Have to say I checked out some MP for the first time since release and even with the lootbox shit etc., I had a pretty damn good time playing the game today.
30 hours of playtime, just saw my first GA Map on Jakku?? Map rotation is so borked.
....game quit out second we loaded too.
I don't find these to be too problematic either actually. I'm able to take down the shields pretty quickly or shoot around them, its rare that a Heavy is able to pop their shield up before I can drop them. I have the advanced shield star card (albeit only level 2) and my shield gets dropped nearly instantly. If anything I think it hinders me more than anything. I also probably am just trash at the game :p.
I roll with improved Flash grenade, improved battle command, and the last card is flexible. If it's a channeled capture point like on Endor and we're the rebels, I'll do squad shield to give the cappers more time to get cap progress. That plus the health from command give you longer sustain time. Otherwise improved turret or disruption.I still haven't figured out a officer card set up aside from improved battle command. Other than that I'm still trying to decide on the other two that suits my aggressive playstyle.
I think the biggest disappointment about the maps in this game for me is that they went the classic Battlefield route of just cutting bigger maps into smaller sections for the smaller modes. In the last game, all the the smaller maps were totally unique from their Supermacy/WA counterparts.
Well, of course, but the approach they went with this game only makes the maps that much more tiresome to be in.That's because the game came out with literally just 4 maps for the big modes.
Strong mid range once you get the recoil mod (a night and day difference). Light damage per shot but its high accuracy makes up for it.
My Officer set up:I roll with improved Flash grenade, improved battle command, and the last card is flexible. If it's a channeled capture point like on Endor and we're the rebels, I'll do squad shield to give the cappers more time to get cap progress. That plus the health from command give you longer sustain time. Otherwise improved turret or disruption.
I don't even replace flash bang. No no no. Can't tell you the number of times I've "1v1'd" a hero down after getting a solid flash bang in there. It's just too cheap. I might see diffuser being a temp replacement when we're pushing a choke point and we wanna make sure incoming grenade spam is shut down, but only for that scenario. Flash bang too damn good.
Yeah. We need some good old conquest.
Do you recall what loadout he had? Which cards and which levels? I'm curious. I have 3 blue tier cards in my level 15 emperor and still have to play him super careful. All his buffs are for attack only it seems.Just saw the first good Emperor ever. Dude was a goddamn fucking monster, we were the defenders on Kamino and he just completely shit all over our entire team and carried his team single-handedly from the Landing Pads through the end, they won with like 80 tickets. Jesus tapdancing Christ. Literally the first time I backed out of a lobby in this game because I am straight up not fucking with that guy playing as a Hero.
Do you recall what loadout he had? Which cards and which levels? I'm curious. I have 3 blue tier cards in my level 15 emperor and still have to play him super careful. All his buffs are for attack only it seems.
The AATs can make it incredibly difficult for the clones to win that last objective.Still unsure why I need 3 or 4 (heavy) body shots with a sniper. Meanwhile they can simply one shot me back.
We lost 70 tickets on one of the last fuel pipes on Kashyk. Why? Well because there were 4 or 5 wookie warriors on top of it.
The AATs can make it incredibly difficult for the clones to win that last objective.
Lol if their aim is good, they can stop clone reinforcements, but yeah, they can do more damage if they move in, but that also requires team mates to also back them up cause they can get shot from all sides in the ship.
Three times in a hallway on Hoth I load up Yoda's unleash ability (until max power) and unload it on a bunch of troopers, only for it to do absolutely nothing.
I laughed out loud when I loaded up the game and saw HvV in the front screen. Such a good mode wasted by lazy idiots.
Final capture point on Kamino is straight faceroll easy win for defenders/clones. 2 super narrow hallway chokepoints with unlimited wookies and heavies make it impossible to capture. Our team pushed their stuff in so hard we had them to the final capture point within the first 5 minutes of the game. Zero defense whatsoever. Then we get to the final point and it's a straight fuckin wall of sentries and explosive fire.
Seems legit.
HvV is still the best gametype. Haven't dealt with AFK people the past couple days so hopefully it stays this way.
I laughed out loud when I loaded up the game and saw HvV in the front screen. Such a good mode wasted by lazy idiots.
Real talk: of DICE can find a way to permaban these assholes, I'd be totally fine with it. Fuck them.
Real talk: if DICE can find a way to permaban these assholes, I'd be totally fine with it. Fuck them.
Definitely. Get that corny afk shit out of my game.
Oh, I was ripping Wookiees in half with my explosive and super charged sentries. The problems come when nobody has the sack to move up into the vacancy created. When it's overtime, it's infinite respawns for all. All the chicken shit team mates too afraid to risk dying sitting in the back.This situation came up in my last game as an attack in Kamino. At one point, I foolishly attempted to push as Maul and got two kills before (what else?) a Wookie Warrior blasted me from my flank. Most of my team was pinned down at the other end of the corridor. The silver lining was that I got quite a few sentry kills by ducking in and out of the exchange between the two areas.