about 5 years ago - /u/F8RGE - Direct link

Hey Everyone,

It’s always a nervous time within the team when a big new piece of content leaves the safety of the team and finds its way into your hands. We always felt that Capital Supremacy was shaping up to be a great addition to Star Wars™ Battlefront II and we’ve been really happy with the feedback we’ve had so far.

In this hot fix we’ve got some changes going live that will address game stability. One of the biggest issues we’ve been targeting has been when you find yourself stuck on the deploy screen within the second phase transition of Capital Supremacy. We’ve added some fail-safes which we believe will lower the risk of this from happening and will be monitoring the situation closely.

The AI in Capital Supremacy is a brand-new system and is located online, or server side. We believe they were causing some of the crashes we were seeing and have added some fixes we believe should address this.

Anakin Skywalker has had a minor balancing pass, affecting the damage and cooldown values of his abilities. We felt that while being the Chosen One, he needed some minor changes in order to try and bring balance.

Reception to the new reinforcements has been really good and we’ve got some tweaks that are being included based on your feedback. We’ve lowered the damage slightly of Power Blast while raising the end damage of the E-5. As always, please do keep your feedback coming.

The Star Wars Battlefront II Team

  • Added fail-safe scripts to reduce the chances of unreactive spawning when transitioning between Ground and Capital Ship phases in Capital Supremacy. Additional server logging has been implemented to further diagnose spawning issues.
  • Added tentative fixes for online AI causing server crashes on Capital Supremacy.
  • Fixed a rendering issue that would occasionally cause the client to crash.
  • Balanced damage and cooldown values for Anakin’s abilities:
  • Reduced Retribution choke damage (86->75 points per second)
  • Reduced Retribution push damage (80->75 points per second)
  • Reduced Passionate Strike first damage (50->40)
  • Reduced Passionate Strike last damage (150->130)
  • Increased Passionate Strike cooldown (12->13)
  • Reduced Heroic Might base damage (100->70)
  • Balanced damage values for Infiltrator weapons:
  • Lowered Power Blast damage (150->140) to prevent One-Hit Kills against Assault, Officer & Specialist
  • Raised E-5 end damage (21->30) to increase the weapon's effective range
  • Fixed an issue where players who join an ongoing match would occasionally get no audio during the boarding cinematic in Capital Supremacy.
  • Fixed an issue that would prevent the ARC Trooper from gaining progress when playing on Phase 1 maps (Kamino and Geonosis - Trippa Hive).
  • Fixed an issue where Darth Maul’s Choke Hold ability would occasionally be inaccurately activated from a distance when being used at the same time as another Hero's ability.
  • Fixed an issue that prevented players from completing the Scoped achievement when playing as a Specialist, when fulfilling the criteria against AI on Capital Supremacy.
  • Fixed an issue where Rey and Finn’s ability UI for the Insight and Undercover abilities would not always be fully visible.
  • Revised the ping color of the ARC Trooper’s Helmet Scanner ability for consistency.
  • Fixed an issue where Geonosians would occasionally be seen flying through the ground on Geonosis - Pipeline Junction West.
External link →
about 5 years ago - /u/F8RGE - Direct link

Just a note regarding out AI players (or Autobois). The current plan is to gauge the hotfix for stability for 24hours once it has gone live. From here we will look at turning them back on for Capital Supremacy.

about 5 years ago - /u/EA_Charlemagne - Direct link

Originally posted by zackgardner

/u/ea_charlemagne

No no no no no, DICE you can't slightly lower the values of Anakin's damage (literally by single digits) and call it balancing; Did you listen to anyone when they gave feedback on how to properly balance Anakin? At all?

I get that you want Anakin to be super powerful, but these "changes" are infuriating to read after having to suffer Anakin for the past month.

Increased Passionate Strike cooldown (12->13)

Like what in the actual hell were you guys thinking? "Yeah this'll really balance Anakin out" A single second added to his cooldown, yeah that's really balancing, great job guys.

This is the kind of stuff that makes people lose faith in the devs, because when problems that are ruining the game get "fixed", they never get talked about again and people turn off the game.

This is a hotfix. This is not the final time we're going to address hero balance. It's just a first pass.

about 5 years ago - /u/EA_Charlemagne - Direct link

Originally posted by antoineflemming

It's a terrible first pass that indicates that you didn't listen to the community.

The last thing we want to do it overstep and make Anakin super weak. It's smarter to do things in stages as we adjust overall balance. Also, "the community" is not always right. The community is tons of people with different opinions on the matter. We took feedback into account, but there's no way to account for what everyone wants. We have to base it on our best judgement. Apologies if we get it wrong from time to time, but the end goal is to make the experience more enjoyable for everyone.

about 5 years ago - /u/F8RGE - Direct link

Originally posted by helvan42

TAKE THEM OUT OF THE GAME

No.

about 5 years ago - /u/EA_Charlemagne - Direct link

Originally posted by darthkyle25

You're definitely right that we don't always know what we want. Anyone remember how some people were saying "era lock the heroes in GA"? When they tried it it didn't go so well

Ultimately, it's not the community's responsibility to know exactly what you want. It's on us as game developers so figure out what's best for everyone and trust in that choice (with some experimentation here and there).

about 5 years ago - /u/EA_Charlemagne - Direct link

Originally posted by SirHermiOdle

u/EA_Charlemagne: Is this hotfix effective immediately or is there a street date for it to launch? I've scoured this thread but couldn't find the info. Thanks for your time.

Went live a few hours ago!