Forum Discussion
@AnakinVader34The passionate strike of Anakin is mostly garbage though because at least the second strike from overhead can be easily dodged by both saber and blaster heroes.
The animation window leaves enough time to let people know that they better nope out of the spot where they're standing right now.
It's best purpose is using it against other saber users who see that your stamina is low and keep spamming against your block to surprise them.
Or targets that won't fight back because they didn't realize that you're coming from behind or because they're immobilized by the magnet ability.
- 5 years ago
@AnakinVader34Then tell me why me and my opponents can dodge it so easily in a normal game at least. Am I hallucinating or...?
What @VetteC5RX said about it summarizes it quite well. Note that the registration and input stack problem isn't exclusive to the passionate strike either, just ask the rocket troopers who get killed over a second after taking off etc.
- 5 years ago
@TRlALON truth. Input stacking in this game is garbage! I don’t know why they implemented that. It would have been much better if the input code couldn’t execute that it be ignored and the player could try again at a more proper time ... but now “properly timed” executions are clumsy because of the stack and the server state.
- 5 years ago
@VetteC5RXImagine, even Mario Kart does this better lol. A simple thing, a cooldown period where you're immune against any further item/ability stuns and stuff would be something to begin with.
- 5 years ago
@TRlALONWell tbh, sorry for slow reply, but particularly the final part tracks me loads. I do often have 3 bars though 😉 always makes tracking worse when that happens imo.
Could you comment? - 5 years ago
@AnakinVader34Well, with a not-so great connection, nothing will be in your favour. Any lag or tracking issue will hit you harder then.
My internet connection really isn't the best either and I have to endure a lot of depressing stuff because of it.
- 5 years ago
@TRlALONHopefully battlefront 3 doesn't have poor online so we don't have to deal with that
- 5 years ago
@AnakinVader34 our biggest issue with any future BF title will be having it built in Frostbite.
the servers are always going to struggle with a title like BF written in this way and especially with so many conditions like BF 2 has.
- 5 years ago@VetteC5RX But battlefront 3 might be built in UE5 (Unreal Engine 5).
And whats wrong with frostbite? - 5 years ago
@AnakinVader34 Frostbite is great for visuals and cinematics but awful for large scale map game mechanics. Frostbite is EA proprietary and rather than using an engine that’s better suited to that type of game coding they force the issue and what you end up with is a game that visually looks great but plays haphazardly.
We saw aspects of this in BF 5 but to a lesser extent because Battlefield doesn’t have all the conditional variables that Battlefront does nor does Battlefront have the close quarters high mobility variables or input stacking resolutions that Battlefront has to deal with ... Frostbite just isn’t optimum for these titles. UE5 would be a much better choice.
- 5 years ago@VetteC5RX Yeah, which is why Fallen order has better hit reg (still not good I've seen PLENTY of hitbox bugs in fallen order) but about 10-12% better than Battlefront 2 I'd say
- 5 years ago
@AnakinVader34 well .. yes & no.
Fallen Order has better detection namely because it has far fewer conditions to resolve at any one time than BF 2 does; Fallen Order isn’t a large scale multiplayer environment. There’s no net code in Fallen Order.
the combat mechanics are different in Fallen Order as well. One of the things I’ve been a bit critical on was their over-reliance on the parry mechanic. Battlefront 2 has no parry but in Fallen Order they made the combat revolve around that mechanic more than they needed to.
Having parry is fine and if that’s a particular persons play style that’s great but they could have made the combat feel much more fluid by enabling players to strike from block in Fallen Order rather than forcing them to drop block to strike. It’s pretty clear that they didn’t do this because it would erode their idea of parry. In reality what it did was cause the combat to feel heavier than it needs to be.
I played through Fallen Order on GM and truthfully i evaded FAR more than I ever chose to parry and found it to be more effective; especially since throughout most of the game you’re dealing with multiple enemies at once and in those scenarios parry isn’t the most effective strat.
I, personally, wouldn’t develop a combat system that’s designed on boss fights and use that for a whole open world game but that’s me. I’d create a more flexible system.
Fallen Order by design has an easier time processing because it’s less complex than BF 2.
- 5 years ago
@VetteC5RXNot to mention that most of the special lightsaber (and force) skills in FO were rather useless and more than anything just opened a wide window for the opponent to sneak an attack in, all while every successful hit by an opponents meant that you got stunned/your animation cancelled.
I haven't played again since I finished the game shortly after launch and I know there were some updates, but this was what pissed me off the most about FO's combat mechanics.
Also these occasional stun locks where I died while still having 5 stimpacks left but no chance to use even one, god I hated this so much.
So most time through the game I just spent spamming the same special lightsaber attacks + parry + evade move pattern over and over again because most other stuff available to use was too likely to work against me and to result in a loss of HP and even more force energy while my tactis simply got the job done.
The worst scenario was the final fight because it was like forget everything you've learned previously as there was no way to wear Trilla's stamina down effectively.
Really, the lightsaber combat in BF II even feels better because you don't get stunned/interrupted by the softest standard attacks already and combat feels more dynamic overall with all movement required, even if that's largely attributed to the parry (and jump) exploit as well as dodging behind someone.
- 5 years ago
@TRlALON There isn’t actually a parry mechanic in BF 2 ... there is a counter strike but you can’t actually parry an opponent in BF 2.
I agree the combat in BF 2 is way smoother than FO. Truthfully if the Devs hadn’t fouled up the existing mechanics the way they did with TROS update we’d be far better. The game was in a better state before that update.
Cal in FO just feels heavy and lunky in his overall movements and in combat that comes off feeling clumsy not smooth. I didn’t even bother trying to parry and I made out better.
The update to FO was SUCH a let down. They added a “New +” game mode and a combat mode. ... now ... as an OG gamer I know what legacy “+” game modes are and this ISN’T it. In a “New Game +” the ONLY items you keep are ... appearance items!!! That’s right! After all that they Devs really thought there was replay value in starting over with nothing but some clothes! Yes, because a poncho creates a whole new gameplay experience?!? ... No, a proper New Game + sees your character starting new with EVERYTHING they collected from the previous play through! That’s the replay value! Experiencing the game with those abilities and unlocks from the go. ...
now I know some may be thinking .. “well that makes the game too easy” ... ok ... and? If someone thinks it’s too easy just don’t + game.
as for the combat mode, again, they fall short. In this mode you can create custom battle scenarios against any opponent in a number of geographic environments. On the surface this sounds like a great idea ... and it would be ... if you weren’t limited to using ONLY the abilities you’ve unlocked in the gameplay up to that point. .... well that’s shenanigans; I can customize everything else about the battle scenario but I can’t customize my abilities? So this means that a fully kitted up Cal isn’t available for custom scenarios until near the end of the story by which point the battle scenario is nearly moot because you’ve fought them all anyway.
... and on the subject of FO who’s idea was it for the collectible gems? I really hope the Devs read these threads because this is really for them .... news flash; NOBODY wants to back track for 10 minutes on Zeffo for a single silly bauble! Backtracking is a perfectly valid aspect to game design ... when done correctly. In the Metroid series, for example, you would backtrack through areas of the map multiple times but there was a gameplay advancing objective each time; not a trinket. ... Even worse if you are going to use back tracking make sure you open up shortcuts to bi-directional travel. FO has shortcuts that are one way only; meaning that if you do want to return to an area you’ll have to go the long way ... yeah, no thanks.
I’ve been gaming for 30 years, I’ve seen it all; literally. Ive offered to consult with EA on this franchise for free to help them get it right in terms of game logic. For the love of all things human I hope they learn for the next title.
- 5 years ago@VetteC5RX Yeah true say
- 5 years ago@TRlALON The choreography of the heroes also needs to be improved compared to the films.
The swings of Yoda, Anakin, Obi-Wan, Maul, and Grievous all suck. The moves for Dooku and Luke are meh. The two that are actually captured well are Kylo Ren and Rey.
That's something to work on - 5 years ago
@AnakinVader34It would be a start if heroes actually had block animations upon blocking a lightsaber strike.
The defender's lightsaber being static all the time doesn't help to create a better choreography.
Overall I think the choreographies are fine, given that they were intended to simply highlight different styles of the characters.
The only one who hurts my eyes in HvH is Grievous, because even when not looking closely it just looks like he's about to passionately slay pillars or clone troopers who can't defend themselves from lightsaber strikes anyways. Means he doesn't need to circumvent any lightsaber block or back up for counterattacks. Looks great and brutal in Supremacy/GA, but really off in HvH.
Then again, the heroes were never made and balanced solely around HvH.
Let's not get started about how Grievous holds both lightsabers at head height to block but the only zone where he's never able to block blaster shots is... his head. #justbattlefrontthings
How far off-topic are we again? lol
- 5 years ago@TRlALON Yeah I mean back to blaster heroes in hero modes.
Would be cool if they had a separate hero mode for blasters and a separate one for sabers right? - 5 years ago
@AnakinVader34They once had an event for that and it wasn't great for blasters. I just think that this isn't really balanced, especially after the Leia buff.
Pro stacks who use LS blasters just dominate everything really hard while it's not possible to do it the same way on DS. They rather stick to Vader, Palpatine and either Grievous, Kylo or maybe one or two actual blaster users then.
For me it's easier to deal with DS blasters because they have more situational restrictions you can counter while as the LS ones you can basically just run & gun at all ranges.
- 5 years ago@TRlALON We have to hand it to DICE on Chewie, he used to be able to 3-shot a full health Vader and now he's pretty balanced. Can still get 1200 health though if you build up impervious.
- 5 years ago
@TRlALON The Devs never actually fixed Chewie they just shifted his OP imbalance.
Chewie still does high damage with his shots which are unblockable regardless of whether they’re charged up or not. His stun and slam are also unblockable (partly due to detection), and he can take a high amount of damage.
Chewies imbalance is just as it was they just shifted it from being fully bowcaster oriented to being spread among all his attributes.
given his tank like ability to take damage, his crowd control, and his unblockable shots his base damage output should have been reduced to make him balanced but it wasn’t.
and all of that isn’t even counting the fact that Chewie benefits from the same hit immunity duration during dodge that most blaster users do which is broken across the class itself. It used to be that a blaster user could dodge a hit or dodge out of an abilities AOE but now if a blaster user is inside of an ability AOE but within the dodge animation the ability registers no affect. Given how quickly dodge abilities recharge that aspect is overly broken.
DICE just kept piling on the attributes for blaster users when people would complain about one thing or another but when they did these things they never took a step back and looked at the big picture. If you add something to a character in order to maintain balance yon often either need to remove OR adjust something else to compensate but they didn’t do that.
Chewie is a prime example, just because he doesn’t 3 shot Vader doesn’t mean he’s balanced. At his current damage output Chewie will drop a base Vader in 4.5 shots, now that’s assuming none of those register as head shots. From a distance and with his bow caster at 5 bolts it’s very easy to get one of those bolts to register as a head shot and if so you’re at 3.5 shots to kill. Throw in the shock stun and the overly large AOE of charge slam it means that Vader can still easily be melted by combing all of Chewies attributes. Because Chewie has so many attributes that cannot be countered he remains imbalanced.
- 5 years ago
@VetteC5RXLet's say Chewie is like Dooku... only somewhat useful in HvH but utter crap in greater modes because completely relying on your opponents being bad.
Needing to wait everytime until the bowcaster overcharge ability refreshes to make Chewie become dangerous is neither fun nor does it make him a good hero.
If I want to use a LS hero where I need to wait until that one ability refreshes everytime, I might as well just take Anakin who in turn can OHK several soldiers with the right star card at once, while Chewie's slow (default) af bowcaster doesn't get anything done in one hit.
- 5 years ago@TRlALON On point, Chewie is like Dooku, in the sense that he is made for 1v1s
- 5 years ago@VetteC5RX If he tries to stun you jump and the effect will have worn off by the time you land.
If he tries to slam you - well, Maul can choke him, Grievous can thrust surge/claw rush him, Kylo can freeze/pull him, Vader can choke him, Dooku can stun him.
Then Iden can also stun him, Boba can simply fly out of the way, BB9E has his own stun, and Palpatine has his electrocute to stun. The only person who is really powerless against Chewie is Bossk.
Did you notice way too many heroes have a stun ability? It's ridiculous - 5 years ago
@AnakinVader34 Thats not really much of a solution at this point because most Chewie players wait until an opponent has closed in closer to throw stun at which point you don’t get a long enough Telegraph to jump it.
as for charge, well; those are all possible only if Chewie takes a long run at charge slam. Again, most Chewie players use this ability in close proximity which makes all of the counters you’ve suggested useless.
The things you’ve mentioned only work against an inexperienced or improperly played Chewie.
A critical part of game testing is making sure you evaluate the game as its best played or intended to be played. I can’t begin to tell you how poor quality game design must be whereby your in-game balance is dependent upon inexperienced or improper players.
If you use chewies stun or slam in close proximity to an opponent they’re screwed. Charge slam especially because players lean on the poor hit detection by using a dodge ability to roll behind their opponent and then immediately charge slam on the opposite direction, triggering it alongside their opponent. Often this sees the opponent unable to block in time but even if they do the slam next to the opponent gets recognized as a hit on the opponent and damages / knocks them back giving Chewie the ability to land more shots.
This is where the imbalance really rears its head because saber users must get in close proximity to strike Chewie and the current game attributes essentially penalize you for this.
Also remember; like I said before. Because Chewie is a blaster user he can simply just dodge and avoid any of the abilities you mentioned to counter his attacks. Not only can he do all of the above that I mentioned he can just dodge and be immune to the abilities.
- 5 years ago
@VetteC5RXThe things he mentioned actually work pretty well even against seasoned players because they expect everyone to just keep attack spamming after using freeze/pull etc. against Chewie. I often do just one or maybe two attacks afterwards and then jump off so the nade stun doesn't affect me much anymore or the ground slam, if it hits me, pushes me so far off that Chewie won't have an easy time landing all shots on me anymore.
The most dangerous Chewie players are those who constantly tail their teammates. Same for Han and Iden players, the most sweaty pros will never let you have a 1 vs 1 and earn half of their price by just using their teammates as meatshields. The thing is just, that the Chewies just seem to be more in need of such substitutes than the Solos.
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