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Messages - Rookie 1

#1
So I played battlefront all the time on the ps2 as a kid. When I got the game on pc years later, I noticed Kashyyyk Islands looked brighter. I had always remembered that map being pure night time. I thought I was just remembering the game wrong until I looked up a youtube video of the ps2 version the other night and realized I wasn't wrong. Does anyone know why there was a difference on the sky between console and pc? And is there any mod that has the night sky for Kashyyyk islands on pc?
#2
Sorry it took a while to play this new update, but I played with this the last two days and have some thoughts.
-The AI main soldier class seems to treat their rifle like a rocket launcher or sniper rifle, as when you get close to them they switch to their pistol.
-I kind of miss the old heavy class where they all had unique weapons, but it's not a bad change. The heavy rifle works really well for the class.
-I think the thermal imploder for the wookie needs a buff. It's harder to kill enemies  with then a regular thermal. Most of the time the enemies I throw it at just barely move a little away from it and it gets no one.
-Did you change the textures for Kashyyyk docks? I noticed at a distance the wookie huts are just white like a un textured model, only loading the textures when close to them. This doesn't happen in my vanilla game.
-Naboo Outpost could use more AI on the battlefield, as you can spend a lot of time not encountering anyone. Due to the size of the map I think a mobile command post would also be a good addition to it, such as the MTT.
-I love that the tie striker is used as a bomber, and the AT-ACT is really cool too.
Overall still one of the best side mods for battlefront 1. Looking forward to the next updates  :tu:
#3
SWBF1 Modding / Re: Star Wars Battlefront Legacy
December 23, 2017, 05:44:58 PM
Looking forward to it
#4
Mara Jade would be awesome too  :tu:
#5
So we know there was originally a sixth class in the game. The Bothan Spy, Imperial Officer, Clone Commander, and the Tactical Droid. Does anyone know what these units weapons would have been specifically? I know there are unused weapons and abilities found in the mod tools, but was wondering if the class itself had anything definite attached to it before getting cut.
#6
SWBF1 Modding / Re: Star Wars Battlefront Legacy
January 24, 2017, 01:48:24 PM
Damn those brothers and their confusing names! But that makes sense then. And I just saw the wookie clone asset on gametoast....what a beast. How will this hero system work? I'm assuming it will replace the 5th class?
#7
SWBF1 Modding / Re: Star Wars Battlefront Legacy
January 23, 2017, 01:46:33 AM
Sounds good so far. I have two suggestions. It would be cool if Hans blaster can be charged for a power shot similar to Dices version. Also, X2s ally call should be one of his evil cloned wookies.
#8
SWBF1 Modding / Re: Star Wars Battlefront Legacy
January 09, 2017, 02:24:03 PM
This is awesome! She and Chopper are my favorite characters on Rebels. I even just bought their funko pops recently.
#9
SWBF1 Modding / Re: Star Wars Battlefront Legacy
December 22, 2016, 12:30:01 AM
Quote from: Gistech on December 21, 2016, 03:19:56 AM
Would anybody be against me adding a third primary weapon to the Jet Trooper, Wookie Smuggler and Dark Trooper? ATM I'm not 100% certain what I would give them (the Droideka would be tricky to give something else to because it's a walkerdroid unit) but I'm thinking the Dark Trooper might get a DLT-19.

I feel like that might over shadow the other classes if that particular one has three weapons. Maybe if the primary weapon is different per map rather than have three at once? If anything, I think the engineer class could use some diversity when it comes to primary weapons, since it's the only class that is basically the same for all factions. If you want to add more weapons, that would be the class for it in my opinion.
#10
SWBF1 Modding / Re: Star Wars Battlefront Legacy
December 19, 2016, 04:14:41 PM
That would be awesome. It would make you feel like you're really supporting the advancing troops on the ground. Maybe you could even make the orbital laser beam look like a drop pod crashing.

I discovered something very cool. By combining your mod with the night hoth lvl, I made my own Twilight on Hoth experience!

http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=476

#11
SWBF1 Modding / Re: Star Wars Battlefront Legacy
December 19, 2016, 02:25:50 PM
Can't wait to see that lumbering beast on the battlefront!

Just thinking off the top of my head but maybe since it's a cargo walker it can act like an ammo droid and restock nearby troops. I have no idea if this is possible to make though.
#12
SWBF1 Modding / Re: [WIP] Naboo: City of Theed
December 13, 2016, 09:19:27 PM
If you have to decide between city streets or parts of the palace when adding to it, I would definitely prefer to see more of the palace.

Can't wait to see it either way!
#13
Other Games / Re: SW: EAW Death Star
December 13, 2016, 03:14:33 PM
Strange, for me all I have to do is win the battle with Luke surviving, no matter the time limit. In my game the Empire doesn't destroy the planet even when in range. They only do it if they win the battle.
#14
Honestly I think it just comes down to time and scheduling. These developers have been very responsive to the community. The fact that we got skirmish at all shows this. But you have to remember these guys have schedules and other priorities. It probably is simply the case that they don't have time to work on it anymore, and all efforts now most likely have to start going towards Battlefront 2. I don't see any evil schemes here. I'm still betting on someone modding the rest of the maps into the game itself some years down the line anyways.
#15
SWBF1 Modding / Re: Star Wars Battlefront Legacy
December 09, 2016, 10:18:15 PM
Looking good. If you end up not making a Scarif map you could always put the AT-ACT on Kashyyyk Docks or Beachhead.