mission parts battlefront 2 for sale
Crafting Parts were a resource used to craft or upgrade Star Cards in DICE"s 2.0 Patch. They were earned through completing Milestones or from Crates. With the 2.0 Patch, Crafting Parts were replaced by Skill Points as the means for unlocking or upgrading Star Cards.
One of the three currencies in Battlefront II prior to the 2.0 Patch, Crafting Parts could be earned through Milestones or from Crates. This made Crafting Parts rarer than Credits, which could be earned from milestones, duplicate Star Cards in loot crates, or simply playing a match, but rarer than Crystals, which could only be earned through milestones or purchased with real-world money. Each loot crate, regardless of type (Soldier, Starfighter, or Hero) yielded an average of 35 to 60 Crafting Parts per crate.
You get 5000 credits and 6 campaign loot crates for just a straight forward playthrough of the campaign, if you want you can find the hidden crates in some of the missions to earn a total of 175 crafting parts.
You get 5000 credits and 6 campaign loot crates for just a straight forward playthrough of the campaign, if you want you can find the hidden crates in some of the missions to earn a total of 175 crafting parts.
You get 5000 credits and 6 campaign loot crates for just a straight forward playthrough of the campaign, if you want you can find the hidden crates in some of the missions to earn a total of 175 crafting parts.
Not at all. You"re missing the part about 5000 credits (2 hero crates) and 6 other loot crates, averaging at least 42 parts each (if not more, campaign crates offer a flat 50 each if I remember right) and at least 15 for logging in so you actually get 175 + @355 = 530+. You can also add in the part equivalent for free cards you get in the crates: 40 for gray, 120 for green, and 240 if you are lucky enough to get a blue. You can also earn 4 crates quickly in multiplayer based only on time played and not kills which will net you at least another 8 cards and 140 parts and by this time you should be very close to another hero crate. So no, not stingy.
You get 5000 credits and 6 campaign loot crates for just a straight forward playthrough of the campaign, if you want you can find the hidden crates in some of the missions to earn a total of 175 crafting parts.
Just trying to understand what all the Campaign can entail. The only info I see from reviews is that it"s just a simple story to play through, they don"t provide info on if there are any side-missions or unlockable items to acquire during gameplay?
Description: Experience the iconic Battle of Endor from Iden Versio and the Empire"s perspective. Warning, there are spoilers here in Star Wars Battlefront 2"s second campaign mission.
In this document, I’ll go over each type of Battlefront II mission script, and detail what each section of the script does. ModTools VisualMunge does most things for you, so you shouldn’t have to be editing these scripts too much, but in case you want to change some things around, and experiment, here is a general break-down for you.
We also use the variables ATT and DEF in some places in the script. These variables refer to which team is the attacking team, and which team is the defending team. In this example, REP is set as the attacking team, and CIS is set up as the defending team, and correspondingly, ATT is now set as 1, and DEF is set as 2.
--This sets up the actual objective. This needs to happen after cp"s are definedconquest = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF,textATT = "game.modes.con",textDEF = "game.modes.con2",multiplayerRules = true}
----------------------------------------------------------------------------- FUNCTION: ScriptInit-- PURPOSE: This function is only run once-- INPUT:-- OUTPUT:-- NOTES: The name, "ScriptInit" is a chosen convention, and each-- mission script must contain a version of this function, as-- it is called from C to start the mission.---------------------------------------------------------------------------
SetMemoryPoolSize ("Combo",20) -- should be ~ 2x number of jedi classesSetMemoryPoolSize ("Combo::State",300) -- should be ~12x #ComboSetMemoryPoolSize ("Combo::Transition",300) -- should be a bit bigger than #Combo::StateSetMemoryPoolSize ("Combo::Condition",300) -- should be a bit bigger than #Combo::StateSetMemoryPoolSize ("Combo::Attack",150) -- should be ~8-12x #ComboSetMemoryPoolSize ("Combo::DamageSample",1800) -- should be ~8-12x #Combo::AttackSetMemoryPoolSize ("Combo::Deflect",50)
The SetupTeams sections will determine a few things. The team specifies which team the team being defined is (1 or 2) which gets it’s value REP from the variable that we defined above. If you recall, we defined REP = 1, therefore, the first team we set up here will be team 1. units = 20 specifies that there will always be 20 units on the field at any given time. You can play with these values if you want to have a huge battle, but be careful, as this will create much more strain on your system. The PC should be able to handle a pretty big load though. 64 on 64, or even higher should be pretty easily doable.
The numbers in these lines define min and max numbers for these units. For example, we have 20 units total on the play field. The soldier unit is set to 9 min and 25 max. What this means is that there will ALWAYS be 9 soliders on the field, 1 rocketeer, 1 engineer, 1 sniper, 1 officer, and 1 jet trooper. The second number sets the max, so there will never be MORE than 25 soldiers, 4 rocketeers, 4 engineers, etc. The minimums are filled up first, and then the the game will fill up to the max’s randomly until the 20 unit maximum units on the field is hit. You should never have you minimums exceed your total number of units allowed on the field (in this example, the minimums would never be set to more than 20 in total.)
rep = {team = REP,units = 20,reinforcements = 150,soldier = { "rep_inf_ep3_rifleman",9, 25},assault = { "rep_inf_ep3_rocketeer",1, 4},engineer = { "rep_inf_ep3_engineer",1, 4},sniper = { "rep_inf_ep3_sniper",1, 4},officer = {"rep_inf_ep3_officer",1, 4},special = { "rep_inf_ep3_jettrooper",1, 4},},cis = {team = CIS,units = 20,reinforcements = 150,soldier = { "cis_inf_rifleman",9, 25},assault = { "cis_inf_rocketeer",1, 4},engineer = { "cis_inf_engineer",1, 4},sniper = { "cis_inf_sniper",1, 4},officer = {"cis_inf_officer",1, 4},special = { "cis_inf_droideka",1, 4},}}
These next lines will add walkers to your level. The first number inside the parenthesis specifies how many leg pairs the walker type has. Droidekas are set up as a special case, with 0 leg pairs. So as you can see below, we have AddWalkerType(0,4) this specifies that we will have 4 walkers with 0 leg pairs (droidekas). 1 leg pair would specify a walker with one pair of legs, an ATST for example, or a one-man ATST from the clone wars era. So for 2 ATSTs, we would have a line that says; AddWalkerType(1, 2)
SetMemoryPoolSize("Aimer", 75)SetMemoryPoolSize("AmmoCounter", weaponCnt)SetMemoryPoolSize("BaseHint", 1000)SetMemoryPoolSize("EnergyBar", weaponCnt)SetMemoryPoolSize("EntityCloth", 22)SetMemoryPoolSize("EntityFlyer", 7)SetMemoryPoolSize("EntityHover", 8)SetMemoryPoolSize("EntityLight", 50)SetMemoryPoolSize("EntitySoundStream", 4)SetMemoryPoolSize("EntitySoundStatic", 20)SetMemoryPoolSize("MountedTurret", 25)SetMemoryPoolSize("Navigator", 49)SetMemoryPoolSize("Obstacle", 760)SetMemoryPoolSize("PathNode", 512)SetMemoryPoolSize("SoundSpaceRegion", 46)SetMemoryPoolSize("TreeGridStack", 500)SetMemoryPoolSize("UnitAgent", 49)SetMemoryPoolSize("UnitController", 49)SetMemoryPoolSize("Weapon", weaponCnt)
SetAmbientMusic(REP, 1.0, "rep_yav_amb_start", 0,1)SetAmbientMusic(REP, 0.8, "rep_yav_amb_middle", 1,1)SetAmbientMusic(REP, 0.2, "rep_yav_amb_end", 2,1)SetAmbientMusic(CIS, 1.0, "cis_yav_amb_start", 0,1)SetAmbientMusic(CIS, 0.8, "cis_yav_amb_middle", 1,1)SetAmbientMusic(CIS, 0.2, "cis_yav_amb_end", 2,1)
--OpeningSateliteShotAddCameraShot(0.908386, -0.209095, -0.352873, -0.081226, -45.922508, -19.114113, 77.022636);AddCameraShot(-0.481173, 0.024248, -0.875181, -0.044103, 14.767292, -30.602322, -144.506851);AddCameraShot(0.999914, -0.012495, -0.004416, -0.000055, 1.143253, -33.602314, -76.884430);AddCameraShot(0.839161, 0.012048, -0.543698, 0.007806, 19.152437, -49.802273, 24.337317);AddCameraShot(0.467324, 0.006709, -0.883972, 0.012691, 11.825212, -49.802273, -7.000720);AddCameraShot(0.861797, 0.001786, -0.507253, 0.001051, -11.986043, -59.702248, 23.263165);AddCameraShot(0.628546, -0.042609, -0.774831, -0.052525, 20.429928, -48.302277, 9.771714);AddCameraShot(0.765213, -0.051873, 0.640215, 0.043400, 57.692474, -48.302277, 16.540724);AddCameraShot(0.264032, -0.015285, -0.962782, -0.055734, -16.681797, -42.902290, 129.553268);AddCameraShot(-0.382320, 0.022132, -0.922222, -0.053386, 20.670977, -42.902290, 135.513001);
This completes the documentation of a conquest mission script. Next, we’ll take a look at 2 Flag CTF, 1 Flag CTF, and Hero Assault maps. I won’t be covering these scripts in their entirety, since they are mostly the same, I will be covering only the parts that differ, which for most of the scripts, is only the ScriptPostLoad function.
These next 4 lines specifies which geometry to use for each flag. After SetProperty, the first parameter is the name of the flag in the editor, the second parameter is what property you are setting (in this case GeometryName and CarriedGeometryName) and the last parameter is the geometry to use. GeometryName is what geometry is used when the flag is sitting on the ground. The CarriedGeometryName set the geometry when the flag is being carried by a player. The carried geometry has some small differences to make the flag look better when being carried on the back of a unit. For more information on the SetProperty script command, see the Battlefront2_scripting_system.doc
SetProperty("flag1", "GeometryName", "com_icon_republic_flag")SetProperty("flag1", "CarriedGeometryName", "com_icon_republic_flag_carried")SetProperty("flag2", "GeometryName", "com_icon_cis_flag")SetProperty("flag2", "CarriedGeometryName", "com_icon_cis_flag_carried")
The lua comments below pretty much sum up the next line. Again, for more information on the SetClassProperty script command, see the Battlefront2_scripting_system.doc
--This is all the actual ctf objective setupctf = ObjectiveCTF:New{teamATT = REP, teamDEF = CIS, captureLimit = 5, textATT = "game.modes.ctf", textDEF = "game.modes.ctf2", hideCPs = true, multiplayerRules = true}
All the these parameters should be left alone for the most part. The only parts you should have any reason to change would be the “name” line if you have your flags named anything other than “flag1” and “flag2”, and if your capture regions are named different, obviously these lines would need to be modified as well.
capRegionMarker = "hud_objective_icon_circle", capRegionMarkerScale = 3.0,icon = "", mapIcon = "flag_icon", mapIconScale = 3.0}ctf:AddFlag{name = "flag2", homeRegion = "team2_capture", captureRegion = "team1_capture",capRegionMarker = "hud_objective_icon_circle", capRegionMarkerScale = 3.0,icon = "", mapIcon = "flag_icon", mapIconScale = 3.0}
This line MUST exist in CTF scripts. Without this line, your flags will either not show up, or your level will possibly (and probably) crash. The number after the “FlagItem” specifies how many flags. In 2 flag CTF, we have 2 flags (really?).
And now we will go over the changes for a 1 flag CTF mission script. Find the ScriptPostLoad from the 1 flag CTF script below (comments are highlighted in gray):
The SoundEvent_SetupTeams is the same as for a 2 flag CTF map. This will enable the CTF event sounds, which are automatically adjusted when being run in 1 flag vs. 2 flag.
textATT = "game.modes.1flag", textDEF = "game.modes.1flag2",captureLimit = 5, flag = "flag", flagIcon = "flag_icon",flagIconScale = 3.0, homeRegion = "homeregion",captureRegionATT = "team1_capture", captureRegionDEF = "team2_capture",capRegionMarkerATT = "hud_objective_icon_circle", capRegionMarkerDEF = "hud_objective_icon_circle",capRegionMarkerScaleATT = 3.0, capRegionMarkerScaleDEF = 3.0, multiplayerRules = true}
As the lua comment says below, the following block is the hero assault objective setup. teamATT and teamDEF work the same as in the other maps. The only difference to note is that we’re now explicitly entering a 1 and a 2 for these values; team 1 and 2. multiplayerScoreLimit specifies the score limit for the match, but this value will be overridden by the score limit set in the shell, which defaults to 180. textATT and textDEF specifies the objective text to display for each team. multiplayerRules, as with the other game modes sets certain flags in the script to function differently for multiplayer purposes. isCelebrityDeathmatch = true sets some flags in the game mode scripts, and code that changes certain game functions to be specific to hero assault. This should always be set to true in hero assault maps.
-- This is the actual objective setupTDM = ObjectiveTDM:New{teamATT = 1, teamDEF = 2,multiplayerScoreLimit = 100,textATT = "game.modes.tdm",textDEF = "game.modes.tdm2", multiplayerRules = true, isCelebrityDeathmatch = true}
These next two lines give AIGoals for each team. Normally, these are set automatically by the game mode script, but in the case of a TDM (team deathmatch) objective, we must manually set these to give the AI something to do. The parameters are as follows; The first number is the team number, the second number is the AI Goal, in this case deathmatch, and the third number is the weighting. With only one goal set for each team, all of the AI on each team will be in Deathmatch mode. If each team had 2 goals (say one conquest, and one deathmatch for example), each set at 100, then half of each team would be doing each goal type.
Battlefront, in which you earned experience points to unlock new weapons and abilities over time, Battlefront II uses a similar multi-pronged approach that requires you to complete challenges, earn currency, and upgrade abilities for your classes. As you play, you’ll unlock credits, which can be used to purchase various items for your heroes.
Credits used to work differently for a period of time after the game launched. Originally, you would use credits to purchase upgrades for your weapons and classes. Since the game’s 2.0 patch in 2018, the game was totally overhauled in this regard, removing the need to use credits to upgrade your weapons and abilities. Now, you gain skill points as you earn XP, which can be used for upgrades.
In addition to earning credits for completing multiplayer matches, Battlefront II gives you credits, crafting parts, and sometimes crates for completing challenges tied to your classes, your guns, and different game modes, which are called milestones. They’re what you want to focus on to advance your character in multiplayer. You can review milestones from the Career menu, and you will always want to have one in mind as a goal when you play multiplayer matches. Make sure everything you do in a given multiplayer match is pushing you toward a milestone in order to maximize your currency earnings and your progression.
Your first set of milestones should be completing the single-player campaign. It isn’t especially long, and you earn credits for finishing each mission, regardless of difficulty. Finishing the campaign is a good way to increase your credit count and give you a few handy star cards to kick-start your progress for each of your characters. You receive a handful of credits as a reward for finishing the campaign, plus enough currency to unlock Iden Versio, the campaign’s protagonist, in multiplayer.
The second set of relatively easy milestones to complete while playing the campaign is tied to finding collectible items in each mission. You will recognize these black crates because you will see a prompt that lets you send your droid to “slice” them (that’s Star Wars-speak for “hack”). Finding collectibles clears a few more milestones, which will set you up for multiplayer.
You need all of the collectibles in a given mission in order to clear the milestone, and only missions featuring Versio include collectibles. Each cleared collectible milestone dishes out crafting parts, which allow you to purchase new Star Cards or, even better, upgrades for the cards you already have. You need your total progression level to reach 10 and your class to level seven before you can amplify your cards, so keep that in mind when deciding how to spend.
When you start playing multiplayer regularly, you will probably fall into a rhythm with one or two classes that you prefer over the others. Battlefront II wants to push you to get good with every class, though, so you can change your role to suit the needs of the mission. There are milestones that encourage you to use each trooper class.
There are milestones tied to each of the different game modes in Battlefront II.Arcade mode has the easiest one to earn quickly. Arcade puts you in a series of small skirmishes against computer-controlled enemies, with a variety of different classes and heroes to try. You can also play cooperatively with another person.
Playing cooperatively is one of the best ways to earn XP and credits. One of the benefits of playing co-op is that there are a ton of enemies to defeat along with fewer players to take your kills. That means there are more enemies to go around for everyone on the team. It’s easy enough to achieve a victory, and when you complete milestones, you’ll be racking up credits like it’s nobody’s business. Plus, playing co-op is quite fun. There are a few different missions to choose from, so pick whichever you’d like and have fun with it. You’ll find that it’s a lucrative way to progress through your Battlefront II career.
run to the book room and find one bookshelf stay at the wall end and keeping repairing it 1-2 jedi will come and attack it kill them with your shotgun go back to reparing
Star Wars Battlefront IIshould"ve been the Chosen One. After the lackluster response to 2015"s Battlefront, Battlefront IIseemed to have the breadth of content and an added campaign to please that those who felt slighted from the first game wanted in the sequel. At its best moments, Battlefront IIis the game that we hoped it would be with some truly breathtaking locales, incredibly fun multiplayer matches, and the best Starfighter gameplay we"ve seen in a Star Warsgame since Rogue Squadron.
At the core of Star Wars Battlefront IIhowever lie practices that are toying with the Dark Side. The multiplayer progression system"s reliance on loot crates continues one of the year"s most bothersome industry trends with Battlefront IIpotentially the worst offender so far. This in addition to a story that doesn"t go anywhere new or intriguing drags the final product down and makes it feel less like a sequel that expands upon the first game, and more like a rushed product that was simply meant to cash-in on the Star Warslicense.
Star Wars Battlefront II"scampaign is probably the most disappointing part of the package for myself. As a massive fan of both the films and extended canon in the Star Warsuniverse, I had high hopes for this campaign considering it would serve as the first Star Warsstory told in a video game since 2010"s The Force Unleashed II. Sadly, the plot goes nowhere interesting over the course of its 4-6 hour journey and combines it with boring, repetitive gameplay.
What"s perhaps most upsetting about all of this is that the characters within the campaign are well-written and interesting. Iden Versio and the rest of Inferno Squad share some great interactions, not only with one another, but with a variety of well-known Star Warscharacters. Walt Williams and Mitch Dyer, the writers of Star Wars Battlefront II, deserve a lot of credit for channeling the often sarcastic, witty dialogue that we"ve come to expect with Star Wars.
Iden Versio in particular has some really fantastic moments that are further made better thanks to the performance by Janina Gavankar. All of the other performance"s within Battlefront IIstand out, but Gavankar"s commitment to the character stands out amongst the crowd.
The entire lead up to Star Wars Battlefront IIhas centered on the fact that this was supposed a unique story following a character on the "bad" side for once, rather than showcasing another Jedi or prototypical hero. Instead, having Iden Versio defect to the Rebellion left a bad taste in my mouth and made me feel like the promise of exploring a character from an Imperial point of view wasn"t followed through upon. This being said, the reasoning for Iden defecting make sense within the scope of the story, it"s just not the direction I wanted to see things move in.
What makes this even more difficult to watch play out is that the entire narrative feels so sped up. Since the story of Star Wars Battlefront II"scampaign takes place over the course of thirty years, we"re often jumping in and out of Iden"s story quickly without having time to stay for awhile and get to know her character a bit more. Iden is an interesting character, but she isn"t one that I feel like I know very well by the campaign"s conclusion. I feel even more lost with some of the side characters who don"t get nearly as much screen time as Iden. Character development is the hardest thing to do when creating any story and I think the timeline in which Battlefront IItakes place makes it even more challenging to flesh these particular ones out.
As a quick aside, I found the conclusion of the campaign to be rather unsavory because of how apparent it was that they chopped off a handful of remaining missions only to release them as free DLC next month. EA and DICE have been beating the drum about how Star Wars Battlefront IIwill be receiving all of its DLC for free throughout the life of the game, which is a good thing. However, to end the campaign on an awkward note only to release the additional missions three to four weeks later is not free DLC, but instead just content that should have been included with the original package. It"s obvious that this is only being done to coincide with the release of Star Wars: The Last Jedi, but that doesn"t make it any more acceptable.
More egregious than the story beats within Star Wars Battlefront II"scampaign is that of its gameplay. In simplest terms, playing it is just boring. Each of the game"s twelve missions sees you either blasting, slashing, or dogfighting your way through mindless waves of Rebel soldiers, Stormtroopers, and X-wings. The combat objectives never do anything more interesting or unique, which is a shame considering there"s endless possibilities in the world of Star Wars.
To give you a quick example, one mission within the story has you controlling Luke Skywalker. In this section of the game, you are tasked with fighting back hordes of enemy bugs that you have encountered. After teaming up with a new friend that Luke runs into, you must defend your partner from these bugs that are attacking as he tries to access a pair of computer terminals. The problem though is that this section takes nearly five minutes to complete. So for that time period, you just hack away aimlessly at bugs. Swinging a lightsaber is fun, but not when it"s so uninspired.
For all of the beauty that Star Wars Battlefront IIboasts, the objectives throughout the campaign don"t get much deeper that the aforementioned situation. I think that lackluster game design has become a larger issue in triple-A games over the past few years, and Battlefront IIis one of the most recent examples of such.
One of the other primary reason"s why I think the campaign is uninteresting to play is that nothing was done to set apart the mechanics seen in the single player apart from that of the multiplayer. Star Wars Battlefront II"s campaign essentially feels like an extension of the multiplayer, which is very different than usual. Most other shooters on the market that boast both single player and multiplayer elements usually extend the mechanics that are found within the campaign portion of the game into the PvP. Instead, Battlefront II"s campaign felt like it was directly pasted from multiplayer.
I"ve never really found the Battlefrontseries, even going back to the original games, to be very interesting in single player. Without the addition of any unique gameplay mechanics, you end up just running and gunning around levels without much thought. While I can understand how this would still please some people, I guess I just expected and wanted more.
Rather than harp on its faults, let me first make clear the Star Wars Battlefront II"smultiplayer is so much fun. As someone who played the 2015 Battlefront for over 100 hours, the changes that have been made to the core gameplay within multiplayer have led to a far better experience than that of the first game.
Creating a class system for all four character archetypes similar to Battlefieldis something I found to be greatly beneficial and added more variety to the multiplayer experience. Instead of having to alter both your blaster and Star Card load out like you had to in the previous Battlefront, being able to switch between characters that specialize in specific techniques is far smoother.
Even though I don"t love the Star Card system within Star Wars Battlefront II, I do enjoy how much it allows you to customize your play style. For those unaware, Star Cards within Star Wars Battlefront IIallow you to add stat bonuses to equipped weapons, give you the option of equipping new items, or grant your character class increased passive stats. Every character, Hero, and vehicle within Battlefront IIupgrades through this system and in theory, it works pretty well and gives you the freedom to play how you want.
However, this same system is the same that leads Star Wars Battlefront IIinto some unsettling territory due to the way it is implemented. The primary way that you earn these Star Cards is through opening loot crates. These loot crates can be acquired by purchasing them with in-game currency called credits or through another currency called crystals, which were previously purchasable with real money.
As of this writing, EA has removed all microtransactions from Star Wars Battlefront IIwith the intention of bringing them back at a later date. Many claimed that due to the inclusion of these microtransactions, Battlefront IIwas essentially a play to win title since those who poured money into the game would be able to earn more Star Cards of a higher level. However, a majority of my play time with Battlefront IIoccurred when these microtransactions were still present yet I always found that those who were of the highest skill always found their way to the top of the leaderboard rather than those who had better Star Cards. However, this claim is a moot point at the moment until we learn how transactions will be reintegrated into Battlefront II.
You can see how hard to explain this system is which would be my biggest issue with it. The progression system within Star Wars Battlefront II"sis so bloated, convoluted, and devoid of any logical sense. I have yet to mention that a broad overall level is also within the game, but the benefit for increasing it is nearly purposeless other than gating you when looking to increase the level of your Star Cards with crafting parts.
I"m also not a fan of any system that is built entirely around the idea of loot crates. While you can still purchase individual Star Cards in Star Wars Battlefront IIwith crafting parts, you almost never receive these parts unless you find them in loot crates. In the end, all routes to progression always come back to the loot crates. Having a system built around this random chance element isn"t just disappointing, it"s not rewarding in any way. You have a better shot at winning the roll of Watto"s chance cube than you do of getting at item you"re seeking from a loot crate.
It"s hard to ignore the faults of this messy system, but luckily when you"re actually in the middle of a match, you often can"t help but smile. Star Wars Battlefront II"smultiplayer is full of great moments and the variety of the five game types that you can play really help mix things up whenever you get too tired with one kind of match.
The main game type that Star Wars Battlefront IIpushes to the forefront is Galactic Assault which is a 20 vs. 20 mode. The bombastic scale and sometimes insane objectives that are carried out in these games lead to some crazy situations such as the Rebellion piloting an AT-AT or watching Kylo Ren chop down armies of Clone soldiers.
Any time that you save up enough battle points -- the in-match currency used to give you access to playing as Heroes and other classes -- to play as a Hero character is when you truly find Star Wars Battlefront IIshining. The sense of power and speed that you feel in these moments is unmatched and makes you really feel like a Sith Lord, Jedi, or smuggler.
One of the main issues that I do have with Galactic Assault however involves the use of vehicles. In this game type, you can use your battle points to spawn in a starship such as a TIE Fighter or an X-wing, but largely the air-based combat in these matches feels far too separate from the encounters on the ground. Since DICE does also develop the Battlefieldgames, a franchise where air combat often feels integral to the match, I wanted to see the same in Star Wars Battlefront II.
Luckily, the other marquee mode within Star Wars Battlefront II"s multiplayeris that of Starfighter Assault where the space combat is all that matters. Space battles were one of the most requested features to be seen in Star Wars Battlefront II and the wait was definitely worth it. All of the starfighters control incredibly well and similar to standard battles, getting in a Hero ship like the Millennium Falcon is an absolute joy. While objectives in Starfighter Assault can become a bit too similar, the variety of different locations and battle stations that you face off against helps keep things fresh for awhile.
Strike and Blast are the final two game types that round out Battlefront II"smultiplayer offerings and they"re each rather straightforward. Strike is a smaller 8v8 mode where one team is defending a set of objectives while the other team attacks. It"s simple in nature, but I really enjoyed how fast paced these matches were. The smaller size made things feel more intimate and as such I often found that Strike was where the most competition was being had. Blast on the other hand is simply a team deathmatch, which of course has to be included in any multiplayer game.
If there"s one large complaint that I do have with the multiplayer in Battlefront IIit would be that it"s not doing anything all that original. It"s hands down a better experience than what we saw in 2015"s Battlefront, but there"s still a lot of room for improvement and for DICE to carve out what it means to be a Battlefrontgame in 2017.
Arcade is the smallest mode found within Star Wars Battlefront IIbut it serves as a good palate cleanser between the campaign and multiplayer. This mode allows you to both play against your friends in splitscreen versus matches or play through a variety of short missions called Battle Scenarios. These scenarios typically see you filling the role of one of the Hero characters from the game with the goal of defeating a certain number of enemies in a given time.
Perhaps the strangest thing about Arcade though is that if you play it too much, you will stop receiving in-game credits as rewards for completing a scenario. To be more clear, you receive 100 credits after every mission you complete. If you complete too many consecutively however, you will be unable to earn any more until a certain period of time later ranging from -- what I have seen personally so far -- anywhere between 12-14 hours.
It"s hard not to feel like StarWars Battlefront IIshould"ve been better than what it is. While some like to think that the implementation of loot crates is a worse crime than that of killing younglings, in reality it just proves to be uninteresting and makes it more likely for me to bounce off of the multiplayer sooner rather than later. The real disappointment falls upon that of the campaign which I clearly had too much hope for. It"s not a story that I would say I hate more than sand, but it also isn"t memorable at all.
I"ve often theorized that without the Star Warslicense, Star WarsBattlefront IIwouldn"t make much of a dent in the gaming industry. Of course, it"s impossible to separate the license from the endproduct, but I truly think that the game"s biggest strength is that it"s simply a Star Warstitle. In a time where Star Warsgames aren"t being made by the dozen however, Battlefront IIat least still knows how to elicit the nostalgic, warm feelings that I have for this universe despite its many problems.
Enlarge / The pull of the Force is strong with things like an impeccably rendered Millennium Falcon. (I mean, gosh, that"s purty.) But Star Wars: Battlefront II can"t paint over most of its failings.
I"ve tried to give the new video game Star Wars: Battlefront II a fair shake, and I tried to do so through three types of fandom, at that. I really dig Star Wars—and I"ve generally appreciated when the series has expanded its universe in video game form. I"m a big fan of DICE as a creator of high-polish, massively multiplayer online shooters. And I thought 2015"s reboot of the Star Wars: Battlefront game series was perfectly satisfactory as an accessible online action game.
I kept all of these optimistic angles in mind as I booted the new game—and as I used my lightsaber of fandom to try to carve through its confusing economies. But that has been Scarif-massacre levels of difficult. Battlefront II ultimately lands as an adequate-but-forgettable combination of polish, bombast, and been-there-done-that shooter tropes. Even after EA"s last-minute about-face, little about the total package makes me eager to recommend it to anybody looking for a family-friendly blaster, a Star Wars-worthy story, or a month-after-month dive into online team combat.
What"s worse is, you ALSO get dinged for playing arcade mode "too much" in a 12-hour period. It only took me six arcade matches to get this warning. It"s ridiculous stuff. Why else would I play arcade mode? It doesn"t earn XP (which itself barely unlocks anything in the game).
Much of what applied to BF1 returns in BFII, at least on a macro level. When playing online, you jump into team-based combat that resembles a slightly simplified version of DICE"s Battlefield I. The primary multiplayer mode, "Galactic Assault," is a 20-on-20 asymmetric team fight that resembles Battlefield I"s "Conquest" mode, in that one side tries to take over various control points while the other side defends them. If the attackers take over enough nodes, then the combat map expands, defenders retreat, and attackers try again with a new series of points until they overcome. If the attackers die too many times, however, the defenders win. (This is represented by a "number of lives" pool shared among all squadmates, good and noob alike.)
Though 11 battlegrounds ship in the retail game, they"re decidedly uneven, and none surpasses the instantly memorable combat worlds that shipped in 2016"s Battlefield 1. The closest BFII comes to that quality is on Endor—which offers an ample number of combat paths through woods and fortifications alike—and on Hoth—which spreads battle stations across an epic, snow-covered valley. In the case of the latter, however, I was only able to play that map once as of press time, owing to the game"s utter lack of a server browser. The inability to focus your gameplay attention on preferred maps will rankle anybody who tires of certain maps, particularly the death-filled corridors of Starkiller Base. Advertisement
The speed at which cards are doled out in the course of standard gameplay is agonizingly slow. You"ll need to play 7-9 matches to earn enough of BFII"s "credits" currency to afford the most expensive, 4,000-credit loot boxes, which then contain a mix of unique Star Cards, credits, and crafting parts. (I break down the game"s pukey soup of currencies and other economical issues here, but we"re already in bad-news territory when I have to direct you to a freaking glossary to understand what"s going on.)
You"ll get roughly two new Star Cards in every loot box, which may or may not apply to a class you like. Sometimes, they apply to heroes that you haven"t unlocked, who can be purchased directly for credits and cost anywhere from 5,000 to 15,000 credits. (Those prices have come down from an original, "I wanna meet EA"s dealer" price of 60,000 credits, which is good. What"s less good is that the game"s single-player campaign used to dole out more credits, and that amount has since dipped from 20,000 to 5,000, so the adjustment is actually a bit of a wash.)
When Star Wars: Battlefront was released two years ago, it received a lot of praise for the way in which it faithfully re-created props, vehicles, and worlds from the original film trilogy, but it took a hit when it came to the lack of a single-player campaign. With the sequel, EA hopes to change that, and this morning it offered a glimpse at what players can expect when Battlefront II arrives on November 17th. The single-player mode certainly looks like it will be heavy on narrative and world-building, but more importantly, it’s embracing a perspective that’s never really been tackled in the film series before: the point of view of the Empire.
A team-up between EA DICE, Motive Studios, and Criterion Games, Battlefront II will let players take on the role of Iden, member of the elite Inferno Squadron, who Motive game director Mark Thompson described as a “TIE Fighter [pilot] / commando hybrid” with an array of special skills and leadership abilities. The narrative itself kicks off in the final moments of Return of the Jedi, when Iden — having just taken down some Rebels on the forest moon of Endor — looks up in disbelief as the second Death Star is blown to pieces. At that point she decides to avenge her fallen Emperor, with the game’s ensuing story serving to fill in the gaps between Return of the Jedi and The Force Awakens, which took place some 30 years later.
It’s an interesting switch to the way the Empire and the Rebels have been previously portrayed, and given that the storyline is being created in close collaboration with the Lucasfilm Story Group, all of it will be considered canon within the new Star Wars universe. It’s an old storytelling adage that everybody thinks they’re the hero of their own story — even classic villains — and while Battlefront II appears to be exploring that idea in the most literal sense, it’s a sentiment that has seemed to creep into much of the new Star Warsmaterial that Lucasfilm has been generating. Rogue One was full of characters that used questionable means to fight for just causes, and in yesterday’s trailer for Star Wars: The Last Jedi it appears that Luke Skywalker himself might be struggling with the complexities of a moral universe that goes beyond the “good guys vs. bad guys” dynamic the original trilogy was built upon.
The single-player campaign of Battlefront II won’t limit players to just the Imperial point of view, however. Comparing it to the way the films jump from scenes focused on Luke or Leia, to ones focused on Vader or Grand Moff Tarkin, Thompson explained that the game itself will also switch perspectives. One moment that was called out in particular was an encounter with Iden during which players will take on the role of Luke Skywalker, while they will play Kylo Ren in another. Droids will also play a vital role, with Iden having a droid sidekick to help her with various tasks along the way.
While all of the new narrative additions are welcome, Star Wars: Battlefront was a multiplayer game, and EA DICE has revamped that aspect for the sequel completely. Instead of focusing just on the original trilogy of films, the new game’s multiplayer mode will span the entirety of the film franchise, from the prequels all the way up to the newer films. As first shown in the trailer that leaked earlier this week, characters like Darth Maul, Rey, and Kylo Ren will all be playable, with an upgrade system integrated so players can level up the various “hero” characters, rather than having them serve as static creations invoked for a bit of one-off action.
That same thing will apply to the standard trooper characters that players can utilize, which will run the gamut from Phantom Menace-era battle droids, to Imperial officers, to First Order Stormtroopers. Much like the existing weapons upgrade system, items that a player unlocks along the way will carry through while playing in different environments and missions, though DICE creative director Bernd Diemer pointed out that players will also be able to choose different classes for their characters when building them up. Visually, the troopers will change depending on the era of a given mission. It’s a way of giving even a multiplayer mode a degree of narrative continuity, so members of the First Order aren’t fighting alongside troopers from the Clone Army.
Another weakness in the last Battlefront was the vehicle handling and space missions, and EA appears to be tackling this issue by adding Criterion Games to the creative team. Criterion was the group behind the X-Wing VR Mission expansion, and while their work was mentioned only in passing today, it’s clear this is another section of gameplay that’s received attention. Vehicles will be able to be unlocked, upgraded, and modified in line with the rest of the game mechanics, and hero ships like Boba Fett’s Slave I and the Millennium Falcon will also be in rotation.
Taken as a whole, it’s obvious that EA knows what the weakness of Star Wars: Battlefront were, and is aware of what players have been asking for. Thus far the news is promising, but we still haven’t spent any time with the game, seen gameplay footage, or gotten a sense of what the gameplay mechanics and vehicle handling will be like — all problems that revealed themselves pretty quickly once people started playing Battlefront in 2015. But just from a narrative and storytelling perspective, Battlefront II has the opportunity to break some really interesting ground in the Star Warscanon itself. We’ll just have to wait until November 17th to find out if the developers have pulled it off.
2015"s Star Wars: Battlefront originally released with a shallow offering of content. It featured no single player campaign, a small assortment of maps, and attempted to sell a season pass that was nearly the price of the game itself. While it eventually added some much-needed content, the way it segregated its community was ultimately its downfall. When EA announced that Battlefront II would include all future DLC for free, the community was overjoyed. What came next, however; was something far far worse than anyone expected.
Battlefront II was supposed to be a simple and much-needed slam dunk for EA; Release a sequel that has more content than the prior and offer up a single player campaign within the rich and varied history of the franchise. While Battlefront II has shipped with a single player campaign, it has also structured its multiplayer progression system solely around the use of Loot Crates causing the majority of the online component to operate as pay-to-win and since this is all tied to an awful RNG system, the game in no way respects your time or you as a player.
At the time of this writing, and about 15-20 hours of play into Battlefront II, EA has chosen to disable microtransactions temporarily. My review; however, will continue as if they were not disabled, as this is a review of my time spent with the game, and not what occurs apart from that experience. The problem with reviewing a games-as-a-service title is that these games continue to evolve and grow and frankly, it is impossible to update a review after each and every update. Should the game change drastically, then I will possibly update the review to reflect these changes, but that is a decision I will make at the time.
In Battlefront II you play as one of four classes; Assault, Heavy, Officer, and Specialist. Each Trooper has a specific weapon set and a few core abilities that separate it from one another. Each class can equip three Star cards at a time to enhance or change up the loadouts you take into battle. The Star cards you can choose from consist of either Boost or Ability cards. Boosts change up the existing qualities of your Trooper or add new and mostly passive skills to your loadout like taking reduced damage from explosions or earning Battle Points at a much faster rate. Ability cards change up the type of ordnance you bring with you; ie: grenades, detonation charges, as well as change up how certain weapons fire.
Each card has a rarity to it that also dictates the upgrade costs when wanting to level up the perk contained within the card. Both your player level and class level have to be at a required level to even access the ability to upgrade your cards. While playing matches will level up your player level, your class level is tied to the cards, so if you don"t have the required level, you may need to spend crafting points to make cards you don"t even want in order to reach that required milestone. Upgrade costs range anywhere from 40 crafting parts to nearly 500, and when individual Loot Crates only offer up 45-60 crafting parts, it becomes an annoying grind to simply level up one single card. Much of this annoyance can be skipped by simply purchasing Crystals in order to buy more Crates. The progression system tied to these Star Cards creates a very noticeable imbalance and rewards players for the money spent, and not their time.
A co-worker asked me about Battlefront II and when I started to talk about the progression system, one element I mentioned created a sense of confusion to them. Each card has a value and the combined cards you have for that class then dictate their level. I tend to favor the Heavy class as I find I prefer the fire-power a bit more than the other classes. My Heavy class, without crafting any cards, was at rank 8, whereas the Specialist, a class I have yet to even really use, is rank 11. Yes, a class I"ve barely even touched is a higher rank than the one I have spent nearly 8 hours with, and this is due to the randomness of what the Loot Crates offer. While I can use Crafting Parts to craft myself some new cards, I will look to require those parts to upgrade my existing cards to make my Heavy Trooper much more effective. I mentioned before that Battlefront II does not respect your time, and this is what I meant. It doesn"t matter how much effort you put towards a certain class, your rewards, apart from the crafting of said cards, is entirely random.
There are effectively three types of currency at play; Credits, Crystals, and Crafting parts. Credits are earned either by playing the game, buying them with Crystals, or earning them through a series of challenges. Credits are used to purchase new Hero characters, or the Loot Crates themselves. Crystals are earned simply by spending real money in the online store. Crafting parts are earned only through Loot Crates or through additional challenges.
The Loot Crates themselves come in three basic varieties; Trooper, Starfighter, and Hero. Trooper Crates cost 4,000 Credits or 200 Crystals and contain the cards needed to upgrade your classes. These are the more important cards as these characters are 90% of your experience in multiplayer. Starfighter Crates which are for the vehicles you"ll pilot cost 2,400 Credits or 120 Crystals, whereas the Hero Crates cost 2,200 Credits and 110 Crystals and contain cards suited to your heroes.
At the end of each match, I would roughly leave with 150-300 Credits and after playing another 10-12 matches to earn enough to unlock a Trooper Crate, nothing is more upsetting that going through all that to unlock cards for a class you don"t even play as or getting a few duplicates, not to mention the pitiful amount of Crafting Parts they give you, yet the game is built upon on this gameplay loop.
Loot Crates are simply put, the main way you will rank up your Trooper, Starfighter, or Hero character. While yes, you can earn credits and crafting parts by playing the game, or by completing challenges, they are drip fed at an intentionally slow pace to make the purchase of them, with real money, that more attractive. The challenges are also finite, meaning you will eventually run out of them, slowing that grind even more. Crafting parts are the hardest of these currencies to come by as you don"t earn them naturally in-game and these are essential to crafting new cards or for the process of upgrading them. While you do earn a free Loot Crate every day, you often only see it contain 5 crafting parts and 125 credits, an amount that feels more like a middle finger than anything rewarding.
Apart from the Star Cards, you will unlock emotes and victory poses through the Loot Crates that you can use to customize your characters. Sadly, there isn"t any direct customization with new helmets, paint jobs, or other visual indicators to separate yourself from the pack. Attack of the Clones, indeed. This is sort of an odd omission as the first Battlefront had different faces and species that you could swap to once you unlocked them.
The core multiplayer experience of Battlefront II is still enjoyable from a mechanical point of view. Shooting is fairly satisfying, and the controls are every bit as enjoyable as the previous game. You can still swap back and forth from third-person to first-person, however; Hero characters are only playable from the third-person perspective, as are several abilities for your regular Troopers. The only aspect of the controls that I found somewhat off was that duck and roll are the same button but act differently when you hold down or tap said button. While I am not a huge fan of this design, it wasn"t something that I found was getting me killed any quicker than I already was. One new addition that works extremely well is the Gears of War style active reloading that pops up when your gun is forced to reload. It"s a small change but one that felt extremely natural.
Apart from the loadouts that you take with you into battle, you will earn Battle Points to further your progress in a single match. Battle Points are limited to just that match and allow you to respawn in as an upgraded trooper, in the cockpit of a classic vehicle, or the much sought after, and expensive to unlock Hero characters. As you take down foes or save your allies, most actions will net you points that can be cashed in during the respawn screen. The better you do will earn you more points, and this is where I have issues with how to access these Hero characters. In the original Battlefront, you found icons on the map that allowed you to embody the likes of Luke Skywalker, Boba Fett, or Darth Vader. This allowed even the less skilled players a chance at taking control of these iconic characters and feeling a bit more powerful, even for a few fleeting minutes.
Here in Battlefront II, you have to earn a massive amount of points to even have an attempt to play with them. While I am not a horrible player, I rarely ever earned enough Battle Points to even dream of playing with these established characters. If the matches ended too soon, you really had no chance. You almost have to sabotage your team for the matches to last long enough to even warrant the attempt to earn 8,000 Battle Points to play as one of the Jedi. In any given match, I would earn roughly around 5-6,000 Battle Points, just being slightly out of reach each time. This method of using the Hero characters makes the better players always at the top of the leaderboard and the less skilled players, constantly dying from a whirlwind of lightsabers.
Star Wars Battlefront II features 6 modes; Galactic Assault, Strike, Blast, Hero vs. Villains, Arcade mode, and Starfighter Assault. Strike is an objective-based mode centered around two teams of four. Starfighter Assault will have players complete objectives while behind some of the most iconic Starfighters of the Star Wars universe. Sticking to Iconic elements of the Star Wars franchise, Hero vs. Villains is just that. Here, players will take control of established Star Wars characters in a four-on-four battle. Arcade mode allows for some single player or co-op split-screen action away from the online portion of the game as you take on AI foes in various scenarios. Lastly, Blast is a standard 20 player deathmatch mode that is fairly enjoyable, but probably the least popular mode in the game.
Galactic Assault is by far the real star of the show as this is a 20-on-20 battle where players will attack or defend a location, attempting to push players back to defeat or withdraw and attempt to counter the assault. This is where the progression system, the Battle Points, and everything else the game can offer really is created for. Each map has a series of various objectives like dropping a pair of AT-AT Walkers, protecting the Palace on Theed, or taking over various locations in Mos Eisley. While some of the maps are perfect for this mode, some suffer from rather poor map design, or feel far too similar to the previous game. Galactic Assault features three prequel maps, five original trilogy maps, and three Force Awakens-era locations.
As I mentioned, the previous Battlefront game shipped without a campaign. The entire focus of the title was devoted to multiplayer and even the modes where you would battle AI forces with loose narrative objectives just wasn"t enough. Here, Battlefront II actually offers a decent campaign, with only a few issues along the way and a final mission that sadly leaves so much unresolved, that is until the additional content hits later this year.
There are two missions that I felt held back the campaign. The chapter on Theed is merely a stand-in for the multiplayer mode and serves no real narrative purpose other than training you for the Galactic Assault mode. Towards the end of the story, you will jump into the boots of Lando for what may be the worst mission in the game. While the missions as Luke and Han are not terribly impressive, they do have several moments that succeed in being really enjoyable. That being said, if I had the option to only play the Iden missions, I would select that option in a heartbeat. The campaign features a wealth of vehicle missions that take place on the ground as well as the farthest reaches of space. These missions are a highlight of the campaign and really go to show that we need another space battle Star Wars game as there hasn"t been one in years.
Star Wars Battlefront II is a visually and audibly gorgeous game. The game nails all the sights and sounds of the franchise in every way you would expect. Characters, vehicles, and locations all look flat out amazing and combining that with the signature blaster fire and incredible score makes this a superb effort to capturing the feel of Star Wars. That praise aside, this game is buggy as hell. Nearly every cutscene stuttered or flickered during my entire playthrough, and I lost track of how many times I got stuck in the geometry. For every moment the game rewarded me with some visual feast to the eyes, it would have some technical problem there to greet me. While it is unclear if the game was rushed, it certainly can feel like it.
There is a good game in Battlefront II but it is sadly buried behind an awful pay-to-win progression system that would rather see you spend more money than time. It is hard to say how this game will improve, or if it ever will. EA has been injecting microtransactions into several of its properties that it shouldn"t have come as a surprise at the dark side shenanigans that occurred here. The campaign works well when they are not trying to sell you on the multiplayer experience and I wish it had been solely written around Iden than forcing us to play as the iconic characters of the series. I really wanted to like Battlefront II, but the progression system is one of the worst I have ever seen and in no way does it respect your time. I know I have said that several times now, but it stands for exactly what this game is. Battlefront II should have been the Star Wars game we were looking for, but sadly, it is not, and that"s a damn shame.