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DYSPROssium's avatar
DYSPROssium
Hero (Retired)
8 years ago

Time it takes to become a hero in GA with the different classes

I have estimated the time to get a hero in GA based on the games I have played (but not with actual time measurements).

The officer and assault should receive some small tweaks, while I think the complete BP gain system for enforcers and jumptroopers has to change. Right now, no one chooses to become an enforcer or jumptrooper early in the game (GA), since everyone saves their BP for the hero/villain. The jumptrooper especially is very furnerable and even if you manage to get some nice kills and play the objective, you only receive something like 200-400 credits. The enforcer/jumptrooper should be an option to earn BP to become a hero, just like vehicles is right now. Don`t decrease the BP gain by 80%.

However, the current BP system for enforcers and jumptroopers in smaller gamemodes, such as blast or extraction, are good. They don't have to be changed. I therefore think the BP gain should be different between GA and the smaller gamemodes.

#MakeTheReinforcementsUsefulAgain

7 Replies

  • EA_Ataashi's avatar
    EA_Ataashi
    Icon for EA Staff (Retired) rankEA Staff (Retired)
    8 years ago

    Hey @DYSPROssium

    Thank you for taking your time and preparing this amazing graph! 

    I'll pass it to our developers 🙂

    /Ataashi

  • DYSPROssium's avatar
    DYSPROssium
    Hero (Retired)
    8 years ago

    Hello @EA_Ataashi

    I posted this exact same picture on other forums as well and got some information out of that.

    It seems, that a lot of players disagree with each other which class earns the BP the fastest. IMO, that is great, since everyone has a different class that they are effective with and thus earn the BP. Since I have not done any time measurements, this graph is my subjective feeling, what I have experienced myself. It would be extremely hard to measure something like this on the client side.

    Besides that, I had people agreeing with the enforcer/jumptrooper part. I think from the discussions I can conclude the following situation and summarize the solutions:

    Current situation for GA 

    • You start with a normal class (perfect). 
    • The heroes are the final destination of you to reach with BP. They are the highest value available.
    • Vehicles/enforcers/jumptroopers are in the middle. They are of less value.
    • Vehicles give a lot of BP for taking a low amount of risks. Especially the AT-ST
    • If you chose to become a jumptrooper/enforcer in the middle of GA, you also chose to not reach the hero's the fastest. 
    • Jumptroopers give a small about of BP for taking a high amount of risks. With 200 health, you are just as easily killed as a heavy. Yet you earn a lot less BP.

    Current situation for smaller gamemodes (blast/strike/extraction)

    • Vehicles aren't available (good)
    • The enforcer/jumptrooper are the final destination of you to reach with BP. They are the highest value available.
    • Once you reach enough BP, you can buy these reinforcements.
    • If you get a few kills, you will gain some BP but not enough to instantly buy the jumptrooper/enforcer again. With this you give other teammembers the chance to become the reinforcements (good)

    Proposed solution for smaller gamemodes and GA

    • Seperate the BP earning system from the smaller gamemode and GA for the enforcers/jumptroopers.
    • Above point will result in the keeping of the current system for smaller gamemodes (perfect).
    • Change the earning system in GA for the jumptrooper/enforcers. If you do well, you can earn just as much as in a vehicle. For enforcers, don't make the BP gain higher than with normal troopers (since you have more health etc). For jumptroopers the BP gain could possible be the same as normal troopers.
    • Above point will result in a system that allows players to go for these reinforcements and if they do well, still reach the hero's (or other reinforcements).
    • To make the system fair, build in a cooldown system on selecting jumptroopers/enforcers. You shouldn't be able to select them righ after you die with them. This system is already in the game for the LAAT in GA. 

    With these points, I hope the game gets some proper infantry enhancements in the future. That being said, I don't think this will take a lot of developer time since the cooldown system is already in the game for the LAAT. These changes allows for more variety on the battlefield.

    /DYSPROssium

  • How did you measure the earnings of BP for each class? Seems a lot biased, though I agree with some aspects of it.

    I can tell you from experience, that every class works differently on each map and each stage. Also, you can use different cards and change the playstyle completely for any class.

    Any GA with ATAT or MTT is a heaven for heavies, open spaces are heaven for snipers long-range configuration, while closely packed spaces are perfect for snipers specialist configuration. Close corridors are perfect for officers, especially at choke points and assaults, they are the just universal flanking unit.

    With each of these classes, you should know about strengths and weaknesses and only then you will understand, why I am sceptical to your proposals.

    Regarding the armor tanks units, I agree with you, they are kind of low risk, though I would choose lower risk to describe them... and since I am here from the alpha launch, I can tell you, they have been significantly nerfed. But yes, BP earnings are big, on the other hand, you can melt them in no time, due to their size and lack of maneuverability.

  • DYSPROssium's avatar
    DYSPROssium
    Hero (Retired)
    8 years ago

    Hello @Rogue_Manda_YT

    As mentioned in my initial post, the graph is not created with calculations or time measurements but summarizes my observations throughout the beta until now in the game. Many people directly assume that a graph must be based on numbers only. If I had chosen not to make the graph, the initial post would be a bunch of text only. (besides that I liked to make it).

    In addition, it would be impossible to accurately calculate the time it takes to become the hero's for the classes, since as you stated, it depends on map, phase, classes, team, bit of luck etc. The only one that could make a reliable graph would be DICE.

    The main reason for making this post was the BP gain of enforcers and jumptroopers. They feel so useless in GA to me. I never see jumptroopers until the very end of the game (at which point they are only played if no heros are available). It would have been better if I had completely left out the normal classes in the graph though.

    In conclusion, I just don't understand why AT-ST's can earn so many BP (and you can choose them again if you get a few kills and die), while jumptroopers and enforcers have a reduced BP gain. They aren't hero's, they're very easily killed with 200 hp and they take skill to master. 

  • So it is a sketch of what you feel is the time to become a hero, subjective. To create chart, you need data, charts, or graphs are then visualisation of that data.

    You could choose a box plot to visualise such data, you could actually do it, though probably pointless, since the expression of your feelings in the sketch is suitable for this environment.

    I agree with the BP gain partially, but I must state, that I have played reinforcements instead of the heroes in second and third stage and was basically beating everything and when I died,

    I just took another one, since I had plenty of points playing regular troopers.

    I have levelled up all the classes to max level, except for hero/villain starfiighters, and I can tell you from personal experience and from what hell I have caused to other players playing jumptrooper, that giving a player like me earning ability on jumptroopers, there is gonna be so many unhappy faces, game would not be balanced, since reinforcements can pretty much melt the heroes and are considerably cheaper, manoeuvrable and more powerful than any other unit. Their downside is their health and regen, but you can manage it with star cards, all three actually.

    To sum up the reinforcements, they are perfectly balanced, as all things should be... snap.

     Regarding the AT ST, have a look at Crait or Takodana for example. On these maps, you can see how quickly speeders or fighters, respectively, can melt the ATST with the player in ATST barely earning for a new one, keeping his score high, but his BP low, near zero... I can also tell you this from experience, that before they nerfed tanks, you could earn up to 60k BP on Crait in the first stage and now you can barely earn 10k in the first stage, if at least one enemy is using their speeder to attack you, and it takes one speeder, one run and ATST is no more.

    Every map has this, one counter vehicle, one run, one kill.

    Cheers.

  • Kanrei13's avatar
    Kanrei13
    8 years ago

    Sorry, if I'm playing GA and starfighters are available that's what I'm playing towards.

    Not heros.

    And in GA, officers earn battle points stupid fast compared to the other three trooper classes.

  • Heros need to be removed from GA they wreck the game and only the elite players ever get to use them ..70% of players dont get a hero in most maps.

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