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EA_Atic's avatar
EA_Atic
Icon for DICE Team rankDICE Team
6 years ago

CT Lite - Capital Supremacy, Updates and CTs

Hey everyone,

Just wanted to follow up with some quick updates for you all.

Capital Supremacy

As you may have seen (and experienced), we’ve been tweaking Capital Supremacy a little over the last few weeks.
To reiterate something we mentioned recently, our goal is to bring the average time of a single game of Capital Supremacy downwards. More importantly, we want to make it so you can load up the game and know approximately how long a match of Capital Supremacy will take.

In short, we want to make Capital Supremacy take less time, but it also needs to happen consistently, and not just a one off.

We recently made the following changes:

  • Reduced Hp of final objectives (2000 was 3000)
  • Increased overtime (10 was 5)
  • Increased base time (360 was 300)
  • Increased bonus time (180 was 120)
  • Reduced boarding time (30 was 45)

Having checked through our gameplay data and telemetry from this previous weekend to a similar one where the changes weren’t in affect, we can see that they have had the desired outcome that we were hoping for.

Games of Capital Supremacy are, on average, much shorter than they used to be. Data and telemetry are only one side of the coin, which is why we want your feedback.

If you’ve been playing Capital Supremacy lately, we’d love to hear your thoughts, both good and bad.

  • How are you liking the ground phase?
  • Would you like the ground phase to be longer or shorter, or no change at all?
  • What do you think about the ship phase?
  • Any other thoughts you’d like to raise?

Content Updates
There have been a few questions recently around content updates and just to reconfirm, the next update will arrive during the first week of December. The second update in December is scheduled to take place shortly after and will contain The Rise of Skywalker content.

All development is currently proceeding as foreseen, and everything is tracking well.

Transmissions & Calendar
Yes, I know, CT When? The next CT is due very early December and will be focused around the first update in December.
We also have the December Calendar on the way and will be shared with you as soon as it’s ready.

(source)

/Atic 

4 Replies

  • The objective ship reactors can be destroyed too fast now

    In my experience The problem is that the players don't play the final objective well, they randomly shoot at the objective not at the precise location.

    They make no effort to use different avenues to get to the final objective, so instead they just run up the middle, clogging the halls, until time expires.

    This is a player needs more experience or to play better issue, not a "we need to tweak the game issue".

    Why not address the problem creatively, if it goes to 3 land phases, unleash all four heros, and or perhaps disable 2 command post.

    Also if there really that concerned with time, they could of just left it as 1 reactor not 3

    I don't want the spirit of this mode ruined.  Ive had games that have gone on too long because of the players ineffectiveness, I can tell the difference if were going against worthy opponents or not.  SO your adjustments may only ruin the mode.  

    A creative solution would be better, and perhaps a way to incentivized players to play better 

  • @EA_Atic When will new factions/era's be added to Capital Supremacy/Co-op/Instant Action?

    Capital Supremacy is my favorite game mode! But at the moment, these mentioned game modes are really just Clone Wars game modes. It would be a nice mix to play as Heroes & Villains from other trilogies, such as Captain Phasma and Kylo Ren, etc.

  • j0nnybrav0b3n70's avatar
    j0nnybrav0b3n70
    6 years ago

    One of the major issues I see in CS is the enemy team camping on our spawn point. It's a valid strategy, yes... but results in ground phases ending with 100% vs 3%... I personally find it cheap most of the time, especially when there are two tanks mowing down units AS THEY SPAWN. I have had 90% of the enemy team lighting up our spawn point before. I am no saint, and sometimes venture to the far reaches to pop off a few AI... but then I move on. Have your fun, then move along!

    CREATIVE SOLUTIONS/CHANGES:

    • Add turrets near spawn points, and AI that will man turrets.
    • Add anti vehicle defense systems (ion turrets) at the spawn points.
    • Add Consoles that deactivate anti vehicle defense systems. Both teams can interact with the console to reactive/deactivate anti vehicle defense systems.
    • Add a console, when applicable, to seal outer doors leading to the spawn point (i.e. Kamino Droid Spawn Point).

    In general, if you add small side objectives to the map that aid in capturing command posts, the learning curve of new players/players having a bad day wont be so detrimental. Then, experienced players will focus on the obscure, optional objectives to aid the less experienced players focus on command posts.

    • Add turrets and like throughout maps that can be disabled or sabotaged.
    • Add unique one-use weapons to CS.
    • Some objectives can have complex defense systems: shields, turrets, blast doors, forcing players to complete a mini objective to capture the command post.
  • EA_Atic's avatar
    EA_Atic
    Icon for DICE Team rankDICE Team
    6 years ago

    @j0nnybrav0b3n705 In January When will new factions/era's be added to Capital Supremacy/Co-op/Instant Action be added. 🙂

    No date has been announced.

    /Atic

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