Forum Discussion
@YellowBlade03 @DarthFDG @xProdicate
Absolutely. So many aspects of this game are imbalanced, IMO, because the DEV’s didn’t look at the “big picture”; rather, they took a character, put them into “a scenario” and attempted to balance that.
This left characters and classes imbalanced in many other scenarios and against each other. This is even evident in the basic game design when they thought about what abilities and attributes each character would have.
as for matchmaking, there really is no “good” way to match make a game like this. Levels mean little because in BF 2 leveling isn’t tied to gameplay mastery it’s tied to XP farming; which is easy, given all the Double & Triple XP periods they poured into it. Levels aren’t reflective; especially when you consider the newer players who have learned to lean on the games bad mechanics via YouTube tutorials and think it’s normal gameplay. You can’t match make this.
I will say, I’ve mentioned this on here before and one time it got locked by the community managers (which is a “tell” to me) .. but ..
in game testing I did post TROS update there was a very clear difference in the way characters (Hero & Enforcer) behaved. Seemingly these differences were consistent along level. I game tested this with both characters whom I don’t use (being a low level) as well as with friends who didn’t play BF 2 at all (all low level characters). I recorded things like strike speed, damage output & damage reception, fire rate, etc. There was a clear difference between (at the time) my level 200 Kylo vs a level 1 Kylo.
I discovered that on the other EA SW BF 2 forums people had been complaining about getting steam rolled by experienced players. that combined with what I had seen in testing got me to publish my testing and pose the question whether or not the Devs had installed a degree of tiered progression that they felt would ease newer players into the game. This, honestly, wouldn’t be hard to do.
Well, nobody from the community replied to say “hey, we’re not sure” or “hey, we’ll pass that along to the Devs and get back to you”; no, they simply locked the thread!
At that point I kind of knew what was going on and before the community managers locked the thread MANY of the players at the time had been responding to say they had observed similar gameplay.
I think so many veteran players walked away from the game at that point the issue died and it wasn’t long after end of life was called so it wouldn’t matter anyway.
It still appears that this is still an aspect of the game. I would need another control group to determine whether it’s still to the same degree or not .. but again, it wouldn’t matter.
@VetteC5RXnot to mention they seem to be implementing ghost changes benefitting the lightside factions over the darkside one. Blast mode is the most inbalanced for Empire, First Order or CIS. I have been noticing issues with the rebel and resistance aerials and their rockets. Usually a point-blank hit against a wall or firing that weapon closer to the enemy causes both units to die, the Imperial rockets troopers die from splash damage causes by such rockets, while the rebel and resistance one doesn't. Also the First Order aerial gets shot down while flying, and of course the resistance aerial doesn't. They also get a shield indicator when you shoot them while dodging, again...The Empire and First Order doesn't have this. Even during the terrible strike mode, rebels & resistance aerial, can spam their OPness, fly carry the packages all the way to their ships, while the Empire and First Order can't.
This game is beyond broken that I hope it continues to die into oblivion because it had potential, but was abandoned when those fixes were needed the most.
- 4 years ago
@Edairman198526 Oh bet! The Devs almost certainly slid in ghost changes with updates that they didn’t include in the patch notes.
The light side has way more OP / broken attributes than the dark side does hands down. And that’s before bugs like the “Finn glitch” are brought into the mix; that’ll definitely ruin a match of Blast, CS, or GA quickly.
I was just in a party with a squad of 4 players who were running HvV who admitted that they created new accounts to play because they clearly felt the game was easier and more in their favor when they play with lower level characters versus prestige ranged characters.
The light side has powerful enforcers and broken heroes, meanwhile the dark side enforcers are much more clumsy and while many of the villains are imbalanced the only broken one is Vader. Iden, & Dooku are imbalanced in their favor but the rest are average to mediocre and some have absolute trash abilities, like Kylo’s Frenzy; it’s practically unusable.
- 4 years ago
I def agree about the ghost changes and new players having it easier for whatever reason. A new thing I'm seeing is players I just killed re-spawning right behind me. Recently had a game of blast where I got 30 kills the guy on the other team had 10 and I only won by a few hundred points. And that's not the first time that has happened. Of course the thing where you're losing gunfights to ppl you already shot 5 times in the face or more. What's the point of boosting certain players over others? I get that BF3 isn't coming but what about future franchises? Does boosting weak players really build games? Not sure what the point is....
- 4 years ago
@bigdeez1 In some of my game testing after TROS update here are some of the most common attributes that I found to be different among characters of different levels.
What I mean by that is, say you have the same character (Rey for example) one player is a level 10 and another player is a level 300; I noticed that the characters attributes appeared to behave differently for the two different levels:
1) swing / strike speed
2) damage reduction near health depletion
3) dodge / roll recharge rate
4) swing / strike distance
5) ability recognition (casting time)
6) respawn (i.e. proximity to team mates
This is a very easy thing to implement. All that would need to be done is rather than hard code values in for each character you’d set up a series of tables. Those tables would change as the players level increases.
So one could setup “characters between 0 to 50 use attribute table A” “for 51 - 75 use attribute table B” so on and so on.
I just took a game clip yesterday that I’m working to finish which shows a bizarre response whereby the game ignored my ability trigger; and it did so in an odd way that makes me question whether or not it was part of the observations I mentioned above.
I cannot confirm that those observations are 100%. I did do game testing with other players to try and identify which game attributes appeared to be off; but since none of this is in the patch notes and since I can’t decompile the game code I can never tell you for certain this is what they did but the testing lines up.
once I finish the clip I’ll post a thread on here.
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