s” excuses than actually using what they have to kill hero’s ☹️. You’re not gonna win 1v1 against a hero and that’s fair. You’ll usually win 3/4 v 1 against a hero if everyone can use what they have.

    And arcs and jet droids have quite a large hit box. And 2 of the 3 classes have abilities that make them run faster than every other class. And isn’t the aerials health lower than the other enforcers?! And arcs run just as slow or fast as most of the classes, not accounting for a star card that gives them absorber dodge. Kinda nitpicking, try using a hero and run straight to a heavy using a sentry, lemme know if those trade offs work in your favor, not to mention most hero’s have a bigger hit box than troopers except 2/3/4.

    If this was the case that hero’s have no drawbacks then hero’s would never die in games since they are all powerful, but even a stinger pistol can kill god apparently

    Great post. very well put. The Hero moaning does get tiresome. They really aren't a big deal if you use some sense.

    I’m glad we can find common ground if you’re not being sarcastic 🤘🏻😊

    My problem with Heroes is not that they are unkillable, but the fact that they are an utter nuisance and the whole match becomes about the Heroes, running, killing or dying to them, instead of the Objective. I mean you can try, but Heroes just make it more of a chore than a fun game experience

    I would agree the last phase of GA maps is all about who has better hero play and the troopers are just for obj play, that’s an issue with 4 hero’s each im with ya. But 1-2 hero’s keeps the Star Wars feel to me, no other game can replicate the “hero” factor. Ive been a believer that phase 1 shouldn’t have hero’s and phase 2 should get 1 per side and 2 per side for the final phases. It’s a stretch but idk

    1-2 Heroes is fine with me, obviously I’d prefer none, but that is highly unrealistic and I agree, it does add to the unique Star Wars feel

    Does it?

    Solo, Leia, Calrissien, the bird from inferno squad (I can't believe I've forgotten her name) etc are Star Wars legends but in terms of abilities their pretty much normal (I know Leia later goes on to become immortal Mary Poppins) their health and ability to regenerate should be no more than the average trooper.
    In fact considering most don't wear body armour it should be less.

    And as always, it's not about whether killing Heroes is hard or easy. It's that some people prefer to fight on a level playing field for all, it's just what floats our boat.

    And if this is what you loved about previous Battlefront titles it's what we haven't got in this one, not one single poxy mode and the infantry mechanics are just so sub par.

    Best way for anyone who disagrees that the infantry crowd deserve this, imagine in the next title that Dice decide to back to the primary focus being Infantry. No hero only modes and the base hero selection and abilities that you get at launch are all you'll receive for the entire duration of Battlefront 3.

    Be honest are you telling me the Herolords wouldn't be on here kicking off?

    Hero’s and trooper were on a level playing field in every other battlefront game?!? Lol

    If you expect to have Star Wars Main Characters (hero’s/villains) to be on a level playing field that’s just silly, then they wouldn’t be worth using or “hero’s”. No other battlefront, if I’m not mistaken, had infantry only game modes. This one has 3? If you love objective trooper play what’s wrong with strike and extraction?! If you like having trooper v trooper fights what’s wrong with blast?!

    Most people that buy this game are enticed because of nostalgia and to play with hero’s, that’s just the flat out truth. The majority are not buying this game because of it being a 1st/3rd person successful shooter, because they’ll be disappointed. Hero’s in your game isn’t the problem, it’s how many and how often should be the problem. These “herolords” are far from the issue 🔮
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