• Star Wars Gaming Megathread Episode II - Attack of the Season Pass
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that's kind of silly. at least in jedi academy, i could run a private server and still be whoever i wanted.
Skirmish mode interface is just the already exiting SP mission interface.
Patch appears to be live. [quote] Below are the patch notes specific to PlayStation 4, PC, and Xbox One for the Star Wars Battlefront July patch update. General: Skirmish: A new mode, Skirmish, is now available for all players. - Play Walker Assault or Fighter Squadron against AI bots together with a friend in online co-op, split screen (console only), or singleplayer. Partner: Increased the spawning checks made on partner from 2 seconds to 1 second in order to more accurately determine if you are able to spawn or not. This should make it less likely that players will be able to partner spawn when being close to an enemy before a fire fight has started. Partner: Spawning is disabled on partners if an enemy is within 10 meters, changed from 2 meters. Cloud Car: Resolved a bug in which the blaster VFX incorrectly fired while playing in first person in the cloud car. Scoring: Changed the kill assist event to not trigger a kill and count towards your next trait rank. Now a kill assist will only give score. Team balance: Resolved a bug in which a team could be split and no auto partner assigned if the server had a low player count. Appearances: Resolved the bug that made all Rebel items usable on the Bespin maps without purchasing them. Maps & Game Modes: Pre-round: Changed the pre-round timer from 60 to 90 seconds Administrator's Palace: Resolved a bug in which Boba Fett could reach an invisible collision box located very high up on the level. Cloud City: Resolved an issue with a misplaced out of bounds area. Cloud City: Resolved an issue in which the capture area for an objective in Turning Point was cut off by out of bounds. Cloud City: Resolved various instances in which the players could fall through the map and not die. Heroes Vs Villains: Round ends after three rounds on the Outer Rim levels. Cloud City & Turning Point: Moved back the Imperial spawn locations from the last set of capture points. Cloud City & Walker Assault: Reduced amount of turrets & droid power-ups for the Empire. Cloud City & Walker Assault: Increased the time for AT-AT Pickups to spawn from 30 to 100 seconds. Cloud City & Walker Assault: Changed the AT-ST token respawn time from 34 to 60 seconds. Cloud City & Supremacy: Increased the size on the final Rebel objective and moved it slightly. Cloud City & Supremacy: Resolved a bug in which the hero spawn was outside of the combat area, resulting in the player dying when spawning in. Supremacy: Changed the default respawn time for AT-ST tokens from 34 to 60 seconds. Bioniip Laboratories: Resolve a bug which limited the usage of orbital strike to a few select areas. Now it should be usable a lot more on the open areas on the map. Bespin: Updated various locations where objects weren’t correctly placed next to each other creating breaks on the maps. Twilight on Hoth: Resolved an issue with a DF-9 being partially hidden underground which resulted in players falling through the level when they tried to exit the turret. Hero Hunt: Resolved a bug in which players wouldn’t correctly spawn as a hero and would remain a soldier, making it so no one could be killed and no new hero spawned. Hero Hunt: Resolved an issue in which 20hp was only granted from health pick-ups and not 50hp. General: Resolved a bug in which players could get stuck in the lobby if the teams were unbalanced and the pre-round timer had started. General: Staying in close vicinity of any game mode objective will decrease the cooldown of your star cards. UI: Spectator: Resolved a bug in spectator mode which caused the charge icon to get stuck in an enlarged state when observing a player in private matches. Spectator: The switch team button has been removed from the spectators view. Private Matches: Players are now unable to switch teams after they have become a hero in hero hunt or heroes vs villains. Heroes Vs Villains: Resolved a bug that would make the UI disappear in the lobby for players on the same team as a player who left the server. Charge: Resolved an issue which caused the charge icon above an enemy to cover the health bar if active at the same time as a level 3 trait was reached. End of Round: Resolved issues which caused text overlapping to occur for stats in some game modes and for certain languages. Partner: We now correctly show the yellow partner color instead of green when playing as a hero or inside a vehicle. Texts: Added the trait descriptions for Lando Calrissian, Dengar, Nien Nunb Text: Resolved various spelling issues, spacing, missing commas etc. Weapon & Star Cards: Shock Grenade: Slight decrease to bounce speed multiplier and increase to explosion delay to prevent grenade from detonating in air after bounce. RelbyV10: Changed weapon sway from 0.8 to 0.5 and the amount it’s increased by from 0.2 to 0.1. Recoil per shot has changed from 0.3 to 0.1. X-8 Night Sniper: Changed weapon sway from 0.35 to 0.2, increased start damage from 32 to 40, and changed end damage from 20 to 25. DT-12: Increased the fire rate from 220 to 250. DLT-44: Increased rate of fire from 180 to 210 and increased end damage from 13 to 19. EE-4: Changed the dispersion angle from 1.5 to 1.75, reduced the end damage from 10 to 9, and changed the damage falloff range from 20 to 10 meters. Cloud Car: Lowered damage multiplier against Cloud Cars with blasters and Ion Neutralizer Disruption: Changed the penalty time from 2 to 1 second. Disruption: Increased the cooldown for standard from 18 to 23 seconds and upgraded from 16 to 20 seconds. Scout Binoculars: Fixed issue where binoculars wouldn’t spot soldiers in Missions Scout Binoculars: Fixed issue where the binoculars wouldn’t spot enemy soldiers when looking up and down Heroes: Lando: Enemies failing the Shocking Trap mini-game will die instantly. Lando: Increased the damage dealt to heroes in Shocking Trap from 90 to 100. Lando: The Power Blast ability can be cancelled by pressing the activation button again. Lando: Power Blast has a slight homing effect when fired towards an enemy. Lando: Power Blasts active time has been changed from 7.5 to 5.5 seconds. Lando: Power Blasts recharge time has been changed from 17 to 16 seconds. Lando: Increased the multiplier chances, RISKTAKER: 2% to 5%, GAMBLER 5% to 10%, HIGH ROLLER 10% to 20%, ****’S ARRAY 25% to 50%. Lando X8: Increased the start damage from 50 to 63 and the end damage from 30 to 35. Lando X8: Increased the start damage fall distance from 25 to 40 meters and end damage fall distance from 50 to 70 meters. Dengar: Updated the explosive rush ability to now throw only 3 grenades. Dengar: If an enemy soldier is hit by a grenade and standing still, he will no longer be immobilized. Dengar: The Hurricane Strike ability will no longer instantly kill Luke. Dengar: Regular enemies that are under the effect of the Bacta Bomb will instantly die from the Hurricane Strike ability. Dengar Trait: Increased the traits multiplier, RESILIENT 10% to 15%, BATTLE-HARDENED 25% to 40%, UNSHAKABLE 50% to 60%. Dengar: Increased health from 1000 to 1075. Dengar: Increased close damage from 19 to 21 and far damage from 16 to 17. Vader: Can now deflect Lucky Shot and Trooper Bane, but will still be stunned. Luke/Vader: Enemy soldiers will now always die from lightsaber swings even when under the Bacta Bomb effect. Boba Fett: Resolved an issue in which the flamethrower would not affect elevated players correctly. Boba Fett: The flamethrower ability can be canceled by pressing the activation button again. Boba Fett: Flamethrower outer damage distance has been increased from 3.5 to 4.75 meters and the outer damage angle from 25 to 28 degrees. Boba Fett: Flamethrower inner damage distance has been increased from 2.5 to 3.5 meters and inner angle from 17 to 22 degrees. Han Solo: Increased close damage reduction distance from 10 to 25m and increased far damage reduction distance from 25 to 35m. Leia: Increased close damage reduction distance from 10 to 25m. All Heroes: The Disrupted duration for abilities is now the same as regular soldiers. All Heroes: Disruption immunity has been added and will be active for 5 seconds after a Disruption ability hits them. [/quote] I expected a bacta nerf as well. The DL-44 buff is welcome though.
SWG legends has been extremely stable the past few months, not sure if anyone else here is interested in playing.
I'm guessing Skirmish doesn't have XP enabled?
[QUOTE=Selek;50748759]I'm guessing Skirmish doesn't have XP enabled?[/QUOTE] no but all weapons are unlocked by default, even the ones you get by buying the DLC (for free)
I just finished replaying TFU1 and 2. I'm really glad they're non-canon now. When i first played them years ago i enjoyed them, but i forgot just how overpowered Starkiller is and how terrible the story was.
I still want to know what they had planned for the third game. The ending o TFu2 was horrible. [editline]21st July 2016[/editline] Wow, my first round of Walker Assault, on EASY and I lost as the rebels.
Somehow being canon, Force Unleashed 2's ending is super confusing
Ya know if they put TOR onto Frostbite and give it DA:I style combat and such. It'd be a kickass singleplayer game. Hell SoR and KOTFE pretty much have made the game into a singleplayer game with MMO aspects on it.
So, fighter squadron, I recommend a difficulty above easy. [editline]21st July 2016[/editline] [QUOTE=Zeos;50749387][B]Somehow being canon[/B], Force Unleashed 2's ending is super confusing[/QUOTE] Not anymore Skirmish does feel like the real thing. Except no Helmet-less stormtroopers and people spamming snipers. NPCs will use the pulse rifle, but I have not noticed if any are using the projectile rifle. DLC Weapons are unlocked in Skirmish.
[QUOTE=Tuskin;50749464]DLC Weapons are locked in Skirmish.[/QUOTE] I don't own any DLC and I can use all weapons.
Sorry, I meant unlocked.
[QUOTE=nightlord;50749191]I just finished replaying TFU1 and 2. I'm really glad they're non-canon now. When i first played them years ago i enjoyed them, but i forgot just how overpowered Starkiller is and how terrible the story was.[/QUOTE] I don't get it when people complain about Starkiller being overpowered. Revan is literally the same story about him returning to the light and nobody complains about him being literal Space Jesus and being stupidly powerful.
[QUOTE=jonoPorter;50749881]I don't get it when people complain about Starkiller being overpowered. Revan is literally the same story about him returning to the light and nobody complains about him being literal Space Jesus and being stupidly powerful.[/QUOTE] While i don't know too much about how powerful other EU characters are and i've only played KOTOR1/2, i don't remember seeing anyone else do stuff like what Starkiller did. What he does in the game makes even Vader seem weak. He does things like [sp] wins against 4 Jedi (One of which was a clone-wars general and another a Jedi council member controlling a giant Sarlaac) on his first try, pulls an entire Star Destroyer out of the sky while fighting off waves of Tie Fighters, defeats Darth Vader and then the Emperor within a few minutes, then in the second game fights the Gorog by himself after taking down a gunship, destroys a massive Terror Droid that up to that point had been unstoppable and melting large sections of the ship, casually moves entire starships around using the force (yet struggles to open doors), and defeats Vader yet again. Then there's that throughout both games he does things like easily takes on several of some of the strongest and best trained fighters in the galaxy (Royal Guard) at a time and at least half a dozen force-controlled Rancors (several at once, and a Bull Rancor). He also used the force to manually fire a Nebulon-B Frigates main canon and make it so powerful it tore apart a Star Destroyer in one hit, then several minutes later on the way to crashing that Frigate into a Planet he jumps out the window from a massive height and just survives as if nothing happened. [/sp] I don't remember much along those lines happening in KOTOR or the Jedi Knight games, other than the Krayt dragon. Obviously Kyle and Revan fought large groups as well and overall took out dozens of enemies through the games, but the amount of just completely overpowered things Starkiller does seems far higher. He's so powerful in the game that it really feels like there's nothing he can't do. In something like JK2 even 2-3 Sith could be a problem, but Starkiller easily takes on large groups of them at once.
I tried out Hoth on master difficulty and I noticed that the AT-ATs have significantly less health compared to online play. Either that or the turrets have increased damage. One belly shot with the radar-dish-like turret does like x3 damage.
[QUOTE=jonoPorter;50749881]I don't get it when people complain about Starkiller being overpowered. Revan is literally the same story about him returning to the light and nobody complains about him being literal Space Jesus and being stupidly powerful.[/QUOTE] Darth Revan is mostly remembered for his terrif mastery of the Force, his deep understanding of it, his general charisma and cunning as a military leader and his tendency to get proficent at anything, given enough time or pressure Galen/Starkiller is basically Kratos in the Star Wars setting
Huh, it's legacy bound now [t]https://i.imgur.com/VoI9ft3.png[/t]
Well Holy Crap, the AI, while occasionally dumb as bricks on normal in Skirmish, can be pretty relentless in trying to kill you. In Walker Assault even the AI in the fighters try to strafe you. Not bad honestly
[QUOTE=Chaos Zero;50752203]Well Holy Crap, the AI, while occasionally dumb as bricks on normal in Skirmish, can be pretty relentless in trying to kill you. In Walker Assault even the AI in the fighters try to strafe you. Not bad honestly[/QUOTE] I lost my first game of Skirmish as Imperials as I did not expect the AI to actually tow cable the walker.
[QUOTE=Tuskin;50751984]Huh, it's legacy bound now [t]https://i.imgur.com/VoI9ft3.png[/t][/QUOTE] They made it and the saber legacy bound couple months ago when they finally fixed the quests not giving the items
I just realized, Skirmish mode will be great to use with the Battlefront Cinematic tools.
Well I got around to unlocking some things via Hutt Contracts. Scattergun is the best thing ever for close range surprises. Also while I hate the recoil and one-shot overheat unless you use a certain star card, the DLT19-X is growing on me. A headshot is a one hit kill but anyone moving around like caffeinated hamster (read: nearly everyone who plays) is not getting hit by it. At times I find the T21-B or the Relby more practical, but the 19X is great for huge maps.
[QUOTE=Chaos Zero;50752203]Well Holy Crap, the AI, while occasionally dumb as bricks on normal in Skirmish, can be pretty relentless in trying to kill you. In Walker Assault even the AI in the fighters try to strafe you. Not bad honestly[/QUOTE] I love the fact the AI will do strafing runs on the ground. [editline]22nd July 2016[/editline] They love to Spam grenades if you're a hero.
[QUOTE=nightlord;50750023]While i don't know too much about how powerful other EU characters are and i've only played KOTOR1/2, i don't remember seeing anyone else do stuff like what Starkiller did. What he does in the game makes even Vader seem weak. He does things like [sp] wins against 4 Jedi (One of which was a clone-wars general and another a Jedi council member controlling a giant Sarlaac) on his first try, pulls an entire Star Destroyer out of the sky while fighting off waves of Tie Fighters, defeats Darth Vader and then the Emperor within a few minutes, then in the second game fights the Gorog by himself after taking down a gunship, destroys a massive Terror Droid that up to that point had been unstoppable and melting large sections of the ship, casually moves entire starships around using the force (yet struggles to open doors), and defeats Vader yet again. Then there's that throughout both games he does things like easily takes on several of some of the strongest and best trained fighters in the galaxy (Royal Guard) at a time and at least half a dozen force-controlled Rancors (several at once, and a Bull Rancor). He also used the force to manually fire a Nebulon-B Frigates main canon and make it so powerful it tore apart a Star Destroyer in one hit, then several minutes later on the way to crashing that Frigate into a Planet he jumps out the window from a massive height and just survives as if nothing happened. [/sp] I don't remember much along those lines happening in KOTOR or the Jedi Knight games, other than the Krayt dragon. Obviously Kyle and Revan fought large groups as well and overall took out dozens of enemies through the games, but the amount of just completely overpowered things Starkiller does seems far higher. He's so powerful in the game that it really feels like there's nothing he can't do. In something like JK2 even 2-3 Sith could be a problem, but Starkiller easily takes on large groups of them at once.[/QUOTE] Should also point out that he's around 18 years old while doing all of this.
My ping has been going through the roof since the patch came out, making online play impossible. Am I only being dropped into american servers due to low european player count perhaps?
[QUOTE=qwea00;50761700]My ping has been going through the roof since the patch came out, making online play impossible. Am I only being dropped into american servers due to low european player count perhaps?[/QUOTE] If you're talking about Battlefront, it's probably to do with people coming offline to play Skirmish and usual post-patch jitters on the servers. Happened with both Outer Rim and Bespin launches IIRC.
[QUOTE=Zeos;50749387]Somehow being canon, Force Unleashed 2's ending is super confusing[/QUOTE] I didn't find anything confusing about it, depending on the ending. For the light side, Vader was arrested (but obviously escaped eventually), and Gary Stu 2 left the events of the galaxy to bang Juno and find himself. PS he had inherited the memories of the original Gary Stu through the Force by chance, but was still ultimately a clone. For the dark side, Vader perfected his clone slave and that was the end of Gary Stu 2, and Juno as well IIRC. Then, as with the first game they continued into an alternate timeline where the evil Stu messed with shit by killing important people.
I always assumed the TFU2 DLC was a continuation of the TFU1 DLC, because it was ROTJ, while the first game was ANH and ESB.
They are but they're also intertwined somehow The guy from tfu1's DLC was the dark lord that was starkiller's predecessor or successor or something, and tfu2 DLC is the evil clone from the ending of tfu2. But the story does follow after tfu1's DLC somehow
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