Star Wars Battlefront ;)

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Just tried it, though admittedly only did the training missions since I wanted to not suck that bad :lol:

Its cool overall, loving it so far. If there is one thing that's stayed consistent with Past star wars games, its that the damn speed bikes on endor are brutal :lol:
 
No mention of the Rogue One expansion coming at the end of the year in here yet?

http://www.theverge.com/2016/7/16/12206182/star-wars-battlefront-dlc-rogue-one

I don't know how I feel about this. From what I've seen on the trailers, Rogue One seems to have tons of features that we have not seen on other Star Wars films. A DLC alone (unless it is a 10GB expansion) will not be enough to cover all the shiny new stuff everyone is loving.
To me it seems that history is repeating itself again; EA/DISNEY pushing DICE to develop a DLC in January to hike season pass sales due to a movie just released...
They did that with this game last year and they missed A TON of stuff.

From what I've heard, about 60% of Rogue One needs to be reshot due to Disney considering the initial scenes to be 'too violent'. By the time they finish re-shooting the movie, how much time will be left for DICE to make a decent DLC?
Call me pessimistic but I think the last DLC is just a last resort by EA to make people purchase the season pass.

I have the season pass, and don't get me wrong, I'm hopeful as well but honestly, with Moise Eisley, Obi Wan, and a couple of other additions on the last DLC that we don't have yet, I would have been fine.


Plus, how weird will it be to play a DLC based on a movie that has different characters/settings/weapons than the OT?

Just tried it, though admittedly only did the training missions since I wanted to not suck that bad :lol:

Its cool overall, loving it so far. If there is one thing that's stayed consistent with Past star wars games, its that the damn speed bikes on endor are brutal :lol:

Bikes are great for getting from pt A to pt B, but not for shooting enemies. You'll get shot down in 5 seconds if you don't keep moving :P
 
From what I've heard, about 60% of Rogue One needs to be reshot due to Disney considering the initial scenes to be 'too violent'. By the time they finish re-shooting the movie, how much time will be left for DICE to make a decent DLC?
All of that is not true. Definitely take a look at the little behind the scenes reel they just released on Friday and you'll see that it's still very much a war based film. Any re-shoot percentages going around are just a random number pulled out of someone's rear. :lol:
Plus, how weird will it be to play a DLC based on a movie that has different characters/settings/weapons than the OT?
Shouldn't be an issue, it's still Star Wars. ;)
 
All of that is not true. Definitely take a look at the little behind the scenes reel they just released on Friday and you'll see that it's still very much a war based film. Any re-shoot percentages going around are just a random number pulled out of someone's rear. :lol:

The percentages might be inaccurate (or not), but it is true scenes have had to be re-shot per Disney's request. Where did you read otherwise?

Shouldn't be an issue, it's still Star Wars

I guess. Given that Rogue One takes place during the galactic war, I guess it's not that much of an issue. After all, DICE has thrown out already their pledge to make this game based exclusively on the OT. Jakku, Sullust, Shock Troopers, squad/personal shields, dioxis grenades, etc. were never seen in the OT anyway.

Dan
You guys will love this:


I enjoyed that. Love the banter between the two.

What does everyone think of the Death Star teaser trailer? I'm not too much of a pilot myself, but I'm excited about the trench run mission nonetheless! And Chewie of course :sly:
 
The trailer is cool, but it's obviously a 3D render, and looks nothing like the actual game. :grumpy:
 
Dan
The trailer is cool, but it's obviously a 3D render, and looks nothing like the actual game. :grumpy:

Yeah I guess we'll have to wait till the official trailer comes out (somewhere in Sept.)

And they better fix the ridiculous imbalance towards the rebels on FS! It's pretty pathetic to fly a TIE fighter against those A-Wings....
 
Where did you read otherwise?
I'm not saying they didn't do re-shoots, but as most of the "in the know" Star Wars peeps will tell you, re-shoots are normal for just about any movie and are budgeted for in advance so there really is nothing to panic about here. Hell, Episode VIII just wrapped filming, but I bet you they have already budgeted for re-shoots as well. And more than likely they were less "re-shoot" and more "add some additional scenes here". I'm not worried one bit.
 
Yeah I guess we'll have to wait till the official trailer comes out (somewhere in Sept.)

And they better fix the ridiculous imbalance towards the rebels on FS! It's pretty pathetic to fly a TIE fighter against those A-Wings....

Fighter Squadron needs changes everywhere. Here are my biggest issues with it so far:

• Horrendous controls that severely limit your movement.
• Buttons that instantly put your starfighter into a maneuver (Think NFS and the instant drift buttons).
• The targeting computer is frustrating. Unless your reticle is directly on an enemy ship, it won't do anything. However, the game still shows your beams hitting the ship, but only sparks come off.
• Complete imbalance between starfighters, like you mentioned already.
• Too many AI ships.
• If you are killed when attacking or defending a transport ship, the respawn distances are too far away and give you almost zero time to respond (Much like Walker Assault).
• Evading missiles is almost impossible in certain situations. If you're on Walker Assault, and performing strafing runs on infantry, you'll get locked up by people with Ion Torpedoes and enemy fighters. Evade one, get shot down instantly with the next one.
 
Dan
Fighter Squadron needs changes everywhere. Here are my biggest issues with it so far:

• The targeting computer is frustrating. Unless your reticle is directly on an enemy ship, it won't do anything. However, the game still shows your beams hitting the ship, but only sparks come off.

This one I believe is due to flying at a high speed while shooting at the same time. I saw a YT video where they showed how effective the weapons become once you slow down. So if you're flying in circles shooting at someone, try slowing down and then it'll be better.

I'll post the video once I find it.
 
This one I believe is due to flying at a high speed while shooting at the same time. I saw a YT video where they showed how effective the weapons become once you slow down. So if you're flying in circles shooting at someone, try slowing down and then it'll be better.

I'll post the video once I find it.

I know that you have to balance the power between your engines and your blaster cannons, but I don't know if the cannons become more powerful or just have a slower overheat.
 
This one I believe is due to flying at a high speed while shooting at the same time. I saw a YT video where they showed how effective the weapons become once you slow down. So if you're flying in circles shooting at someone, try slowing down and then it'll be better.

I'll post the video once I find it.

Dan
I know that you have to balance the power between your engines and your blaster cannons, but I don't know if the cannons become more powerful or just have a slower overheat.

Pretty sure the cannons become more powerful when you slow down. I always used to slow down as much as possible while firing at someone then speed up to max when I wasn't. Shoot what ever was in front of me, and I normally got 1st or 2nd on my team.
 
I noticed this has dropped in price to $30. Much more palpable. Is the special edition worth the extra $10 for someone who's only going to play it casually?
 
I noticed this has dropped in price to $30. Much more palpable. Is the special edition worth the extra $10 for someone who's only going to play it casually?
What does the special edition come with?

To me this game is worth the initial $100 (season pass included). I got the game as a gift (the person paid $35 i later learned) and then i bought the $50 season pass.

With 400+ hours clocked in, the fun factor has definitely been delivered. Way better than paying $20 on a movie ticket and small popcorn....
 
Looking at Skirmish, I really hope they add custom Hands, partner spawning, partner highlight, and the ability to choose skins. The latter three would definitely help siblings who want to play together. "Follow the Shock Trooper, that's me!" "You died? Press triangle to spawn with me." "If we get split up, look for my yellow outline."
 
I believe I heard someone say that each map will feature one or two custom "hands" that will supposedly suit each map, and that we'd be able to use our own.

Kinda bummed our progress won't continue with skirmish; it would definitely make some of the Hutt Contracts easier, but I pretty much saw that one coming. Oh well.
 
I believe I heard someone say that each map will feature one or two custom "hands" that will supposedly suit each map, and that we'd be able to use our own.

Kinda bummed our progress won't continue with skirmish; it would definitely make some of the Hutt Contracts easier, but I pretty much saw that one coming. Oh well.

So, the hands are being covered like the survival missions, then. Ugh.
 
Today's patch notes:



General:
  • Skirmish: A new mode, Skirmish, is now available for all players. Play Walker Assault or Fighter Squadron against AI bots together with a friend in online co-op, split screen (console only), or singleplayer.

  • Partner: Increased the spawning checks made on partner from 2 seconds to 1 second in order to more accurately determine if you are able to spawn or not. This should make it less likely that players will be able to partner spawn when being close to an enemy before a fire fight has started.

  • Partner: Spawning is disabled on partners if an enemy is within 10 meters, changed from 2 meters.

  • Cloud Car: Resolved a bug in which the blaster VFX incorrectly fired while playing in first person in the cloud car.

  • Scoring: Changed the kill assist event to not trigger a kill and count towards your next trait rank. Now a kill assist will only give score.

  • Team balance: Resolved a bug in which a team could be split and no auto partner assigned if the server had a low player count.

  • Appearances: Resolved the bug that made all Rebel items usable on the Bespin maps without purchasing them.
Maps & Game Modes:
  • Pre-round: Changed the pre-round timer from 60 to 90 seconds
  • Administrator's Palace: Resolved a bug in which Boba Fett could reach an invisible collision box located very high up on the level.
  • Cloud City: Resolved an issue with a misplaced out of bounds area.
  • Cloud City: Resolved an issue in which the capture area for an objective in Turning Point was cut off by out of bounds.
  • Cloud City: Resolved various instances in which the players could fall through the map and not die.
  • Heroes Vs Villains: Round ends after three rounds on the Outer Rim levels.
  • Cloud City & Turning Point: Moved back the Imperial spawn locations from the last set of capture points.
  • Cloud City & Walker Assault: Reduced amount of turrets & droid power-ups for the Empire.
  • Cloud City & Walker Assault: Increased the time for AT-AT Pickups to spawn from 30 to 100 seconds.
  • Cloud City & Walker Assault: Changed the AT-ST token respawn time from 34 to 60 seconds.
  • Cloud City & Supremacy: Increased the size on the final Rebel objective and moved it slightly.
  • Cloud City & Supremacy: Resolved a bug in which the hero spawn was outside of the combat area, resulting in the player dying when spawning in.
  • Supremacy: Changed the default respawn time for AT-ST tokens from 34 to 60 seconds.
  • Bioniip Laboratories: Resolve a bug which limited the usage of orbital strike to a few select areas. Now it should be usable a lot more on the open areas on the map.
  • Bespin: Updated various locations where objects weren’t correctly placed next to each other creating breaks on the maps.
  • Twilight on Hoth: Resolved an issue with a DF-9 being partially hidden underground which resulted in players falling through the level when they tried to exit the turret.
  • Hero Hunt: Resolved a bug in which players wouldn’t correctly spawn as a hero and would remain a soldier, making it so no one could be killed and no new hero spawned.
  • Hero Hunt: Resolved an issue in which 20 hp was only granted from health pick-ups and not 50 hp.
  • General: Resolved a bug in which players could get stuck in the lobby if the teams were unbalanced and the pre-round timer had started.
  • General: Staying in close vicinity of any game mode objective will decrease the cooldown of your star cards.
UI:
  • Spectator: Resolved a bug in spectator mode which caused the charge icon to get stuck in an enlarged state when observing a player in private matches.
  • Spectator: The switch team button has been removed from the spectators view.
  • Private Matches: Players are now unable to switch teams after they have become a hero in hero hunt or heroes vs villains.
  • Heroes Vs Villains: Resolved a bug that would make the UI disappear in the lobby for players on the same team as a player who left the server.
  • Charge: Resolved an issue which caused the charge icon above an enemy to cover the health bar if active at the same time as a level 3 trait was reached.
  • End of Round: Resolved issues which caused text overlapping to occur for stats in some game modes and for certain languages.
  • Partner: We now correctly show the yellow partner color instead of green when playing as a hero or inside a vehicle.
  • Texts: Added the trait descriptions for Lando Calrissian, Dengar, Nien Nunb
  • Text: Resolved various spelling issues, spacing, missing commas etc.
Weapon & Star Cards:
  • Shock Grenade: Slight decrease to bounce speed multiplier and increase to explosion delay to prevent grenade from detonating in air after bounce.
  • Relby V10: Changed weapon sway from 0.8 to 0.5 and the amount it’s increased by from 0.2 to 0.1. Recoil per shot has changed from 0.3 to 0.1.
  • X-8 Night Sniper: Changed weapon sway from 0.35 to 0.2, increased start damage from 32 to 40, and changed end damage from 20 to 25.
  • DT-12: Increased the fire rate from 220 to 250.
  • DL-44: Increased rate of fire from 180 to 210 and increased end damage from 13 to 19.
  • EE-4: Changed the dispersion angle from 1.5 to 1.75, reduced the end damage from 10 to 9, and changed the damage falloff range from 20 to 10 meters.
  • Cloud Car: Lowered damage multiplier against Cloud Cars with blasters and Ion Neutralizer
  • Disruption: Changed the penalty time from 2 to 1 second.
  • Disruption: Increased the cooldown for standard from 18 to 23 seconds and upgraded from 16 to 20 seconds.
  • Scout Binoculars: Fixed issue where binoculars wouldn’t spot soldiers in Missions
  • Scout Binoculars: Fixed issue where the binoculars wouldn’t spot enemy soldiers when looking up and down
Heroes:
  • Lando: Enemies failing the Shocking Trap mini-game will die instantly.
  • Lando: Increased the damage dealt to heroes in Shocking Trap from 90 to 100.
  • Lando: The Power Blast ability can be cancelled by pressing the activation button again.
  • Lando: Power Blast has a slight homing effect when fired towards an enemy.
  • Lando: Power Blasts active time has been changed from 7.5 to 5.5 seconds.
  • Lando: Power Blasts recharge time has been changed from 17 to 16 seconds.
  • Lando's Trait: Increased the multiplier chances, Risktaker: 2% to 5%, Gambler: 5% to 10%, High Roller:10% to 20%, Idiot's Array: 25% to 50%.
  • Lando's X8: Increased the start damage from 50 to 63 and the end damage from 30 to 35.
  • Lando's X8: Increased the start damage fall distance from 25 to 40 meters and end damage fall distance from 50 to 70 meters.
  • Dengar: Updated the explosive rush ability to now throw only 3 grenades.
  • Dengar: If an enemy soldier is hit by a grenade and standing still, he will no longer be immobilized.
  • Dengar: The Hurricane Strike ability will no longer instantly kill Luke.
  • Dengar: Regular enemies that are under the effect of the Bacta Bomb will instantly die from the Hurricane Strike ability.
  • Dengar's Trait: Increased the traits multiplier, Resilient10% to 15%, Battle-Hardened: 25% to 40%, Unshakeable:* 50% to 60%.
  • Dengar: Increased health from 1000 to 1075.
  • Dengar: Increased close damage from 19 to 21 and far damage from 16 to 17.
  • Vader: Can now deflect Lucky Shot and Trooper Bane, but will still be stunned.
  • Luke/Vader: Enemy soldiers will now always die from lightsaber swings even when under the Bacta Bomb effect.
  • Boba Fett: Resolved an issue in which the flamethrower would not affect elevated players correctly.
  • Boba Fett: The flamethrower ability can be canceled by pressing the activation button again.
  • Boba Fett: Flamethrower outer damage distance has been increased from 3.5 to 4.75 meters and the outer damage angle from 25 to 28 degrees.
  • Boba Fett: Flamethrower inner damage distance has been increased from 2.5 to 3.5 meters and inner angle from 17 to 22 degrees.
  • Han Solo: Increased close damage reduction distance from 10 to 25m and increased far damage reduction distance from 25 to 35m.
  • Leia: Increased close damage reduction distance from 10 to 25m.
  • All Heroes: The Disrupted duration for abilities is now the same as regular soldiers.
  • All Heroes: Disruption immunity has been added and will be active for 5 seconds after a Disruption ability hits them.
 
So, I was wrong about the cards in Skirmish. Just the pre-selected hands, which I'm not a fan of. The AI is kind of cool though. They seem to take different path in Walker Assault compaired to human players, both defending and attacking. Overall, Skirmish is fun if you can't play online, but it's nothing huge. Nice to have, though.

The X-8 feels better, not an absolute beast of a weapon, but I was getting a decent amount of kills with it online. I'm absolutly loving the DL-44 now. It's much better in CQC, but not as blaitantly overpowered as it was at launch. It's probably up there with a few of my favorite pistols now.
 
The X-8 feels better, not an absolute beast of a weapon, but I was getting a decent amount of kills with it online. I'm absolutly loving the DL-44 now. It's much better in CQC, but not as blaitantly overpowered as it was at launch. It's probably up there with a few of my favorite pistols now.

I was going to say the same thing. Although I'm still at work and haven't played yet, I was glad to read in the patch notes about the DL-44 and the X-8 buff.

I wonder how the new buffed Lando will fare against the rest of the heroes.

EDIT: Typo
 
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So, I was wrong about the cards in Skirmish. Just the pre-selected hands, which I'm not a fan of. The AI is kind of cool though. They seem to take different path in Walker Assault compaired to human players, both defending and attacking. Overall, Skirmish is fun if you can't play online, but it's nothing huge. Nice to have, though.

The X-8 feels better, not an absolute beast of a weapon, but I was getting a decent amount of kills with it online. I'm absolutly loving the DL-44 now. It's much better in CQC, but not as blaitantly overpowered as it was at launch. It's probably up there with a few of my favorite pistols now.

When you mean the AI take different routes in Walker Assault, are they more efficient routes or longer ones? No specific paths or funneling into one area where they'll get mowed down instantly?

Good to hear the DL-44 is useful again. It was horribly OP in the beginning, but apparently, DICE is known to be slow at rebalancing weapons. I tried it a few months ago and didn't like it because I'm awful with semi-auto weapons, but I'll definitely give it another shot soon.
 
Dan
When you mean the AI take different routes in Walker Assault, are they more efficient routes or longer ones? No specific paths or funneling into one area where they'll get mowed down instantly?

Good to hear the DL-44 is useful again. It was horribly OP in the beginning, but apparently, DICE is known to be slow at rebalancing weapons. I tried it a few months ago and didn't like it because I'm awful with semi-auto weapons, but I'll definitely give it another shot soon.

In most games, players seem to take the same routes again nd again, while the AI seem to take different ones. Take Sullust for example, Nobody runs through the open area between the first uplinks, but Imperials were setting up positions in that area, in a few places I've never seen before. You'd have to play it to understand it fully, it's kind of hard to explain.
 
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