10 Things Star Wars Battlefront 2 Must Include

7. The Addition Of Class Types And Removal Of Loadouts

Battlefront II Class
Steam

It's understandable that DICE made a first person shooter with a create-a-class mechanic: every game out there features it. However, this wasn't a feature in the Battlefront games fans came to know and love. And truthfully, this feature added nothing to the newest addition of Battlefront.

Yes, certain guns felt different from other guns, and some definitely outclassed others (*cough* DL-44 *cough*). Everything felt too flat, with little to no dynamic aspect to it. A jump pack was one of the only things that made your class feel like it was anything other than a simple assault class. Even the "snipers" in the form of the cycler rifle and pulse cannon didn't make you feel like a sniper.

Create-a-class functions are not bad, in fact they can be awesome in some games, but in the Star Wars universe it just doesn't seem to fit. Battlefront 2 needs to revert back to the ways of, well, Battlefront II from 2005. Battlefront II had four soldier types: heavy weapon, sniper, infantry, and engineer. All had further unlockable classes based on performance in-game. So you'd start the game as a level one infantry and work your way up to a level three infantry soldier if you so choose. The best part about this was it made it feel like the character you chose, and the weapons you had mattered. It also gave way to allow for optional characters to be played - for instance the Dark Trooper or a Wookiee.

This was a gameplay mechanic that just fit for Battlefront, and it was what fans knew and loved gameplay wise for the series. The addition of create-a-class just made things feel off, and a revert back to the old ways would be welcomed back from all those who know and love the old.

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Just a gamer with an unhealthy addiction to achievements, fantasy booking WWE events and watching 90's teen comedies.