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DICE: Yes, Battlefront's Assault Walker Mode Is Unbalanced

Well, that's the purpose of a beta.

The Star Wars: Battlefront beta has just concluded and developer DICE is currently sifting through the mounds of feedback they received over the weekend and into Monday.

Players continue to offer feedback and criticism online as well, and DICE is listening. For instance, many are claiming the much-lauded 40-player Assault Walker Mode is unfairly balanced, as it's skewed toward the Imperial side. One fan wrote on Twitter that he'd never won a Walker Assault match while playing on the Rebel side and then asked, "Does this mean I suck?" DICE community manager Matthew Everett promptly responded:

"Nope! It's a balancing issue within the beta."

Then, lead multiplayer designer Dennis Brännvall added the following:

"Yeah, it's too tough. We'll make changes based on the feedback and data. Asymmetric modes are tricky and risky but potentially awesome, that's why we want beta test help."

See? One major balancing problem should be fixed by the time the anticipated multiplayer shooter comes out on November 17 for PlayStation 4, Xbox One and PC. You can bet that a lot more will be tweaked by DICE between now and then, too.

Related Game(s): Star Wars: Battlefront

Tags: star wars battlefront beta, sw battlefront, battlefront assault walker

10/14/2015 11:22:30 AM Ben Dutka

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Legacy Comment System (7 posts)

Wednesday, October 14, 2015 @ 11:58:40 AM

I was confused at first about this because my first time playing the level as a Rebel, we won.

So I didn't really agree at first. But after that, I'd never won again as a rebel.

Still, I would argue it's not unbalanced so long as the rebel players understand the objective and how to achieve it. I think most people, myself included for a while, were solely working on just learning how to play, and running and shooting the other side. I think if people realized the importance of obtaining and holding the bases for the Y-Wings to make their bombing runs, then it would have made more sense. I also feel most people didn't realize the speeders were best used for trying to trip up the walkers as opposed to shoot stuff a bunch.

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Wednesday, October 14, 2015 @ 12:11:26 PM

Yea, while I did win on rebel side quite a few times, it was mostly loses simply because the rebels didn't understand how to bring the AT-ATs down.

Once they figure out that it's the Y-Wings attacks making them vulnerable I think it's fairly balanced, if not more so for the Rebel side honestly, an orbital bombardment will wreck an AT-AT, and if the Rebels have air superiority (which is easy to get, and once you've got it you can never really lose it if you camp spawns, this needs to get fixed ) , the AT-ATs drop very quickly as well.

So once people figure the game out I doubt we'll see such a once sided fight, the only thing the Imperials have going for them are the AT-STs, and they melt to Ion shots/grenades, not to mention that the sniper shots do massive damage to them as well... a bit too much, balance that maybe?

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Wednesday, October 14, 2015 @ 2:09:42 PM

That's a pretty good analysis. I had a hard time as a rebel once because vader was camping our spawn. LOL. That was tough. You would think it would be straight-forward enough to manage spawn camping just by measuring how far away enemies are from different spawn points.

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Wednesday, October 14, 2015 @ 8:11:36 PM

I was in shock when I saw how bad teams, usually the Rebels, could get spawn camped. Imperials running around inside the hanger, made worse if Vader is in there as you pointed out.

It can be nearly impossible to get out of there due to very small exit points combined with ground turrets firing into the base, AT-AT and AT-ST firing at the exits... again, just in shock that in this day and age there isn't better spawn protection, sure you spawn with a few moments of Invul, but once you shoot or time runs out it's gone. It's the same in the air as well, if the enemy has the sky and you jump into your side's fighter, it is VERY easy for the enemy to spawn camp the spawn location, and you will be shot down the moment you get out of that stupid cut scene, I've had this happen and I've done this myself in the beta, but it boggles the mind why they allow enemy fighters anywhere near the spawn points, made worse by you not being able to move right away.

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Wednesday, October 14, 2015 @ 12:18:18 PM

Only reason is because I dont think rebels knew how what they were supposed to be doing, once the whole team does though its pretty balanced.

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Wednesday, October 14, 2015 @ 5:39:44 PM

I know I didn't know what to do. Had fun though. Pretty beta y too

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Friday, October 16, 2015 @ 12:31:42 AM

I agree with some of the other comments. Once you figured out what to do we never lost. Once the AT AT was vulnerable several soldiers using Ion Shot turn it into swiss cheese before the bombers even get off a volley.

In a way i would be more inclined to say it was unbalanced for the Imperials.

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