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Community Transmission
December CC

How to make HvV better

Remove the Target System.
This looks like an obvious solution for running away Targets or Can't Touch Me Bobas in the sky and for some other issues. I do admit that this way the game mode would change completely into a Hero Blast mode (which wouldn't be that much of a bad thing imo) but if we don't want to make such a drastic change to the mode and keep it's style as a Target System based teamworking (cough cough) Hero mode, than here is my other suggestion:
Keep the Target System but add scoring for each kill and bump the counter from 10 to 50
So basically we still would have targets but killing a Target would gain your team 5 points instead and killing someone else gets your team 1 point. Let me show you why I think this could make the game mode much better:
  • Adding scores for each kill would give you a reason to kill all the other enemies not just the Target. You could kill 5 enemies and get the same score as killing a Target.
  • Adding scores for each kill would give you a reason to stay alive as dying would get a point for the enemy team. As it is now, you can just suicide run into the enemy team without any consequences.
  • It would stop running/flying away as the Target (or least least it wouldn't matter that much) as even if you are hiding as the Target, the enemy team can keep killing your teammates and gets the same 5 or more scores as killing you.
  • It would punish those players who commit suicide to prevent becoming the target (because you do it, don't you, come on I know you do it we all do). Because if you commit suicide that'd be 1 free score for the enemy team.
  • Bumping the counter to 50 means it's still necessary to kill 10 Targets each giving 5 points to win, but it would be a lot faster with all the extra points from extra kills. On the other hand the mode would be slower thanks to the more careful gamestyle with less suicide runs so the game mode would have the same length overall.
  • It's a mix of Hero Blast and HvV, keeping the objective and strategic in it but also including some "every kill counts" aspect to please everyone. Btw that's how Starfighter Assault works currently. Destroying a Frigate removes more reinforcements than destroying a Starfighter but still you feel every single one of your kills helps your team to win.
This, and bump up the music volume of the Cantina Band please. And we shall have peace.
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Replies

  • I find your solution on point and convincing.
    ''The difference between a fall and a sacrifice is sometimes difficult, but I feel he understood that difference, more than anyone knew. The galaxy would have fallen if he had not gone to war. Perhaps he became the Dark Lord out of necessity to prevent a greater evil''
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  • I find your solution on point and convincing.
    What do I know. My speciality is just strategic analysis.
    Battlefront II has a 45.8% chance of success.
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  • I like your second idea. Something needs to be done about runners. I played 3 rounds of HvV for my Daily Challenge last night and spent way too much time chasing Luke and Yoda around Kamino and Tatooine. I don't see how it is fun for the target to run away for 5 minutes hoping that the other target dies. I'd rather die as the target and go down fighting than running away for 5 minutes.
  • I certainly don't want to take all the fun out of this mode, make TDM separate additional mode. This suggestion is basically for reducing running and camping and suicides, which means no more fun to chase targets or breaking camps, just bashing around each other and make your kill score count for win. Where are usual chases for catching running Luke and Maul and camping around places or hiding in hard to get places, where is that fun anymore? Fixing map exploits would be enough for me and still keep this mode fun.
  • I agree with this. Better alternative.
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  • It’s an easy solution - Team Death Match
    PSN: DarthLando-
  • Also i think it would be a good idea to add a timer to the target system. A 2 minute would be a good compromise it would certainly eliminate runners.

    For example Boba is the target. After 2 minutes if the target is not dead it will transfer to another one. They would get a 10 second warning to whoever will be the next target.
    This way runners like Boba and Maul cant run and hide forever. Just a thought...
    Yeah I also like this idea.
    quenaelin wrote: »
    I certainly don't want to take all the fun out of this mode, make TDM separate additional mode. This suggestion is basically for reducing running and camping and suicides, which means no more fun to chase targets or breaking camps, just bashing around each other and make your kill score count for win. Where are usual chases for catching running Luke and Maul and camping around places or hiding in hard to get places, where is that fun anymore? Fixing map exploits would be enough for me and still keep this mode fun.

    Haha nice one.
    DarthLando wrote: »
    It’s an easy solution - Team Death Match
    I’d prefer Team Death Match with a little bit of objective personally.
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  • JayJedi wrote: »
    I'd rather die as the target and go down fighting than running away for 5 minutes.

    So you're that Obi wan on my team whos the target, and keeps charging into full team of heroes??? I strongly dislike your playstyle
  • What would this community be without you! <3
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  • What would this community be without you! <3

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  • What would this community be without you! <3

    Imagine the community without Wise Master Who

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    Knights of Gareth
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  • I like the point system idea. What we have just doesn’t work.
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  • I'm not a fan of quitting mid-match. I always try to at least stay to the end of a round if there is a stomp happening.

    However, when it comes to runners in HvV...I am really starting to think quitting out is the best thing to do. It's not rage quitting so much as just.....it's not fun. It's really really irritating, and I don't have the time or energy to get annoyed at some random person playing in a very unsporting way.

    It's not noobs or scrubs that do this either, which makes it even more frustrating. When you find a lv. 40 full purple Grevious or Kenobi running, it's someone who clearly plays this mode a LOT and probably considers themselves an elite HvV player. When they aren't the target, they have very little trouble in steamrolling through the opposing team. If you are that good when you are not the target, why run when you are?

    I know a lot of people want a TDM mode for heroes and that's fine. Probably better than what this mode has become, however that won't stop steamrolls. Most matches already are steamrolls. Even if a team "loses", I often see team A have 4 players with less than 10 eliminations, while team B has 4 players with 20+ eliminations....the only reason the game was close at all is because of the target system.

    Target system is an ok concept, but doesn't work the way it was intended.
  • I don't like TDM. The lack of an objective makes the whole game mode boring. It feels that each kill on its own does not matter.

    The second idea sounds good at first glance but then you'd realize that there's 0 teamwork in HvV which means two things. 1) people would not care as much about the target and try to go alone for single points. 2) Targets would still run in an effort not give the enemy team 5 points.

    For this reason, I feel the first thing that should be tried is adding a timer. Given the size variety of maps, 2 minutes would not be enough. If neither target dies in 5 minutes, reselect. This would be easy to implement.
  • TastyNoob wrote: »
    JayJedi wrote: »
    I'd rather die as the target and go down fighting than running away for 5 minutes.

    So you're that Obi wan on my team whos the target, and keeps charging into full team of heroes??? I strongly dislike your playstyle

    Nope. Not going to go 1 vs. 4 as the target (or any other time if I can help it), but I'm not going to go for a jog when I'm the target to avoid a fight.
  • anidriX wrote: »

    For this reason, I feel the first thing that should be tried is adding a timer. Given the size variety of maps, 2 minutes would not be enough. If neither target dies in 5 minutes, reselect. This would be easy to implement.

    I agree with that. Maybe a 5 minutes timer with the scoring changes?
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  • TjPunx
    1599 posts Member
    JayJedi wrote: »
    I like your second idea. Something needs to be done about runners. I played 3 rounds of HvV for my Daily Challenge last night and spent way too much time chasing Luke and Yoda around Kamino and Tatooine. I don't see how it is fun for the target to run away for 5 minutes hoping that the other target dies. I'd rather die as the target and go down fighting than running away for 5 minutes.

    Charging a target while you’re the target is jus t dumb. In order to help your team you should try to stay alive, as not to harm your team in winning the match
  • Hail NO! The point is that there is a bounty system. It’s not running around group mauling ppl with saber / gun spasms. The target is almost always the player who is doing the most dmg.

    As such the point is to trump the leader. Your idea is gonna ruin the mode. Adding an optional onslaught mode like that is fine. Replacing it is a horrific idea
  • DarthLuke wrote: »
    Hail NO! The point is that there is a bounty system. It’s not running around group mauling ppl with saber / gun spasms. The target is almost always the player who is doing the most dmg.

    As such the point is to trump the leader. Your idea is gonna ruin the mode. Adding an optional onslaught mode like that is fine. Replacing it is a horrific idea

    Someone is running away when they're the target.

  • DarthLuke wrote: »
    Hail NO! The point is that there is a bounty system. It’s not running around group mauling ppl with saber / gun spasms. The target is almost always the player who is doing the most dmg.

    As such the point is to trump the leader. Your idea is gonna ruin the mode. Adding an optional onslaught mode like that is fine. Replacing it is a horrific idea

    Someone is running away when they're the target.

    Yeah, most likely.
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  • Whodunnit wrote: »
    anidriX wrote: »

    For this reason, I feel the first thing that should be tried is adding a timer. Given the size variety of maps, 2 minutes would not be enough. If neither target dies in 5 minutes, reselect. This would be easy to implement.

    I agree with that. Maybe a 5 minutes timer with the scoring changes?

    No, you can't attach the timer to a score gain. Heroes don't gain BP at the same rate. Blaster heroes tend to gain BP much faster and if you had a Luke vs Boba, you'd be rewarding Boba for being able to fly away while shooting.
  • quenaelin wrote: »
    which means no more fun to chase targets or breaking camps

    how in gods name is any of that fun maybe if you like "breaking camps" you should go play that awful hero showdown I actually hope your trolling.
    Dont act a fool and you wont get called out. PSN: DarthOdium- old PSN:unit900000
  • anidriX wrote: »
    Whodunnit wrote: »
    anidriX wrote: »

    For this reason, I feel the first thing that should be tried is adding a timer. Given the size variety of maps, 2 minutes would not be enough. If neither target dies in 5 minutes, reselect. This would be easy to implement.

    I agree with that. Maybe a 5 minutes timer with the scoring changes?

    No, you can't attach the timer to a score gain. Heroes don't gain BP at the same rate. Blaster heroes tend to gain BP much faster and if you had a Luke vs Boba, you'd be rewarding Boba for being able to fly away while shooting.

    What I mean is my second idea combined with a timer on the target. The timer could help preventing runners but with the addition of the 1 score/kill which would make you more careful with your Hero play and prevent suicide running.
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  • I hate the first idea, and Im iffy on the second.
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  • Whodunnit wrote: »
    anidriX wrote: »
    Whodunnit wrote: »
    anidriX wrote: »

    For this reason, I feel the first thing that should be tried is adding a timer. Given the size variety of maps, 2 minutes would not be enough. If neither target dies in 5 minutes, reselect. This would be easy to implement.

    I agree with that. Maybe a 5 minutes timer with the scoring changes?

    No, you can't attach the timer to a score gain. Heroes don't gain BP at the same rate. Blaster heroes tend to gain BP much faster and if you had a Luke vs Boba, you'd be rewarding Boba for being able to fly away while shooting.

    What I mean is my second idea combined with a timer on the target. The timer could help preventing runners but with the addition of the 1 score/kill which would make you more careful with your Hero play and prevent suicide running.

    Well, I don’t know. At this point it’s too much of a hypothesis so I won’t presume I know what would really happen if your system was to be implemented.

    I’ll be honest, the only way to deal with runners is to remove the target system. Not even a timer would really fix that. Your system does sound good but it still is a TDM with “bonus” points for killing the target. I don’t like runners but if I come across one an my team can’t deal with it, I change my character to deal with it. Running Boba, change to Chewie/Finn. Running Luke, change to Maul/Kylo/Boba/Grievous.
    I believe that when there are no runners, target system is far more enjoyable than TDM. If something is to be tried, the timer should be the first step. If it doesn’t work, your system is FAR superior than a regular TDM so good job.
  • Return it to bf15 version

    Problem solved
  • Lee1981 wrote: »
    Return it to bf15 version

    Problem solved

    this
    Dont act a fool and you wont get called out. PSN: DarthOdium- old PSN:unit900000
  • Lee1981 wrote: »
    Return it to bf15 version

    Problem solved

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  • Unwarycoin wrote: »
    I hate the first idea, and Im iffy on the second.

    I will never understand supporters of the target system. Why would you support a system that encourages running, hiding, and exploits?
  • anidriX wrote: »
    Whodunnit wrote: »
    anidriX wrote: »
    Whodunnit wrote: »
    anidriX wrote: »

    For this reason, I feel the first thing that should be tried is adding a timer. Given the size variety of maps, 2 minutes would not be enough. If neither target dies in 5 minutes, reselect. This would be easy to implement.

    I agree with that. Maybe a 5 minutes timer with the scoring changes?

    No, you can't attach the timer to a score gain. Heroes don't gain BP at the same rate. Blaster heroes tend to gain BP much faster and if you had a Luke vs Boba, you'd be rewarding Boba for being able to fly away while shooting.

    What I mean is my second idea combined with a timer on the target. The timer could help preventing runners but with the addition of the 1 score/kill which would make you more careful with your Hero play and prevent suicide running.

    I believe that when there are no runners, target system is far more enjoyable than TDM. If something is to be tried, the timer should be the first step. If it doesn’t work, your system is FAR superior than a regular TDM so good job.

    Yes you are right. I also prefer objectives even in Hero modes over TDM. I tried Hero Blast in the last game which was fun but never bested 2015HvV. If it would be me I'd change the whole mode to 2015HvV without infantries or with some additional objectives the Heroes have to complete. But that would be too much of a change at this point. I liked the idea of the Target System when the game came out but...it just doesn't work and needs to be changed.

    The best solution would be IMO to make some HvV specific events to try out different combinations and check the community's feedback. That's what they are doing right now with GA.
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  • 5 minute timer is good but who gets the points if no kills the target
  • 5 minute timer is good but who gets the points if no kills the target

    Good point... the game could go on forever.
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  • Whodunnit wrote: »
    5 minute timer is good but who gets the points if no kills the target

    Good point... the game could go on forever.

    That game could go on forever? Try a Luke hiding in the walls of Hoth AND a Boba who somehow got on top of the map AT THE SAME TIME!!!!
  • Whodunnit wrote: »
    5 minute timer is good but who gets the points if no kills the target

    Good point... the game could go on forever.

    That game could go on forever? Try a Luke hiding in the walls of Hoth AND a Boba who somehow got on top of the map AT THE SAME TIME!!!!

    emote.png
    ...yes, we need 2015HvV back.
    Battlefront II has a 45.8% chance of success.
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  • Whodunnit wrote: »
    Whodunnit wrote: »
    5 minute timer is good but who gets the points if no kills the target

    Good point... the game could go on forever.

    That game could go on forever? Try a Luke hiding in the walls of Hoth AND a Boba who somehow got on top of the map AT THE SAME TIME!!!!

    emote.png
    ...yes, we need 2015HvV back.

    That match was a nightmare.
  • Whodunnit wrote: »
    Whodunnit wrote: »
    5 minute timer is good but who gets the points if no kills the target

    Good point... the game could go on forever.

    That game could go on forever? Try a Luke hiding in the walls of Hoth AND a Boba who somehow got on top of the map AT THE SAME TIME!!!!

    emote.png
    ...yes, we need 2015HvV back.

    That match was a nightmare.

    Meanwhile the other players...
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  • I like your idea. I also enjoy the Heros vs Villains mode from SWBF1. But also the game mechanics need fixing - half the hits register on this mode, and all the abilities are lack luster (push or stun)
  • Whodunnit wrote: »
    Whodunnit wrote: »
    Whodunnit wrote: »
    5 minute timer is good but who gets the points if no kills the target

    Good point... the game could go on forever.

    That game could go on forever? Try a Luke hiding in the walls of Hoth AND a Boba who somehow got on top of the map AT THE SAME TIME!!!!

    emote.png
    ...yes, we need 2015HvV back.

    That match was a nightmare.

    Meanwhile the other players...

    lmao @ the Grievous.
    Dont act a fool and you wont get called out. PSN: DarthOdium- old PSN:unit900000
  • DarthLuke
    440 posts Member
    edited December 2018
    I seen this none sense. Where ya playing against me lol? Or is this that common. Enemies were having a party and just standing still.
  • I agree with this and I also believe that instead of 4v4 it should be 8v8
  • DarthLuke wrote: »
    I seen this none sense. Where ya playing against me lol? Or is this that common. Enemies were having a party and just standing still.

    Yeah it’s pretty common. We are just standing and chilling, discussing books over a cup of tea.
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  • Ezekiel25_17
    8 posts Member
    edited December 2018
    Apologies in advance if something like this has already been suggested, but here is my idea:

    When the 10s new-target warning appears, a section of the map becomes highlighted (for everyone) where the soon-to-be targets on both teams must present themselves by the time they are officially marked (call it the "arena"). Once marked, if either targets leaves the arena before the other is killed, it will be treated as if they are leaving the battle and have 10s to come back (or die). Non-targets can come and go as the please.

    The arena should be small enough to promote engaging the enemy team but large enough so that its not just utter madness. Also, the arena location selector could try to pick nice areas that are easily accessible, aren't super exploitable, and don't leave the targets too vulnerable to force push kills off ledges (but still just a little bit vulnerable as those kills are satisfying). The 10s new-target warning would most likely have to be increased, to say 30s, so that targets have enough time to arrive.

    A penalty of increasing severity should be given if the target-to-be fails to arrive at the arena in time - something like this:
    1st offense 0 pts, 2nd offense 1pt, 3rd offense 2pts... up to max of 3.
    Penalty stacking should be tracked per-player rather than per-team.
    A flat 3 pts are always lost if target dies in live arena
    A flat 1 point is always lost if target is killed (suicide not included) before arriving at the arena.

    This provides a small reward to denying the other team's target entrance to the arena and also gives you the option of strategically forfeiting a round (say if your team doesn't show up) that can't be perpetually abused. Total starting points would probably need to be increased to 20 or so.

    By forcing the targets to be in proximity to each other one, it should ensure that rounds are reasonably brief and only start to get long if there's a helluva fight going on.
    Post edited by Ezekiel25_17 on
  • I have also defended something similar to your second idea (either with score for each kill, some eliminatory "phase" or tickets), so you get my agree all the way!
    Whodunnit wrote: »
    Whodunnit wrote: »
    Whodunnit wrote: »
    5 minute timer is good but who gets the points if no kills the target

    Good point... the game could go on forever.

    That game could go on forever? Try a Luke hiding in the walls of Hoth AND a Boba who somehow got on top of the map AT THE SAME TIME!!!!

    emote.png
    ...yes, we need 2015HvV back.

    That match was a nightmare.

    Meanwhile the other players...

    I hate that glitch. It's hard to know when you'll get stuck and it can happen even if nobody pushes you. It can also happen in Yavin IV near the famous glitched wall.
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  • I like the second idea a good amount.
    Hi.
  • they need to convert things back to how it was a few months ago. its utter trash and unplayable now.
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