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@FearfulWarpII I hate to say but if I’m honest my best or at least most enjoyable matches were pre TROS update.
I do enjoy CS and that’s a great mode but co-op is awful and HvV is in tatters compared to what it once was.
I have epic gameplay clips from when the overall gameplay mechanics and the logic were better (Xbox Live tag: VetteZ51).
I still have solid matches and win far more than I lose but I don’t play as regularly because the gameplay value is so poor now.
@VetteC5RXWhat mechanics did you like more back then?
- 5 years ago
@TRlALON For starters the hit detection wasn’t as bad as it is now. Then there’s the dodge mechanics which haven’t been as good ever since the Devs screwed with the dodge & block transition (the current state of dodge is really hurting the game IMO). Then there’s the ability stacking, which, when paired with the input stacking and input lag make the game feel heavy and clumsy. Then there’s the camera bugs & lags. These weren’t always evident but now I see a lot of instances where the camera lags to reorient your infantry or hero/villain when you try to turn them. In the modes with AI opponents the AI is just sloppy; their aim is impeccable and that alone is ok but the poor logic in their spawn and approach sees you or your squad being overwhelmed and a guaranteed flank; the way it’d been setup you just get mobbed and it really is more geographically dependent on whether or not you do well and that makes the game feel undesirable.
This is supposed to be a “timing” oriented game and if a move cannot be executed in the precise time it’s commanded then it should be ignored in a game like this, not stacked.
the maps ... the games hit and ability registration on elevation changes is the worst and has been .. so what did the Devs do?? Add Fellucia!
I’ve honestly never been a fan of the star fighter control logic. Some people like it so I won’t give them a bad mark necessarily for it but having played other air/space combat games / sims they would have done better IMO to change the control logic to be different from the characters.
there’s a difference between creating challenging gameplay and creating annoying gameplay and although I love a lot of the newer concepts their execution is just off.
- 5 years ago
@VetteC5RXYour point about the timing reminds me about back when people requested to include some sort of advanced saber combat mechanics in order to find a solution for the constant hiding behind the saber block problem.
Well, glad they didn't add something like this, especially in greater modes with the lag issues this would've turned hero play into a catalyser of frustration.
I'm glad I get the parries done in these modes, however lag problems are still coming and going. Some months ago it was outright unplayable.
I'm not so happy about the starfighter controls either lol. When I enter first person mode, I keep falling back to the old habit of Battlefield when piloting a jet and try to change directions with rolls. The only reason to use rolls in this game is to win these attritious loopings as the turn radious of steering up is better than left or right. Whatever starfighters weren't meant to be the thing in this game anyways.
My biggest disappointment in this game's features is probably the whole ability layout of Count Dooku.
They made him play a very specific role like Chewbacca which renders him rather useless in infantry modes.
That great potential dmg output doesn't make up for these counterproductive animation windows, even his short-ranged single flashbolt is far from being useful as soon as you hit more than two soldiers at once. Not that you need a debuff ability when duelist already OHK every non-heavy soldier either.
It feels like he was only balanced around HvH, you'll risk everything in supremacy where Maul and Grievous can conveniently just chainsaw through their opponents with their way to cover big distances.
Even in HvH I don't feel threatened much by him because in order to not die by his hands I just need to wait until his ability effects wear off, which he always announces with these animations. No need to halt stamina regeneration on blocking until Dooku gets close enough to hug me.
Unlike the other saber heroes who can instantly choke/pull/freeze you from distance if you let your guard down.
- 5 years ago
@TRlALON Yeah the game used to be a block spam but all they needed to do (and did) was to add block stam .. that’s it! Nothing else is needed. This whole “parry” thing people speak of is just awful and has no place in a game like this. There isn’t an “actual” parry mechanic in this game and there shouldn’t have been an attempt to add a watered down parry-like mechanic.
You have characters that have different swing per second rates and different damage per strike values which makes any sort of parry concept a very poor choice for this title.
All that was needed was block stamina. If someone wanted to spam block their stamina would have to be managed. It’s clear the Devs didn’t get this correct either because look at Kenobi! With the right cards he’s practically a stamina wall! Plus when you take into account the fact that the game doesn’t recognize saber strikes during defensive rush it gives Kenobi the ability to drain stam and regen lots of health.
This is just an example of the imbalance I’m talking about. You’re right about Dooku and, Chewbacca on the other hand; he has two un-blockable crowd control options; stun and slam. If played properly Chewbacca can melt even a Vader because his bow caster shots can’t be deflected so if one deals damage at rage then uses stun, deals more damage then follows up with slam for the guaranteed knock back Chewie will drain health. Chewie gets the same benefit with dodge immunity that all blaster heroes do which sees them totally immune from strikes or abilities for the entire duration of the dodge and the dodge ability regen is just really high on blaster users now which I do think is a bit OP; especially for Han.Dooku is another one who’s imbalanced but he doesn’t need to rely solely on his abilities; yes they do leave him broken because the strike speed of Duelist combined with the bad hit detection will see strikes bypassing block which is garbage. Dooku has high dodge rate and high dodge distance so even while he’s in cool down he can evade practically everyone except Luke (who’s also broken).
The truth is people now over use dodge because in the past you could dodge out of a strike or ability AOE and avoid it but now players are immune to abilities during dodge which is nonsense. Some players that are broken (like Luke) see the game engine struggling so hard to resolve him in the space & time that he’s supposed to be in that even if Luke is taking strikes at a player (ie not in block) the game will ignore an ability used on him; it’s not detecting him within the AOE; I’ve seen this happen with Rey also.
The way that the mechanics work together is poor quality and, in truth, could be resolved by simply not having many of them that aren’t necessary in the first place.
don’t get me wrong I’m not saying the game is total trash I’m just saying they over worked it because there was a time when the overall gameplay quality was better and even though we got some good updates the Devs seemingly lost perspective here.
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