Star Wars Battlefront II

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Schumi
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PostRe: Star Wars Battlefront II
by Schumi » Tue Nov 06, 2018 11:49 am

This game is such a mindfuck.

I still enjoy playing it with a few mates every now and then. The graphics and sound effects are incredible still.

Yet EA have just strawberry floated up so much potential. Like Parksey says, if they wanted lootboxes, then go nuts with skins, voice lines, emotes and so on. There is an endless selection of Star Wars material to fill that.

Even now, it's good we're still getting content, but it takes sooooo long to release anything. We've had one map for the main game mode, Galactic Assault, since the game launched. And that was Crait, which came out December last year. :fp:

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BID0
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PostRe: Star Wars Battlefront II
by BID0 » Tue Nov 06, 2018 1:41 pm

can't they just dump Battlefront's content in to this game?

At least Battlefront II is backwards compatible on the Xbox One now if you want to play a game with more features and maps etc

Gemini73
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PostRe: Star Wars Battlefront II
by Gemini73 » Tue Nov 06, 2018 4:06 pm

It always narked me that heroes and villains were available across all Star Wars timlines. It highlighted that there simply weren't enough created in the development process to cover the game.

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DarkRula
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PostRe: Star Wars Battlefront II
by DarkRula » Tue Nov 06, 2018 7:08 pm

Indeed. I wouldn't have even minded if the original trilogy got less representation so the other two eras could have four heroes total. It's not so much that there weren't enough to cover the game, it's that the bias was still with the original trilogy meaning the other two eras would have only had the same heroes for all three maps, while the original trilogy could have a unique hero for every planet.

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Alvin Flummux
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PostRe: Star Wars Battlefront II
by Alvin Flummux » Thu Nov 08, 2018 12:59 am

Poked my head into a game of Strike last night, my first time playing with the new squad system. It was a good match, but squads don't seem to stay united on the battlefield any more than they used to.

Chose my first custom Clone skins - I don't even know if they let you pick them all or what. Anyway, I opted for the Wolf Pack.

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Alvin Flummux
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PostRe: Star Wars Battlefront II
by Alvin Flummux » Wed Nov 14, 2018 2:48 am

Posting in this topic made me think about the game, which lead to my playing the game. Now my classes are all up to about level 67-68 now, and I've unlocked General Grievous (I need to get the Lando/L3-37 Falcon still...). I don't know how to use him effectively yet, but I'm certain he'll be getting a new skin next year which is just regular Grievous but with his trademark cape. I'm sure it'll cost about 40,000 credits for some reason.


The Clones have a few skins now, which is neat, but more are needed - not just other color patterns, like the 501st, but also the classes themselves. I'm going full nerd here, so bear with me.

Clone Officers differentiated themselves from the regular grunts in the Phase 1 period with different color patterns on their armor (and occasional pauldrons), and in Phase 2 they had cool stuff like more unique color patterns, helmet visors and whatnot:

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These are what we should have to play with for the Clone Officers, but what we're given to play as in BF2 is a Clone Officer in Republic Navy attire:

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I get that they likely only wanted to make the Clones less boring and make officers seem more "official" like their brethren from later eras (I know, I know...), but I don't like how they handled it. The naval uniform should have been an unlockable released at a later date.

Then there's the Recon class, which they've got looking like an Officer if you ask me:

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The Empire gets to play with Scout Troopers, a class of trooper which originated in the Clone Scouts...

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That's a badass armor design. Why couldn't we play with that as the default instead? The camo pattern doesn't matter, they used many camo styles, or they could just be plain white.


I just don't like how they had all these official designs and ignored them. It doesn't sit right.

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Alvin Flummux
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PostRe: Star Wars Battlefront II
by Alvin Flummux » Thu Nov 22, 2018 2:19 am



It looks good and all, but I really could use another space map or two as well. The Akkadese Maelstrom would make one hell of a battleground, or, you know, the Battle of Endor.

Dooku and Anakin coming early next year. DLC focus will then more than likely shift to Rogue One or the sequel trilogy, although frankly they could probably fill several years' worth of content additions with what goodness Clone Wars contained.

I'm still holding out hope for Ventress & Ahsoka (dual saber wielders), and Captain Rex & Cad Bane (dual pistol wielders).

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PostRe: Star Wars Battlefront II
by Yubel » Thu Nov 22, 2018 7:15 pm

See, now I really will return to this game (toward the latter end of the year though, when by that point there'll certainly be more) as Obi Wan looks really good in the trailer.

Nothing can truly mask my disappointment in the game itself; EA had scuppered Battlefront's potential from the start.

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PostRe: Star Wars Battlefront II
by Gemini73 » Thu Nov 22, 2018 7:23 pm

Obi does look great. EA has forever tainted it though, as Yubel says above. I bought my copy pre-owned and I have no intention of spending any cash on it, but I wil continue to play it with friends content that EA will never see a penny from me.

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Yubel
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PostRe: Star Wars Battlefront II
by Yubel » Thu Nov 22, 2018 7:33 pm

I revised my statement a tad, since my issue is more to do with the resources that have been stripped from the devs, thus potentially taking more than they will ultimately give over the coming months.

Just didn't want to imply that the content itself is tainted and/or isn't serviceable, because clearly by this trailer alone it should be for many a Star Wars fan.

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Alvin Flummux
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PostRe: Star Wars Battlefront II
by Alvin Flummux » Thu Nov 22, 2018 7:50 pm

Gemini73 wrote:I bought my copy pre-owned and I have no intention of spending any cash on it


Cash isn't necessary for anything. Everything can be purchased with in-game currency earned through battle, even emotes and skins.

Also coming on the 28th with Geonosis and Obi-Wan are a new Grievous skin (battle damaged, shown in the trailer) and a new Clone skin - the 212th Attack Battalion, as seen throughout the Clone Wars and SW Episode 3.


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Hopefully Utapau will be available next year, but as I said, the focus will surely shift to other areas of the series once Anakin & Dooku launch.

Hoping to see Eadu as part of a Rogue One map pack, should it happen - rough, mountainous terrain with good verticality, the U-Wing landing site, an Imperial shuttle depot, the science base, trails and canyons and all sorts between. Lots of scope for a map similar in style to both Endor and Jakku, but very different in its own ways. Galactic Assault plot would be super easy to come up with, too - Rebels are scavenging the ruined base for information on a secret Imperial project, Imperials must first defend against them, then make sure they don't leave. It's the same sequence of events as the Death Star map from BF2015, but with a R1 spin.

R1 is a film rich with potential for Battlefront actually - at least two locations on Jedha, just one on Eadu, and the Battle of Scarif in space and on the ground, plus characters like Cassian, K-2S0, Jyn and Krennic.

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DarkRula
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PostRe: Star Wars Battlefront II
by DarkRula » Thu Nov 22, 2018 11:16 pm

I could see Eadu as a Starfighter Assault map rather than Galactic. Scarif would surely return as a cross between Walker Assault and Infiltration for a Galactic Assault mission, with Jedha as the planet for the small modes.

I'm not expecting any new planets to be added though, as no doubt new maps are being created and a system worked out for this conquest mode in February. I'm probably expecting too much from it, but the way I see it working is as close to the old games as possible, but with the current class system being unique per command post. The regular classes would be available across all of them, but some command posts would allow vehicles and starfighters to be selected, with those being blocked from use if the opposing team is in control of the post. Unique heroes would also be mapped to each command post.

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Alvin Flummux
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PostRe: Star Wars Battlefront II
by Alvin Flummux » Fri Nov 23, 2018 12:58 am

I don't know quite how Eadu would work in Starfighter Assault unless it were a generic starfighter melee like in BF2015. Galactic Assault would at least permit objectives to be assigned to both ground and air units.

I'd like to see a new Scarif map made for the new Conquest-y mode, it's more or less the perfect setting for one.

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PostRe: Star Wars Battlefront II
by Gemini73 » Sun Nov 25, 2018 11:56 am

Had some cracking games last night with friends. Grevious is great fun to use. I might be imagining things, but I'm sure points required for vehicles, specialists and heroes have been lowered since the last time I played?

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DarkRula
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PostRe: Star Wars Battlefront II
by DarkRula » Sun Nov 25, 2018 2:00 pm

Depending how long ago that was. I'm pretty certain everything recieved a 10-20% cut in price a few months back, and currently there's a Vehicle Unleashed event for this weekend that cuts all vehicle prices down a further 75%.

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Alvin Flummux
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PostRe: Star Wars Battlefront II
by Alvin Flummux » Sun Nov 25, 2018 2:15 pm

Every so often they do Heroes Unleashed weekends that do similarly drastic drops for hero BP costs in Galactic Assault too, and up the allowed number to 8 per side.

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DarkRula
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PostRe: Star Wars Battlefront II
by DarkRula » Sun Nov 25, 2018 4:41 pm

And those are very fun for the defenders with the objective of attacking the transports, because that's eight players less than usual fighting for the rockets and aiming at the transports. May as well not even bother trying.

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Alvin Flummux
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PostRe: Star Wars Battlefront II
by Alvin Flummux » Sun Nov 25, 2018 7:54 pm

Referring to Kashyyyk and Naboo, yes?

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DarkRula
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PostRe: Star Wars Battlefront II
by DarkRula » Sun Nov 25, 2018 8:46 pm

Yes, those two, along with Hoth, Crait, and I think one other.

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Alvin Flummux
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PostRe: Star Wars Battlefront II
by Alvin Flummux » Sun Nov 25, 2018 8:51 pm

I hadn't really noticed any changes except for the fights over the last parts of each map got even more intense than usual. :slol:

Maxed all four combat classes out, along with the tanks. Trying to max out the Airspeeder class next, but there are so few opportunities to really do well with it.


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