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More than two heroes per team -> do the math
Some of my friends can get upwards of 100k earned battlepoints before they get to pick a jedi/sith. We don't even have to talk about the issue of players not respawning after death waiting for endless amounts of times just waiting to spam the select button for the jedi,again disrupting the flow of the game.
But you can kill heroes as an infantry class..? [Supercharged sentry says hello]
A game that goes on for ages sounds like well-balanced fun to me. A death timer for heroes is ridiculous imo, no offense, and thankfully it won't be added. If people use heroes in a way that doesn't help your team, what do you want EA to add? A blacklist?
Also alot of people already hate heroes [personally I love em] so making 1/5 of the enemy team 800hp+ insta kill maniacs might understandably upset some people. If people are really desperate enough to camp the hero screen, let them. I don't really run into the issue of not being able to play heroes.
Lastly, this games never-ending stalemates are not an indicator of balanced gameplay, AT ALL.
This game has struggled since day 1 of its release. And seems to stay afloat from running bottom-dollar sales. Its flawed, and does not retain players. That's indicative of changes needing to be made.
More often than not, the planet stage is won in a heartbeat, because one team has all the braindead campers. But if all those campers then hide behind the doors of the reactor room...
A timer of some sorts would actually make sense. Add some way to increase it again by active actions (killing enemy heroes, pushing, playing with your team) and it would be way less boring. They could even add a little buff at the end of the timer, where they yell "WE HAVE TO PUSH NOW!" or "DEATH TO ALL JEDI!". But of cours only after doinga little balancing work regarding heroes in general...
I personally can sometimes get up to 400 damage on a lightsaber hero [granted they probably weren't l33t], and that's just as an officer with no explosive weapons. All you gotta do is roll and headshot and you'll deal decent damage. I've killed plenty of heroes before, the fact is that they can't deal with more than a few people at range as long as they don't clump up like lemmings. Oh, and blaster heroes are incredibly easy to kill in comparison as a trooper, maybe less so space-bar spamming Bossk.
I usually have someone take hero near-instantly after I die, there is a 5 second timer on the spawn menu btw. The 'Never-ending' stalemates are generally because both teams are of roughly equal skill in my experience, despite what Esturias has said, I know this because they are pretty much always similar in level when I check the scoreboard and also because 73% of games are a boring steamroll and none of what we're talking about even comes into effect because one side just gets slaughtered.
Finally, official support has ended so I doubt they will change any of this.
But you're actually right about that first point, I usually find that I get stuck because there's a load of heavies watching some of the corridors. You can sort of remedy this by going to a different corridor and using third-person peek to get a quick shot off before going to cover, rinse and repeat. Campers are nigh-on never good in either phase though. Specialist is a terrible class.
As for the timer, the lines sound cool, I just don't think you quite understand what you are really asking for. Do you really want to take some heavy damage defending the objective, run back to regen and then find out you have 10 seconds left so you just have to kamikaze and die? What if you lost the objective because of this?
Not all heroes are campers and playing them is a blast because you have complete freedom in your actions instead of having a timer dictate your actions. Who cares if you scarcely play them as long as you don't have a multi-task stressed experience with an overload of features that take away from it?
It's just terrible mapdesign.
That's where gamebalance and carefully crafted gamemechanics come into play.
enemy hero in Xm range --> no time reduction
hero under fire > no time reduction
defending/attacking objective --> +X seconds per tick
objective taken --> +X seconds
no objective score since X seconds --> -X seconds per second
...
1. Having no hero limit would be a HUGE disaster. Can you imagine all the rag dolling that would happen with everyone spamming force? And the game crashes and lag that would happen because of the chaos? And sure you can kill a hero as infantry. But that takes lots of skill and you need several people giving you support from a far (can't be close because of the aoe would wipe out most/all of the attackers). Basically the tactic is have a few guys up close to make the hero turn around. Since the hero is turned the long/mid range can get shots on the hero's back and sides while the saber faces the direction of the guys up close. AOE will eventually kill the guys up close so you have to take them down quick. This is assuming that the person playing the hero is not absolutely terrible. So since it requires lots of skill and coordination it would discourage new players. If there were more heros new players will just spawn in and die. They'd never get the chance to practice and "get good" at infantry. Games would just be AOE spam chaos and infantry will get caught in the cross fire.
2. Hero campers are annoying and something should be done about it. Perhaps if you do not spawn into the game within a certain amount of time (Say 15 seconds for example) the game auto spawns you in. Then the campers have to find someone to kill them and go through the load screen before they can get back to hero camping. Only to be able to hero camp consecutively for just 15 seconds. This will give more windows of opportunity for non campers to play a hero.
3. Kids with shiny swords and not fighting are also annoying. Perhaps instead of a hero dying after a short amount of time the hero/villain could give off some sort of medium range beacon if they are a sith or Jedi. People love killing heros and if there is a beacon they will go for it. It forces the heros into a fight and incentives the hero to go to the front lines where they are suppose to be since most of everyone can already see them anyway and they have to fight a lot of them anyway. For gunner heros maybe only a short range beacon because of the sniper and flanking classes/tatics. Having a medium-long distance beacon on long range hero/villain kinda kills the purpose of trying to be incognito.
4. For supremacy, what do you expect from a game mode described as a "tug of war". You can't condense a minimum two stage battle into 15 min and make it interesting. Tug of wars are suppose to last a while. Its a *back and forth* battle. Not one way. To speed things up one team would need to steam roll the other. If your upset about Supremacy taking so long then play Galactic Assault. Its a one and done deal and still a 20v20.
Just had another thought too. A beacon that tells the exact location of a hero could prevent peaking and hiding behind cover to heal. Which is something you need to do sometimes. Maybe the beacon can give an approximation of the hero's location. Like within 20ft of this area. That way people can't tell which side of the box they are going to peak from because they can't see the direction the hero is moving from behind.