Darth_Squoobus wrote:Marth8880 wrote:Perhaps because the Clone Wars has had the crap milked out of it
It's no different than the original trilogy being milked as much as it has been for the last forty years. There are far more OT-centric and Post-OT games than there are Clone War themed games. The Prequels are just as much a part of Star Wars as the OT, so there's no logical reason to exclude it from a game that's supposed to be about recreating battle from the entire saga.
Except that's just the thing, there
is a difference: one has been milked more-recently than the other. You can milk a cow, but you can't milk two cows at once (unless you're a cow-milking god or something lol). Regarding various complaints that we'll be getting "half a game because omfg only OT eraz??", the theory I like to adopt is that there will be a Force Awakens era. It would make perfect sense from a marketing and timing standpoint (in terms of film-to-game release dates); I mean I'd be genuinely surprised if the idea hasn't at least been tossed around at DICE, you know? In fact, from a budget and time-constraint standpoint, it'd make sense for the Clone Wars era to have been cut in order to be able to instead develop a Force Awakens era in its place.
Darth_Squoobus wrote:Marth8880 wrote:in Battlefield, you can change your loadout, but there are four different classes - Assault, Support, Engineer, and Recon - each of which has its own unique abilities, weapons, and equipment - the catch being that any class can still technically use any weapon
any class can still technically use any weapon
That is the exact opposite of what classes are about. The point of classes is that each unit is unique and can only access weapons suited for its role. When everyone has access to all the same weapons, any stated distinctions are total bupkiss.
Fair enough, but at the end of the day, is going to a CP and changing your weapon loadout while staying the same class
really very different from changing your class that has a different loadout? I mean think about it, it's a mostly-abstract concept, really. The only real differences are the way your character looks and your set abilities, which is exactly why having classes with unique gadgets/abilities makes more sense from a design point of view.
However, I decided to look into the case of all weapons across all classes in Battlefield (4) and it turns out that I was wrong. In Battlefield 4, the following classes can use the following types of (primary) weapons (all classes' secondary weapons are pistols):
Assault:
- Assault Rifle
- Carbine
- DMR
- Shotgun
Engineer:
- PDR
- Carbine
- DMR
- Shotgun
Support:
- LMG
- Carbine
- DMR
- Shotgun
Recon:
- Sniper Rifle
- Carbine
- DMR
- Shotgun
So each class has a type of weapon that is specific to that class, but each class can also equip a carbine, DMR, or shotgun. From all of the matches I've witnessed and played over the years, most players seem to use their class's unique weapon type or a DMR (depending on the map of course). In a way, the class system is set up very similar to Battlefront's: each class has some unique primary weapon, a secondary pistol, and some arrangement of mostly-unique "gadgets" or "abilities," the biggest and only real difference between the two games' class systems being that in Battlefield 4 you
also have the
option to swap your unique primary weapon out for some other-but-really-usually-not-very-as-good-overall-weapon.
Darth_Squoobus wrote:Marth8880 wrote:Think: what makes Battlefront what it is?
As far as gameplay is concerned?
- Aerial and orbital Dogfighting
Meh... To me, Battlefront left a LOT to be desired with its hastily-assembled flyer/space combat - if anything, it left a
negative mark on me. :V
Darth_Squoobus wrote:Dogfighting has been restricted to land-based maps, because, in the developers own words, STAR Wars is about epic ground battles. I don't know about you, but 20vs20 doesn't sound very "epic" to me.
Battlefront 1 and 2 supported up to 16v16 on the consoles and it felt relatively epic-ish. :u Jokes aside, some of the largest reasons why Battlefield 4 suffers/suffered from so many netcode issues is because of low server tickrates and
high-population servers, specifically servers with populations over ~24. Each player that's spawned adds a TON of processing load to the server, which gradually destabilizes said server. Yeah, yeah, it sucks not being to reasonably have more players than 20 per team, but it's for the better. However, a theory that WULF and I adopt is that DICE will take the Titanfall approach and add AI-controlled units to each team. I know, it's not the best solution, but hey, it's better than having a smaller number of players.
Darth_Squoobus wrote:Just as well, Y-wings are a scripted event rather than flyable vehicles. Vehicles aren't faring too well. AT-ATs are scripted, following a predetermined path while all the player can do is fire the cannons. Speeder bikes are sluggish compared to their predecessors.
AT-ATs are probably scripted for a very good reason. I mean, did you see that super-dense environment it was romping around in?!? That'd be ridiculous to set up accurate collision in such a confined environment, and even then, it's not like there's really any room to maneuver in anyways.
In regards to the Y-Wings, all we know from what we saw is that there's a scripted bombing-run event mechanic in the game. That doesn't mean there won't eventually be Y-Wings that can be piloted whether it be in space battles or whatever.
Darth_Squoobus wrote:Finally, there seems to be no indication of an Instant Action mode being present. This is neither confirmed nor denied, but given DICE's lack of confidence about showing what they have, it probably isn't there. If there is, there won't be a whole lot of variety, since there are only four planets in the vanilla game (Tatooine, Hoth, Endor, and Sullust), and the fifth DLC planet, Jakku, will very likely be a repackaged Tatooine.
Lack of confidence? Oh please, give me (or better yet, DICE) a break. Maybe they haven't shown us more because they want to keep it a secret until a further time? You know, like every other development studio? I hate to sound so harsh, but come on, man. I could be wrong, but I don't think most AAA developers post the entire contents of their design documents to the net for the public to see, which is essentially the same as what you expect DICE "lacks the confidence" to do.
Regarding the number of planets, just because there are only four (publicly-announced) planets in the vanilla game
does not necessarily mean that there will only be four maps in the whole game. DICE could easily have 2 or 3+ maps based on each planet alone similar to what the first Battlefront did. Even if they did have a significantly smaller number of maps than the previous Battlefront games, you must take into account how much longer it takes to design large-scale levels in this day and age of gaming. There's SO many more things to take into account, especially in a complex engine such as Frostbite 3. It'd simply be unrealistic and unreasonable to demand 15+ medium-large-scale maps and expect the game to be out by Christmas. With all that said, assuming that each planet includes 2 maps each, you'll have a total of 8 maps to play on immediately after release - then, a week after release, you'll be able to grab the free Jakku DLC, which again, assuming it follows the 2-maps-per-planet model, you'll then have a total of 10 maps to play on, which should be plenty, and is also the same amount of maps Battlefield 4 initially shipped with.
Darth_Squoobus wrote:we know what's in those games and we know what's going to be in Battlefront 2015
This is literally a false statement. We've seen less than 10 measly minutes of the game and we've heard a very minute number of actual hard details about any specifics of the game.