Forum Discussion
Perhaps they should give the Republic both sides of the ship to make it fair, like the original design
They made a mistake by lowering the health points of the reactors, as predicted once the players started figuring out the specific spot to shoot on the reactor it would go down much quicker.
Also the ground phase has been cheapened, by bumping up the value of command post and shorting the times, its disallowed the chance for comebacks, and intense see-saw battles, in effect creating a more linear mode like GA.
Also getting on the transport ship has been deemphasized as they've shorten time to get there and give too much value time for the ship assault anyway, so its no longer earned.
Even if a team plays great defense for 4 minutes, they can still be upset and loose in just a couple of cheap shots from just a few units.
Instead of doing all these frustrating things with time that handicap the mode, they could of done something more creative.
If you return to land phase for a third time, allow all Heros to be available on both sides, and then turn off 2 command post leaving the competing teams only with 3
LEVEL DESIGN Do something creative, like if one reactor is destroyed all lights in the ship are turned off, similar to nighttime Naboo palace, this would add great atmosphere to the level
@raidernaphtali I had posted about adding immersive details to the game, and flickering lights would be an amazing touch to the ship phase! Honestly, giving everyone flashlights when its down to the last panel would be kinda cool, seeing emergency lights flashing. They could add more things to interact with in the ship, and on the ground phase, that don't make/break the game, but give an edge. Maybe only bring out these extra features after the first ship attack was unsuccessful. Make certain things only intractable by certain classes. Maybe only an officer or Specialist can access consoles.
Immersion Post: https://answers.ea.com/t5/Game-Information/Side-Objectives-Interactions-and-Immersion/m-p/8529196/highlight/true#M9888
Emotes that pertain to objectives, vs just fun expressions and quotes, would compliment the new "marking objectives" feature. (i.e. I will often emote "KABOOM" to my team before running down the hall with all my explosives (grenade, grenade launcher, explosive sentry). Fun way to signal that I'm about to be reckless and awesome and everyone should push forward with me. Good times... lol Especially when it gets the other Heavies to pop their sentries out and walk in formation.
To help with the most important part of CS (tug of war/see-saw dynamic) I also think they should allow the defending team to re-capture the first console objective, causing doors to re-lock.
If you fail the ship phase, there should be a penalty when you return to the ground phase.
To stop those annoyingly short rounds, you just need to be familiar with some of the major CS strategies and tricks. There have been times we successfully defend the ship just with 2-3 of us staying on top of the following:
- Officer Shields: Protect those panels! Especially useful against aerial units. They will fly in to pop off their rocket launcher then fly straight back out (lovely strategy, its nice to see some new ones pop up now and again). Sometimes a lack of coordination is to blame. During those last few slithers of HP urrrrrrybody should be popping up shields by the panel. An emote indicating shields would help communicate to other players...
- Droidekas: As soon as those doors open (capturing the first objective), you need to roll all the way past the mess, straight to the back, and focus on unloading on the objective panels. CLONES NEED TO PAY ATTENTION AFTER THEY LOSE THE CONSOLES, and immediately fall back to respond to Droidekas if necessary.
- Countering Droidekas: Just run immediately to the back if you lose the consoles. Chances are droidekas are already on their way back and about to start unloading...
- Specialist Shields: I have protected the last bit of hp before just standing in front of the panel with my bubble shield. It isn't enough to cover it entirely, and really only works in those desperate last 10 second situations where you're about 2 shots away from losing.
- Sentries: Constantly storming the droid center hallway usually leads to failure... but if you are 3-4 heavies with sentries out, steadily walking forward, you can usually clear it out. Don't get me started on adding Yoda to the mix 😉
- Counter Sentries: Stingers and Acid launchers.
That being said... small tweaks are in order to provide a more consistent experience each round. Sadly, I have played countless matches that progress to the ship with 100% vs 0% ground phase completion, and immediately lose the ship phase.
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