That reminds me... Why the hell can't bombers actually go on bombing runs? We could do that gooseberry fool in the Rogue Squadron games 13 years ago, we should be able to do it now, at least via Star Card as a replacement for one of the other abilities (R2 repair, ion turret, dual proton torpedoes) or something.
Anyway, a new update went live this morning:
End of game payouts now reflect your productivity.
Arcade mode credit rewards have been tripled.
Daily log in crates have been buffed.
The grind is shorter!
TBH though, I haven't been all that fussed about it since I got crafting access to the top tier gear. I care a good deal more about match and Arcade rewards though, which, now being improved, ought to make acquiring crates easier.
Trying to get 50 kills with the IQA sniper blaster at the mo. Slow going. At least the thermobinoculars are useful in pinpointing the enemy.
It's bloody annoying you have to toggle them on and off though. I keep forgetting to do so and end up trying to fire and getting mullered.
I'm actually enjoying the game a fair bit. After work it's great to have a few games of Starfighter Assault to wind down. It's nothing too taxing, doesn't require too much skill and you can pretend you're in Star Wars. The production qualities - well, the visuals and sound - are amazing. Seems like the lagging has stopped too.
The problem is that I still feel it's fairly superficial. I don't really feel the urge to read how to get better at the game, discuss tactics, work as a team or check out tips online. It's very arcadey and lightweight.
Enjoyable enough but I turn off when I play it, rather than engage with the map, objectives or abilities.
I will say, I don't actually mind the grind. It does give you something to aim for and I do find myself deliberately attempting challenges for credits or playing an extra game to either get some more or to get further on a milestone.
My main problem is that I am still trying to buy all the heroes first. You need 70,000 credits just to unlock the heroes, which means you rely on the abysmal daily creates for your bread and butter upgrades. Had I splurged that 70,000 on crates I would probably feel.more powered up. It's all artificially too slow and locking the heroes is just a gate to get people to stump up some cash. And you do get the urge whilst playing to want to pay a few quid to get a lot more crafting parts. I think you get 5 or whatever from the daily crate and a basic card costs 40 to make.
I quite like the system of crafting your own cards, but it's got too many systems on top of one another. With credits, crystals, overall rank, card rank etc. When if they'd just made it loot/crafting based and a lot faster, I think it would have been a pretty strong incentive to keep playing, and to play as all the classes.
As it is, it just feels like you've been given a bike with a flat tyre and been told you've got to go do a ten mile jaunt somewhere before you get to the point you want to be at.
Still, unlocked Luke and Vader now so that's 30,000 credits down, with about 5000 in the bank. Haven't had too much time with it or got more than two missions through the campaign. Only another 35,000 to go.
The buffs might help, though I'm pretty gooseberry fool at anything that isn't Starfighter Assault so I'll probably still be getting the same amount.
Parksey wrote:The problem is that I still feel it's fairly superficial. I don't really feel the urge to read how to get better at the game, discuss tactics, work as a team or check out tips online. It's very arcadey and lightweight.
I'm siding with the Resistance, but Phasma is a really cool looking hero. I'll be gutted if I've picked the wrong side.
Only just realized yesterday that I can make a Custom Arcade match to demolish those Arcade Milestones. Rookie enemies, one hit kills and double health for me, oh yes indeed.
They need to add the rest of the maps to it though, and every Starfighter Assault map too. Lots of potential for expansion on the singleplayer front.
Anyone else a bit miffed that the default blaster for each class don't get upgrades, can't be used in all eras, and don't have any milestones? I'd use them a lot more if they were treated the same as every other blaster.
Edit: December's order of events:
If they can keep these events going for a couple of years, accompanying DLC with them, this should be a much better game than BF2015.
Looks like the Class Crates don't unlock all your locked Star Cards, but they are awesome nonetheless because they'll give new players (assuming everyone will get them when they start playing) a bit of a leg up, and I got a boatload of duplicate card monies out of them.
Earned the Reinforcement Booster Crate with ease - hope they do more of these, they're pretty handy, as I've barely paid a lick of attention to upgrading anything other than the ground trooper classes. I wish they'd lower the price of the Trooper crate through, and just make them all the same price.
I played Phasma briefly on the new Crait map, didn't know how to handle her and died in short order. Haven't played Finn, or the new A-Wing hero, yet. Pretty gutted that the First Order didn't get a third hero too - DICE needs to rectify that. Hopefully Episode IX will give us some more Dark Side heroes, along the same lines as Phasma, Dameron etc.
Crait is a pretty cool map to play on - visually stunning, it offers a very different experience to any yet found in Battlefront. I can't wait to see it in action on the big screen! I don't see how the First Order can be defeated during the initial assault though, the walkers are vast and the Resistance easily picked off (so far). The second and third objective sets, however, are much easier for the Resistance to win on. Haven't seen a First Order victory there yet. Hell, I only just saw my first Separatist win on Kamino last weekend!
Haven't played D'Qar Noire yet. Soon!
Looks like match rewards are dishing some more credits out, too. I've been getting rewards in the 500s and 600s tonight.
The first phase of Crait is dominated by the Prairie Dogging, red dust clouding Resistance. The First Order needs to take advantage of the Resistance Speeder's dust trails to advance in the early stages. Pretty fun, actually. Feels like a real no man's land for the FO. Once you get to the tunnels, you can start talking the enemy out properly.
It's a haven for specialists, for sure. The tunnels inside are much better for the other classes. Quite an enjoyable map.
I like how the timer for the next round beginning now tells you where you're going, and there are now loading screens with the world image on them, so you don't just get them when loading in fresh any more.
20% wrote:This is in the 12 Deals of Christmas on PSN today.
After watching The Last Jedi last night the urge to cave in to this is rising.... :/
Nice one. Was just reminding the missus I wanted this off her and noticed the Elite Trooper Deluxe Edition is £40 so bought that on her behalf and I don't have to wait till Christmas as it's downloading now
I managed to do the starfighter challenges. 20 kills with each class. The bomber is OK - enough HP to stay alive and weaponry to be able to get kills. I only have 1 star card for it. For the interceptor I got lucky with the star cards and that have the primary powerful lasers. Even though its has low HP its fast enough to get out of trouble and with my star cards i have, I can get kills with it. The fighter - similar to the bomber i dont really have any star cards. But its too slow/ low HP to get out of trouble, and the weapons arent quite powerful enough to get kills. Its a real grind to use. I wish these multiplayer modes had 1P bot options becasue i would really like to be able to know what the objectives are.
I tried my darndest to do the Starfighter challenges last night, racking up 30+ kills per class over 10 rounds, but it wouldn't register my having done anything. I'm hoping the server was just slow and I'll login today to find it having been applied, but we'll see.
mcjihge2 wrote:I managed to do the starfighter challenges. 20 kills with each class. The bomber is OK - enough HP to stay alive and weaponry to be able to get kills. I only have 1 star card for it. For the interceptor I got lucky with the star cards and that have the primary powerful lasers. Even though its has low HP its fast enough to get out of trouble and with my star cards i have, I can get kills with it. The fighter - similar to the bomber i dont really have any star cards. But its too slow/ low HP to get out of trouble, and the weapons arent quite powerful enough to get kills. Its a real grind to use. I wish these multiplayer modes had 1P bot options becasue i would really like to be able to know what the objectives are.
Need tips/objectives for Starfighter Assault? Here's a few! I needed to kill time anyway...
Kamino - Research Outpost Attacker: The Separatists Separatist Objectives
Destroy the twin bridges of the Venator-class Star Destroyer.
Destroy the Republic's light cruisers.
Disable the Venator's belly-side beam weapon.
While the weapon is temporarily out of action, attack the Venator's engines. Rinse and repeat.
Reduce Separatist numbers to 0.
Wipe the enemy bomber squadrons out.
Defend the objectives.
Easiest for: The Republic. Home field advantage and all that. Other Tips: Republic players should watch out for anyone getting too close to the objective, and Darth Maul. Seppy players should be wary of Y-Wings, and should really try to sneak up on objectives if you can. The Star Destroyers and cloning facilities can make excellent cover for agile players under heavy fire or missile attack.
Ryloth - Lucrehulk Battleship Attacker: The Republic Republic Objectives
Destroy the Lucrehulk's dual tractor beam arrays, located in its "mouth," on either side of the trapped Republic light cruiser.
Destroy the 'hulk's communication arrays, at its aft end - around where the skyscraper-esque structures are, well behind the central orb.
Disable the 'hulk's shields - the flat constructs stop atop the orb.
While the shields are down, fly to the orb's equator, enter one of the several entry ports and attack the power plant (foreshadowing that Death Star II attack run). Rinse and repeat.
Reduce Republic numbers to 0.
Destroy Y-Wing squadrons and Republic light cruisers. Killing those light cruisers will bring down enemy reinforcement numbers to more manageable levels, potentially winning the battle for your side, so they're a nice fat target.
Defend objectives in general.
Easiest for: Nobody. These matches can and do go one way as often as the other. Other Tips: Republic players should pay attention to enormous enemy turbolaser batteries (there's a ton - sneakily positioned, too), and don't stick around inside the orb when that timer gets low - you will die in there if the doors close before you get out. Cover is next to nonexistent outside the aft and stern of the Lucrehulk, so get ready to evade pursuers like an absolute mad man.
Endor - Death Star II Debris Attacker: The Empire Imperial Objectives
Destroy the Rebel Blockade Runners.
Bow up the Rebels' big ass space mines.
Destroy the Rebel cruiser's sensor arrays (the bulges marked red) - first on its topside, then on its underside.
Whittle the Imperial fighters down to 0.
Knock off TIE Bomber squadrons as they conduct their bombing runs.
Defend the objectives.
Easiest for: The Rebels. They're going to kill everyone, a lot. Other Tips: Watch the debris. It can save your ass if you're a good enough pilot, but it will kill you if you're reckless. Try not to take big hero ships into the middle of that mess. Rebels, watch out for Slave 1; its Seismic Charges don't pay any mind to the debris field, making it a formidable foe if you're not watching out. Skilled players can navigate it through the debris field, too. If you're an Imperial, watch those Rebel Y-Wings in particular. This was the map where I learned to use both effectively.
Fondor - Imperial Shipyards Attacker: The Rebel Alliance Rebel Objectives
Take out the Imperial light cruisers.
Blow the dock's spherical shield generators.
Target the Star Destroyer - disable (shoot a lot at) its docking clamps.
While the docking clamps are temporarily out of action, attack the Star Destroyer's belly fusion reactor. Rinse and repeat.
Reduce Rebel numbers to 0.
Knock out incoming sorties of Y-Wing Bombers and the several Rebel Blockade Runners that'll move into the battlefield after a time. Each Blockade Runner destroyed reduces Rebel reinforcements by 10-20 IIRC, so do try to bring them down if you can.
Defend the objectives.
Easiest for: Nobody. Neither side has a distinct advantage here, and I've seen as many matches go one way as the other. Other Tips: Rebels should watch out for Imperial turbolaser batteries littering the docks; they're a constant nuisance that will kill low health players who stray too close. You get good points for killing them, too. Imperials should try to avoid getting distracted by dogfighting away from the Rebels' objectives (e.g. in the "sky" above the shield generators), as they will take advantage of your absence.
Unknown Regions - Resistance Ambush Attacker: The Resistance Resistance Objectives
Destroy the Star Destroyer's front shield generators, located in its "mouth".
Pick off the First Order troop transports - they're fast bastards, it will get hectic.
Destroy the Star Destroyer's many shield projectors.
Attack the Star Destroyer's bridge. When the shields come back up, attack the next set of shield generators. They'll be marked for you.
First Order Objectives
Reduce Resistance numbers to 0.
Attack X-Wing squadrons coming in for bombing runs.
Easiest for: The First Order, but only because the Resistance doesn't have a usable bomber-class ship in this game (yet). Other Tips: All players should watch out for the structural hazards in the Star Destroyer's maw, it can be really hard to tell what's where, especially in the heat of combat. First Order players should keep an eye out for Resistance players (like me) who run circuits in there, attacking those initial objectives over and over. Resistance players should try to get in there and run the objective circuit while the enemy is otherwise engaged outside the ship - I don't find that they ever try to flush me out when I'm in there. All players should watch themselves in the asteroid debris field and try not to wind up space paste.
D'Qar - Resistance Base Evacuation Attacker: The First Order First Order Objectives
Attack the gravity well generators' outer hulls. Just the sides. They'll be highlighted for you.
Destroy the generators' insides - each one has a trio of energy conduits for you to blast.
Destroy the Resistance's "Bunker Buster" corvettes.
Wipe out the remaining Resistance fighters before the timer runs out. Harder than it sounds!
Reduce First Order numbers to 0.
Destroy incoming squadrons of TIE Fighters acting in a bomber-esque capacity.
Be as hard to kill as possible during the final timer sequence. Your side only gets 30-40 lives to use up here, so git gud.
Easiest for: The Resistance. Seriously, Resistance players get silly kill counts on this level. I think I got 75ish last night, playing as an A-Wing, though only 36 were human players. Other Tips: Players should watch the haphazard arrays of generators and their strung-out cabling. Easy to run into an unexpected death. Players should also watch the gravity generators once they activate, in the second phase of the battle - it makes for some really trippy combat, and they can kill you if you're inside a generator shell when it's active. Never take a hero ship larger than a standard fighter into a generator when it's active, because it won't survive. Debris and generators clear out as the battle wears on, so by the final frantic phase it's a coverless free-for-all. Oh, and First Order players should not ignore the TIE/FO (normal TIE) - that L1+R1 fast attack is great at knocking objective health down in short order, nabbing some easy objective score in the process.
Hope I've not missed anything out!
Last edited by Alvin Flummux on Fri Dec 22, 2017 11:45 am, edited 15 times in total.