Star Wars Battlefront II

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Alvin Flummux
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PostRe: Star Wars Battlefront II
by Alvin Flummux » Fri Mar 08, 2019 7:15 pm

Gemini73 wrote:
Alvin Flummux wrote: a third Dooku skin nobody asked for (literal Sith pyjamas).


Not true. Apparently there was a vote and that was the most requested. :dread:


I would rather have RotJ Battle Damaged Vader (smoking suit, extra laboured breathing), TLJ Battle Damaged Phasma, ANH Tatooine Luke, and Clone Wars Maul.

Dooku in his snuggie carrying a hot mug of cocoa isn't my first choice. I feel like it should have some unique dialogue associated with it.

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PostRe: Star Wars Battlefront II
by DarkRula » Fri Mar 08, 2019 7:32 pm

Dooku in his pyjamas would make sense if we had Serreno as a planet, but we don't. Maul as he looked in The Clone Wars makes sense since it's a major change to the character, and would give Maul a skin.

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PostRe: Star Wars Battlefront II
by Alvin Flummux » Sat Mar 09, 2019 2:43 am

Maul's Clone Wars look (well, technically it'd be his second Clone Wars look) would definitely be my most wanted, but I think all of the heroes/villains should have at least one alternative look. Finn should have that First Order disguise and also that Stormtrooper armor (sans helmet?), Palpatine could get his old Chancellor's robes, Boba Fett could have a battle scarred version of Jango's armor suit, Bossk maybe gets his prison uniform.

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PostRe: Star Wars Battlefront II
by DarkRula » Fri Mar 22, 2019 3:56 pm

Who's ready for a mix of modes instead of what we all wanted?

From reading that, it sounds like they've brought supremacy back and tied it to Galactic Assault phases once one side wins out. It certainly sounds fun, but how many will agree? Especially with just Geonosis as a map.

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PostRe: Star Wars Battlefront II
by Alvin Flummux » Fri Mar 22, 2019 4:29 pm

Double XP went live last night and goes on all weekend. If you're interested in leveling some troopers, vehicles, heroes etc, this is a great time to get down to it. I leveled Dooku up twice in one battle and Anakin twice in another.

Capital Supremacy sounds like a interesting mode, but without the freedom it needs to really shine. Once the enemy ship's shields are down, it should be a free-for-all to destroy it, but the enemy team should also be able to do the same to your ship at the same time.

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PostRe: Star Wars Battlefront II
by OrangeRKN » Fri Mar 22, 2019 4:35 pm

DarkRula wrote:Who's ready for a mix of modes instead of what we all wanted?

From reading that, it sounds like they've brought supremacy back and tied it to Galactic Assault phases once one side wins out. It certainly sounds fun, but how many will agree? Especially with just Geonosis as a map.


It's almost upsetting that this a) should have been in the game to begin with as the main mode, and b) still isn't as fully realised as a PSP game from 10 years ago

(I worked out I could get Elite Squadron on vita a few weeks ago by using the web store, so I was playing it again recently. It's just straight up better, even if a melee/heal build is OP!)

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PostRe: Star Wars Battlefront II
by DarkRula » Fri Mar 22, 2019 4:40 pm

Unfortunately, there are no starfighters in the mode at all. The battle over the critical systems takes place within the cruiser itself, with the map changing to that cruiser via transition scene. The only freedom here is in that land phase and the battle over the command posts, but even that is probably restricted in some way.

I've got a post in planning about how EA can change Battlefront to be better, and with the announcement of this mode, I can really make some serious progress in that as it doesn't infringe on anything I had planned to include.

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PostRe: Star Wars Battlefront II
by DarkRula » Fri Mar 22, 2019 4:45 pm

OrangeRKN wrote:
DarkRula wrote:Who's ready for a mix of modes instead of what we all wanted?

From reading that, it sounds like they've brought supremacy back and tied it to Galactic Assault phases once one side wins out. It certainly sounds fun, but how many will agree? Especially with just Geonosis as a map.


It's almost upsetting that this a) should have been in the game to begin with as the main mode, and b) still isn't as fully realised as a PSP game from 10 years ago

(I worked out I could get Elite Squadron on vita a few weeks ago by using the web store, so I was playing it again recently. It's just straight up better, even if a melee/heal build is OP!)


I'm pretty sure many were expecting [or at least hoping] it would be a fully realised Battlefront III/Elite Squadron concept with very little in the way of restrictions. And I agree about it being in the game to begin with. It would have allowed the maps to be more open from the start.

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PostRe: Star Wars Battlefront II
by OrangeRKN » Fri Mar 22, 2019 4:51 pm

DarkRula wrote:Unfortunately, there are no starfighters in the mode at all.


Oh so it's even less of an attempt than I assumed!

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PostRe: Star Wars Battlefront II
by DarkRula » Fri Mar 22, 2019 5:06 pm

I would say just be thankful for what we have, but it's their own communication that brought about this result. This is not what a non-linear game mode is supposed to look like. There is still one objective, thus linear. Yet for months they've been telling us it was non-linear.

Sure, you could argue that conquest only has one objective - win. But there's plenty of ways to bring about that victory - especially if it was a mix of Pandemic's 2 and Elite Squadron.

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PostRe: Star Wars Battlefront II
by Alvin Flummux » Fri Mar 22, 2019 6:48 pm

Even Galactic Assault features starfighter combat, so I really don't understand why it isn't present here. It would be so easy to add Starfighter objectives - destroy shield generators, destroy Turbolaser batteries, etc. It would add a vital element of variety to the gameplay proceedings beyond the ground game.

Capital Supremacy would be the ideal mode to introduce a Jedha City map to the game, too, for an OT-era game of CA.

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PostRe: Star Wars Battlefront II
by Alvin Flummux » Tue Mar 26, 2019 4:29 pm

Impressions from the new update:

Capital Supremacy's Geonosis map is pretty good, allowing for free-flowing combat on the ground. The capital ship interiors are spacious and allow for relatively free flowing combat also, but in essence the ship phase is just Galactic Assault.

The Droid Commando is a solid addition to the game. No complaints.

Capital Supremacy battles take forever. I started playing at 7am and had to quit the match at 7:40am and the battle was at least 10 more minutes from being done. We went to the Star Destroyer twice, but did not manage destroy the last weak point, and we hit up the CIS ship once, also only destroying one weak point. Part of the problem is ground reinforcements (earned by holding a majority of command posts) take too long to accrue.

Last edited by Alvin Flummux on Tue Mar 26, 2019 8:43 pm, edited 1 time in total.
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PostRe: Star Wars Battlefront II
by DarkRula » Tue Mar 26, 2019 4:31 pm

Sounds like I'm in for a good time later on, then.

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PostRe: Star Wars Battlefront II
by Alvin Flummux » Tue Mar 26, 2019 8:46 pm

It's fun, but if you're short on time, you're best to pick another mode. It's great if you need to level up speeders or infiltrators, though - both sides have them and they're readily accessible most of the time on the ground (and in the ships for the latter), and given the match lengths, you could fully level both up in a couple of rounds if you try.

By the time I quit the game to go to work, the leading players had knocked out over 70 kills apiece. I had over 30. I can't wait to play a full game, I'm sure they won't all be that long.

Also, haven't had a chance to get into it, but lightsaber changes came in today too.

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PostRe: Star Wars Battlefront II
by DarkRula » Tue Mar 26, 2019 9:26 pm

You must have been in one of the best games ever then, as the three I played were all pretty one-sided. Definitely fun, and a good way to level up most troops. I feel I've also been doing better on this mode than the others, as combat options are more varied rather than being funnelled into one or two places.

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PostRe: Star Wars Battlefront II
by Alvin Flummux » Tue Mar 26, 2019 10:42 pm

I do enjoy evenly balance matches more than one-sided affairs, I have to say, but the downside with them is a match that can last a lot longer than you have the time for.

By the time the Clones pushed us back onto the Seppy ship (the third ship-board action of the game), I was willing them to win, just to get it over with.

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PostRe: Star Wars Battlefront II
by DarkRula » Tue Mar 26, 2019 11:23 pm

I wouldn't have minded had one of those games ended in a win. There was one game where my team were cornered into one of the CPs, just barely holding onto it. Another where we successfully booted the other team from our cruiser twice [though with only one thing left to blow], but then let them take the win on the third is it was obvious we couldn't do anything.

Just where was this mode when the game first released?

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PostRe: Star Wars Battlefront II
by Alvin Flummux » Wed Mar 27, 2019 1:16 am

It's a new mode, so I'm sure we'll see more battles that go our way in time.

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PostRe: Star Wars Battlefront II
by DarkRula » Wed Mar 27, 2019 9:11 am

Indeed.

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PostRe: Star Wars Battlefront II
by OrangeRKN » Wed Mar 27, 2019 9:20 am

Alvin Flummux wrote:I do enjoy evenly balance matches more than one-sided affairs, I have to say, but the downside with them is a match that can last a lot longer than you have the time for.

By the time the Clones pushed us back onto the Seppy ship (the third ship-board action of the game), I was willing them to win, just to get it over with.


Is there not a reinforcement limit to stop games going on indefinitely?

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