


Attackers gain too many reinforcements
Now I know quite a lot of you are glad about this change, but I'm not. I'm just here to give my reasons as to why 50 reinforcements is too much.
1. With how difficult it can be to take down MTTs and ATATs, attackers have almost a 100% chance to start phase 2 with 100 reinforcements. Now if you're playing with a good team, you can take those numbers down, but most games I've been in, we've hardly put a dent in them.
2. You need to take out AT LEAST 51 attackers to keep them from having full reinforcements again. This is doable for sure, but almost no matter what, the attackers will get back way too big a chunk of respawns.
Actually, I guess thats kinda it, but it seems like a fairly big problem to me. So how would I have changed it? Either 40 tickets per objective, OR give back more each phase. Example being Phase 1, you regain 30 troops, Phase 2 40 troops, Phase 3 50 troops. Because currently, your team can throw troops away, ans you'll still be able to regain full strength. Just my thoughts
1. With how difficult it can be to take down MTTs and ATATs, attackers have almost a 100% chance to start phase 2 with 100 reinforcements. Now if you're playing with a good team, you can take those numbers down, but most games I've been in, we've hardly put a dent in them.
2. You need to take out AT LEAST 51 attackers to keep them from having full reinforcements again. This is doable for sure, but almost no matter what, the attackers will get back way too big a chunk of respawns.
Actually, I guess thats kinda it, but it seems like a fairly big problem to me. So how would I have changed it? Either 40 tickets per objective, OR give back more each phase. Example being Phase 1, you regain 30 troops, Phase 2 40 troops, Phase 3 50 troops. Because currently, your team can throw troops away, ans you'll still be able to regain full strength. Just my thoughts
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Personally, I haven't had much trouble on Yavin or Endor, I've had more problems with Takodana. I do like the thought of defenders also having limited tickets. It would force both teams to focus on playing tactically, and not just swarming the enemy. I think the only problem with that would be on maps with MTTs, and ATATs. Now sure, you wouldn't lose 150 tickets (at least, I hope not), but you would likely lose far less than the enemy
Yeah on those objectives they might need a different approach for tickets. I haven't thought that part out very much but something could fall along the lines of the more times you actually hit the MTT or ATAT the higher your ticket counter would be but if you don't hit it at all you will have 100 tickets just like they will likely have 100 tickets. That way on phase two its pretty balanced that you both have 100 tickets. Yet again other ideas could be added around those objectives. As for Maz's place I actually have won there more as attackers than Yavin....Endor I have won a bigger % on it but I also sadly haven't played it much.
I actually won my D matches because we played the objective and not focused on kills.
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I haven't really had any spawn killing problems in the game. And with the increased tickets, it feels like attackers will almost always win. At least, that's been my experience so far.
It wasn't real;ly spawn killing but maps like Tatooine the rebels would, at phase 1, run past the objective and be in the corridor of buildings around every corner between phase 1 objectives and imperial spawn and it made it so difficult that imperials almost always lost. I actually won my first match on hoth and takadona. I just have Yavin left. I could never win on these matches as O because, especially Takadona, the rebels got there first every time for holding ground and *cough* "give up Anny, i have the high ground" pretty much
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Ohhhhhhhhh, I getcha now. Ya, that was pretty annoying. I still think that 50 reinforcements is a bit too much. But, I will say that if your team finishes a phase on overtime, then you definitely deserve those 50 tickets
it's the ultimate clutch. I think maybe 40 for winning phase +2 for every person they kill that doesn't fall back to next phase but if the O team wins in over time they get a 50. I have had situations where it was overtime for almost a good 5 min.
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the rubber-band lag is the hard part. i nearly could of stopped the guy arming the final objective and every time i saw him i ran up, tried to shoot and it rubber-band me back around the corner 4 times and we lost in overtime. that was infuriating. I wish I had recorded that. I could of saved the day, but nope I got slingshot back every time.
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Pirate of the Knights of Gareth
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Oh my god, a Dice employee responded to me