mission parts battlefront 2 price
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.
In late 2019, the Star Wars Battlefront II Celebration Edition was released, automatically unlocking the few hundred cosmetic items in the game. Because all of the game"s cosmetic items are already unlocked with the Celebration Edition, owners of the Celebration Edition are unable to spend the Credits they earn from playing the game, causing their Credits to accumulate indefinitely.
In Battlefront, Credits are earned by completing Missions, Challenges, Accomplishments, or playing matches. At the end of every match, 10% of the score earned in that round are converted into Credits. Credits can be used to upgrade Star Cards and unlock skins, Hutt Contracts, and weapons.
In Battlefront II, Credits are the primary in-game currency that can be used to purchase a variety of cosmetic items, such as hero and trooper Appearances, Emotes, Voice Overs, and Victory Poses. These cosmetics can also be purchased with Crystals, the game"s microtransaction currency. Previously, Credits could be used to purchase Loot Crates and hero characters, but this functionality, along with Loot Crates being tied to multiplayer progression, was disabled in the 2.0 Patch. The Night on Endor Update re-enabled the use of Credits, allowing players to use it to purchase cosmetics only.
In Arcade, the first fifteen Arcade matches the player completes every day while connected to EA servers grants 200-250 Credits, granting a total of 3,000 Credits daily for playing Arcade. Any additional matches played beyond that will not yield any credits.
Increased the Credits payout in Arcade from 100-150 to 200-250 Credits per round. The maximum payout per day has been increased from 1500 to 3000 Credits.
Before we deliver a proper verdict for Star Wars: Battlefront II, we want to take a moment to talk about the game"s troubling, multilayered economy. The online multiplayer shooter is now officially available for paying EA Access subscribers, which offers a 10-hour trial of the game ahead of its November 16 launch on PC, Xbox One, and PlayStation 4.
Fans are already biting into that game-economy burrito, and it sure seems like a seven-layer thing, made up of loot boxes, battle points, credits, crystals, crafting parts, and star cards (which themselves come in two types and four tiers). The whole thing already looks confusing and messy, and fans have pointed out major issues with how the economy debuted in the game"s paid EA Access launch this weekend.
EA has since responded to fans" most heated complaints, both in ridiculous and seemingly sensible ways. But even EA"s best response belies a glaring truth: nothing short of a full rewrite will undo the damage of real money to Battlefront II"s gameplay mechanics.
How do you get Star Cards? The most direct way is to use a particular character or class until you complete a milestone. Kill 50 enemies using grenades, for example, and you"ll receive a "thermal detonator crate." This path requires being particularly good with a certain character or maneuver, however, and if you find any requirement difficult, or just plain annoying, Battlefront II offers the alternate, roundabout path of loot boxes (which the game calls "crates").
You"ll find the following inside of BFII"s loot boxes: Star Cards, those Star Cards" higher "tier" upgrades, credits, "crafting parts," weapons, outfits, emotes, and victory poses.
By the way: instead of waiting for your dream Star Card"s base version or "tier" upgrade to appear, you can spend the aforementioned crafting parts—which are either awarded via select milestones or given out in loot boxes—to make and upgrade exactly what you want. This partially addresses a major loot box issue of making players rely on random chance to get major in-game options.
However, crafting parts are slow to earn, both in loot boxes and via milestones, and they can"t be used to unlock other parts of the game. To unlock new weapons for each class, you must either complete specific milestones or hope the weapons appear in loot crates. For specific, high-level heroes, like Luke Skywalker and Darth Vader, you can only get them by spending credits, not with crystals or crafting parts. Again, you can either earn credits slowly in the course of normal play, or buy so many loot crates with cash that more credits appear in place of duplicate Star Cards.
You"ll receive roughly 4.5 cards per loot box, by the way, and not all of these will be Star Cards, since they"re sometimes full of credits, crafting parts, outfits, and other cosmetics. If you pre-order the game or buy a "starter" card pack, you can expect some card packs at the outset, but this is still quite the grind to get all three slots unlocked, let alone pack them with valuable, higher-tier cards.
The performance divide between "only one low-tier Star Card" and "three souped-up Star Cards" can be substantial. Star Cards let you do things like speed up health recovery, reduce damage taken, increase damage output, and upgrade special abilities. Plus, each card can be enhanced by jumping up to a new "tier" (represented by blue, green, and purple colors, à la World Of WarCraft item ranks). You can either luck into higher tiers via loot box earnings or craft them with those crafting parts, which exist primarily in loot boxes. There is one incredibly fast way to rack up Star Cards, bump their tiers, and get that all-important number-of-slots upgrade for the class you love, and it"s by paying out for loot boxes.
Let"s add another complication. Just like in 2015"s Star Wars: Battlefront, you can use in-match "battle points" (BP) to get access to a high-level hero. During a match, you earn BP by killing foes, completing objectives, and doing other mode-specific tasks. These BP must be spent by the end of the match, and you spend them to respawn as a recognizable, super-powered hero—like, say, Darth Maul or Yoda—for one life.
BFII"s economy, this will likely serve as another example of a publisher trying to convince fans that paying $60 for a game isn"t enough. Rather than demand up-front price increases or subscription fees, however, EA seems committed to squeezing a few more bucks out of players in unsavory ways: mixed currencies and dopamine-filled, random-item loot boxes. But EA has an uphill battle to climb in terms of convincing anybody that these economies, should they not be flattened to an acceptable degree, are worth anybody"s money. Ideally, by paying more than $60 per copy, we"re puffing up a game"s lifespan. That"s money that can go into, say, more levels, characters, and modes. After all, unlike the last Battlefront game, there will be no season pass charge to divide the playerbase (which is one reason that game"s primary servers quickly turned into ghost towns).
But what"s the guarantee that BFII really lives all that long or delivers so much content? We"re only two years out from the last Battlefront entry. It"s hard to believe that BFII won"t see a successor perfectly timed for the launch of Star Wars Episode IX or, heck, a next-gen gaming console. We also have to trust EA and DICE"s word about responding to player feedback and keeping fans busy with fresh content that"s worthy of further dives into various economies, both paid and earned.
Alongside being able to earn Star Card in Loot Crates in Star Wars Battlefront 2 you can also use Crafting Materials in the game to craft different cards for your characters. These crafting materials are used to craft Star Cards that are currently locked for specific classes, hero characters, or vehicles. Crafting materials can also be used to upgrade Star Cards that you currently own to make them more powerful.
Like almost everything in Star Wars Battlefront 2, Crafting Materials come randomly in Loot Boxes, but there are also other ways to earn crafting parts. The in-game challenge system features a number of items to complete that will earn you crafting parts. Finding the hidden items in the story missions for Star Wars Battlefront 2 in single player will earn you Crafting Parts. Multiple challenges in the Arcade Mode will earn you a small cache of Crafting Parts. The same goes for challenges in the Multiplayer mode, as well as accomplishments made with Troopers, Heroes, and in Starfighters. Check the Career Tab in the main menu to see exactly which challenges offer Crafting Parts as a reward for completion. Once you’ve completed a challenge, make sure you go back in to collect your reward and the Crafting Parts will be added to your inventory.
To craft Star Cards in Battlefront 2 you’ll want to head to the Collection tab within the game’s menu. Tab to the class or hero that you would like to craft a Star Card for and then select it. Under the Equip & Craft cards menu you’ll find three slots where cards can be used. Select one of those slots and then you’ll be able to see a list of different Star Cards that can either be used if you already own them, or crafted if you don’t. Hovering over a Star Card with a lock emblem on it will give you the option to craft the card if you have the available crafting parts.
Aside from the loot boxes in Star Wars Battlefront 2 that offer powerful cards, you can also create some of your own by crafting them using the crafting materials that you earn in the game. The process is similar to crafting a card for the first time, but this time you must already own the card and be appropriately leveled to perform the crafting operation. Different cards will require that you be certain card level and a specific overall rank. Star Card upgrades through crafting come in multiple varieties, but the most powerful Epic Star Cards can only be crafted through a combination of upgrading star card level and overall rank.
Your card level in Battlefront 2 is directly tied to how many cards you have for each class. As you earn more cards your card level will increase. Depending on the level of card you are trying to craft your card level will need to be at a certain rank.
Rank in Star Wars Battlefront 2 is a points system that has you leveling up as you play the game. While there aren’t clear cut rewards for leveling up in Battlefront 2 like other games, ranking up allows you to use crafting parts to craft the most powerful Star Cards. The points that you earn in each match will be shown to you after each round and will tell you how close you are to the next rank. You can increase the number of points you earn by doing things like performing well in-game.
Star Wars: Battlefront II is a 2005 first-person shooter and third-person shooter video game based on the Star Wars film franchise. Developed by Pandemic Studios and published by LucasArts, it is a sequel to 2004"s Star Wars: Battlefront series. The game was released in PAL regions on October 31, 2005, on the PlayStation 2, PlayStation Portable (PSP), Microsoft Windows, and Xbox platforms, and in North America on November 1 of the same year. It was released on the PlayStation Store on October 20, 2009, for download on the PSP. The PSP version was developed by Savage Entertainment.
The game features new vehicles, characters, game mechanics, maps, and missions compared to the original Battlefront. Unlike its predecessor, Battlefront II features a more narrative-based campaign, retelling portions of the Star Wars story from the point of view of a veteran clone Imperial Stormtrooper, reminiscing about his tour of duty in service of both the Galactic Republic and the Galactic Empire. Gameplay additions over Battlefront include the use of Jedi and Sith, additional game modes such as hero assault, and objective-based space battles.
Battlefront II was well received, with the PlayStation 2 and Xbox versions scoring in the mid 80s at aggregators GameRankings and Metacritic. The PC version scored slightly lower at both sites, scoring a 76.60% at GameRankings and 78 at Metacritic. The PSP version was the worst received, scoring 70.93% at GameRankings and 69 at Metacritic. Reviewers generally praised the narrative-based story; however, some felt that the upgrades from the original were not enough to merit the price. Like the original game, it was a commercial success.
GameSpy Technology scheduled a shut-down across all titles using the service for May 31, 2014, which included Star Wars: Battlefront II for PC, PS2, and Xbox. Electronic Arts announced it would extend support for Battlefront II until June 30, 2014. The extended support ended on July 25, 2014, taking all GameSpy online video games across all platforms offline. The Windows version was added to a list of supported games on GameRanger on May 31, 2014, which allows for continued online play. On October 2, 2017, multiplayer for the Windows version was again enabled, allowing for Steam and GOG cross-play.
Battlefront II is fundamentally similar to its predecessor, albeit with the addition of new gameplay mechanics, such as the ability to sprint and roll forward.capture the flag mode. Like its predecessor Star Wars Battlefront, the game is split into two eras: the Clone Wars, with battles taking place between the Galactic Republic and the Confederacy of Independent Systems, and the Galactic Civil War, where battles between the Rebel Alliance and Galactic Empire take place. Players have the ability to choose between six classes during gameplay. Four class types are common to all factions: Infantry, Heavy, Sniper and Engineer.MagnaGuard and the Droideka for the Confederacy of Independent Systems; the Bothan Spy and the Wookiee for the Rebels; and the Officer and the Dark Trooper for the Empire.
Battlefront II introduces a new special class—Heroes—that allows players to control iconic characters from the Star Wars universe; heroes were featured in the original Battlefront, but only as NPCs that spawned randomly during battles. Heroes are also unlocked by scoring a predetermined number of points, and are unique for every faction. Heroes serve as the most powerful class in the game and, as such, there can be a maximum of one hero for each faction on the battlefield at the same time. Each hero is available only on certain maps, although there is a team deathmatch mode, exclusive to the Mos Eisley map, that allows all heroes from all factions to compete against each other to earn points by performing kills.
In Battlefront II players can battle in space and engage in ship-to-ship combat. Players sabotage enemy capital ships externally by firing at vital systems, or on foot by landing in the enemy hangar.
Whereas the original Battlefront"s campaign featured missions dependent on the chosen faction, Battlefront II contains only one campaign, called Rise of the Empire, which is found in every version of the game except the PlayStation Portable (PSP).501st Legion, starting with the Battle of Geonosis at the beginning of the Clone Wars (as depicted in Attack of the Clones) and ending with the Battle of Hoth (as depicted in
The PSP version of Battlefront II does not feature the Rise of the Empire campaign. Instead it features three single-player Challenge modes: Imperial Enforcer, Rogue Assassin, and Rebel Raider.Gungans on Naboo and Ewoks on Endor.Capture the flag.
Like its predecessor, Battlefront II includes Galactic Conquest. In this mode, the player commands a fleet throughout the galaxy conquering and protecting planets, much like a game of
In Instant Action players can choose from any of the game"s 24 maps, as well as any available eras and modes. Four other modes are included in addition to the traditional Conquest mode that was found in Star Wars: Battlefront; Hunt mode, Capture the Flag (CTF), which is available in 1-flag and 2-flag variants, Hero Assault and Space Assault.
The game"s campaign mode is told as an autobiography of an unknown clone trooper veteran who recounts the many battles of the 501st Legion. Originally part of the Grand Army of the Republic, the 501st are first deployed during the Battle of Geonosis at the beginning of the Clone Wars, where they capture a Separatist outpost occupied by battle droids and Geonosians. Over the following three years, the legion prove themselves as one of the most efficient in the Clone Army, and are assigned important missions throughout the Clone Wars.
Near the end of the war, the 501st are sent to Mygeeto to aid the 21st Nova Corps, led by Jedi General Ki-Adi Mundi, with the destruction of a Separatist energy generator. Unbeknownst to the Jedi, the clones receive special orders from Supreme Chancellor Palpatine to collect a sample of the generator after its destruction, which would later be used to help power the planet-destroying battle station known as the "Death Star".Coruscant, which has been attacked by Separatist forces commanded by General Grievous. The clones are ordered to clear the path for Anakin Skywalker and Obi-Wan Kenobi to board Grievous" flagship and rescue a captured Palpatine. Next, the 501st are assigned to serve under General Aayla Secura, commander of the 327th Star Corps, on Felucia, where they defend a damaged AT-TE from several Acklays and Separatist forces in the area. Afterward, the 501st travel to Kashyyyk to clear a path through the Separatist blockade and defend a key Wookiee village, with help from Jedi Grandmaster Yoda.
Shortly after their victory on Kashyyyk, part of the 501st are sent to Utapau to assist the 212th Attack Battalion, led by Obi-Wan Kenobi, with the capture of a major Separatist stronghold and General Grievous. While the clones complete their mission, Obi-Wan eliminates Grievous, bringing the Republic one step closer to winning the Clone Wars. Upon their return to Coruscant, Palpatine issues Order 66, which brands all Jedi as traitors to the Republic and orders their summary executions. Under the command of the newly christened Sith Lord Darth Vader, the 501st storm the Jedi Temple to kill all its occupants, while the remaining Jedi who are spread across the galaxy are swiftly murdered by their clone troopers, effectively wiping out the Jedi Order. Meanwhile, Palpatine declares the end of the Clone Wars and the Republic"s reorganization into the Galactic Empire.
Now part of the Imperial Army as Darth Vader"s personal legion, the 501st are assigned various missions to solidify the Empire"s rule, quickly earning the nickname "Vader"s Fist" for their efficiency. Their assignments include forcing a regime change on Naboo by assassinating the Queen, destroying a droid factory on Mustafar that was reactivated by the rogue Geonosian Gizor Delso, and eliminating the Kaminoans" new batch of rogue clones, with the help of bounty hunter Boba Fett. Following the Kamino incident, the Empire halts clone production, and clone troopers are slowly replaced by stormtroopers. The 501st remains one of the few Imperial legions to consist mostly of former clone troopers.
James Arnold Taylor (top) and Tom Kane (bottom) return to voice Obi-Wan Kenobi and Yoda in Star Wars: Battlefront II. The actors have voiced these roles several times in the Star Wars universe.
Star Wars: Battlefront II was announced on April 21, 2005, during Star Wars Celebration III held in Indianapolis, Indiana.Zero to develop Battlefront II. The engine was used in Pandemic"s other two Star Wars titles, Star Wars: Battlefront. As with Battlefront Lua was utilized as the game"s scripting language. Battlefront II"s release date would be set to coincide with the DVD release of Battlefront coincided with the release of the original trilogy on DVD.Battlefront II was also included on the Revenge of the Sith extras DVD to further promote the game.Battlefront II, browsing forums and using other means to provide feedback for the sequel.Revenge of the Sith in order to build the related in-game assets.
Bob Bergen voices Luke Skywalker, having voice doubled for Mark Hamill in previous Star Wars games such as the Corey Burton recorded lines for Count Dooku, a role he has played in other Star Wars games as well as the James Arnold Taylor, who played the role in the 2002 game Star Wars: The Clone Wars as well as the cartoon series.Scott Lawrence also returns to voice Darth Vader, a role he has portrayed since the 1994 game Star Wars voice actors such as Tom Kane, Steve Blum and T.C. Carson also provide voice overs. Temuera Morrison portrays his signature roles Boba Fett, Jango Fett and the game"s clone trooper narrator, but does not provide the in-game clone chatter as he did in Battlefront.
On February 15, 2006, Pandemic released a patch for the PC version, which included support for mods and general improvement to the game.Mod tools for the Windows version of the game were subsequently released on February 21, 2006.Softimage XSI included in the mod tools allows users to create new 3D models and animations for the game. The Battlefront II mod tools provide a wider range of capabilities to the end user than the original Battlefront, allowing a user to create anything from user interface changes, to additional gameplay levels, to large-scale modifications. The original assets used to build the retail version of the game were shipped with the mod tool package that was released and allowed users to either modify an existing level or create an entirely new map from scratch. Subsequently, modifications have been created which expand the game further into the Star Wars eras, and fan-created stories.
On December 19, 2005, LucasArts released the first of two downloadable packages for the Xbox version of Battlefront II. The free content added the Hero Assault mode to Kashyyyk.Kit Fisto and Asajj Ventress, as well as four maps from the original Star Wars: Battlefront; Yavin 4: Arena, Bespin: Cloud City, Rhen Var Harbor and Rhen Var Citadel. In addition, Hero Assault modes were also added to Coruscant, Mygeeto, and Naboo. It sold for USD $4.99.Xbox Live servers were shut down on April 15, 2010.Backwards Compatibility List for the Xbox 360, and is now playable on both the original Xbox and the Xbox 360.
On May 4, 2014, it was announced that the Star Wars: Battlefront II Online servers hosted by GameSpy were closing down on May 31, 2014. The Windows version was added to a list of supported games on GameRanger on May 31, 2014, which allows for continued online play.Steam and GOG cross-platform play;
Battlefront II was well received overall. The highest aggregate scored was for the PlayStation 2, which holds an 84% at GameRankings and an 84/100 at Metacritic.2005, according to the NPD Group.2007,2008.2009 Star Wars: Battlefront II reclaimed second place once more.Entertainment and Leisure Software Publishers Association (ELSPA),
Battlefront II was praised not only for having a much more engaging single-player storyline,AI units and praised new varied objectives to obtain victory.GameSpot argued the addition of Jedi, though looking "good on paper", did not end up "feeling as epic" as expected.
Game Revolution argued if the multiplayer was taken away, even the new campaign was not enough to make Battlefront II worth the buy.IGN claimed the game suffers from problems remaining from the original Battlefront, such as a lack of challenging AI characters in single-player mode. Computer-controlled opponents and allies tend to run headlong into gunfire, wander off ledges, and walk into walls. IGN felt that these, along with redundant use of planets featured in previous Star Wars settings, were problems carried over from the original.Adam Sessler and Morgan Webb gave the game a 4 out of 5, but criticized the online multiplayer.
Narrator: What Ki-Adi Mundi didn"t know, however, was that our unit of the 501st was really after an experimental Mygeetan power source. Pandemic Studios. Star Wars: Battlefront II. LucasArts.
Narrator: With the information gathered on Polis Massa, Vader concluded that the stolen plans had been given to Princess Leia Organa ... after a brief and pointless battle on the Tantive IV over Tatooine, we began looking for the plans. Pandemic Studios. Star Wars: Battlefront II. LucasArts.
Narrator: As the rebels fled the 501st gathered around a burning bunker and let out a cheer that shook the stars. The rebellion was done. Pandemic Studios. Star Wars: Battlefront II. LucasArts.
Plunkett, Luke (April 14, 2010). "Today, The Original Xbox Live Dies". Kotaku. Archived from the original on April 17, 2010. Retrieved August 22, 2014.
Kato, Matthew (January 2006). "Star Wars: Battlefront II (PSP)". Game Informer. No. 153. p. 157. Archived from the original on August 2, 2009. Retrieved August 22, 2014.
Bedigian, Louis (November 2, 2005). "Star Wars Battlefront II Review - PlayStation 2". GameZone. Archived from the original on January 25, 2009. Retrieved August 23, 2014.
Valentino, Nick (November 13, 2005). "Star Wars Battlefront II - XB - Review". GameZone. Archived from the original on February 13, 2008. Retrieved August 23, 2014.
Giacobbi, Kevin "BIFF" (December 18, 2005). "Star Wars Battlefront II - PC - Review". GameZone. Archived from the original on October 20, 2008. Retrieved August 23, 2014.
Zacarias, Eduardo (November 9, 2005). "Star Wars Battlefront II Review - PSP". GameZone. Archived from the original on September 30, 2008. Retrieved August 23, 2014.
Plunkett, Luke (January 4, 2008). "Your Most-Played Xbox Live Games For 2007 Were..." Kotaku. Archived from the original on January 6, 2008. Retrieved August 23, 2014.
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.
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.
Star Wars Battlefront2hits all of the right notes in the heat of a pitched firefight. Blasters chirp, TIE Fighters scream, the orchestral accompaniment soars or crashes as the good guys or bad guys take the lead. In the scenes the players create, there are moments that feel like what kids have always wanted, to romp around inside the movie with their own blaster or lightsaber, cutting down disorganized Rebels or winging hapless Stormtroopers.
Outside that moment, however, Battlefront 2 behaves like a big budget movie property, one that reaches into your pocket instead of asking for your time. Much has been made of the game’s loot crate economy and the progression tied to it, but the real problem with Battlefront 2 isn’t so much microtransactions as the opaque nature of what larger goal the player is trying to reach.
Electronic Artsrebooted Star Wars Battlefront without a campaign in 2015, and it seemed like a reasonable decision. Campaigns are typically single-serving items, whereas multiplayer keeps players coming back, and games like Titanfall also experimented with devaluing campaigns around the same time. But Star Wars has always been about more than blasters, lightsabers and sci-fi doodads, and campaigns are more valuable than the time players invest in them might seem. Star Wars Battlefront 2 adds a story and a potential hero to the 2015 formula to fill the hole that its predecessor left.
Like a Star Wars villain, the result is a mixture of light and dark. The presentation is smooth, detailed and immersive, an impressive recreation of a well-known universe. Though rushed in spots, the story and its lead actor create a character who can stand proudly alongside Star Wars stalwarts. But the gameplay is an uneven, occasionally monotonous affair that derails into unnecessary diversions and sometimes can’t escape the tractor beam of Battlefront 2’s multiplayer roots.
Battlefront 2 is a beautifully rendered and believable reproduction of the Star Wars universe. While visuals aren’t everything, as a Star Wars fan, I was happy to find that this world immersed me in a gorgeous cinematic universe on my PlayStation 4. The white plastic hallways of Rebel ships, the claustrophobic red and blue confines of massive Imperial spaceships and the lush redwood forests of familiar moons leave no doubt that you’re in the Star Wars galaxy. The gameplay, however, doesn’t always equal the beauty of its surroundings or the performance of its lead actor.
The galaxy needs a grounded character for us to relate to, and Battlefront 2 delivers it in Iden Versio, the star of the single-player campaign. As an agent of the Empire’s elite Inferno Squad, it’s Versio’s duty to disrupt, thwart and kill the Rebellion’s anti-Imperial activities. Versio and the actor who portrays her, Janina Gavankar, are the best parts of the Battlefront 2campaign. Even when the story feels rushed, Gavankar’s performance guides players through a dramatic arc and infuses the story with the emotion that its impact requires.
Versio"s internal struggles intensify as the narrative unfurls. She begins with the sort of personality that could conceivably buy the pro-Empire arguments about maintaining order and keeping the galaxy at peace that Emperor Palpatine tries to sell throughout the films. But few people can compartmentalize their morals when faced with doing or witnessing things that are clearly wrong. It’s here, after the first few missions, that Battlefront 2’s story finds its footing, and Versio’s character gains some much needed depth.
There are more narrative swerves and cameos, which I won’t spoil here because they’re catnip for Star Wars fans, but suffice it to say that the campaign isn’t quite as simple as it first appears. The story"s perspective occasionally shifts away from Versio, which gives Battlefront 2 the opportunity to explore the central conflict from different viewpoints. The downside is that these are often more interesting as a story than a mission to play.
Some of the shifts in perspective, while interesting in concept, are the weakest parts of the campaign. Too often, the developers reuse environments and resources from Battlefront 2’s multiplayer portion to middling effect. The worst of these missions made me feel like I was stuck within a space designed for multiplayer, yet poorly repurposed for the single-player campaign. The best I could do in these situations was kill waves of enemies while an invisible timer counted down … until I could move forward. And then do it all again.
The Battlefront 2 campaign also offers a truncated version of the progression system from the multiplayer side, allowing players to unlock new weapons and abilities for different situations. You have your sidearms, shotguns and sniper rifles, but each one has a visual and auditory Star Wars twist that fit into this world. Alternate loadouts with many guns and abilities were always an option, but I rarely found a reason to deviate from what the game suggested for each mission. They’re the default loadouts for a reason: They work best.
To its credit, Battlefront 2’s campaign also offers more than running and shooting. Things that are highlighted in the multiplayer modes are also baked into parts of the campaign, like flying TIE fighters and playing as classic Star Wars heroes. While these break up what could otherwise be monotony, the sections are a fun but somewhat frivolous way to use every part of the buffalo.
Also, like in 2015’s Battlefront, the concept of playing as a Star Wars hero is better than actually controlling one. Swatting at bugs with a lightsaber isn’t much fun. Waiting out time-based objectives in a repurposed multiplayer battlefield isn’t much fun. Playing as a hero stuck with Battlefront 2’s most boring gun, a pistol that forces you to pull the trigger approximately one billion times to kill waves of mindless stormtroopers, isn’t fun. Those parts of the campaign often feel like a slog. It’s better in almost every situation to be the real hero, Iden Versio.
Rather than feeling like the bespoke part of a game that also offers multiplayer — something in the tradition of Halo or Gears of War, for example — Battlefront 2’s campaign too often feels like the reverse-engineered addition to a multiplayer game. I can trace every significant misstep back to their multiplayer roots: the diversions, the mediocre missions, the occasionally lackluster encounters.
The story"s uncomfortable start and truncated character arc are the exceptions. Yes, the diversions rely too much on nostalgia and can feel like a slog. But when Versio takes the stage, Battlefront 2’s story delivers, deepens and surprises, particularly toward the end. I want to see Janina Gavankar and her character in more than just games. In fact, she and the story pay off so well that they sand the rough edges off the campaign’s less engaging parts. Like a highway toll, they’re worth paying to complete an ultimately worthwhile journey.
Star Wars Battlefront 2’s multiplayer is, for now, focused on getting players into the action quickly and keeping them there as long as they wish. It’s a reasonable priority, given the chunky loading times that pervade the menus and user experience.
This is an unfortunate omission, as a new set of maps always requires some study in a lower-stress environment. Battlefront 2’s maps are well designed and richly illustrated, but the breakneck pace of online multiplayer makes it tough to explore them and build familiarity in anything short of a dozen consecutive rounds.
But Battlefront 2’s gameplay is typical of a big-budget, rock-em, sock-em shooter, and that means a lot of cheap death, for reasons that don’t immediately present themselves. I got shot from across the map a lot — by non-snipers too — when I sought any elevated position (this problem is prominent on Endor and Yavin 4), and the effective range, even for heavy weapons, is considerable. Crouching and improvising cover is an option, and moving while crouched is not cumbersome, but it feels like DICE made sure anything other than a solid wall always left my character exposed for a dome shot.
Starfighter Assault sees the biggest change from its predecessor thanks to new controls that use both sticks. In 2015’s Battlefront, players directed the ship largely with the left stick, as if it was a character on the battlefield. In Battlefront 2, movement is by default on the right stick, with the left controlling thrust and roll.
It’s hard to remember how to steer and move after coming right out of a ground-based fight. But after getting the hang of it, Starfighter Assault delivers the most Star Wars-y feel of the game: There"s skimming the surface of capital ships, rolling away from asteroids or debris or pursuing targets inside the superstructure of huge carriers. There are no evasive-action maneuvers on the D-pad as there were in 2015’s Battlefront, which can make lock-on sequences very long and frustrating for a player trying to shake pursuit. But the missions inside Starfighter Assault — particularly ambushing a Star Destroyer in an asteroid belt and flying through it to knock out its shield generators — provided the most excitement of any mode in the game.
The vast majority of the conversation about Battlefront 2 before launch was focused on its economy. Players weren’t happy with the pay-to-win organization of the loot crates in the beta, which led to EA adjusting what the virtual collectible cards did and which ones you could earn.
We can only discuss Battlefront 2 as it exists now, but this situation is completely fluid. It’s hard to know how much, or how little, the game’s economy should factor into the review when no one seems to know what it will ultimately be.
Crouching, flanking, holding a position — no tactic seems to be able to slow the pace of play when you’re still a viable target to someone barely visible. On offense, though, I never got a consistent sense of what it took to make a kill. Some opponents went down in a hail of gunfire. Others seemed to shrug off headshots. This is probably because of the the many Star Cards that can confer damage resistance or a health bonus for human opponents (in fairness, they could for me as well). It’s no surprise that kills go much quicker and headshots are much more decisive in the user-vs.-CPU Arcade mode. I still can’t shake the instinct to aim down sights, which confers no accuracy benefit (like the 2015 game) and takes precious milliseconds off one’s reaction time.
It’s a testament to the game’s visual design and, particularly, its audio that multiplayer could keep bringing me back despite the many inscrutable deaths I suffered and the long upgrade slog it sets before a completely new player. Like its predecessor, Battlefront 2 obligates the player to absorb a lot of punishment when everyone else has better gear or perks and they don’t. Kill-to-death ratios will start swinging after a user hits an overall rank five or so. Players should make it a priority to collect 250 kills as a Heavy, because the FWMB-10K awarded for that benchmark makes you the landlord of the map, with its best-in-class damage and range.
The game was clearly designed to give advantages to those who have more cards, a system that would have rewarded players who paid more before the microtransactions were removed. Unfortunately, a credit cap remains in place for Arcade mode — 500 credits per 12 hours (not counting the credits one can earn for milestone achievements). This was something ostensibly introduced to keep people from farming it for easy credits to buy loot boxes. But the main rewards from Arcade mode are so spare that this seems spiteful more than even-handed.
There are also no visual customization options for standard classes in Battlefront 2, though EA DICE has hinted these are coming soon. (Some heroes have different looks, however). It’s going to take some time to get Battlefront 2 to the kind of variety its predecessor offered — especially for bread-and-butter expectations like hosting a custom match or changing your player’s look. It will be disappointing to Battlefrontveterans how little they can do outside of a match other than unlock and reorder Star Cards and boosts. But the fast-paced action inside the matches, the challenge of surviving them and the incentive to keep pushing for better weapons and gear is enough for now.
Star Wars Battlefront 2 is made up of many different parts that are pretty good, but the whole is consistently undermined by poor choices in the game’s multiplayer economy. No aspect of Battlefront 2 is beyond redemption, but it’s hard to fall in love with any part of it, either. It’s mostly a disjointed, sporadically fun collection of modes set in familiar Star Wars scenes. Because players have no idea what is really being sold to them, or when, you have a big-name launch that gets in the way of itself more than it creates fun.
Star Wars fans who feel compelled to try everything in the franchise will probably have an OK time. But the lack of clear vision that Battlefront 2 shows at its debut is too much uncertainty for a AAA shooter, much less one bearing the Star Wars logo.
Star Wars Battlefront 2 was reviewed using final “retail” PlayStation 4 download codes provided by Electronic Arts. You can find additional information about Polygon’s ethics policyhere.
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 enjoy