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My SWBF2 PC Patch Wish List

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 TK-8252
11-18-2005, 4:14 PM
#51
As for the elite sniper. I wish it was more like a railgun and just penetrated thin armour. (Not through tanks, but through STAPS and the like). Perhaps like a anti-vehicle sniper rifle.

Aye, like in BF2 where the sniper rifle unlock is armor-piercing, capable of penetrating soft vehicles (like humvees and helicopters) and hit anyone inside (I've never been able to do it, but supposedly it's possible).
 Jennaida
11-18-2005, 5:02 PM
#52
Oh, another rant to add to it. You should either be able to change back to a normal class, while in a hero char, or not lose ticket/life when the time runs out. I should NOT be losing a g-damned match because the Jedi char ran out of time, to claim my last ticket. That's a load of flop.
 MasterChiefRulZ
11-20-2005, 2:15 PM
#53
I miss the prone option, and wish that it would be added back into the PC version for SWBF2 via patch. It was a viable option especially for snipers, for crawling unnoticed through tightly guarded places, and just making you a harder target overall in a firefight.

The vehicles were downgraded in power from SWBF1 to SWBF2, I would like to see them back to appropriate power levels. Two shots from the main cannon of a AT-AT to kill a simple footsoldier is just plain ridiculous. :\ The splash damage was reduced also, that should have been enough coupled with the fact that AT-infantry was given additional strength against vehicles.

More vehicle oriented land maps. Aside from the space battles a huge amount of the land maps are bare for vehicles, which is one of SWBF's strong points of gameplay. For example in the remake of Yavin in SWBF2 they removed the vehicles, which added to the atmosphere/excitement of the level. Alot of the land battles are indoor which eliminate the possibility of vehicles.

As far as the graphics go, I also think something is missing from SWBF1. I can't quite put my finger on it, but something is lacking somewhere. It might be the strength of the "bloom" option. :\

My two cents of patch wishes. Alot of these complaints of mine will be resolved when all the mods and new maps start coming out for SWBF2, communitys are really what make PC games.
 Redtech
11-22-2005, 9:08 AM
#54
I think Pandemic listened to people who complained that vehicles were far too powerfull and that it was far too easy to survive a whole match in a tank without getting into significant trouble. Now they're more support units, so I can't complain, and I'm a tank fan.

If anything, I'm mainly annoyed that there aren't many spacious levels for them to be in. Saying that, Naboo Plains sucks, because if you're not in a tank, you better hope you nabbed the centre post, as that was the only way to win the level! BORING!

BTW, in Yarvin, they gave the sides tanks for almost all CPs.
 alex533
11-22-2005, 11:08 AM
#55
Can they cross deep water?

yes, fact.

as can certain dune buggies.

And no its not some crap, its true.

they just drive straight ontop of it.
 PoiuyWired
11-22-2005, 1:25 PM
#56
One thing I don't like is how you can easily survive getting run over by a vehicle with minimal to no damage though. Sure the tanks are weaker, but surviving tank rams are just a bit too strange. I have countless stories on how I survive vehicle run overs, and end up jacking them standing on their wings/whereever.
 MasterChiefRulZ
11-22-2005, 9:44 PM
#57
I don't like the way the balanced the vehicle vs infantry issue. They turned the vehicles down so far in attack strength its like they are equiped with pea-shooters, and the splash damage is virtually non-existant.

Most of the land maps don't favor any vehicle based battles, a heavy amount of them have few or no vehicles. Kind of defeats of the purpose of "Fighting the battles any way you want" when they strip some of the options away. :\

I've noticed where graphics have been cut in some areas, probably due to performance issues. Granted that the PC version is a console port, so these are probably inherent of that.

I would have preferred to have the new content with all of the original, not having to sacrifce anything for the new features. The stuff I noticed cut most is some of the animations. The transformation animation of the Droideka in SWBF2 is somewhat choppier than in SWBF1, also the laser travel animations (when you shoot the laser and it flies through the air) is somewhat more choppy. I really noticed this when playing a game of Yavin in SWBF1, and then immediately playing the same level in SWBF2. Doesn't hurt the gameplay, just the atmosphere of it, but I'm a big fan of atmosphere and FX.

Its not my system either, I have a AMD64 with a Nvidia GeforceFX6800 Ultra PCI Express with over 1 Gig of ram. I'm running the game at max with 'Bloom' on and 4 X AA and all the visual enhancements. I'm a really picky guy I know, I pay attention to little stuff that catches my eye and am a big fan of the details (like the snowflakes FX in the Mygeeto level). :P

I also noticed the legged vehicles in Geonosis really have a 'stutter' to them. I don't remember their leggs shaking quite as bad in SWBF1.

Despite all that SWBF2 is still a very fine game. I just wish it didn't try to fix anything that wasn't broken in the first place, or sacrificing old FX for new FX. My hope is for PC patches, and perhaps the SWBF2 modding community to maybe bring some of this old stuff back to us? Heres hoping.
 Redtech
11-23-2005, 10:57 AM
#58
Well, there's always (wait for it...)
UT2k4 for vehicle balance! Manta FOREVER!

There is a good vehicle dominated level, (Ascendancy) which is really unique and I enjoy, where the main tank fighting takes place within really wide canyons, but people on foot can scale the walls and fire rockets into the trenches, or give excellant sniper support.
http://www.unrealtournament.com/ut2004/xplevels.php)
Is two screenshots, I'm sure people could find more. But I feel that might be where "tank nuts" are looking for. As a point. Tanks are not ineffective, they're just used more as Anti-Tank support units. A direct hit by the "power weapon" is an instakill.


Semi-off topic, and better for a "what to put in BF3" thread;
I'm proposing that there may need to be more diversity of units.

I'd say, split them into categories, then actually USE THEM in maps!
E.g.
-Anti infantry (a real people-hater, but lame armour) like the AT-PT and the AT-RT
-Medium Tanks (Good all rounders) Like the AAT, ATX-130 etc.
-Heavy Tanks (Lay the beatdown on other vehicles, but rare and prone to being surrounded) like the Turbo Tank and the Spider Droid (and actually make it useful!)
-Combat transports (that take and dish pain, respawn troops, but inefficient for their movement cost) like the AT-AT, AT-TE, MAF.
 PoiuyWired
11-23-2005, 2:34 PM
#59
I think they should fix the "powerup blurr" with snipers.

When you double zoom with either rage or Reduction on the power field blurrs your vision... I hate that.
 MasterChiefRulZ
11-24-2005, 11:26 AM
#60
I'm actually more of a infantry person, but enjoy the occasional romp in a vehicle for something different. I just feel that they have reduced the strenght of vehicles to the point of just, wallpaper, rather than a real difference on the battlefield.

I guess I'm just too used to SWBF1, and the Battlefield (42,V,2) series, where different means are taken for gameplay balance of infantry vs vehicles (Paper, rock, scissors method). I have UT2004, but I honestly don't care much for the infantry gameplay. I like more realistic, tactical type play, rather than jump jump shoot jump jump shoot. :P

I also don't like the "Power-ups" for infantry, as it makes the game feel more 'arcadish' with the bizarre glowing and bleeping. It would be fine to keep the power-ups if they would remove the bizarre fx and just give the player a heads up with a simple "Power-up enabled" on the screen in text.
 ParanoidAndroid
11-24-2005, 11:58 AM
#61
I kind of agree, it feels like they just nerfed the vehicles instead of using other balancing methods. I know I would prefer the older more damaging lasers, but with the splash damage toned down a tad, maybe it should just throw you instead of killing you right off for example. But they are certinly not useless, they're still effective against vehicles and infantry, just not overpoweringly so. They are far from perfect, but a huge improvement from the behemoths in SWBF1.

Another thing I noticed thats kind of weird, stuff like torpedoes, missles, mortars etc on vehicles no longer have ammo, instead the vehicle gets in infinate amount. I would prefer it if vehicles had a limited amount of ammo, but could of course get refuled at a gonk droid or somthing. Make the drivers think a bit about using up those rockets, don't waste them trying to gun down a single fleeing soldier thats what your lasers should be for.
 Darth Alec
11-24-2005, 12:14 PM
#62
Yes, it is much more efficent to fire rockets at them, then to shoot at them. Now that there is no splash damage, it is almost impossible to kill normal infantry.
 Redtech
11-25-2005, 6:53 AM
#63
I love infinate rockets etc! I mean, seriously, if they increased the power of the tanks to SWBF1 levels, would you start crying, "NO FAIR! MISSILE SPAM"?? :P

I've already commented on my opinion on what kinds of vehicles there should be, and their usage. At the mo, they have to nerf vehicles, because of the size and design of the levels, heck, on Utapu, NO ONE would play as infantry with the old AAT around. Look at Naboo plains. It's so vehicle dominated it's boring to play as infantry, just nab the central post...then die as you get rushed from all sides. While at least in a vehicle you could have some "fun".

What really needs to exist are a variety of units that exist at once. That's why I love the UT2004 idea that there are many vehicle classes in one level. We don't have that in Battlefront, it's all big walkers, tanks or speeder bikes. And all the tanks have a ton of armour, regardless of size category. WTF is up with the AT-RT? That is an anti-inf vehicle if I've ever seen one.

To make tanks more powerfull, you need to either make infantry more powerfull, or by making so that at least there's a sane method to stop them. After all, on Rhen Var, exactly how many hand-rockets would it take to down an AT-ST? If it wasn't for the rebel tank, it'd be an Imperial Whitewash. BORING!

That's why I think that vehicles need to have their roles re-defined. I don't have a problem with "anti-tank" vehicles being lame against infantry, if either they have a secondary weapon that is better, or there are vehicles co-existing that are good support.

Isn't that what the game is supposed to be about? Working in squads? So really, it should be a squad of clones escorting an AT-TE (and doing base captures) with an AT-RT to assist the squad and a "Clone tank" giving rearguard support...
 ParanoidAndroid
11-25-2005, 8:02 AM
#64
I'd have to agree with you about vehicle classes, and roles etc, not every vehicle needs to be completely an all purpose answer to every threat on the battlefield, they could have smaller quicker vehicles that would support the infantry, but have weak armor. Then you could have your basic medium tanks, good at infantry with their lasers, and an answer to other tanks with their secondary missles, mortars, etc And of course the command walker, huge armor, and weaponry but it's so large it needs infantry/smaller vehicles to protect it's flanks.

Of course not all vehicles can be catorigized, some have unique roles, like the Hailfire droid could be sort of a suicide runner, the driver knows hes going to probably die the moment he gets in, he has to use the vehicles overwhelming weapon capabilities to deal as much damage as possible, one rocket to his mid section though, and he's gone. Or maybe the spider walker, only good against vehicles, or infantry thats really clumped together, and only at extreamly long ranges, up close he gets outmenuvered and destroyed.

Or somthing along those lines, I think I understand what your saying.
 PoiuyWired
11-25-2005, 11:06 AM
#65
The 'alarm' you hear /is/ annoying, but not a bug. get guardian or endurance you get one little noise, along with that 'glow' around the char, get war hero, you get another. I forget all ones there are. Get them enough times, and it's permanent. When it's permanent, however, they should NOT keep playing the alarm or showing the damned glow. That's just annoying.



The beam rifle needs a 'cool down' between shots, it should have indication rather than just clicking and it not working however. A lot of times though, headshots do NOT work. seemingly never in fact. That upsets me. You have to aim for center-body with it. I suppose there's no extra 'bonus' for headshots once you get the award rifle, but it makes it VERY hard to shoot people in turrets, a lot of the time.

Well the bonus thingy is for the enemies to see. An option toggling the sound and effect to the player should be added.

I never have poblem penetrating targets for headshots, though the award rifles does fail to fire way too often. Definitely a bug
 MasterChiefRulZ
11-25-2005, 1:53 PM
#66
I'd have to agree with you about vehicle classes, and roles etc, not every vehicle needs to be completely an all purpose answer to every threat on the battlefield, they could have smaller quicker vehicles that would support the infantry, but have weak armor.

EXACTLY! That is how it should be done, paper-rock-scissors where every person of the battlefield has a purpose/point to his team. I only think that AT infantry role should be given a great deal of strength against vehicles, with vehicle attack strength increased and all armor strength *lowered*. Therefore encouraging skilled pilots/drivers to take the vehicles, and AT infantry ample ability to oppose the enemy.

The only trick is to make sure one or the other is not overpowered. I think vehicles should still have the splash damage and strong weapons, but all vehicles should be easy enough for a skilled team of AT-infantry (2 or 3) to take down without too much trouble.

Look at Naboo plains. It's so vehicle dominated it's boring to play as infantry, just nab the central post...then die as you get rushed from all sides. While at least in a vehicle you could have some "fun".

I have to disagree, I love that sort of scenario. The excitement of blaster fire and explosions from all sides, ah the chaos! :) Of course the dying part isn't the exciting part, but trying to figure out how to work together and overcome the odds. Really, friendly armor should be there to help the AT-infantry combat enemy armor, if everyone is playing their roles right...but thats the trick, isn't it?

I play with the AI so I get a pretty well rounded fair fight with everyone doing what they are supposed to, I can't comment on the online portion because I use satellite internet.

I would like to see in the patch...

Stronger vehicle weapon fire.
Return of splash damage.
Weaker armor for vehicles.
Stronger AT-infantry.

All balanced appropriately to even the playing field. Though to be honest do the SWBF development team even visit this forum?
 Redtech
11-25-2005, 2:31 PM
#67
To answer your question, I do believe they visit.

As for Naboo, I don't find overwhelming chaos cool when they nab centre point and you loose 98% of your men through a stupid ticker...otherwise I have no gripes. It's why I like Dagobah. At least you have 3 points of attack.

Paranoid, ever heard of artillery? :P How about giving the sides a long distance unit that sucks at close range. I'd make the hailfire missiles more accurage in their spiral (but still rubbish at accually hitting stuff) and use that as artillery to soften targets. Spider serves pretty much as a heavy tank or...ARTILLERY! Some one give it a damned range-finder scope. So you cover every class of vehicle, and everyone's happy.
 ParanoidAndroid
11-25-2005, 2:51 PM
#68
yeah! artillery! now everything has a class! That would be a great place to put the Hailfire/Spider droids, they just need to weaken their health and sup up the Spider droids main cannon, maybe so it could vaporize a gunship with one concentrated blast, and improve the hailfire droids missles, make them at least as damaging as the heavy weapons soldiers rockets if not more.

Of couse I couln't think of an artillery unit for the Rebublic, but seeing as how the CIS don't have a command walker it's kinda even. Heck I would say that the cannon on the AT-TE's back is artillery enough.
 Redtech
11-26-2005, 9:42 AM
#69
The Republic have the SPHAT. (http://www.starwars.com/databank/vehicle/sphat/) Saying that, it might be a bit overpowering, although it'd be like an AT-ST that couldn't hit anything infront of it. So maybe Command Walkers fill the role, although the AT-ST needs it's decent cannon (and lame rate of fire) back! After all, they weren't overpowering on Rhen Var.
 ParanoidAndroid
11-26-2005, 10:07 AM
#70
Were there AT-ST's on Rhen Var? I thought there was only an AT-AT and two of those tanks.

Anyway, I'm not sure the SPHATs would work, first off they are immense, pretty hard to fit some into even a large sized battle, and their lasers seem too slow to really attack effectivly, I mean they only really targeted those core ships everything else was to small to be targeted.
 Redtech
11-26-2005, 10:45 AM
#71
Sorry, my mistake, I meant the AT-AT.

Yeah, you're right. Those artillery are a bit too big.. The UT-AT (http://www.starwars.com/databank/vehicle/utat/index.html) might be better. Although being a repulsorlisft vehicle, it might suit the rebels as a classical "lob shot" weapon.
 TK-8252
11-26-2005, 10:51 AM
#72
Anyway, I'm not sure the SPHATs would work, first off they are immense, pretty hard to fit some into even a large sized battle, and their lasers seem too slow to really attack effectivly, I mean they only really targeted those core ships everything else was to small to be targeted.

They wouldn't be too big if the maps were the right size, which of course they aren't. In one chapter of the Clone Wars cartoons, the SPHA-T's are firing like regular artillery cannons, like in Battlefield 2.
 ParanoidAndroid
11-26-2005, 11:20 AM
#73
Ah ok I understand now, yeah I preferred the old AT-AT weapons too, they were immensly powerful but had a horrible rate of fire, somthing you would expect from a vehcile like that. Also, a side not, did they remove the co-pilot position from the AT-AT? If so that's somthing else they should have kept.

As for the SPHA-T, I guess I just can't get over their sheer size, if a map the correct size to fit them it would be enormous. I mean I'm all for large maps, I would love a Geonosis map several times larger then the shipped one, but a map with several SHPA-Ts might be a bit to big. Then again maybe it could work, a huge Geonosis map with several SHPA-T's trying to destroy the Trade Federation Core ships would be really cool, if it could be done.

The UT-AT looks like a better option for more medium sized and even large maps, it's smaller (still big of course, but compared to the SPHA-T...), and would be easier to add. It would be an awsome addition to the Mygeeto map. The rebublic actually has all sorts of cool vehicles that don't get much screen time, I'd love to see a couple of AT-AP's and maybe even an AT-OT on Felucia.
 Pooeypants
12-30-2005, 6:42 PM
#74
What this game needs is a full retexturing to get those graphics to modern PC standards. Let's not forget that Far Cry was released over a year ago...this game doesn't even come close to looking that good.
 TK-8252
12-30-2005, 7:11 PM
#75
As for the SPHA-T, I guess I just can't get over their sheer size, if a map the correct size to fit them it would be enormous. I mean I'm all for large maps, I would love a Geonosis map several times larger then the shipped one, but a map with several SHPA-Ts might be a bit to big. Then again maybe it could work, a huge Geonosis map with several SHPA-T's trying to destroy the Trade Federation Core ships would be really cool, if it could be done.

Three SPHA-T's lined up next to each other on one side of the map on Geonosis don't seem like they'd take too much room. It'd be similar to the three Techno Union ships.

UT-AT's weren't developed until later in the Clone Wars, so certain maps would have SPHA-T's and UT-AT's for others.
 ParanoidAndroid
12-30-2005, 11:29 PM
#76
Sounds good to me, although they would be extreamly slow firing and hard to manuver. Of course that's obviously sort of the point, they just sit there and dish out damage. Maybe the SPHA-T shouldn't be controllable at all and just a destroyable CP? Basicly just a huge destroyable structure units spawn around (or inside?) but it has the ability to fire huge damaging lasers and of course some self defense turrets players can man. Instead of having someone inside the thing shooting though, the shots would be fired by a clone commander acting as a spotter, pointing out targets and then all active SPHA-T's would fire at the target, then he would wait until they recharged before choosing another target. Just an idea, although maybe it's too complicated, I suppose if they could make a drivable AT-AT for Hoth why not one of these guys for Geonosis? I guess I just like the idea as it gives commanders more of an important position, at least for Geonosis.

Of course the SPHA-T wouldn't appear in every map, in many cases it would probably be replaced by it's smaller cousin the UT-AT, (Where appropriate of course.)
 TK-8252
12-30-2005, 11:31 PM
#77
That's what I was thinking.

The SPHA-T would be stationary, with a Commander able to order targets for it or players could man them like turrets. UT-AT's would be mobile artillery vehicles.
 CondorFalco
12-31-2005, 3:14 AM
#78
I want them to fix the issues with SLI and Dual-Core processors so that I can actually play the game without it crashing (i'm happy to play with one GPU working, but even if I switch the core affinity to only one of them, it still crashes the game after a while).
 Redtech
12-31-2005, 9:26 AM
#79
TK, good call. Make them objectives to destroy and awaaaaaaay she goes.
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