@mb: Yeah I feel I should couch all my comments in my belief that this looks like the best Star Wars shooter since Jedi Knight.
My core is that a lot of the systems seem quite simple. The flight model is single stick/mouse so that players don't need to worry about rolling and pitching but it means that while anyone can fly without crashing into the ground in 10 seconds it also means the maneuvers you can make are more limited. They attempt to address this by having a button for instant Immelman like in Star Fox. They have said the flight model is not complete but again, I can only focus on what we have not what we might have.
I am cool with a classless system so long as there are some restrictions for balance but power ups feed into the classless system in an odd way. So say the Imperial team has a few AT-STs and is cleaning up, not an uncommon scenario in these sorts of games (although normally they are tanks). In Battlefield or Battlefront of old, you could respond tactically to this situation by respawning as an engineer/AT guy and encouraging the team to do the same. However the primary AT weapon in the Alpha is the Smart Missile (same thing you see in the E3 trailer) which is a power up. This means the tactical response to being overwhelmed with armour is to have people hunt for the power ups on the map and hope they get the smart missile as power ups are both randomly placed and have a random power up (with some balances, you wont see 10 ATST power ups on the field at once). I understand that divorcing antitank ability from class or loadout allows anyone to deal with armour but it comes at the cost of a bit of depth.
Vehicles as power ups are a whole other kettle of fish. DICE pr people on Reddit have given a vague indication that maybe they are only power ups in Walker Assault (the Rush style mode from E3 and the Alpha) so maybe this will only apply to that mode. I feel like this designed as a solution to the problem of having players waiting at the base for the vehicle to respawn and potentially the "problem" (I'd call it another tactic) of stealing enemy vehicles (hell, Chewie racks an ATST in RotJ). By removing vehicles from the world and placing them in power up tokens you get people out of the base. However it doesn't solve the core problem of vehicle hungry people not participating in the fight as they will instead hang out at the power up spawns. In fact it could even be worse in that they will stay at these spawns until they get the power they want, keeping them uninvolved longer than a vehicle might take to pop back in at the base. As for solving asset thief I think it's pretty inelegant. Keeping them in world but making the opposing team unable to use them would solve the same problem; DICE even uses this in the Alpha as Imperial players cannot use Rebel stationary guns.
Tying vehicles to something so random again removes a layer of tactical depth becauss you cant count on them. You cant say "okay we'll send each of our 2 ATSTs to each control point" because you might not have two, or you'll get two but not at the same time, or you'll get 3 all at once. It makes for fun twists of fate I'll admit to suddenly digivolve from a Storm trooper to a walking tank but at the cost of higher level play. I know that kids love their Star Wars but acting like kids cant learn complex systems is unwise and slightly insulting. I am young enough to have been 12 when Battlefield 1942 came out and it changed my shit.
Also power ups look so terrible and out of place. For a game that is so eroticaly detailed to have giant floating tokens just takes me out of the moment. Yes they need to be visible but make them a box with a UI icon over them or something. Throw me a bone here.
It seems, and maybe I'm cynical, that they've omitted systems simply to prevent people from saying "it's Star Wars Battlefield" (a hilarious claim at its core considering how derivative of Battlefield the original Battlefront was) at the cost of meaningful complexity.
I have other niggles (having 1st and 3rd on toggle causes balance issues, should be locked based on server) but that's at the core. It's easy to come off as shitting on it but it comes from a place of love. I want this game to be the greatest Star Wars shooter, not "just" a great one.
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