mission parts battlefront 2 pricelist
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.
Star Wars Battlefront II is set to launch in a little over a week, and while the game will give away new characters and maps as free DLC to all players, it will also include microtransactions in the form of loot crates. Now we know how much they"ll cost in the full title.
Crates can be acquired in Battlefront II through gameplay or using the game"s virtual currency, Crystals, which in turn can be purchased with real money. Crystals are sold in various packs, with EA Access members saving 10% off of them; the cheapest runs for $4.49 (or $5 for non-Access members) and nets you 500 Crystals, while the $90 ($100) pack includes 12,000. You can find the prices for non-Access members on the Xbox Store.
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Loot crates were the subject of much controversy during Battlefront II"s open beta last month. We recently shared our thoughts on how Battlefront II"s microtransactions work and why they are a big problem in a recent episode of The Lobby. Following the beta, developer DICE spoke out about the issue to assure fans that the game won"t be pay-to-win and made changes to how crates work due to their negative feedback.
Star Wars Battlefront II releases for PlayStation 4, Xbox One, and PC on November 17. Origin/EA Access subscribers can get a taste of the game ahead of launch, as its early access trial went live today on Xbox One and PC. That lets you play up to 10 hours of the game.
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.)
Before I even played one round of multiplayer, I dumped $90 into Star Wars Battlefront 2, to try to understand its system of loot crates and currencies and whether I could actually pick up Luke Skywalker for real money before I even began the game.
What’s more interesting is how the game’s complicated economy and prerequisites work together, which is something really only seen at scale — like buying up 12,000 “Crystals,” the in-game currency bought for real money. The most expensive loot crate in this game costs 200 Crystals.
With that much money applied to an optimized crate-unlocking strategy, I was able to give every character class and vehicle every “Star Card” applicable to it and still bank about 27,000 in Credits, the other in-game currency that you can’t buy outright. That was plenty to buy more loot boxes, or multiple hero characters under the new pricing structure.
And a pure grinder is still forced to use the game’s loot crate system, which spits out bonuses entirely at random, to advance their characters and improve their loadouts. Loot crates are the only means through which one either acquires “Star Cards,” at random, to outfit fighters, spaceships or heroes with new abilities, or the “Crafting Parts” that allows them to unlock a specific Star Card of their choice.
(Players do get a “Daily Unlock Crate” every time they log in, but its payout is nowhere close to what even a Hero Crate, the least costly of the three, delivers. It’s usually two to three items, and of these 75 to 150 Credits and five Crafting Parts.)
The first Battlefront (under EA, in 2015) was much more straightforward: Players still had to play a lot of multiplayer to earn credits that unlocked weapons, Star Cards, cosmetic changes and such. Some items were gated by in-game performance milestones. But everything was available, by player choice, provided they had enough of that currency. Players who desired as many different weapons as possible, forsaking their character’s appearance, were just as accommodated as those who had settled on a preferred weapon and card loadout and now wanted to bling out their looks.
Battlefront 2 launched, notably, without cosmetic customization options. The creators hinted, in a Reddit AMA on Wednesday, that this is on the way later. For now, players may only spend for performance. And the loot crate system introduced in Battlefront 2 means the bulk of that is acquired at random.
As I sat there unlocking my $90 worth of loot crates over more than two hours, I realized what’s really bothering Battlefront 2 players: It’s the feeling that you lack control, even when you pony up a stupid amount of real money.
Credits: Awarded for in-game performance. Commonly earned for performance in multiplayer, it’s also splashed out for completing goals in the single-player campaign or beating assignments in the new arcade mode. (However, arcade mode limits its payouts to just 500 credits per 24 hours, something that has rankled players even more than the loot crate system). Some milestones deliver 1,000 Credits, others just 100. Credits cannot be bought.
Crafting Parts:This is an overlooked component of Battlefront 2’s economy but still an important one. Crafting Parts can be exchanged for a Star Card of the player’s choosing (assuming the player has met other prerequisites). Crafting Parts deliver the option of picking the Star Card a user really wants, keeping Battlefront 2’s upgrade system from being purely random. But they’re only found in loot crates.
Loot crates do not return Credits except in two cases: When a crate opening delivers a card or cards that the player already has (and can’t advance in rank further) or, more rarely, when the system has run out of items it can deliver the user. If it’s a duplicate card, it is converted to Credits immediately (depending on the value of the card already in the collection). If Battlefront 2’s slot machine has run out of things to give you, as I found very late in my spending spree, it just awards 50 credits in place of a regular item.
Realizing this I sought to build out my card collection first, to increase the chance the successive crate openings would return duplicate cards and therefore exchange them for Credits, the most liquid of the three currencies, which could give me whatever I wanted. Each time I had more than 40 Crafting Parts, I used that to unlock another Star Card in the collection, which is partly why this effort took so long (and ate three hours off my preview time with the game).
I started out buying Trooper Crates at 200 Crystals a pop (whose 4,000 Credits pricetag equals about three hours of multiplayer gameplay time) because those return the most cards (four to five) and the most Crafting Parts (at least 45, sometimes 60). The Starfighter and Hero Crates dispense fewer cards, and the Crafting Parts come in smaller amounts.
After buying dozens of Trooper Crates, with half of my Crystals balance left, all five classes of fighters had every card available to them and all three card slots filled. Battlefront 2 starts by giving each class one available Star Card slot to modify their abilities or give them an additional weapon. As better cards are acquired for that class, they unlock more slots. Every character class had the maximum three card slots unlocked by this point.
Then I turned my attention to the less costly Starfighter Crates, to apply those goods to my vehicle fleet. By the time I had maxed out all the cards I could acquire for my characters and my vehicles, I had banked 27,000 Credits, which I could have applied to any of the six unlockable heroes or to more loot crates. I chose the latter, pouring those proceeds into the crates that upgrade heroes, even if I was unable to use one.
Put more simply: You could work single-mindedly toward unlocking Darth Vader and, with skill, get him in a day (under his new cost) — you’ll just be forsaking the breadth and depth of Battlefront 2’s multiplayer, with all of its upgrades, buffs and weapons, in the meantime.
EA shoved three DICE developers into a Reddit AMA today, where all of them more or less said that they’re paying attention to the unlock costs and the rate at which players are getting at new content, and this can all be adjusted in the future. And that would be fine if it was following the Battlefront1 model, where a player saving up credits for improvements could buy the one they want, instead of saving up to buy a crate that might return three things they don’t, plus “Crafting Parts” that may not be enough to get their preferred upgrade, either. So as it is, DICE can look at how much crates cost all they want; if upgrading a character class is still left to luck of the draw, people will still be unhappy.
Star WarsBattlefront 2 may hold a fig leaf over all its indiscreet parts so that it can’t be directly accused of imposing a pay-to-win model. But it does something just as bad by tying multiplayer advancement to the random chance of opening a loot crate: It strips players of a sense of control over their long-term gameplay, and it clouds their broader understanding of how the game should be efficiently played, and what winning and success really means in it.
People naturally become angry when they feel they have no power or control. Especially if that involves something they’ve already put $60 toward. That’s what you’re hearing in so many indignant reactions to Battlefront 2’s economy.
Star Wars: Battlefront did a lot of things right, but it was criticized for not having a lot of depth, primarily due to the utter lack of a story-driven single-player campaign. That"s a shame, because the Star Wars universe is rich enough that fans are genuinely interested in stories that go far beyond what"s presented in the main film series. Fortunately, Star Wars: Battlefront II, EA developer Motive was tasked with making a compelling story mode. Having completed a 90-minute playthrough of the game"s prologue and first two chapters, it"s safe to say that Battlefront II should have something to lure Star Wars fans who aren"t necessarily interested in multiplayer adventures.
As we learned back at E3, the Battlefront II campaign centers around the Imperial forces and "Inferno Squad" Commander Iden Versio. In a lot of ways, the campaign feels like 2016"s Rogue One in that it shines a light on parts of the Star Warsworld we haven"t seen -- but it seeks to tie them into the larger narrative that we know from the films. In this case, Versio is leading her Imperial Squad on a mission on Endor when suddenly the Death Star explodes. Yup, the game is picking up at the end of Return of the Jedi, showing things from the perspective of an Imperial Army suddenly thrust into disarray, with their leader dead and most advanced weapons destroyed (again).
The missions themselves don"t do a ton to hint at where the story will go. The prologue and first chapter focus on Versio"s escape from the clutches of the Rebels and her team"s escape from Endor, while the second chapter is focused largely on space combat in Versio"s TIE fighter. From a pure gameplay perspective, it"s a good start that introduces what I presume will be the game"s core components.
For starters, I got to pilot Versio"s droid in a stealth mission sneaking around Rebels as I tried to free her from prison. After that was the expected combo of stealth and blaster battles as I escaped Endor. The game lets you switch between first and third person while controlling Versio; being able to go into first-person mode definitely helped when I was dealing with a slew of enemies. Finally, the TIE fighter sequences introduced the game"s space dogfights, something that was definitely fun but also a bit frustrating, as I kept piloting my TIE fighter into other ships or large space debris, earning me an instant death.
The more traditional ground-based combat segments were easier for me to handle, and they also quickly showed off the various ways you can customize Versio to suit your play style. Naturally, she can carry several different weapons that can be found around the levels, including balanced blasters, faster automatic weapons and long-range sniper-style guns. But Versio also has a handful of special weapon slots that let her equip more powerful items, like a shotgun-style blaster that quickly takes down opposing soldiers. There"s also a tool that aids with stealth missions by revealing the positions of all enemies within a limited range so you can see who"s coming and which areas you might want to avoid.
Even after just 90 minutes of play, Battlefront II feels like a new direction for a Star Wars story. It"s hard to miss the fact that the goal is to gun down Rebels, the same troops you"re rooting for when watching the Death Star blow up at the end of Return of the Jedi. Smooth and varied gameplay are obviously key to making Battlefront II a success, but a new, intriguing window into the Star Wars universe is what will really make the game stand out for legions of fans. At the very least, it should help you get your fix in the weeks before The Last Jedi hits theaters.
The loveable rogues and nefarious tyrants are back for another round in Star Wars Battlefront 2, and they’ve brought their own space-economy with them. From credits and crystals to crafting parts, the whole system of unlockable upgrades and purchasable heroes can seem like a complex labyrinth of choices with no end in sight. Fortunately, we’ve dived head first into the maze, leaving behind a breadcrumb trail of tips and advice so you can get your hands on the best upgrades around as soon as possible.
After finishing off the last mission, head on over to your career page to claim the rewards from each mission milestone. In total you should receive several packets containing 500 credits, as well as five named crates. The first four crates will contain trooper and hero Star Cards, with the fifth and final crate containing two hero Star Cards, a hero taunt, and 5000 credits. When you add that all together, by finishing the campaign you will already be sitting on a surplus of 12,000 credits, four trooper Star Cards, and six hero cards. Not a bad start for completing the six hour story mode, and if you’re in a rush, you can always set the difficulty to the lowest setting as this doesn’t have an impact on the rewards you receive in the end.
Once you’ve got your hands on the wad of credits from the campaign mode, the next big source of income for resources is from completing milestones. Milestones stretch throughout every mode in the game, each one acting as a challenge that grants either credits, crystals, crafting parts, or specific rewards on completion. For the most part, simply playing the game will start the process of unlocking these, especially when it comes to the kill count challenges, but there are several specific milestones that you can focus on that will help you out later on when it comes to buying and upgrading Star Cards.
Under the heroes tab of the career page, each hero unit in the game has three specific challenges tied to them, with each one granting either credits, crafting parts, or crystals. The good thing about these milestones is that they reward a fairly decent amount of their respective resources without requiring too much grind or effort. Take note of what each one wants you to do, and then drop into a few Heroes Vs. Villains matches to get easy access to the respective characters.
Before looking at the crates, however, it’s important to note the individual uses of credits and crafting parts. Credits are mainly used to either unlock hero characters for use in Galactic Assault, or to purchase one of the three loot crates in the shop, whereas crafting parts are used exclusively to purchase Star Cards for both heroes and trooper classes, as well as to upgrade individual cards to improve their effects. To put it simply, while credits are important, your main goal should ultimately be to collect crafting parts, since they will have a much larger impact on you being able to choose the upgrades you have available, as well as improving the cards you already have. This is especially important when you take into account that the cost of upgrading a Star Card rises dramatically towards the final tier. To unlock a card costs a base 40 crafting parts, with the tier one upgrade costing 80 parts, tier two costing 120 parts, and the final upgrade tier costing 480 crafting parts.
So which crate is right for you? If your goal is to obtain crafting parts, then the 2400 credit Starfighter crate is the most economical. This crate is focused on giving you cards that upgrade spacefaring ships, which isn’t ideal, but you’re guaranteed to get a flat 50 parts out of each crate. Compare that to the 35 parts you get from the hero crate, or the 45 parts you get from the much more expensive 4000 credit Trooper crate, and it’s clear that the Starfighter crate is much more lucrative considering the cost of the crate itself. If you’re not trying to acquire a specific card, however, saving up to purchase a 4000 credit Trooper crate can also be a worthwhile investment given that it grants a chance to get an already upgraded Star Card, albeit drawn from a completely random pool that has a chance of giving you something for a class you never play as.
It’s also worth mentioning that logging in each day gives you access to a daily crate. Whilst this crate isn’t nearly as valuable as the purchasable ones, you’ve got a chance to get a mixture of Star Cards, 75 credits, and five crafting parts which soon adds up after a week or two.
There are a lot of upgrade options available to buy and unlock in Battlefront II, and it can be easy to get lost in the sea of Star Cards if you don’t know what you’re looking for. If you’re staring at the screen wondering where to throw your cash, we’ve picked out several upgrades for each class that you should think about grabbing first. These Star Cards make up the bulk of the upgrade system for each class and are split between booster cards, which passively benefit your character, and ability cards, which give you an active skill that can be triggered at will.
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