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Community Transmission
December CC

Detailed Reinforcement Concepts

Prev1
Excuse the long post.
——The Engineer——
The Engineer would be focused on keeping objectives sustained, either working behind the scenes or devastating enemy emplacements. The L1 abilities for the Engineer are all central to taking out vehicles, while they could be used against infantry it generally wouldn’t be worth it. I think their health should be about 225.
  • Republic: AT-RT Trooper
    hkxhoqqfyc1a.jpeg
    L1 Ability: EMP grenade: A low damage high radius explosive that destroys any turrets and shields, and overheats weapons for a short duration(1.5 seconds). Moderate vehicle damage.
    L1+R1 Ability: Deploy Turret: Places a heavy turret that is mountable by a teammate. Retrigger to detonate and replace. Model:
    ak9oxdbzomuw.jpeg
    R1 Ability: Repair: Passively repairs nearby vehicles and turrets for 25 hp/s
  • Separatists: OOM Pilot Droid
    s1l6rxkmh8c6.jpeg
    L1 Ability: Det-Pack: A high yield vehicular mine that detonates on proximity. Infantry must be closer to set off.
    L1+R1 Ability: Deploy Turret/ Model:
    jqu0zbp98ga9.png
    R1 Ability: Repair
  • Empire/First Order: Combat Driver
    o5gcfm976kiz.png
    L1 Ability: Ion Disruptor: A modified disruptor rifle that temporarily disables controls on enemy vehicles with minor damage. Minor charge time so leading the target is required.
    L1+R1 Ability: Deploy Turret/ Model:
    l36d3cfaf6q8.png
    R1 Ability: Repair
  • Rebellion/Resistance: Sullustan Slicer
    qu0ettg8mq8e.png
    L1 Ability: Det-Pack
    L1+R1 Ability: Deploy Turret/ Model: See Imperial
    R1 Ability: Repair
——The Guardian——
The Guardian reinforcements are meant to get you to run, break formation. You may be used to rolling away from a single Jedi, but facing multiple Guards may prove difficult. They would be a melee only class designed to move quickly and attack evasively. It’ll be a high risk high reward BP purchase. Health may vary between classes as well as damage given their weapons. All L1 abilities can deflect a lightsaber hit, though it diminishes usage time. The ability’s main purpose will be to help you survive difficult areas or back someone down.
  • Republic: Senate Guard
    owx3b5pkdu5y.png
    Health: 325
    Weapon: Stun Baton
    L1 Ability: Armor: Braces up to give damage reduction while you move forward. Retrigger to cancel. Cannot roll while active
    L1+R1: Engage: Increases movement speed momentarily
    R1 Ability: Heavy Strikes: Swings weapon with increased force for more damage. Can be used 3 times, must recharge uses.
  • Separatists: IG-100 Magnaguard
    wcmdnijbwgxq.jpeg
    Health: 350
    Weapon: Electrostaff
    L1 Ability: Staff: Spins staff to deflect incoming damage. Cannot roll while active. Can damage enemies hit, staggers lightsaber hits
    L1+R1 Ability: Engage
    R1 Ability: Heavy Strikes
  • Empire: Royal Guard
    0u4n23a5l9ex.jpeg
    Health: 325
    Weapon: Force-pike
    L1 Ability: Ward: Stances defensively to deflect incoming damage and parry hits, staggers lightsaber hits
    L1+R1 Ability: Engage
    R1 Ability: Heavy Strikes
  • Rebellion/Resistance: Honor Guard
    8ay085ighwmm.png
    Health: 350
    Weapon: Force-pike
    L1 Ability: Armor
    L1+R1 Ability: Engage
    R1 Ability: Heavy Strikes
  • First Order: Praetorian Guard
    skhk8gzhccrc.jpeg
    Health: 325
    Weapon: Vibro-voulges(big axe)
    L1 Ability: Ward
    L1+R1 Ability: Engage
    R1 Ability: Heavy Strikes
Feel free to submit your own! I may do more if I can think of more possible units. I didn’t want to touch on a commando class since they are incorporating ARC troopers soon and I’m not sure what abilities they may have.
I think these could really benefit gameplay diversity and give you more options of how you’d like to play. I know personally I’d love to go melee only. Hopefully we could see something like these in the future!
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Replies

  • DrX2345
    2888 posts Member
    I like the first one, a specialised anti vehicle class or reinforcement would be good. What kind of weapons would they have as their primary btw? Pistols or rifles? Might want to edit that.

    As for the Guards, there's recently been a similar concept, which you might want to take a look at. Personally I think the other one is a bit better, but yours is interesting. I think if you search 'The protector' it should be the first post that shows up.
    OOM19 wrote: »

    Imagine it

    A horde of Bipedal Millennium Falcons with cheeseburgers for legs
    If there seems to be random words or phrases in my post that don't make sense, blame Autocorrect.
    #COOMCAIBDJF
  • Elusive_DJ
    3141 posts Member
    edited March 2018
    Very cool idea's. You should definitely do more.

    I think the engineer class isn't really needed in my opinion.
    But the idea of an anti vehicle reinforcement is indeed appreciated.

    A few parts of it's role can already be performed by the regular classes.
    The Assault can already toss an EMP grenade that damages vehicles & turrets alike, and the Officer fulfills the role of repairing turrets (But not vehicles so you got me there).


    The Guardian is an excellent name for a melee reinforcement.

    Instead of the Republic Senate Guard, I propose that it be the incredibly cool & elusive Clone Assassins seen in the Revenge of the Sith game.
    latest?cb=20170504111448

    He moves at lightning quick speed, which allows him to quickly close the gap between the enemy. Keeping him at the front lines of the fight at all times with hit & run tactics. The vibro extender blades can parry light sabers as well as greatly damaging enemies.

    The Snoke guard weapons should either vary in between spawns, or you can customize them in the menu.
    They also all have distinctive costume sets, so I think they should let us change the appearances of these guys.
    ⦗ XBOX GT: EIusive DJ⦘~ "The Knights of Gareth are eternal..." ✔
    \⧹If you happen to have ANY ideas for any hero you desire to have in Battlefront 2, Let me know in a DM!⧸/
    How to make Every Hero Viable in Battlefront 2

    aakkhwbkosde.gif

  • Seastorm
    271 posts Member
    Love the ideas! The engineer class is astonishing!
    I suggest adding a Talz warrior as the resistance guardian class
    hw121x9zap9x.png
  • DrX2345 wrote: »
    I like the first one, a specialised anti vehicle class or reinforcement would be good. What kind of weapons would they have as their primary btw? Pistols or rifles? Might want to edit that.

    As for the Guards, there's recently been a similar concept, which you might want to take a look at. Personally I think the other one is a bit better, but yours is interesting. I think if you search 'The protector' it should be the first post that shows up.
    I wanted to include their weapons, it’s just our current weapon selection is a bit limited so I didn’t want to be repeating weapons between classes. I’ll do some individual breakdowns and include their weapons. I had pistols in mind, they aren’t really meant to be hardy front fighters, except for the DC-15S for the AT-RT Trooper.
    I like the Protector concept as well, I just wanted to have my own take on the idea. The main thing with reinforcements is they can only really vary with weapons/health/left ability at least by the enforcers standards so that’s what I tried to replicate in my designs.


    Elusive_DJ wrote: »
    Very cool idea's. You should definitely do more.

    I think the engineer class isn't really needed in my opinion.
    But the idea of an anti vehicle reinforcement is indeed appreciated.

    A few parts of it's role can already be performed by the regular classes.
    The Assault can already toss an EMP grenade that damages vehicles & turrets alike, and the Officer fulfills the role of repairing turrets (But not vehicles so you got me there).


    The Guardian is an excellent name for a melee reinforcement.

    Instead of the Republic Senate Guard, I propose that it be the incredibly cool & elusive Clone Assassins seen in the Revenge of the Sith game.
    latest?cb=20170504111448

    He moves at lightning quick speed, which allows him to quickly close the gap between the enemy. Keeping him at the front lines of the fight at all times with hit & run tactics. The vibro extender blades can parry light sabers as well as greatly damaging enemies.

    The Snoke guard weapons should either vary in between spawns, or you can customize them in the menu.
    They also all have distinctive costume sets, so I think they should let us change the appearances of these guys.
    I wanted to give another option for people who are support oriented, plus we all know our current standard class issue anti-vehicle stuff is a little lackluster. I don’t think the Engineer should cost more than 1000 BP given their set. Maybe 750 since they aren’t direct firepower like aerial and enforcer.
    That’s a great idea! Totally forgot about those guys. I’ll edit accordingly. Reinforcement customization would be great, there’s multiple options that’d work really well, pauldrons/legion colors/kama no-Kama/Praetorian guard armor set.
    Thanks for the feedback! Appreciate it guys, I’ll add in your recommendations.

    jar-jar-binks-dancing-gif-3.gif
  • Seastorm wrote: »
    Love the ideas! The engineer class is astonishing!
    I suggest adding a Talz warrior as the resistance guardian class
    hw121x9zap9x.png
    Very much appreciated! A Talz would certainly be physically capable enough to be a Guardian, I may make an alternate Resistance Guardian profile to include this. Are they referenced in post-trilogy books/comics/etc that I could go off of?
    jar-jar-binks-dancing-gif-3.gif
  • GenxDarchi
    7728 posts Member
    Elusive_DJ wrote: »
    Very cool idea's. You should definitely do more.

    I think the engineer class isn't really needed in my opinion.
    But the idea of an anti vehicle reinforcement is indeed appreciated.

    A few parts of it's role can already be performed by the regular classes.
    The Assault can already toss an EMP grenade that damages vehicles & turrets alike, and the Officer fulfills the role of repairing turrets (But not vehicles so you got me there).


    The Guardian is an excellent name for a melee reinforcement.

    Instead of the Republic Senate Guard, I propose that it be the incredibly cool & elusive Clone Assassins seen in the Revenge of the Sith game.
    latest?cb=20170504111448

    He moves at lightning quick speed, which allows him to quickly close the gap between the enemy. Keeping him at the front lines of the fight at all times with hit & run tactics. The vibro extender blades can parry light sabers as well as greatly damaging enemies.

    The Snoke guard weapons should either vary in between spawns, or you can customize them in the menu.
    They also all have distinctive costume sets, so I think they should let us change the appearances of these guys.

    I agree
    You guys are gonna make me rich......
    Xbox G-tag
    XJO461
    That Specialist rework was disappointing.
    nceaq2h23fqj.png



  • WildSpace
    615 posts Member
    edited March 2018
    These next two are technically reinforcements per se... but would only be available in a certain mode.
    Hunt Mode!
    ——Hunters——
    I wouldn’t cross any of these guys, particularly because they are mostly a collection of claws and teeth. Thankfully you won’t have to, unless you’re the Locals. They’ll hit very hard across the board and have some fearsome abilities, but will be quite slow. They'll have high health reserves that only regenerate a certain amount per kill to keep it even since they are essentially monsters.
    Let me know if there is an additional Hunter you’d like to see, or feel free to make your own!
    Remember this whole mode is designed to be nonsensical
    • Tusken Raider
      5t40maeb1czq.jpeg
      The Sand People will be the closest to a traditional play style, although it will reward you for playing like a lunatic.
      Health: 325
      Weapon: Gaffi Stick
      L1 Ability: Cycler Rifle: Equips a single shot cycler rifle that does massive damage to critical areas. Unequips after shot fires
      L1+R1: Ferocity: Enters a state of increased melee damage and movement speed. Lasts 7 seconds
      R1 Ability: Trespasser: Clubs an enemy with astounding force that throws the enemy a few meters. Batter up. Can be used 2 times.
    • Gamorrean
      zc58813owfai.jpeg
      As simple as it looks. A huge pig dude with an axe
      Health: 450
      Weapon: War Cleaver
      L1 Ability: Lob: Uses brute strength to lob a rather hefty piece of rubble. Can OHK
      L1+R1 Ability: Primative: Increases melee damage and gives a momentary health buff. 6 seconds
      R1 Ability: Trespasser
    • Elder Trandoshan
      4eidt00m7bas.jpeg
      These guys make Bossk look like a runt selling car insurance. Taller, stronger, wiser, but due too their advanced age have diminished regeneration. They’ve bagged every trophy worth hunting except you.
      Health: 425
      Weapon: Vibro double-blade
      8geurhqg4ts7.jpeg
      L1 Ability: Slugthrower: Draws his shotgun loaded with slugs and fires both barrels for tremendous close-mid range damage. Unequips after firing
      L1+R1 Ability: Ferocity
      R1 Ability: Instincts: Using his bare claws, he crushes anyone in his direct vicinity with a powerful two hand overhead smash(110 damage within 1 meter)
      Customization should be available on the Elder Trandoshan for alternate skin patterns/colors.
    • Wampa
      9jl958ge8gg2.jpeg
      That’s right. The mac daddy of hunt. King of lols.
      Health: 400
      Weapon: Wampa Claws
      L1 Ability: Bound: Leaps multiple meters to close distance to his prey. Can do moderate damage on landing. It does not go unrealistically high. Maybe leap from an all fours stance so it doesn’t look ridiculous?
      L1+R1 Ability: Ferocity
      R1 Ability: Feral Nature: The Wampa enters a steerable run, retrigger will tackle a close enough enemy to the ground. Can immediately follow with a claw swipe.
    I’ll follow up with their counterparts, the Locals, once I’ve compiled all my information. Hope everyone enjoyed this I know I did writing it lol I really hope we get a hunt mode again.
    My current list for the Locals are: Gungans, Ewoks, Jawas. Suggestions welcome!
    Post edited by WildSpace on
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  • these are awesome
  • Hunt Reinforcements part 2
    ——Locals——
    As you can imagine these scrappy misfits will do whatever it takes to survive. They may not be highly advanced, but they’ll make up for it with survivalist ingenuity.
    • Jawa
      wthwtldczj5p.jpeg
      These scavengers have heard one to many bad offers. Now they’ve had a glass of Jawa Juice and are out to settle up.
      Health: 100
      Weapon: CA-87 shock blaster
      L1 Ability: Scrap: Throws a modified restraining bolt that explodes on a very short fuse. Small radius, high damage
      L1+R1 Ability: Salvage: Places a strange salvaged droid that acts as a turret. 50hp
      R1 Ability: No Bother: Supercharges the shock blaster for a massive ion charge. Single shot, temporarily stuns an opponent that survives.
    • Geonosian
      llhm83dnstt0.png
      Although being quite frail they have two advantages. First, they are masters of technological design. Second, they can fly.
      Health: 125
      Weapon: Sonic Blaster
      idj16uw4olky.jpeg
      L1 Ability: Sonic Grenade: Throws a sonic grenade that either detonates on proximity to an enemy or sticks to a surface until an enemy comes near or the fuse runs out. 5 second fuse. Deafens anyone in radius.
      L1+R1 Ability: Beam Weapon: Enters a sentry-like stance equipping an Elite Beam generator. Can’t fly while in use. Beam can be sustained as long a strong trigger is pulled or until duration finishes. 8 second duration- .11 heat/s Model:
      iegwg9i86t7v.jpeg
      R1 Ability: Hive Mind: Shortens ability cooldowns of any friendlies in radius. 3 meter radius. Does not stack
      L2: Instead of aiming, the Geonosian can fly for a medium duration. Boba Fett’s original fly speed should suffice
    • Ewok
      56ix421gg8uy.jpeg
      These furry munchkins may look harmless. That is until they’ve defeated the Emperor’s legion of finest troops. Then you might realize sticks and stones really do break bones.
      Health: 100
      Weapon: Traditional Bow
      L1 Ability: Slingshot: Whips a primitive sling that sends a sharpened stone flying. Massive damage to critical areas.
      L1+R1 Ability: War Cry: Gives a health and regen buff in a radius.
      R1 Ability: Spear: Throws a long range spear with moderate damage. Massive damage to critical areas. 12 second cooldown
      Customization: Fur Patterns, Hides, Hats
    • Gungan
      6gmfqmsm2yjx.jpeg
      Yousa in big doo-doo dis time
      Health: 150
      Weapon: Atlatl
      0nnx6gyefxl0.jpeg
      L1 Ability: Booma: Uses a slingshot to lob a larger Booma ball for large electrical splash damage. Similar to impact grenade, but electrical damage.
      L1+R1 Ability: Cesta: Throws a long range Cesta spear. Explodes on contact for moderate electrical damage. Massive damage to critical areas.
      R1 Ability: Electro-pole strikes: Prods with an Electro-pole for high damage. 3 uses 2.5 second recharge
    I think these would match up quite nicely against the Hunters, or in a hunt mode against standard infantry. Hope every liked these! I’d love to see this kind of stuff make it in, we need a fun nonsensical mode away from the normal stuff. As always suggestions welcome!
    jar-jar-binks-dancing-gif-3.gif
  • In the spirit of a Solo Season thats potentially on the horizon, I thought I’d think up a more lawless element to add to the fray. A reinforcement that has a favorite employer and was paid to be there, and armed with unusual and exotic weapons to lay waste to the opposition. They’ll be an oddball class that would help fight in an asymmetrical manner.
    ——The Mercenary——
    • Republic: Ohnaka Pirate
      lnosrk8t0tm8.png
      Health: 200
      Weapon: Depicted targeting rifle(will require a name)
      Left Ability: Thorium Detonator: Rolls an unstable grenade that explodes on a short fuse in a high radius. 2 second fuse. Equal radius to thermal imploder/damage slightly higher than thermal detonator. Very low to the ground throw arch.
      Middle Ability: Paid Extra: Equips a homing rocket launcher for a single shot.
      Right Ability: Stim Pack: Sacrifices 25 hp for increased melee/weapon/sprint speed. Can be used back to back for additional stacks. Will cause suicide. No cooldown
    • Separatists: IG-86 Sentinel Droid
      qbhexyho2are.png
      Health: 225
      Weapon: IQA-11(bolt speed mod)
      Left Ability: Concussion Mine: Tosses a mine that sticks to a surface in range and explodes on enemy proximity for moderate enemy damage and high disorientation.
      Middle Ability: Motion Scan: Highlights all moving targets in red on screen.
      Right Ability: Seeker Droid: Detaches a small droid from the IG’s back that hovers in place acting as a sniper turret. Requires a lock-on for each shot.
    • Resistance: Jinata Security
      80gxyzdlj2om.jpeg
      Health: 200
      Weapon: DH-17
      q2jfxva5tlg1.png
      Left Ability: Repulsor Launcher: MPL that fires an inversive charge that explodes in a wave of magnetic energy. Does minor damage and throws effected enemies in the air
      Middle Ability: Stun rounds: Temporarily changes projectiles to stop movement with every hit
      Right Ability: Stim Pack
    • First Order: Assassin
      aj32akes5h88.jpeg
      Health: 200
      Weapon: DT-29
      k7poi4bhkjdx.png
      Left Ability: CryoBan Grenade: Tosses a cryogenic explosive that snap-freezes all targets in effected radius. Frozen targets have 10% increased vulnerability. Freeze lasts 3 seconds. 50 damage.
      d1lsh36nmg5q.jpeg
      Middle Ability: Motion Scan
      Right Ability: Disguise: Displays your markers as friendly on radar and hides your activity from being displayed. Run speed slightly increased
    • Rebellion: Mandalorian
      gjz4phaeusgi.png
      Health: 250
      Weapon: WESTAR Carbine
      d9jvcwxyq5v5.jpeg
      Left Ability: Wrist Missile: Fires a medium yield homing missile
      Middle Ability: Flame burst: Activates her flamethrower to bath all targets in her forward cone in flames. High damage/high DOT
      Right Ability: Disguise
    • Empire: Sun Guard
      z41wc171qdkb.jpeg
      Health: 225
      Weapon: DXR6 heavy blaster
      f67t5weri0a7.jpeg
      Left Ability: Plasma Grenade: Throws a thermobaric grenade that explodes in a shower of burning plasma. Low initial damage, extreme burn rate, moderate burn time
      Middle Ability: Slugs: Temporarily changes projectiles for solid state projectiles that travel faster and pierce shields. Gives increased headshot damage.
      Right Ability: Stim Pack
    Cost: 3000 BP
    jar-jar-binks-dancing-gif-3.gif
  • These are amazing.
    ⦗ XBOX GT: EIusive DJ⦘~ "The Knights of Gareth are eternal..." ✔
    \⧹If you happen to have ANY ideas for any hero you desire to have in Battlefront 2, Let me know in a DM!⧸/
    How to make Every Hero Viable in Battlefront 2

    aakkhwbkosde.gif

  • DrX2345
    2888 posts Member
    I love the Locals, Hunters and Mercenaries. Imagine the Locals and Mercenaries in Conquest, it would be madness... ridiculous fun.
    OOM19 wrote: »

    Imagine it

    A horde of Bipedal Millennium Falcons with cheeseburgers for legs
    If there seems to be random words or phrases in my post that don't make sense, blame Autocorrect.
    #COOMCAIBDJF
  • Seastorm
    271 posts Member
    WildSpace wrote: »
    Very much appreciated! A Talz would certainly be physically capable enough to be a Guardian, I may make an alternate Resistance Guardian profile to include this. Are they referenced in post-trilogy books/comics/etc that I could go off of?
    They were allies of the Rebels during the Galactic Civil War. I suppose they helped the resistance too, like the wookiees.
    And one more thing, regarding your engineer class, you could change their “repair” ability with a modified medical droid. It could both repair vehicles and heal your teammates.
  • Spiito
    1984 posts Member
    Rebellion: Mandalorian
    Would like to see this class offered on both sides. Also, would prefer if this class dual wielded pistols if that's not already implied.
    ____________________________________________________________
    300?cb=20180219130333
    Needs more droids. Class Astromech. +(#)% hacking/stealing/uploading/downloading/faster data based objectives +Jetpack +passive skill: Grants players within radius of the droid improved radar/minimap. (Optional swap out skill card/s, Smoke cloud, Dioxis cloud, Electro Burst. All area of effects within radius of the droid.) Primary Weapon: Electro-shock prod. Melee: Dash/Charge. Health: ### (Something moderately above average, considering these 'lil astromechs are sturdy enough to be left on the outside of a ship.)
    I'm not gonna bother with hypothetical numbers, since they would probably just end up hypothetically getting buffed or nerfed anyways.
    ____________________________________________________________
    I cannot express how much I *love* The Guardian concepts, though!
    Also the Hunt mode's classes looks fun.
    YA4JQ_s-200x150.gif
    Wknuto!
  • Elusive_DJ wrote: »
    These are amazing.
    DrX2345 wrote: »
    I love the Locals, Hunters and Mercenaries. Imagine the Locals and Mercenaries in Conquest, it would be madness... ridiculous fun.
    Thanks guys!
    I would absolutely love to see that happen.

    Spiito wrote: »
    Rebellion: Mandalorian
    Would like to see this class offered on both sides. Also, would prefer if this class dual wielded pistols if that's not already implied.
    ____________________________________________________________
    300?cb=20180219130333
    Needs more droids. Class Astromech. +(#)% hacking/stealing/uploading/downloading/faster data based objectives +Jetpack +passive skill: Grants players within radius of the droid improved radar/minimap. (Optional swap out skill card/s, Smoke cloud, Dioxis cloud, Electro Burst. All area of effects within radius of the droid.) Primary Weapon: Electro-shock prod. Melee: Dash/Charge. Health: ### (Something moderately above average, considering these 'lil astromechs are sturdy enough to be left on the outside of a ship.)
    I'm not gonna bother with hypothetical numbers, since they would probably just end up hypothetically getting buffed or nerfed anyways.
    ____________________________________________________________
    I cannot express how much I *love* The Guardian concepts, though!
    Also the Hunt mode's classes looks fun.
    YA4JQ_s-200x150.gif
    I was actually strongly favoring that idea while writing it up. My only concern was that if they were an Imperial unit it might confuse people to think it’s Boba. So I thought I’d go along with current canon to make them a rebel unit and make the mando female just to make sure no ones got a case of mistaken identity. I did consider the dual pistols, but until I know it’s possible in game I went with the blaster carbine varient of the pistol seen in a few episodes of TCW.
    That droid idea is great! I never considered that, but I know it’d be really fun.
    Glad you liked them!

    jar-jar-binks-dancing-gif-3.gif
  • Spiito
    1984 posts Member
    edited March 2018
    WildSpace wrote: »
    I was actually strongly favoring that idea while writing it up. My only concern was that if they were an Imperial unit it might confuse people to think it’s Boba. So I thought I’d go along with current canon to make them a rebel unit and make the mando female just to make sure no ones got a case of mistaken identity. I did consider the dual pistols, but until I know it’s possible in game I went with the blaster carbine varient of the pistol seen in a few episodes of TCW.
    That droid idea is great! I never considered that, but I know it’d be really fun.
    Glad you liked them!
    Yeah, I guess you're right, people might find it too confusing. Agreed: The class being portrayed as female would help clear some of the confusion, easily. A good thing about Mandalorians is that their armor is a bit ""lighter"" than Trooper armor, so you can actually distinguish them from their male counterparts without having to listen for a voice to be the indicator.
    About dual wielding; fair enough ....but...I like to hold on to the hope that the dual weapons could be done in swbf2. I've seen/played dual wielding pistols in other generic shooters. (Plus dual casting, for mages, and daggers/swords for rouges, dual axes for barbarians... but all those don't really count, considering.)
    Thanks, I'm not sure the Astromech class would be very popular, but when people are given options, they can sometimes surprise you with what they pick...
    Yes. I think this will be my first subscribed thread. I can't wait to see more contributions, in the future. Just ...Don't be surprised if I do more lurking/liking than talking.
    Cheers!
    Wknuto!
  • DrX2345
    2888 posts Member
    My idea for dual wielding is a bit like how Palpatine's Lightning works - to shoot the left pistol, you use the aim button, and the right pistol is controlled by the normal shoot button. Thing is, I feel like if they were semi-automatic, people would potentially forget to shoot with one of the guns - I know I probably would lol
    OOM19 wrote: »

    Imagine it

    A horde of Bipedal Millennium Falcons with cheeseburgers for legs
    If there seems to be random words or phrases in my post that don't make sense, blame Autocorrect.
    #COOMCAIBDJF
  • Junus
    171 posts Member
    edited March 2018
    Tie Pilot
    y2qo8ms0ryfd.jpg
    The Tie Pilot would have 200 hp and equipped with a E-11 that has a rapid fire mod (not as strong as Leias).

    Right ability: Air Strike
    The Pilot grabs his binoculars and can send a mini air strike, that can do maximum 400 damage.
    Cooldown: 21 seconds

    Middle ability: Radar Scramble
    The Pilot scrambles nearby enemy radars making them unable to see anything on it. Whilst this is active, the enemy can no longer lock on to the pilot. Which means the Pilot is ignored by turrets, trip mines and homing shots.
    Cooldown: 16 seconds

    Left ability: Tank Up
    The Pilot gains a health buff greeting 200+ health for the active time of the ability. He also gains a damage boost of 25%, but he cannot run when this ability is active.
    Cooldown: 17 seconds
  • WildSpace
    615 posts Member
    edited March 2018
    Who here thought the Enforcer was the Heavy’s Reinforcement upgrade? Pffft. Nope.

    These troops would be the absolute authority on raw firepower, so much so that they have an extreme difficulty to move freely. They will be unable to roll, only a small side step like the B2 super battle droid as well as have a highly reduced sprint speed. On the flip side they can bombard an entire fortification into oblivion. But strength at range isn’t their only strong suite, they are literally quite strong. Most of those individuals, purely to carry their weapons, are massive. Like 3+ meters tall. So getting close enough to get punched by one of them might mean lights out for good.
    ——The Destroyer——
    • Republic: ARC Heavy Gunner
      ued5ph81aztr.jpeg
      Health: 500
      Weapon: WESTAR-M5 Blaster Rifle
      yob2rb57yihh.jpeg
      L2: Grenade Launcher secondary fire
      Left Ability: AT Launcher: Equips a PLX-1 Missile Launcher that fires micro rockets from a magazine of six shots. Unequips after magazine is emptied or retriggered.
      hbp033xtebvt.jpeg
      Middle Ability: Deploy: Restricts movement, deploys unique heavy weapon, receives massive explosive damage reduction(85%), and receives normal damage reduction(25%). Weapon: Reciprocating Quad Blaster
      7p5j1ugsw2j1.jpeg
      No timer, overheats as a normal weapon. Only deactivates on retrigger.
      Right Ability: EMP Generator: Switches on an EMP field on his backpack that shocks enemies and disarms any incoming explosives within 2 meters of the ARC. 7 second duration
    • Separatists: B3 Ultra Battle Droid
      jzj3ui77s6j3.jpeg
      Health: 600
      Height: 11 Feet tall
      Weapon: Torso Repeaters
      L2: Wrist mounted Tri-shot .5 second charge
      Left Ability: Shoulder Launcher: Activates the shoulder launcher to fire 2 Brillance anti-personnel rockets. The rockets aggressively seek targets for a moderate yield explosion.
      Middle Ability: Deploy: Standard effects. Weapon: Both arms’s dual wrist blasters.
      Right Ability: Dihexalon gas: Emits Dihexalon gas that poisons any target near the B3. Target’s screen blackens to obscure view and deals moderate dps within 2 meters. 7 second duration
    • Empire/First Order: Victory-Class Dark Trooper
      nnxektxd2d86.jpeg
      Health: 550
      Height: 8 feet tall
      Weapon: FC-1 Flechette Launcher
      l39ctqbk08g0.png
      L2: Wrist mount Power shot(1 second charge, think BF2015 Bryar pistol pre-patch)
      Left Ability: Shoulder Launcher: Activates the shoulder launcher to fire a triple burst rocket barrage into your aimed location with extreme precision
      Middle Ability: Deploy: Standard Effects. Weapon: Equips a wieldable personal overcharged E-Web with an extreme fire rate. (Think BF2015 Dengar ability)
      Right Ability: Gravity Field: Emits an intense gravity field near the Dark Trooper that gives crush damage and prevents sprinting or rolling within the area effected(2 meters). 7 second duration
      First Order varient should receive white paint job.
    • Rebellion: PLEX Operator
      7wxze2znab35.jpeg
      Health: 500
      Weapon: DP-23 Repeater
      6v9m6tmki6vx.png
      L2: Wrist mount Arc caster(1.5 second charge, chains up to 3 people, 100 damage)
      Left Ability: AT Launcher: Equips a PLX-2M Launcher that can dumb-fire 6 micro proton torpedoes. Unequips after magazine empty or retrigger.
      fbctsvl4rv6m.jpeg
      Middle Ability: Deploy: Standard Effects. Weapon: LS-150 HACP Cannon(extreme fire rate)
      p3d0vyd6lqdj.jpeg
      Right Ability: EMP Generator
    • Resistance: Gigoran
      k9uo2vw28nn6.png
      Health: 500
      Height: at least 7-8 feet
      Weapon: T-21
      L2: Charge 3 burst(1 second charge)
      Left Ability: Concussion Rifle: Equips a LJ-50 Concussion rifle that fire imploding concussive blasts. Six shots. Blinds/deafens anyone close to the explosion.
      do30rwo4n2qd.jpeg
      Middle Ability: Deploy: Standard Effects. Weapon: TAU-6-23 rotary blaster cannon(depicted)
      Right Ability: Ion Generator: Emits a strong ion field in his immediate proximity that greatly weakens incoming weapons fire and decreases enemy shield/turret/vehicle health rapidly.
      Cost: 5000 BP
    I know they may sound a bit strong, but I think it’d fit well into a system I’m trying to put in place with each of these new reinforcement ideas. Like a rock-paper-scissors thing. Plus at 5000 they certainly aren’t cheap. And since they will be terribly immobile compared to other troops they’d be quite vulnerable to snipers, aerials, or another class I have on the way. In turn they’d totally own Guardians/Engineers/infantry. Hopefully that kind of thing would work and this could make it in. Feedback welcome!








    Post edited by WildSpace on
    jar-jar-binks-dancing-gif-3.gif
  • GenxDarchi
    7728 posts Member
    WildSpace wrote: »
    Who here thought the Enforcer was the Heavy’s Reinforcement upgrade? Pffft. Nope.

    These troops would be the absolute authority on raw firepower, so much so that they have an extreme difficulty to move freely. They will be unable to roll, only a small side step like the B2 super battle droid as well as have a highly reduced sprint speed. On the flip side they can bombard an entire fortification into oblivion. But strength at range isn’t their only strong suite, they are literally quite strong. Most of those individuals, purely to carry their weapons, are massive. Like 3+ meters tall. So getting close enough to get punched by one of them might mean lights out for good.
    ——The Destroyer——
    • Republic: ARC Heavy Gunner
      ued5ph81aztr.jpeg
      Health: 500
      Weapon: WESTAR-M5 Blaster Rifle
      yob2rb57yihh.jpeg
      L2: Grenade Launcher secondary fire
      Left Ability: AT Launcher: Equips a PLX-1 Missile Launcher that fires micro rockets from a magazine of six shots. Unequips after magazine is emptied or retriggered.
      hbp033xtebvt.jpeg
      Middle Ability: Deploy: Restricts movement, deploys unique heavy weapon, receives massive explosive damage reduction(85%), and receives normal damage reduction(25%). Weapon: Reciprocating Quad Blaster
      7p5j1ugsw2j1.jpeg
      No timer, overheats as a normal weapon. Only deactivates on retrigger.
      Right Ability: EMP Generator: Switches on an EMP field on his backpack that shocks enemies and disarms any incoming explosives within 2 meters of the ARC. 7 second duration
    • Separatists: B3 Ultra Battle Droid
      jzj3ui77s6j3.jpeg
      Health: 600
      Height: 11 Feet tall
      Weapon: Torso Repeaters
      L2: Wrist mounted Tri-shot .5 second charge
      Left Ability: Shoulder Launcher: Activates the shoulder launcher to fire 2 Brillance anti-personnel rockets. The rockets aggressively seek targets for a moderate yield explosion.
      Middle Ability: Deploy: Standard effects. Weapon: Both arms’s dual wrist blasters.
      Right Ability: Dihexalon gas: Emits Dihexalon gas that poisons any target near the B3. Target’s screen blackens to obscure view and deals moderate dps within 2 meters. 7 second duration
    • Empire/First Order: Victory-Class Dark Trooper
      nnxektxd2d86.jpeg
      Health: 550
      Height: 8 feet tall
      Weapon: FC-1 Flechette Launcher
      l39ctqbk08g0.png
      L2: Wrist mount Power shot(1 second charge, think BF2015 Bryar pistol pre-patch)
      Left Ability: Shoulder Launcher: Activates the shoulder launcher to fire a triple burst rocket barrage into your aimed location with extreme precision
      Middle Ability: Deploy: Standard Effects. Weapon: Equips a wieldable personal overcharged E-Web with an extreme fire rate. (Think BF2015 Dengar ability)
      Right Ability: Gravity Field: Emits an intense gravity field near the Dark Trooper that gives crush damage and prevents sprinting or rolling within the area effected(2 meters). 7 second duration
      First Order varient should receive white paint job.
    • Rebellion: PLEX Operator
      7wxze2znab35.jpeg
      Health: 500
      Weapon: DP-23 Repeater
      6v9m6tmki6vx.png
      L2: Wrist mount Arc caster(1.5 second charge, chains up to 3 people, 100 damage)
      Left Ability: AT Launcher: Equips a PLX-2M Launcher that can dumb-fire 6 micro proton torpedoes. Unequips after magazine empty or retrigger.
      fbctsvl4rv6m.jpeg
      Middle Ability: Deploy: Standard Effects. Weapon: LS-150 HACP Cannon(extreme fire rate)
      p3d0vyd6lqdj.jpeg
      Right Ability: EMP Generator
    • Resistance: Gigoran
      k9uo2vw28nn6.png
      Health: 500
      Height: at least 7-8 feet
      Weapon: T-21
      L2: Charge 3 burst(1 second charge)
      Left Ability: Concussion Rifle: Equips a LJ-50 Concussion rifle that fire imploding concussive blasts. Six shots. Blinds/deafens anyone close to the explosion.
      do30rwo4n2qd.jpeg
      Middle Ability: Deploy: Standard Effects. Weapon: TAU-6-23 rotary blaster cannon(depicted)
      Right Ability: Ion Generator: Emits a strong ion field in his immediate proximity that greatly weakens incoming weapons fire and decreases enemy shield/turret/vehicle health rapidly.
      Cost: 5000 BP
    I know they may sound a bit strong, but I think it’d fit well into a system I’m trying to put in place with each of these new reinforcement ideas. Like a rock-paper-scissors thing. Plus at 5000 they certainly aren’t cheap. And since they will be terribly immobile compared to other troops they’d be quite vulnerable to snipers, aerials, or another class I have on the way. In turn they’d totally own Guardians/Engineers/infantry. Hopefully that kind of thing would work and this could make it in. Feedback welcome!








    I would be intimidated by the Ultra droid XD
    You guys are gonna make me rich......
    Xbox G-tag
    XJO461
    That Specialist rework was disappointing.
    nceaq2h23fqj.png



  • this all sounds really cool,

    hopefully the devs see this and get some inspiration for future content
  • YEah I have to say that you all imagination , and if the dev could see this thread it would be awsome,...

    IMO ,... they should not had introduce troop class... heavy trooper, officer, specialist should be special class like speeder with low BP cost and normal BP gain, with this, each class would be unique by faction Ex.: the clone officer could be like captain rex and the resistance heavy trooper could be a gigorian

    I just think that star wars universe as too many special caracter to play standard trooper .... imagine starting the game 20 stormtrooper against 20 rebelles rushing the objectives to get the point needed to get a better, unique class
  • And it could limit the number of heavy trooper and officer ! btw
  • DrX2345
    2888 posts Member
    while I do love the Destroyer class, I think it would have to be limited to one at a time on each team and probably only on a large game mode like Conquest. Also that B3 droid... 11 feet tall? Flippin' heck. Probably have to make it a little smaller lol, it wouldn't fit through any doorways ha
    OOM19 wrote: »

    Imagine it

    A horde of Bipedal Millennium Falcons with cheeseburgers for legs
    If there seems to be random words or phrases in my post that don't make sense, blame Autocorrect.
    #COOMCAIBDJF
  • DrX2345 wrote: »
    while I do love the Destroyer class, I think it would have to be limited to one at a time on each team and probably only on a large game mode like Conquest. Also that B3 droid... 11 feet tall? Flippin' heck. Probably have to make it a little smaller lol, it wouldn't fit through any doorways ha

    Yeah more than one at a time would be a bit overwhelming since they have firepower relative to a Star Destroyer. It’d be perfectly suited to conquest and GA. Way too much firepower for strike/blast. It’s actually meant to be 16 feet tall in its origins but I thought that was overkill lol I thought 11 feet tall was a reasonable comprise. That actually would be a significant problem on Death Star II/Endor... hm.. make sure it’s clear and crouch walk through?
    jar-jar-binks-dancing-gif-3.gif
  • ——The Operative——
    Armed with the best experimental tech their faction has to offer, the Operative will have the freedom to get behind enemy lines at will. Mainly equiped with heavy pistols and powerful melee weapons, they’ll be short range dominant. Care will have to be taken since they sacrifice strong armor for technology and speed so their health will be lower than average for reinforcements. They’d work best if they can have the instant takedowns(R3) like in the single player.
    • Republic: Stealth Operations Trooper
      m6b9f5jjafag.jpeg
      Health: 175
      Weapon: DC-15s Heavy Pistol
      63hyco4pblvh.jpeg
      Melee: Stun Baton
      Left Ability: Time Bomb: The most powerful explosive available in game, 9 second timer
      Middle Ability: Cloak: Renders himself invisible for 10 seconds, damage boost on breaking cloak for 1 second. Firing will break invisibility, other actions can be used while cloaked including objectives.
      Right Ability: Sensor Dampener: Activates a stealth field around him effectively creating a radar dead zone in his proximity. Within 3.5 meters nothing will display on enemy radar. 8 seconds
    • Separatists: Umbaran Operative
      n8woehlwmz0e.png
      Health: 175
      Weapon: Umbaran Plasma Rifle
      Melee: Electrified Gauntlets
      Left Ability: Explosive Millicreep: Lays down a Millicreep droid that seeks the nearest enemy for a moderately strong electrical explosion. If no enemy is found or can’t be reached in 9 seconds it will self-destruct in a far more minor blast.
      zty8i60s8sj8.jpeg
      Middle Ability: Cloak: Standard Effects
      Right Ability: Decoy: Places a Hologram decoy that simulates basic movement and mimics blaster fire on enemy radar. 8 seconds or until destroyed(75 hp)
    • Rebellion/Resistance: Bothan Spy
      27armsm23z5v.jpeg
      Health: 200
      Weapon: Model 434 “Deathhammer”
      x4g4gszbnncp.jpeg
      Melee: Stun Baton
      Left Ability: Adhesive Grenade: Throws a grenade that explodes for minor damage into a shower of acidic adhesive, sticking enemies in a large radius to the ground. Enemies can still fire and perform certain abilities, but will be restricted from turning/rolling/jumping/moving. 15/dps for 6 seconds.
      Middle Ability: Cloak: Standard Effects
      Right Ability: Chaff Field: Activates a hidden device that releases a cloud of chaff smoke. Scrambles radar, prevents lock-ons, and is highly disorienting with constant flashes and sparks within. Continues emitting the smoke until ability end. 8 seconds
    • First Order: Spec Ops Trooper
      5bxc9l7k75mq.png
      Health: 175
      Weapon: E-11/s Targeting Rifle
      cnasgiyupc3h.png
      Melee: Electro-sword
      zjhoqboqdqpf.jpeg
      Left Ability: Holo-trap: Drops a small device that displays a hologram of himself, explodes when destroyed or retriggered for a moderate explosion with a powerful shockwave that throws opponents. 75 hp
      Middle Ability: Cloak: Standard effects
      Right Ability: Enhanced Scanner: Detects and shows any enemies through walls and objects in a large radius, as well as changes enemy outline color indicating current health. Green/full, yellow/hurt, orange/severe, red/critical.
    • Empire: Terror Trooper
      d7iubah3v0jq.jpeg
      Health: 200
      Weapon: T-6 Heavy Blaster pistol
      h4v2vmncbre5.jpeg
      Melee: Cortosis hand claws
      Left Ability: Time Bomb
      Middle Ability: Cloak: Standard effects
      Right Ability: Shadowskin: Creates a small radius radar dead zone and projects a holographic field around the trooper distorting his actual location based on enemy viewpoint. Can only be viewed correctly from directly above. 8 seconds
    Cost: 1500 BP
    Let me know what you think!
    jar-jar-binks-dancing-gif-3.gif
  • WildSpace wrote: »
    ——The Operative——
    Armed with the best experimental tech their faction has to offer, the Operative will have the freedom to get behind enemy lines at will. Mainly equiped with heavy pistols and powerful melee weapons, they’ll be short range dominant. Care will have to be taken since they sacrifice strong armor for technology and speed so their health will be lower than average for reinforcements. They’d work best if they can have the instant takedowns(R3) like in the single player.
    • Republic: Stealth Operations Trooper
      m6b9f5jjafag.jpeg
      Health: 175
      Weapon: DC-15s Heavy Pistol
      63hyco4pblvh.jpeg
      Melee: Stun Baton
      Left Ability: Time Bomb: The most powerful explosive available in game, 9 second timer
      Middle Ability: Cloak: Renders himself invisible for 10 seconds, damage boost on breaking cloak for 1 second. Firing will break invisibility, other actions can be used while cloaked including objectives.
      Right Ability: Sensor Dampener: Activates a stealth field around him effectively creating a radar dead zone in his proximity. Within 3.5 meters nothing will display on enemy radar. 8 seconds
    • Separatists: Umbaran Operative
      n8woehlwmz0e.png
      Health: 175
      Weapon: Umbaran Plasma Rifle
      Melee: Electrified Gauntlets
      Left Ability: Explosive Millicreep: Lays down a Millicreep droid that seeks the nearest enemy for a moderately strong electrical explosion. If no enemy is found or can’t be reached in 9 seconds it will self-destruct in a far more minor blast.
      zty8i60s8sj8.jpeg
      Middle Ability: Cloak: Standard Effects
      Right Ability: Decoy: Places a Hologram decoy that simulates basic movement and mimics blaster fire on enemy radar. 8 seconds or until destroyed(75 hp)
    • Rebellion/Resistance: Bothan Spy
      27armsm23z5v.jpeg
      Health: 200
      Weapon: Model 434 “Deathhammer”
      x4g4gszbnncp.jpeg
      Melee: Stun Baton
      Left Ability: Adhesive Grenade: Throws a grenade that explodes for minor damage into a shower of acidic adhesive, sticking enemies in a large radius to the ground. Enemies can still fire and perform certain abilities, but will be restricted from turning/rolling/jumping/moving. 15/dps for 6 seconds.
      Middle Ability: Cloak: Standard Effects
      Right Ability: Chaff Field: Activates a hidden device that releases a cloud of chaff smoke. Scrambles radar, prevents lock-ons, and is highly disorienting with constant flashes and sparks within. Continues emitting the smoke until ability end. 8 seconds
    • First Order: Spec Ops Trooper
      5bxc9l7k75mq.png
      Health: 175
      Weapon: E-11/s Targeting Rifle
      cnasgiyupc3h.png
      Melee: Electro-sword
      zjhoqboqdqpf.jpeg
      Left Ability: Holo-trap: Drops a small device that displays a hologram of himself, explodes when destroyed or retriggered for a moderate explosion with a powerful shockwave that throws opponents. 75 hp
      Middle Ability: Cloak: Standard effects
      Right Ability: Enhanced Scanner: Detects and shows any enemies through walls and objects in a large radius, as well as changes enemy outline color indicating current health. Green/full, yellow/hurt, orange/severe, red/critical.
    • Empire: Terror Trooper
      d7iubah3v0jq.jpeg
      Health: 200
      Weapon: T-6 Heavy Blaster pistol
      h4v2vmncbre5.jpeg
      Melee: Electro-sword
      Left Ability: Time Bomb
      Middle Ability: Cloak: Standard effects
      Right Ability: Shadowskin: Creates a small radius radar dead zone and projects a holographic field around the trooper distorting his actual location based on enemy viewpoint. Can only be viewed correctly from directly above. 8 seconds
    Cost: 1500 BP
    Let me know what you think!

    Dope. I very much love the Terror Troopers. Although, instead of the sword for a melee weapon, let them use their claws.
    We need a Tier System for the Heroes. It would justify the "op-ness" of Vader over Han and Chewbacca. It would cost much more to unlock Vader, and would require you to save a lot more than for other heroes and vehicles, but it would be rewarding in the end...

    "It would essentially ruin the eras and turn them into nothing much more than the same thing and same experience but with a different skin. Which is contrary to the point in having eras in the first place." - ZmanGames
  • GenxDarchi
    7728 posts Member
    WildSpace wrote: »
    ——The Operative——
    Armed with the best experimental tech their faction has to offer, the Operative will have the freedom to get behind enemy lines at will. Mainly equiped with heavy pistols and powerful melee weapons, they’ll be short range dominant. Care will have to be taken since they sacrifice strong armor for technology and speed so their health will be lower than average for reinforcements. They’d work best if they can have the instant takedowns(R3) like in the single player.
    • Republic: Stealth Operations Trooper
      m6b9f5jjafag.jpeg
      Health: 175
      Weapon: DC-15s Heavy Pistol
      63hyco4pblvh.jpeg
      Melee: Stun Baton
      Left Ability: Time Bomb: The most powerful explosive available in game, 9 second timer
      Middle Ability: Cloak: Renders himself invisible for 10 seconds, damage boost on breaking cloak for 1 second. Firing will break invisibility, other actions can be used while cloaked including objectives.
      Right Ability: Sensor Dampener: Activates a stealth field around him effectively creating a radar dead zone in his proximity. Within 3.5 meters nothing will display on enemy radar. 8 seconds
    • Separatists: Umbaran Operative
      n8woehlwmz0e.png
      Health: 175
      Weapon: Umbaran Plasma Rifle
      Melee: Electrified Gauntlets
      Left Ability: Explosive Millicreep: Lays down a Millicreep droid that seeks the nearest enemy for a moderately strong electrical explosion. If no enemy is found or can’t be reached in 9 seconds it will self-destruct in a far more minor blast.
      zty8i60s8sj8.jpeg
      Middle Ability: Cloak: Standard Effects
      Right Ability: Decoy: Places a Hologram decoy that simulates basic movement and mimics blaster fire on enemy radar. 8 seconds or until destroyed(75 hp)
    • Rebellion/Resistance: Bothan Spy
      27armsm23z5v.jpeg
      Health: 200
      Weapon: Model 434 “Deathhammer”
      x4g4gszbnncp.jpeg
      Melee: Stun Baton
      Left Ability: Adhesive Grenade: Throws a grenade that explodes for minor damage into a shower of acidic adhesive, sticking enemies in a large radius to the ground. Enemies can still fire and perform certain abilities, but will be restricted from turning/rolling/jumping/moving. 15/dps for 6 seconds.
      Middle Ability: Cloak: Standard Effects
      Right Ability: Chaff Field: Activates a hidden device that releases a cloud of chaff smoke. Scrambles radar, prevents lock-ons, and is highly disorienting with constant flashes and sparks within. Continues emitting the smoke until ability end. 8 seconds
    • First Order: Spec Ops Trooper
      5bxc9l7k75mq.png
      Health: 175
      Weapon: E-11/s Targeting Rifle
      cnasgiyupc3h.png
      Melee: Electro-sword
      zjhoqboqdqpf.jpeg
      Left Ability: Holo-trap: Drops a small device that displays a hologram of himself, explodes when destroyed or retriggered for a moderate explosion with a powerful shockwave that throws opponents. 75 hp
      Middle Ability: Cloak: Standard effects
      Right Ability: Enhanced Scanner: Detects and shows any enemies through walls and objects in a large radius, as well as changes enemy outline color indicating current health. Green/full, yellow/hurt, orange/severe, red/critical.
    • Empire: Terror Trooper
      d7iubah3v0jq.jpeg
      Health: 200
      Weapon: T-6 Heavy Blaster pistol
      h4v2vmncbre5.jpeg
      Melee: Electro-sword
      Left Ability: Time Bomb
      Middle Ability: Cloak: Standard effects
      Right Ability: Shadowskin: Creates a small radius radar dead zone and projects a holographic field around the trooper distorting his actual location based on enemy viewpoint. Can only be viewed correctly from directly above. 8 seconds
    Cost: 1500 BP
    Let me know what you think!

    Dope. I very much love the Terror Troopers. Although, instead of the sword for a melee weapon, let them use their claws.

    The takedowns have to be quick, otherwise they would get you killed.
    You guys are gonna make me rich......
    Xbox G-tag
    XJO461
    That Specialist rework was disappointing.
    nceaq2h23fqj.png



  • JackTHorn
    3755 posts Member
    Lots of really good ideas. I was actually about to post a Pilot / Technician reinforcement idea, and had a Sentinel / Protector concept in the works - but between the recent Protectors post and your Guardians post, all the Sentinel ideas I had are covered or improved.

    No time for detailed feedback atm, but a coupke things that do stand out: First, this all is almost as much work to do as building a new game worth of troopers. Second, there's a LOT of EU/Legends stuff in there as you get further into it, which makes it all less and less likely. I've always figured it's best to put Canon content in whenever possible, since that way if the devs like the idea there's at least a chance it could get used. Though I'm not much of an EU/Legends fan anyway.

    Anyway, AWESOME posts! More to say later.
  • DrX2345
    2888 posts Member
    I might be being really blind, but I can't find the original Operator post. Ah well, just read it in @TheGeneral122513 's spoiler with feedback. I'm presuming the 'Cloak' ability which hides you from vision would work a little like Darth Maul's Scimitar's cloaking ability? Where you wouldn't be able to see it easily, but there's a bit of a blue/holograph effect shimmering over the outline so you can see it if you look carefully/know exactly where to look.
    OOM19 wrote: »

    Imagine it

    A horde of Bipedal Millennium Falcons with cheeseburgers for legs
    If there seems to be random words or phrases in my post that don't make sense, blame Autocorrect.
    #COOMCAIBDJF
  • Not telling DICE to hire these guys but they definitely deserve a kickback.
  • DrX2345 wrote: »
    I might be being really blind, but I can't find the original Operator post. Ah well, just read it in @TheGeneral122513 's spoiler with feedback. I'm presuming the 'Cloak' ability which hides you from vision would work a little like Darth Maul's Scimitar's cloaking ability? Where you wouldn't be able to see it easily, but there's a bit of a blue/holograph effect shimmering over the outline so you can see it if you look carefully/know exactly where to look.
    I edited it to switch the Terror trooper’s melee weapon per @TheGeneral122513 suggestion and it has to be approved I guess? I’ll repost if not. That’s how I was imagining it’d work you’re correct. That way regular infantry has at least a small chance to react.

    JackTHorn wrote: »
    Lots of really good ideas. I was actually about to post a Pilot / Technician reinforcement idea, and had a Sentinel / Protector concept in the works - but between the recent Protectors post and your Guardians post, all the Sentinel ideas I had are covered or improved.

    No time for detailed feedback atm, but a coupke things that do stand out: First, this all is almost as much work to do as building a new game worth of troopers. Second, there's a LOT of EU/Legends stuff in there as you get further into it, which makes it all less and less likely. I've always figured it's best to put Canon content in whenever possible, since that way if the devs like the idea there's at least a chance it could get used. Though I'm not much of an EU/Legends fan anyway.

    Anyway, AWESOME posts! More to say later.
    Sorry didn’t mean to use up all the ideas lol I love reading your concepts!
    True it’d be difficult, especially with some of the more intricate weapons/explosives/stances and such. Hopefully when DICE are ahead of all the flak and on their feet once more they can look to some of these concepts for in-game implementation in the future. I was very shy about touching EU content for the first few and then I realized I had run dry on good abilities that would be worth putting in the first place, and I hated giving so many troops the same weapon. Current canon is pretty skimpy for good stuff right now unfortunately, otherwise I’m with you on staying to canon to give things a better chance. I know it may be slim between the difficulty of design and reaching into legacy, but I’m just getting these ideas out there so they know what I’d want as a player and what others would enjoy in different styles of play. Hence the rock-paper-scissors theme I’m trying for with these. Plus I’m like an EU junky, I need that stuff back. The TL-50 and Bryar pistol in BF2015 was like my life blood returning to me lol
    Thanks for your feedback, looking forward to what else you’ve got to say mate, cheers
    jar-jar-binks-dancing-gif-3.gif
  • GenxDarchi wrote: »
    WildSpace wrote: »
    ——The Operative——
    Armed with the best experimental tech their faction has to offer, the Operative will have the freedom to get behind enemy lines at will. Mainly equiped with heavy pistols and powerful melee weapons, they’ll be short range dominant. Care will have to be taken since they sacrifice strong armor for technology and speed so their health will be lower than average for reinforcements. They’d work best if they can have the instant takedowns(R3) like in the single player.
    • Republic: Stealth Operations Trooper
      m6b9f5jjafag.jpeg
      Health: 175
      Weapon: DC-15s Heavy Pistol
      63hyco4pblvh.jpeg
      Melee: Stun Baton
      Left Ability: Time Bomb: The most powerful explosive available in game, 9 second timer
      Middle Ability: Cloak: Renders himself invisible for 10 seconds, damage boost on breaking cloak for 1 second. Firing will break invisibility, other actions can be used while cloaked including objectives.
      Right Ability: Sensor Dampener: Activates a stealth field around him effectively creating a radar dead zone in his proximity. Within 3.5 meters nothing will display on enemy radar. 8 seconds
    • Separatists: Umbaran Operative
      n8woehlwmz0e.png
      Health: 175
      Weapon: Umbaran Plasma Rifle
      Melee: Electrified Gauntlets
      Left Ability: Explosive Millicreep: Lays down a Millicreep droid that seeks the nearest enemy for a moderately strong electrical explosion. If no enemy is found or can’t be reached in 9 seconds it will self-destruct in a far more minor blast.
      zty8i60s8sj8.jpeg
      Middle Ability: Cloak: Standard Effects
      Right Ability: Decoy: Places a Hologram decoy that simulates basic movement and mimics blaster fire on enemy radar. 8 seconds or until destroyed(75 hp)
    • Rebellion/Resistance: Bothan Spy
      27armsm23z5v.jpeg
      Health: 200
      Weapon: Model 434 “Deathhammer”
      x4g4gszbnncp.jpeg
      Melee: Stun Baton
      Left Ability: Adhesive Grenade: Throws a grenade that explodes for minor damage into a shower of acidic adhesive, sticking enemies in a large radius to the ground. Enemies can still fire and perform certain abilities, but will be restricted from turning/rolling/jumping/moving. 15/dps for 6 seconds.
      Middle Ability: Cloak: Standard Effects
      Right Ability: Chaff Field: Activates a hidden device that releases a cloud of chaff smoke. Scrambles radar, prevents lock-ons, and is highly disorienting with constant flashes and sparks within. Continues emitting the smoke until ability end. 8 seconds
    • First Order: Spec Ops Trooper
      5bxc9l7k75mq.png
      Health: 175
      Weapon: E-11/s Targeting Rifle
      cnasgiyupc3h.png
      Melee: Electro-sword
      zjhoqboqdqpf.jpeg
      Left Ability: Holo-trap: Drops a small device that displays a hologram of himself, explodes when destroyed or retriggered for a moderate explosion with a powerful shockwave that throws opponents. 75 hp
      Middle Ability: Cloak: Standard effects
      Right Ability: Enhanced Scanner: Detects and shows any enemies through walls and objects in a large radius, as well as changes enemy outline color indicating current health. Green/full, yellow/hurt, orange/severe, red/critical.
    • Empire: Terror Trooper
      d7iubah3v0jq.jpeg
      Health: 200
      Weapon: T-6 Heavy Blaster pistol
      h4v2vmncbre5.jpeg
      Melee: Electro-sword
      Left Ability: Time Bomb
      Middle Ability: Cloak: Standard effects
      Right Ability: Shadowskin: Creates a small radius radar dead zone and projects a holographic field around the trooper distorting his actual location based on enemy viewpoint. Can only be viewed correctly from directly above. 8 seconds
    Cost: 1500 BP
    Let me know what you think!

    Dope. I very much love the Terror Troopers. Although, instead of the sword for a melee weapon, let them use their claws.

    The takedowns have to be quick, otherwise they would get you killed.
    Agreed. A lengthy animation would ruin it, just some kind of near instant swipe/stab would do

    jar-jar-binks-dancing-gif-3.gif
  • WildSpace wrote: »
    GenxDarchi wrote: »
    WildSpace wrote: »
    ——The Operative——
    Armed with the best experimental tech their faction has to offer, the Operative will have the freedom to get behind enemy lines at will. Mainly equiped with heavy pistols and powerful melee weapons, they’ll be short range dominant. Care will have to be taken since they sacrifice strong armor for technology and speed so their health will be lower than average for reinforcements. They’d work best if they can have the instant takedowns(R3) like in the single player.
    • Republic: Stealth Operations Trooper
      m6b9f5jjafag.jpeg
      Health: 175
      Weapon: DC-15s Heavy Pistol
      63hyco4pblvh.jpeg
      Melee: Stun Baton
      Left Ability: Time Bomb: The most powerful explosive available in game, 9 second timer
      Middle Ability: Cloak: Renders himself invisible for 10 seconds, damage boost on breaking cloak for 1 second. Firing will break invisibility, other actions can be used while cloaked including objectives.
      Right Ability: Sensor Dampener: Activates a stealth field around him effectively creating a radar dead zone in his proximity. Within 3.5 meters nothing will display on enemy radar. 8 seconds
    • Separatists: Umbaran Operative
      n8woehlwmz0e.png
      Health: 175
      Weapon: Umbaran Plasma Rifle
      Melee: Electrified Gauntlets
      Left Ability: Explosive Millicreep: Lays down a Millicreep droid that seeks the nearest enemy for a moderately strong electrical explosion. If no enemy is found or can’t be reached in 9 seconds it will self-destruct in a far more minor blast.
      zty8i60s8sj8.jpeg
      Middle Ability: Cloak: Standard Effects
      Right Ability: Decoy: Places a Hologram decoy that simulates basic movement and mimics blaster fire on enemy radar. 8 seconds or until destroyed(75 hp)
    • Rebellion/Resistance: Bothan Spy
      27armsm23z5v.jpeg
      Health: 200
      Weapon: Model 434 “Deathhammer”
      x4g4gszbnncp.jpeg
      Melee: Stun Baton
      Left Ability: Adhesive Grenade: Throws a grenade that explodes for minor damage into a shower of acidic adhesive, sticking enemies in a large radius to the ground. Enemies can still fire and perform certain abilities, but will be restricted from turning/rolling/jumping/moving. 15/dps for 6 seconds.
      Middle Ability: Cloak: Standard Effects
      Right Ability: Chaff Field: Activates a hidden device that releases a cloud of chaff smoke. Scrambles radar, prevents lock-ons, and is highly disorienting with constant flashes and sparks within. Continues emitting the smoke until ability end. 8 seconds
    • First Order: Spec Ops Trooper
      5bxc9l7k75mq.png
      Health: 175
      Weapon: E-11/s Targeting Rifle
      cnasgiyupc3h.png
      Melee: Electro-sword
      zjhoqboqdqpf.jpeg
      Left Ability: Holo-trap: Drops a small device that displays a hologram of himself, explodes when destroyed or retriggered for a moderate explosion with a powerful shockwave that throws opponents. 75 hp
      Middle Ability: Cloak: Standard effects
      Right Ability: Enhanced Scanner: Detects and shows any enemies through walls and objects in a large radius, as well as changes enemy outline color indicating current health. Green/full, yellow/hurt, orange/severe, red/critical.
    • Empire: Terror Trooper
      d7iubah3v0jq.jpeg
      Health: 200
      Weapon: T-6 Heavy Blaster pistol
      h4v2vmncbre5.jpeg
      Melee: Electro-sword
      Left Ability: Time Bomb
      Middle Ability: Cloak: Standard effects
      Right Ability: Shadowskin: Creates a small radius radar dead zone and projects a holographic field around the trooper distorting his actual location based on enemy viewpoint. Can only be viewed correctly from directly above. 8 seconds
    Cost: 1500 BP
    Let me know what you think!

    Dope. I very much love the Terror Troopers. Although, instead of the sword for a melee weapon, let them use their claws.

    The takedowns have to be quick, otherwise they would get you killed.
    Agreed. A lengthy animation would ruin it, just some kind of near instant swipe/stab would do

    Yeah, that's what I was thinking. It would be cool to see how savage and monstrous the Terror Troopers could be.
    We need a Tier System for the Heroes. It would justify the "op-ness" of Vader over Han and Chewbacca. It would cost much more to unlock Vader, and would require you to save a lot more than for other heroes and vehicles, but it would be rewarding in the end...

    "It would essentially ruin the eras and turn them into nothing much more than the same thing and same experience but with a different skin. Which is contrary to the point in having eras in the first place." - ZmanGames
  • ——The Commander——
    These guys will be a superior officer. Whereas basic officers are by design meant to stay back for battle command support, the Commander will be a frontline unit that assists in directly pushing objectives. They’ll be able to keep their allies right on the action.
    • Republic: Clone Commander
      ptw41styvl8p.jpeg
      Health: 250
      Weapon: Dual DC-17’s
      Left Ability: Artillery: Places a mortar launcher that is mannable by allies. Targeting system would be similar to battlefield. Left D-pad for ion shells/Right D-Pad for HE shells.
      i55htabs3oeb.jpeg
      Middle Ability: Reinforcements: Places a small radar beacon that acts as a new spawn point for the squad you spawned in with. They can continue to spawn in on your beacon as long as it’s active. Also gives a cooldown boost to abilities for anyone in radius. Can be destroyed by enemies 85 hp. Can be jammed by Operatives if they have abilities active or Specialist scramble infiltration. If your squad has separated it will randomly select 3 currently respawning players to spawn at your beacon.
      Right Ability: Assault: Gives a moderate boost (20%) to damage reduction and begins regeneration of health to self and allies (15 hp/s) in radius
      Customization: To remain identifiable I think the Clone commander should have Wolffe’s helmet style, but have legion colors either match the map or selectable between other legion colors. Wolf Pack colors could be an option to emulate playing as Wolffe.
    • Separatists: Super Tactical Droid
      pzh3jtwksvu2.png
      Health: 275
      Weapon: DT-57 Heavy Blaster Pistol
      8ftxfif6ag8d.jpeg
      Left Ability: Advantages: Equips all allies in current radius with heavier ammunition, increasing range and damage for a short time. Overrides any currently equipped ammo type. Duration decreases with every shot
      Middle Ability: Reinforcements: Standard Effects
      Right Ability: Analysis: Equips a pair of macrobinoculars to pinpoint an area. All enemies that enter into the designated zone receive increased damage from all sources. Area radius 3 meters.
      Customization: Pattern and colors
    • Rebellion: Field Commander
      dc4r7pmm9qab.jpeg
      Health: 225
      Weapon: A180 Blaster Carbine
      9umksyxqb9na.jpeg
      Left Ability: Saboteurs: Equips all allies in current radius with disruptor ammunition, increasing damage to turrets, shields, and vehicles for a short time. Overrides any currently equipped ammo type. Increases effectiveness if you already have it equipped. Duration decreases with every shot.
      Middle Ability: Reinforcements: Standard effects
      Right Ability: Assault: Standard effects
      Customization: Species: Duros/Ishi Tib/Twi’lek etc
    • Resistance: Field Commander
      xubjgvjb44am.png
      Health: 250
      Weapon: Dual DT-15 Blaster pistols
      0a94zqf08gkf.jpeg
      Left Ability: Artillery: Standard effects
      Middle Ability: Reinforcements: Standard effects
      Right Ability: Improvise: Large boost to cooldown rates and mild increase to all friendly explosive radiuses. Doesn’t effect explosive shot splash area. Any enemies in radius receive increased ability cooldowns.
      Customization: Species
    • Empire: Field Director
      hi9qmdzw8lxj.jpeg
      Health: 250
      Weapon: Dual Model 22T4 Hold-Outs
      4add6f72ghwd.jpeg
      Left Ability: Siege: Equips all allies in your current radius with a one time use MPL that fires a more powerful version of barrage (Triangle/Y)
      Middle Ability: Reinforcements: Standard effects
      Right Ability: Merciless: Gives unlimited cooling and increased weapon damage (25%) to all friendlies in your current radius for a limited time.
      Customization: Different faces
    • First Order: Commandant
      ul4m2pom1o6u.png
      Health: 225
      Weapon: F-11D w/ stock
      Left Ability: Ordnance: Equips all allies in current radius with plasma ammunition, giving increased range, slight damage increase, and a mild burn effect for a short time. Overrides any currently equipped ammo type. Duration decreases with every shot.
      Middle Ability: Reinforcements: Standard effects
      Right Ability: Analysis: Standard effects
      Customization: Different faces, helmet on/off
    Feedback welcome!
    jar-jar-binks-dancing-gif-3.gif
  • Seastorm
    271 posts Member
    How about the Imperial Navy Commander?
    Corporal_prescott.jpg
    Or the Imperial Combat Tank Commander?
    combat-assault-tank-commander-main_5470a25f.jpeg

  • Spiito
    1984 posts Member
    WildSpace wrote: »
    ——The Commander——
    • Republic: Clone Commander Weapon: Dual DC-17s Left Ability: Artillery: Places a mortar launcher that is mannable by allies.
    • Separatists: Super Tactical Droid
    • Rebellion: Field Commander Left Ability: Saboteurs: Equips all allies in current radius with disruptor ammunition, increasing damage to turrets, shields, and vehicles for a short time. Overrides any currently equipped ammo type. Increases effectiveness if you already have it equipped. Duration decreases with every shot.
    • Resistance: Field Commander Weapon: Dual DT-15 Blaster pistols
    • Empire: Field Director Weapon: Dual Model 22T4 Hold-Outs
    • First Order: Commandant Left Ability: Ordnance: Equips all allies in current radius with plasma ammunition, giving increased range, slight damage increase, and a mild burn effect for a short time. Overrides any currently equipped ammo type. Duration decreases with every shot.
    Avatar+Foamy+Guy.gif
    Dual wielding~
    (and woot for another droid)
    Would the mortar launcher work under a roof ?
    My only concern is the forced ammo, but it's not that big of a deal. People could just move out of it's radius if they don't like it...
    Wknuto!
  • WildSpace wrote: »
    ——The Commander——
    These guys will be a superior officer. Whereas basic officers are by design meant to stay back for battle command support, the Commander will be a frontline unit that assists in directly pushing objectives. They’ll be able to keep their allies right on the action.
    • Republic: Clone Commander
      ptw41styvl8p.jpeg
      Health: 250
      Weapon: Dual DC-17’s
      Left Ability: Artillery: Places a mortar launcher that is mannable by allies. Targeting system would be similar to battlefield. Left D-pad for ion shells/Right D-Pad for HE shells.
      i55htabs3oeb.jpeg
      Middle Ability: Reinforcements: Places a small radar beacon that acts as a new spawn point for the squad you spawned in with. They can continue to spawn in on your beacon as long as it’s active. Also gives a cooldown boost to abilities for anyone in radius. Can be destroyed by enemies 85 hp. Can be jammed by Operatives if they have abilities active or Specialist scramble infiltration. If your squad has separated it will randomly select 3 currently respawning players to spawn at your beacon.
      Right Ability: Assault: Gives a moderate boost (20%) to damage reduction and begins regeneration of health to self and allies (15 hp/s) in radius
      Customization: To remain identifiable I think the Clone commander should have Wolffe’s helmet style, but have legion colors either match the map or selectable between other legion colors. Wolf Pack colors could be an option to emulate playing as Wolffe.
    • Separatists: Super Tactical Droid
      pzh3jtwksvu2.png
      Health: 275
      Weapon: DT-57 Heavy Blaster Pistol
      8ftxfif6ag8d.jpeg
      Left Ability: Advantages: Equips all allies in current radius with heavier ammunition, increasing range and damage for a short time. Overrides any currently equipped ammo type. Duration decreases with every shot
      Middle Ability: Reinforcements: Standard Effects
      Right Ability: Analysis: Equips a pair of macrobinoculars to pinpoint an area. All enemies that enter into the designated zone receive increased damage from all sources. Area radius 3 meters.
      Customization: Pattern and colors
    • Rebellion: Field Commander
      dc4r7pmm9qab.jpeg
      Health: 225
      Weapon: A180 Blaster Carbine
      9umksyxqb9na.jpeg
      Left Ability: Saboteurs: Equips all allies in current radius with disruptor ammunition, increasing damage to turrets, shields, and vehicles for a short time. Overrides any currently equipped ammo type. Increases effectiveness if you already have it equipped. Duration decreases with every shot.
      Middle Ability: Reinforcements: Standard effects
      Right Ability: Assault: Standard effects
      Customization: Species: Duros/Ishi Tib/Twi’lek etc
    • Resistance: Field Commander
      xubjgvjb44am.png
      Health: 250
      Weapon: Dual DT-15 Blaster pistols
      0a94zqf08gkf.jpeg
      Left Ability: Artillery: Standard effects
      Middle Ability: Reinforcements: Standard effects
      Right Ability: Improvise: Large boost to cooldown rates and mild increase to all friendly explosive radiuses. Doesn’t effect explosive shot splash area. Any enemies in radius receive increased ability cooldowns.
      Customization: Species
    • Empire: Field Director
      hi9qmdzw8lxj.jpeg
      Health: 250
      Weapon: Dual Model 22T4 Hold-Outs
      4add6f72ghwd.jpeg
      Left Ability: Siege: Equips all allies in your current radius with a one time use MPL that fires a more powerful version of barrage (Triangle/Y)
      Middle Ability: Reinforcements: Standard effects
      Right Ability: Merciless: Gives unlimited cooling and increased weapon damage (25%) to all friendlies in your current radius for a limited time.
      Customization: Different faces
    • First Order: Commandant
      ul4m2pom1o6u.png
      Health: 225
      Weapon: F-11D w/ stock
      Left Ability: Ordnance: Equips all allies in current radius with plasma ammunition, giving increased range, slight damage increase, and a mild burn effect for a short time. Overrides any currently equipped ammo type. Duration decreases with every shot.
      Middle Ability: Reinforcements: Standard effects
      Right Ability: Analysis: Standard effects
      Customization: Different faces, helmet on/off
    Feedback welcome!

    Fantastic. However, I'd say the numbers could use some revisions. For example, the Empire's
    Field Director's Merciless ability giving 25% increased damage in top of the supercooling is a bit much. You'd expect that from a hero, like Finn. I'd say that maybe a 10% increase in damage would be good, since they already have a unlimited fire for a longer time. Maybe also a slight speed boost, as well? Say, 10%? Or a health regen buff? It just seems that 25% is a bit much.

    Other than that, top quality ideas.
    We need a Tier System for the Heroes. It would justify the "op-ness" of Vader over Han and Chewbacca. It would cost much more to unlock Vader, and would require you to save a lot more than for other heroes and vehicles, but it would be rewarding in the end...

    "It would essentially ruin the eras and turn them into nothing much more than the same thing and same experience but with a different skin. Which is contrary to the point in having eras in the first place." - ZmanGames
  • WildSpace wrote: »
    ——The Commander——
    These guys will be a superior officer. Whereas basic officers are by design meant to stay back for battle command support, the Commander will be a frontline unit that assists in directly pushing objectives. They’ll be able to keep their allies right on the action.
    • Republic: Clone Commander
      ptw41styvl8p.jpeg
      Health: 250
      Weapon: Dual DC-17’s
      Left Ability: Artillery: Places a mortar launcher that is mannable by allies. Targeting system would be similar to battlefield. Left D-pad for ion shells/Right D-Pad for HE shells.
      i55htabs3oeb.jpeg
      Middle Ability: Reinforcements: Places a small radar beacon that acts as a new spawn point for the squad you spawned in with. They can continue to spawn in on your beacon as long as it’s active. Also gives a cooldown boost to abilities for anyone in radius. Can be destroyed by enemies 85 hp. Can be jammed by Operatives if they have abilities active or Specialist scramble infiltration. If your squad has separated it will randomly select 3 currently respawning players to spawn at your beacon.
      Right Ability: Assault: Gives a moderate boost (20%) to damage reduction and begins regeneration of health to self and allies (15 hp/s) in radius
      Customization: To remain identifiable I think the Clone commander should have Wolffe’s helmet style, but have legion colors either match the map or selectable between other legion colors. Wolf Pack colors could be an option to emulate playing as Wolffe.
    • Separatists: Super Tactical Droid
      pzh3jtwksvu2.png
      Health: 275
      Weapon: DT-57 Heavy Blaster Pistol
      8ftxfif6ag8d.jpeg
      Left Ability: Advantages: Equips all allies in current radius with heavier ammunition, increasing range and damage for a short time. Overrides any currently equipped ammo type. Duration decreases with every shot
      Middle Ability: Reinforcements: Standard Effects
      Right Ability: Analysis: Equips a pair of macrobinoculars to pinpoint an area. All enemies that enter into the designated zone receive increased damage from all sources. Area radius 3 meters.
      Customization: Pattern and colors
    • Rebellion: Field Commander
      dc4r7pmm9qab.jpeg
      Health: 225
      Weapon: A180 Blaster Carbine
      9umksyxqb9na.jpeg
      Left Ability: Saboteurs: Equips all allies in current radius with disruptor ammunition, increasing damage to turrets, shields, and vehicles for a short time. Overrides any currently equipped ammo type. Increases effectiveness if you already have it equipped. Duration decreases with every shot.
      Middle Ability: Reinforcements: Standard effects
      Right Ability: Assault: Standard effects
      Customization: Species: Duros/Ishi Tib/Twi’lek etc
    • Resistance: Field Commander
      xubjgvjb44am.png
      Health: 250
      Weapon: Dual DT-15 Blaster pistols
      0a94zqf08gkf.jpeg
      Left Ability: Artillery: Standard effects
      Middle Ability: Reinforcements: Standard effects
      Right Ability: Improvise: Large boost to cooldown rates and mild increase to all friendly explosive radiuses. Doesn’t effect explosive shot splash area. Any enemies in radius receive increased ability cooldowns.
      Customization: Species
    • Empire: Field Director
      hi9qmdzw8lxj.jpeg
      Health: 250
      Weapon: Dual Model 22T4 Hold-Outs
      4add6f72ghwd.jpeg
      Left Ability: Siege: Equips all allies in your current radius with a one time use MPL that fires a more powerful version of barrage (Triangle/Y)
      Middle Ability: Reinforcements: Standard effects
      Right Ability: Merciless: Gives unlimited cooling and increased weapon damage (25%) to all friendlies in your current radius for a limited time.
      Customization: Different faces
    • First Order: Commandant
      ul4m2pom1o6u.png
      Health: 225
      Weapon: F-11D w/ stock
      Left Ability: Ordnance: Equips all allies in current radius with plasma ammunition, giving increased range, slight damage increase, and a mild burn effect for a short time. Overrides any currently equipped ammo type. Duration decreases with every shot.
      Middle Ability: Reinforcements: Standard effects
      Right Ability: Analysis: Standard effects
      Customization: Different faces, helmet on/off
    Feedback welcome!

    Fantastic. However, I'd say the numbers could use some revisions. For example, the Empire's
    Field Director's Merciless ability giving 25% increased damage in top of the supercooling is a bit much. You'd expect that from a hero, like Finn. I'd say that maybe a 10% increase in damage would be good, since they already have a unlimited fire for a longer time. Maybe also a slight speed boost, as well? Say, 10%? Or a health regen buff? It just seems that 25% is a bit much.

    Other than that, top quality ideas.
    Appreciate it!
    True that probably would stack up to too much damage potential. A 10% speed boost would work instead I like that. Thanks for pointing that out!

    jar-jar-binks-dancing-gif-3.gif
  • Seastorm wrote: »
    How about the Imperial Navy Commander?
    Corporal_prescott.jpg
    Or the Imperial Combat Tank Commander?
    combat-assault-tank-commander-main_5470a25f.jpeg
    Those would be great alternative skins for Death Star II and any Rogue One maps we might get. The tank commander especially would be very cool.

    Spiito wrote: »
    WildSpace wrote: »
    ——The Commander——
    • Republic: Clone Commander Weapon: Dual DC-17s Left Ability: Artillery: Places a mortar launcher that is mannable by allies.
    • Separatists: Super Tactical Droid
    • Rebellion: Field Commander Left Ability: Saboteurs: Equips all allies in current radius with disruptor ammunition, increasing damage to turrets, shields, and vehicles for a short time. Overrides any currently equipped ammo type. Increases effectiveness if you already have it equipped. Duration decreases with every shot.
    • Resistance: Field Commander Weapon: Dual DT-15 Blaster pistols
    • Empire: Field Director Weapon: Dual Model 22T4 Hold-Outs
    • First Order: Commandant Left Ability: Ordnance: Equips all allies in current radius with plasma ammunition, giving increased range, slight damage increase, and a mild burn effect for a short time. Overrides any currently equipped ammo type. Duration decreases with every shot.
    Avatar+Foamy+Guy.gif
    Dual wielding~
    (and woot for another droid)
    Would the mortar launcher work under a roof ?
    My only concern is the forced ammo, but it's not that big of a deal. People could just move out of it's radius if they don't like it...
    Of course duel wielding! ;)
    How I’m imagining it is that it’d restrict its use when a minimum arch couldn’t be achieved with a “Can not be placed here” message. On other maps and areas like phase 2 Crait it’d have a very shallow launch arch, or perhaps it could be angled nearly directly forward like a cannon in particularly low roofed areas.
    I can understand how forced ammo could frustrate some people yeah. Maybe a prompt can appear for you to accept the ammo or not. Or possibly it could equip to Triangle/Y like the Imperial Siege barrage ability so you can take it on or off until it’s depleted?

    jar-jar-binks-dancing-gif-3.gif
  • WildSpace wrote: »
    WildSpace wrote: »
    ——The Commander——
    These guys will be a superior officer. Whereas basic officers are by design meant to stay back for battle command support, the Commander will be a frontline unit that assists in directly pushing objectives. They’ll be able to keep their allies right on the action.
    • Republic: Clone Commander
      ptw41styvl8p.jpeg
      Health: 250
      Weapon: Dual DC-17’s
      Left Ability: Artillery: Places a mortar launcher that is mannable by allies. Targeting system would be similar to battlefield. Left D-pad for ion shells/Right D-Pad for HE shells.
      i55htabs3oeb.jpeg
      Middle Ability: Reinforcements: Places a small radar beacon that acts as a new spawn point for the squad you spawned in with. They can continue to spawn in on your beacon as long as it’s active. Also gives a cooldown boost to abilities for anyone in radius. Can be destroyed by enemies 85 hp. Can be jammed by Operatives if they have abilities active or Specialist scramble infiltration. If your squad has separated it will randomly select 3 currently respawning players to spawn at your beacon.
      Right Ability: Assault: Gives a moderate boost (20%) to damage reduction and begins regeneration of health to self and allies (15 hp/s) in radius
      Customization: To remain identifiable I think the Clone commander should have Wolffe’s helmet style, but have legion colors either match the map or selectable between other legion colors. Wolf Pack colors could be an option to emulate playing as Wolffe.
    • Separatists: Super Tactical Droid
      pzh3jtwksvu2.png
      Health: 275
      Weapon: DT-57 Heavy Blaster Pistol
      8ftxfif6ag8d.jpeg
      Left Ability: Advantages: Equips all allies in current radius with heavier ammunition, increasing range and damage for a short time. Overrides any currently equipped ammo type. Duration decreases with every shot
      Middle Ability: Reinforcements: Standard Effects
      Right Ability: Analysis: Equips a pair of macrobinoculars to pinpoint an area. All enemies that enter into the designated zone receive increased damage from all sources. Area radius 3 meters.
      Customization: Pattern and colors
    • Rebellion: Field Commander
      dc4r7pmm9qab.jpeg
      Health: 225
      Weapon: A180 Blaster Carbine
      9umksyxqb9na.jpeg
      Left Ability: Saboteurs: Equips all allies in current radius with disruptor ammunition, increasing damage to turrets, shields, and vehicles for a short time. Overrides any currently equipped ammo type. Increases effectiveness if you already have it equipped. Duration decreases with every shot.
      Middle Ability: Reinforcements: Standard effects
      Right Ability: Assault: Standard effects
      Customization: Species: Duros/Ishi Tib/Twi’lek etc
    • Resistance: Field Commander
      xubjgvjb44am.png
      Health: 250
      Weapon: Dual DT-15 Blaster pistols
      0a94zqf08gkf.jpeg
      Left Ability: Artillery: Standard effects
      Middle Ability: Reinforcements: Standard effects
      Right Ability: Improvise: Large boost to cooldown rates and mild increase to all friendly explosive radiuses. Doesn’t effect explosive shot splash area. Any enemies in radius receive increased ability cooldowns.
      Customization: Species
    • Empire: Field Director
      hi9qmdzw8lxj.jpeg
      Health: 250
      Weapon: Dual Model 22T4 Hold-Outs
      4add6f72ghwd.jpeg
      Left Ability: Siege: Equips all allies in your current radius with a one time use MPL that fires a more powerful version of barrage (Triangle/Y)
      Middle Ability: Reinforcements: Standard effects
      Right Ability: Merciless: Gives unlimited cooling and increased weapon damage (25%) to all friendlies in your current radius for a limited time.
      Customization: Different faces
    • First Order: Commandant
      ul4m2pom1o6u.png
      Health: 225
      Weapon: F-11D w/ stock
      Left Ability: Ordnance: Equips all allies in current radius with plasma ammunition, giving increased range, slight damage increase, and a mild burn effect for a short time. Overrides any currently equipped ammo type. Duration decreases with every shot.
      Middle Ability: Reinforcements: Standard effects
      Right Ability: Analysis: Standard effects
      Customization: Different faces, helmet on/off
    Feedback welcome!

    Fantastic. However, I'd say the numbers could use some revisions. For example, the Empire's
    Field Director's Merciless ability giving 25% increased damage in top of the supercooling is a bit much. You'd expect that from a hero, like Finn. I'd say that maybe a 10% increase in damage would be good, since they already have a unlimited fire for a longer time. Maybe also a slight speed boost, as well? Say, 10%? Or a health regen buff? It just seems that 25% is a bit much.

    Other than that, top quality ideas.
    Appreciate it!
    True that probably would stack up to too much damage potential. A 10% speed boost would work instead I like that. Thanks for pointing that out!

    No problem.
    We need a Tier System for the Heroes. It would justify the "op-ness" of Vader over Han and Chewbacca. It would cost much more to unlock Vader, and would require you to save a lot more than for other heroes and vehicles, but it would be rewarding in the end...

    "It would essentially ruin the eras and turn them into nothing much more than the same thing and same experience but with a different skin. Which is contrary to the point in having eras in the first place." - ZmanGames
  • DrX2345
    2888 posts Member
    WildSpace wrote: »
    Seastorm wrote: »
    How about the Imperial Navy Commander?
    Corporal_prescott.jpg
    Or the Imperial Combat Tank Commander?
    combat-assault-tank-commander-main_5470a25f.jpeg
    Those would be great alternative skins for Death Star II and any Rogue One maps we might get. The tank commander especially would be very cool.

    Spiito wrote: »
    WildSpace wrote: »
    ——The Commander——
    • Republic: Clone Commander Weapon: Dual DC-17s Left Ability: Artillery: Places a mortar launcher that is mannable by allies.
    • Separatists: Super Tactical Droid
    • Rebellion: Field Commander Left Ability: Saboteurs: Equips all allies in current radius with disruptor ammunition, increasing damage to turrets, shields, and vehicles for a short time. Overrides any currently equipped ammo type. Increases effectiveness if you already have it equipped. Duration decreases with every shot.
    • Resistance: Field Commander Weapon: Dual DT-15 Blaster pistols
    • Empire: Field Director Weapon: Dual Model 22T4 Hold-Outs
    • First Order: Commandant Left Ability: Ordnance: Equips all allies in current radius with plasma ammunition, giving increased range, slight damage increase, and a mild burn effect for a short time. Overrides any currently equipped ammo type. Duration decreases with every shot.
    Avatar+Foamy+Guy.gif
    Dual wielding~
    (and woot for another droid)
    Would the mortar launcher work under a roof ?
    My only concern is the forced ammo, but it's not that big of a deal. People could just move out of it's radius if they don't like it...
    Of course duel wielding! ;)
    How I’m imagining it is that it’d restrict its use when a minimum arch couldn’t be achieved with a “Can not be placed here” message. On other maps and areas like phase 2 Crait it’d have a very shallow launch arch, or perhaps it could be angled nearly directly forward like a cannon in particularly low roofed areas.
    I can understand how forced ammo could frustrate some people yeah. Maybe a prompt can appear for you to accept the ammo or not. Or possibly it could equip to Triangle/Y like the Imperial Siege barrage ability so you can take it on or off until it’s depleted?
    Imperial Siege? Huh?

    Anyway, the whole thing with the invisible Operative post seems to have resolved itself, so we're all fine fine here now, thank you. How are you?

    And I'm liking this commander class. Having one or two of those in Conquest when it eventually drops would be cool, and if they have the selectable spawns like in the original Battlefront 2 the bacon could appear as a little blue dot for your team, but just wouldn't appear on enemy spawn maps.
    These ideas continue to be amazing. I really hope someone who has some influence in new content sees this. Although, at this point I think it'd have to be a whole new season's worth of content... Which could be really cool as a content drop, actually. If even just some of these concepts were added, along with Hunt and, more importantly, Conquest, it would make a really nice and fairly well rounded update. Maybe some of the weapons that you've used could be added as infantry weapons too.


    OOM19 wrote: »

    Imagine it

    A horde of Bipedal Millennium Falcons with cheeseburgers for legs
    If there seems to be random words or phrases in my post that don't make sense, blame Autocorrect.
    #COOMCAIBDJF
  • I just want to go invisible with a recon/Specialist/spec ops unit. I WANT TO BE A SHADOWTROOPER! They literally programed it for the last game for the AI, and they didn't make it into a card for no reason. Can we get it already lol pls
    We need a Tier System for the Heroes. It would justify the "op-ness" of Vader over Han and Chewbacca. It would cost much more to unlock Vader, and would require you to save a lot more than for other heroes and vehicles, but it would be rewarding in the end...

    "It would essentially ruin the eras and turn them into nothing much more than the same thing and same experience but with a different skin. Which is contrary to the point in having eras in the first place." - ZmanGames
  • I was really inspired by @Spiito and his very cool vision of this reinforcement, so I thought I’d take a crack at it as well.
    ——The Astromech——
    They’ll be hardy little things that won’t be dangerous in traditional ways, but could seriously impact objectives if they can be escorted on-site. Some may be more offensive or defensive than others in their support roles.
      R-Class or D-Class units:
      1. No dash
      2. Jump will be a small jet thrust
      3. Aim will allow a jet thruster hover for a moderate period
      4. Passive: Arm/Disarm/Hack objectives are done much faster
      BB-Class:
      1. Boost roll dash
      2. Jump will be a small mag boost
      3. Aim will allow unlocked movement to sprint in all directions for a moderate period
      4. Passive: Arm/Disarm/Hack objectives are done much faster
      [*] Republic: R2 Unit
      rozz6zq9ozj7.jpeg
      Health: 425
      Weapon: Shock Prod(50 damage/shock stuns target 1s/2.5 meter range)
      Melee: Buzzsaw
      Left Ability: Oil Slick: Dumps out a pool of oil in its current area that slows enemies/prevents rolling. Can be lit on fire when hovered over for moderate burn damage. 9s duration
      Middle Ability: Comm Boost: Allows zone captures to occur at a faster rate/allows friendly turrets faster lock-on and cooldown/enhances radar to show enemies in precision. Pulses periodically to also show enemies through walls in its radius.
      Right Ability: Overload: Sends out an electrical burst that overheats weapons (1.5s) and shuts down any enemy turrets/astromechs/vehicles/shields (2.5s) in range
      [*] Separatists: R3 Unit
      qlfnqud2eqfl.png
      Health: 400
      Weapon: Shock Prod
      Melee: Buzzsaw
      Left Ability: Concentrated Dioxis: Emits Dioxis in a steady stream wherever you go for 6s. Small radius, but much more potent than standard dioxis.
      Middle Ability: Comm Boost
      Right Ability: Overload
      [*] Empire: DT Unit
      mipvkuya8n3l.png
      Health: 425
      Weapon: Concealed blaster (3 round burst)
      Melee: Flamethrower jet bursts
      Left Ability: Flamejets: Ingites all hidden flamethrowers. Hold to stand in place and fire a concentrated flame burst. Will be on passively in a smaller weaker aura wherever you go for 7s or until used in sustained fire.
      Middle Ability: Comm Boost
      Right Ability: Overload
      [*] Rebellion: R5 Unit
      4ow0yep4m1lg.png
      Health: 400
      Weapon: Improvised blaster (5 round burst)
      Melee: Buzzsaw
      Left Ability: Bacta: Emits a cloud of bacta in a moderate radius that heals any teammates wherever you go for 8s. 25hp/s
      Middle Ability: Comm Boost
      Right Ability: Overload
      [*] Resistance: BB Unit
      8ux13gcxxyjt.png
      Health: 375
      Weapon: Shock Prod
      Melee: Blowtorch
      Left Ability: Scramble: Scrambles enemy radar and increases enemy ability and weapon cooldown times in a large radius
      Middle Ability: Comm Boost
      Right Ability: Overload
      [*] First Order: BB-9 Unit
      na2d0jt430g4.png
      Health: 375
      Weapon: Shock Prod
      Melee: Blowtorch
      Left Ability: Tase: Sends out shocks in its radius wherever it goes that slow enemies and does moderate damage per second. Prevents enemy regeneration for a time after escaping the shock field. 8s
      Middle Ability: Comm Boost
      Right Ability: Overload
      jar-jar-binks-dancing-gif-3.gif
    • Itd be really cool if youd wkrk for them. So far the only person I saw expanding a games universe is an forums user lol..
    • Spiito
      1984 posts Member
      edited March 2018
      WildSpace wrote: »
      ——The Astromech——
      They’ll be hardy little things that won’t be dangerous in traditional ways, but could seriously impact objectives if they can be escorted on-site. Some may be more offensive or defensive than others in their support roles.
      • Republic: R2 Unit
        a28095c46645e2538ac5e5138a34d8b3a543ec2c_hq.gif
        Weapon: Shock Prod(50 damage/shock stuns target 1s/2.5 meter range)
        Melee: Buzzsaw
        Left Ability: Oil Slick: Dumps out a pool of oil in its current area that slows enemies/prevents rolling. Can be lit on fire when hovered over for moderate burn damage. 9s duration
        Middle Ability: Comm Boost: Allows zone captures to occur at a faster rate/allows friendly turrets faster lock-on and cooldown/enhances radar to show enemies in precision. Pulses periodically to also show enemies through walls in its radius.
        Right Ability: Overload: Sends out an electrical burst that overheats weapons (1.5s) and shuts down any enemy turrets/astromechs/vehicles/shields (2.5s) in range
      • Empire: DT Unit
        mipvkuya8n3l.png
        Weapon: Concealed blaster (3 round burst)
        Melee: Flamethrower jet bursts
        Left Ability: Flamejets: Ingites all hidden flamethrowers. Hold to stand in place and fire a concentrated flame burst. Will be on passively in a smaller weaker aura wherever you go for 7s or until used in sustained fire.
        Middle Ability: Comm Boost
        Right Ability: Overload
      • Rebellion: R5 Unit
        4ow0yep4m1lg.png
        Weapon: Improvised blaster (5 round burst)
        Melee: Buzzsaw
        Left Ability: Bacta: Emits a cloud of bacta in a moderate radius that heals any teammates wherever you go for 8s. 25hp/s
      • Resistance: BB Unit
        8ux13gcxxyjt.png
        Melee: Blowtorch
        Left Ability: Scramble: Scrambles enemy radar and increases enemy ability and weapon cooldown times in a large radius
      • First Order: BB-9 Unit
      tumblr_nfful3Ps5Q1tdkro1o1_500.gif
      While I love & adore all these... By far... My favorite on this list has to be the BT Assassin droid (designed/disguised to look like the R4 series Astromech.) It's a real wild card tossed into the mix.
      The standard R2 looks like it'd be really handy. I imagine this would be the favorite for majority of people who run class Astromech.
      As for the R5... I'm highly amused you chose to give this concept Bacta, of all things. I can hear see it now... "Those healing/buffbots have bad motivators---they're always hanging back and collecting BP without contributing to the fight/push." ;)

      Heh heh. This was most enjoyable to read through. (Thank you for expanding upon the idea~)
      Wknuto!
    • Your concepts are always such a joy to read.
      The devs really should add these to the game! They'd spice up the gameplay tenfold.
      ⦗ XBOX GT: EIusive DJ⦘~ "The Knights of Gareth are eternal..." ✔
      \⧹If you happen to have ANY ideas for any hero you desire to have in Battlefront 2, Let me know in a DM!⧸/
      How to make Every Hero Viable in Battlefront 2

      aakkhwbkosde.gif

    • DrX2345
      2888 posts Member
      I'm guessing the Droid units are quite slow moving? Anyway, looks really cool, keep up the good work!
      OOM19 wrote: »

      Imagine it

      A horde of Bipedal Millennium Falcons with cheeseburgers for legs
      If there seems to be random words or phrases in my post that don't make sense, blame Autocorrect.
      #COOMCAIBDJF
    • DrX2345 wrote: »
      I'm guessing the Droid units are quite slow moving? Anyway, looks really cool, keep up the good work!
      The BB droids would be quite fast since they have less bulk, but yes the others would be about trooper walking speed I’d imagine. Kinda like how R2 was in the Death Star dlc if you had the pleasure of playing as him.
      Thanks everyone I’m glad everybody liked these! I sincerely hope the Devs take notice of these to expand our gameplay in the future. I think I’m tapped for the time being on more reinforcement types, I considered a demolitions class but I have a feeling that’d be far too annoying in-game lol. Feel free to continue contributing your own ideas or take your own twist on mine!
      I do also intend on making a similar thread on vehicle concepts soon because I feel like personally it needs a reimagining. Plus who wants so many reused vehicles?
      jar-jar-binks-dancing-gif-3.gif
    • DrX2345
      2888 posts Member
      I think I've already said this in this thread, and did in another yesterday, but these would be great in Conquest when they add it. It could be a trooper only mode, but these are (I guess) all classed as troopers as they're not specific named characters? Anyway, a large mode with infantry and most of these reinforcements but no heroes would be really cool IMO.
      OOM19 wrote: »

      Imagine it

      A horde of Bipedal Millennium Falcons with cheeseburgers for legs
      If there seems to be random words or phrases in my post that don't make sense, blame Autocorrect.
      #COOMCAIBDJF
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