November 2017
So I don’t want to talk about loot crates again. Let’s focus on the game.
I really would like to love this game but it is really hard.
These are my Prio 1 issues that EA should attack to guarantee some kind of long term motivation in this game.
Please consider my feedback as relevant and upvote it if you feel the same.
I hope my feedback was written in a way that everybody understands the urge and agrees that something needs to be done. As I said, I really force myself to love this game, but it is so damned hard. Just as an example. I started to play this game with 2 friends. Both have already stopped playing because the game actually is boring. I am the only one left of a group of 3. Do something to get your players back.
Thank you!
November 2017
You have some good points. Some I don't agree on.
Teamplay - yes - we miss it. A lot. I play with my clan 90% of the time, and it used to be team oriented. Now it's too hard to play as a team. Many don't get the point.
Map balancing - yes. A few maps need tweaking. No question about that.
I think the maps feel very dynamic, so I don't agree there.
Statistics - yes, miss that. I'm sure we will see a companion app like the ones for SWBF2015 and Battlefield 1. My guess is they didn't release it yet because they had to pull the plug on buying crystals, but I'm sure it will come soon.
However, I do NOT miss seeing my K/D-stats in game. For many (me included) I was too hung up on maintaining a good K/D in SWBF2015 so much so that I probably wasn't a good objective player. That has improved a lot in II.
I would like to see player level on the match scoreboard - like in BF1.
About small maps - I think they're mostly fine in this game. Playing blast is great fun on them, so is HvV. Some strike-maps are somewhat unbalanced in my opinion, but that can be fixed.
I don't find it hard to love this game. At all! Starfighter Assault is almost worth the money alone
November 2017
I appreciate your nice answers sometimes it is hard to start a constructive discussion in these forums but i also see your point and also agree on it. Lets see what they will deliver us or if they just leave everything like it is. i hope at least some change will improve the game.
December 2017
Changes are definitely coming. They are tweaking it every week now, and I expect bigger changes with new DLCs being released. They addressed balancing in Strike in the patch thatwas released yesterday, and in regards to the squad system, Dennis said two weeks ago the following about why they don't implemented the same squad system as in BF1:
I don’t believe in just taking a feature from one game and tossing into this one. We’ve tried it several times and it doesn’t work that way. We don’t have the same levels as Battlefield, our environments and what you expect from the planets we build are different, nor do we have the same game modes for the same reason. That being said, we’re currently prototyping an update to our spawn waves that allow parties to stay together and spawn on each other. No timeline yet, but we’ll let you know.
December 2017
small map kash (HvV & Blast) worst map in the game. please delete kthx
December 2017
Hello K1rB321,
December 2017
I agree particularly on the map balancing issue. The latest patch has alleviated some of the balancing problems by giving attackers an additional 50 reinforcements after every stage. Which I dare say is almost TOO much already on certain maps (cf. below). It has helped a little on those maps where first stages are so difficult that huge losses there meant almost certain defeat down the road (Takodana & Kamino being the worst)
See, that's the thing: GA is not ONE mode where one solution fixes all the problems; it's really SEVERAL different modes depending on the map. There's e.g. the Naboo/Kashyyyk/Hoth variety where you escort/attack a "tank" in the first phase. Nearly impossible for the attacker to lose in the first stage. VERY difficult for the defender to do enough damage to severely reduce enemy reinforcements for stage 2. But that's fine: if you play Hoth and you want the Empire to have less than 100 troops storm the hangar, you need to coordinate your play well and do lots of damage, use speeders and starfighters too, etc. And you can always pull out a win later on. (I even managed to take down an AT-AT with a snowspeeder, which I believe reduces reinforcements by 25 (?). It can be done.)
Now on Endor, however, AT-AT health in stage 2 is based on survivors of stage 1 + 50. Remaining AT-AT health after stage 2 + 50 = Rebel reinforcements in stage 3. Which means that this very high number of additional reinforcements, which has helped a lot on other maps, now means that the Rebels are virtually guaranteed 100 troops while in the bunker at the end. That in turn nearly always guarantees the win.
In turn, neither Takodana nor Kamino are in any meaningful way improved by the extra reinforcements because stage 1 on both maps is just a straight up shooting gallery for the defenders and 100 kills are quickly achieved by them as a result. That is simply a problem with the map design. As the attackers, you have only three entrances into the room with the objective on Kamino, all of which any halfway talented team on the other side will block with Heavies. So if the droid team is not 100% focused on creating distractions and what have you, a guaranteed loss for them. Takodana's first control point on the other hand is so freakishly small that a well-placed detonator from some Resistance assault can wipe out all the capturing players at once because they all need to stand either inside the (very open) building or directly behind it.
This problem can't be fixed by making stages 2 and 3 easier, but they could be fixed by making the entire memorial site the control point, i.e. simply make it bigger. Or by creating more cover. On Kamino, I suppose allowing droids to bypass the main hall and go behind enemy lines to flank them would help.
In any case: solutions for the balancing problems need to be tailored to the individual map. I don't mind losing (because winning a match doesn't give you anything extra anyway), but I do mind losing in the first stage. I actually even mind WINNING on the first stage because it means that I don't get to experience the entire map. So that would be one of my main concerns.
December 2017
This is your personal point. For example I don't need Statistics! I play only for fun and not a competitive mode, so please - it is a game after all!
December 2017
Depends on the team , I've been on team with a full server on both sides , where we just steamrolled through every objective , even the harder maps.
Alternately I've been on teams who can't seem to get the first objective.
I look around and see 8 specialists sitting near home spawn. At least use the scan binocs.
The PROBLEM I have with KDR stats is just that , padding their KDR without regard to winning.
SOME Maps expose this problem very well.
December 2017
Regarding:
Squads= I haven't played with anyone else so can't talk about playing with a friend but I find myself spawning way too many times as the only person in a squad. Hopefully whatever they are working on will allow us to stay in the 4 person squads, maybe even spawn off someone in the group. I cannot remember the game it was I played in the past but you were able to respawn on the "leader" or sergeant of the squad. It would be interesting to see if this would be good in SWBF2
Maps= Right now biggest issue I have with maps is certain ones (wookie land) being laggy compared to other maps. Before this last patch I might get an occasional rubber banding and that would usually only happen once in a long while on wookie land. Now it seems to be most maps and a bazillion times worse on wookie land. Hopefully with the next patch they get this fixed. I too find that many battles on most maps follow the same pattern as there are usually no other options for us to take. If they could add more options in, like say additional optional targets of opportunity this might help. Let us say for example setting charges to a certain wall to open up a more advantageous route of attack. Also I don't really play HvH or Strike so can't really talk about those.
Statistics= Would love to see them all, especially the crappy hit% I have with most guns.
AFKer= This is a definite issue they need to find a fix fore ASAP. I can only bet how hard HvH is with a few AFK. I played a game last night on Yavin IV were my team had 10 AFKers. Needless to say we got slaughtered. We were assaulting and they had us pushed back into our spawn it was so bad. It didn't last long after that since they could pick off the AFKer's so fast.
Galactic Assault= For me the thing I have come to utterly hate are people in planes. I think they need a serious points reward adjustment or be taken out all together. I have no problems with any of the tanks or walkers (I do hate that the LA-AT weapon seems to hit me through solid walls all the time but at least the thing flies around in a predictable pattern) but when you get killed right after you spawn 10 times in a row by someone in a A-WING, or you see 5 of your teammates obliterated by one strafing run from a plane something needs to be done. I was a clanker on Naboo and watched a person rack up 60 eliminations before we were able to get into the palace. Needless to say we didn't have many tickets even with the +50 from reaching the palace. Many people on my team either straight out quite the match or just sat under cover the whole time until the MTT's reached the Palace. For me if you want to fly go play Starfighter Assualt.
Officer= The only real issue I have with the officer is that their sentry gun is blinder than a bat for it's detection range. When you compare it with the turret that the heavy gets it is almost ludicrous the difference in distance. As a heavy my turret has tracked and killed people over half the mapaway on Wookie land while the Officer turret struggles to track targets 50 feet away.
In the end as long as I am not lagging or being strafed by a plane on Galactic Assault I have really come to love playing this game.