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@VetteC5RXHey, can you give me the link to that topic you mentioned at the bottom?
About 2., I know it's really annoying when everyone is using exploits. I realized it back some few months ago when suddenly so many in HvH used the jump exploit (especially as Grievous) which really wasn't a thing in the HvH playerbase just like one week before I noticed this.
On the other hand, I guess it's just fair that the knowledge about all this is shared on youtube and not just a privilege of few tryhards who then become unstoppable.
The problem is, once someone spreads the information on youtube, they'll immediately have the attention of all tryhards who don't care the slightest how unfair this might be to unaware people, which creates this imbalance in the first place.
Then videos like these become more famous and other players who want to know how exactly the pros are doing this miraculous stuff will follow up. Fair.
But yes, this entire lightsaber mechanic that requires exploits to even create any kind of fun combat dynamic other than smashing button against someone's block all the time was really poor in the first place. On the other hand, the servers are so bad that any more in-depth mechanics would've been either completely RNG or unfair for one side if someone has just the better connection.
Even as it is right now, the tides of lightsaber combat are turned way too easily by lag or connection difference levels.
@TRlALON I’ll see if I can search for it and link it here. It was a while ago but shouldn’t have been deleted.
Block spamming was addressed on launch. The logic the BF1 also has was present in BF2 in the beginning. You could only hold block for so long. Once a player started to block the block stam gauge started to decrease so if a player just sat on block the stam would run out and leave them vulnerable.
This was a FAR better mechanic that shouldn’t have been changed. The game now is literally just a combo of exploit and spam fest.
- 5 years ago
@VetteC5RXThanks!
Yeah I remember that, although I had uninstalled the game quickly back then again.
I guess they removed it because attacking was free even after stamina was depleted so it was a spam fest overall too.
I know from threads that for a time they also had the counter-mechanic from BF1 included into the game for a while, which then again just made everyone block and being afraid to attack.
The problem is even if we include a system of auto-depleting block stamina again, it would mean big advantages for certain characters again as in this game the ability effects are not different than if used on soldiers and you only need to wait out like in BF1 until your opponent can't block anymore.
In BF1 this was solved in a way that e.g. Luke got only briefly stunned when affected by Vader's choke and not held into the air all the time. Same for Lando's shock mine.
Speaking about shocked, that was exactly how I felt back when I found out that e.g. Lando using shock on you means exactly just the same as for soldiers, being helpless and dieing in 2 seconds from full HP if enough firepower is used against you. Those were the times...
- 5 years ago
@TRlALON Those would be issues if you paired having block stam with free strikes.
currently stam is combined and that’s fine to keep it that way, just install a depletion value if someone sits on block, stam begins to decrease.
There would also need to be a balancing of player abilities. There’s no reason Hann should have 2 unblockable abilities or Luke benefits from instant cast times. Part of the point is having players properly time and plan their movements. By having stam start to erode away if someone camps it you’re going to have players starting to think more not just about blocking but also approaching and striking their opponents.
They have it now where you can just spam block and stam doesn’t decrease unless someone attacks you ... well characters like Obi Wan become stam walls with the right cards which is garbo.
If they started to ditch a lot of these extra & unnecessary conditional mechanics the server response would be much better. How many times are you seeing delayed reactions due to input stacking? You’ll go to do something and an input from an opponent from seconds prior gets executed from the stack and you get caught off guard with an effect out of nowhere.
In a game like this simplicity goes a lot farther than trying to over work it.
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