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Hey @DYSPROssium
Thank you for taking your time and preparing this amazing graph!
I'll pass it to our developers 🙂
/Ataashi
- DYSPROssium8 years agoHero (Retired)
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
- 8 years ago
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.- DYSPROssium8 years agoHero (Retired)
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.
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