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[New Special Unit Concept] - Brawlers
Brawlers are designed to get in the face of the enemy and overwhelm them with their enduring survivability, quick speed, and devastating melee strikes. Each Brawler is different with each era. They are equipped with a unique melee weapon and blocking equipment such as a shield. Controls would work similar to lightsaber wielders, they will have the ability to swing their melee weapon and block using their shield. Brawlers have a weaker stamina system compared to saber heroes; they can block blaster fire and lightsaber attacks with their shield but not as much as a hero can. The base damage for melee strikes is 125 damage.
They will have 300 HP and cost 2,500 Battlepoints.
Here's a couple examples of Brawlers:
Battle Spear, Energy Shield, and Booma.
Ability 1: Booma Toss - The Gungan Warrior tosses a Booma ball which splashes Booma on nearby enemies dealing damage and decreasing movement speed by 50% for 3 seconds. If you land a direct hit on an enemy with the Booma, it will deal even more damage. This ability is all about slowing down enemies and rushing them while they are vulnerable and can't escape.
Ability 2: War Cry - Once activated the Gungan Warrior will gain increased movement speed and increased damage resistance for 8 seconds. This ability allows the Gungan to close distance fast while taking less damage while charging furiously at the enemy. Could also be used to retreat from a bad engagement.
Ability 3: Shield Bash - The Gungan Warrior charges his shield at the enemy knocking down any enemies who dare get too close. This ability is useful for knocking enemies down and striking them when they can't defend themselves. Shield Bash has the same range as a standard melee strike.
Ability 1: Tear Gas Canister - The Riot Trooper tosses a canister that spews a cloud of harmful gas that deals damage overtime and slightly disrupts vision to those caught in the cloud for 7 seconds. The effects do not affect the Riot Trooper, only enemies.
Ability 2: Bringing Order - The Riot Trooper throws away his shield and supercharges his Z6 Baton for 10 seconds. He gains 200 health and increased melee damage (125 - 175). During this ability, he can't block blaster fire but can still block melee attacks and lightsabers. This ability is mostly about taking down larger targets such as Wookie Warriors, other Brawlers, and Heroes. Inspired by the Finn and Riot Trooper fight.
Ability 3: Baton Thrust - The Riot Trooper spins his baton for a half second before striking straight into enemies dealing damage and sending them flying back. Just like what happened to Finn. This can be used as a defensive attack to get away from enemies or sending them off cliffs.
Ability 1: Durable Engineering - Once activated, the Magnaguard will refuse to be destroyed and will not go below 1 health for 6 seconds. This ability is inspired by the time where Obi-Wan sliced off the head of a Magnaguard and he kept fighting like nothing happened.
Ability 2: Advanced Combat Reflexes - Once activated, the Magnaguard gains increased movement speed and increased attack speed for 12 seconds.
Ability 3: Self-Repair - Once activated, the Magnaguard deactivates and repairs itself. It is unable to move, attack, block, and use abilities until health is full or the ability is canceled by the player. The repair will automatically cancel if the player receives damage while deactivated.
That's just 3 examples I thought of in a couple minutes. Before anyone screams OP just remember that these guys are melee only and they only have 300-400 health. These guys could end up being completely squishy and useless since there's no way to test them unless they were implemented into the game. These guys would require patience and perfect timing to rush the enemy then get out.
If anyone has any thoughts, comments, or ideas for other factions such as the Empire, other Clone maps, Resistance, Rebellion, etc. let me know. I had a Wookie Warrior Brawler in mind but couldn't come up with an idea that's as canon as possible.
My first experience with the Pacific
Holy shit was I mistaken! First match I load in to is Pacific Storm as the Japanese defenders, I get into a Chi-Ha and immediately it feels great driving the light and nimble tank all around the beautiful tropic map far removed from the bland battlefields of Europe. This feels just as great as back in Battlefield 1942 again! I have a blast shooting landing craft and LVTs out of the water as they approach our beaches. After that I spawn in a Zero, I haven’t really enjoyed flying in BFV so far but the planes here feel quick and incredibly nimble and responsive (perhaps even more so than the starfighters in Battlefront 2 which was a blast) zooming around the map dodging palm trees and AA fire. Then a storm comes rolling in changing the atmosphere of the battle entirely, the weather effects are incredible and making flying more treacherous. The match is almost done and we still hold the first sector when a Hachi spawns! Commanding the rocket tank and raining down a barrage of hell on the US forces mounting a desperate last push from the beaches feels wonderful as we win the match!
Next map: beach assault on Iwo Jima as US! I spawn on the landing ship and get in the gunner seat on an LVT, I’m immediately impressed by the fidelity and immersion of the amphibious landing when our tank rolls of the ramp into the water, the waves crashing against the hull and planes strafing and artillery trying to bombard us from the distance. We make it onto the beach but the driver is reckless and continues the push too far inland, I manage to get out before the tank is blown to shreds by infantry. Just as I dismount I spot a group of three soldiers in a trench behind the smoking wreck. I manage to kill two with the Garand but the 8-round clip is spent so I hastily switch to my M1911 to down the last of the group before being killed while trying to reload the Garand. Gun play feels better then ever and next up I’m pushing up with a group of soldiers securing an AA emplacement on the west side of the beach, but the Japanese counterattack furiously on our entrenched position, we hold them off for as long as we can but running out of men, medics and ammo we eventually succumb as they reclaim their strongpoint. The new weapons look, sound, feel and handle brilliantly. The rest of the match is played as a Sherman gunner as the infantry work together with the armor in proper combined arms fashion to slowly but steadily push up and secure more of Iwo Jima, inch by inch. I’m constantly laying down suppressing fire from the Sherman against the Japanese bunkers to give our troops a window to move up. As we slowly make our way up the hill the path gets more and more narrow while the Japanese resistance grows increasingly stiffer, the change of enviroment to rocky outcrops favoring the entrenched defenders. As we pass by a cave opening a flamethrower methodically works to clear it while a M1919 is laying down suppressive fire into the mouth of the lava cave. The infantry squads occupied with sweeping the vast cave systems below leaves our Sherman alone and exposed on the rugged hillside, but we buddy up with a second Sherman to cover each other as we both make our way up the increasingly steep incline. Our advance up the narrow road is temporarily halted due to an artillery barrage which gives a brief moment of respite in the fierce struggle and allows my machine gun to cool for a moment as I look back on the beach below far in the distance, remarking on how far we’ve come. When the dust after the enemy’s last attempt to hold us back settles we relentlessly charge forward, bringing the Shermans to bear on the Japanese last stand until finally – when the fighting dies down and the smoke slowly starts to clear at the volcanic summit – the US flag is waving triumphantly atop Mount Suribachi.
TLDR; DICE got it right this time.
Fighting was fast, frantic, fluid and fierce, this feels like a war game again and not some kiddie arcade shooter like Fortnite that just happens to take place during WW2. The maps are incredibly well designed and visually striking. Plenty of believable situations like holding a bunker with arty crashing down on top of you and the best unscripted, yet-feels-scripted, gameplay I’ve ever seen, the pacing is on par in Breakthrough mode. Game is jam-packed with those ”Only in Battlefield”-moments which makes your jaw drop like getting your first katana kill on a medic reviving and then proceeding to clear a bunker full of yankees sword in hand, or my first air-to-air kill hunting a Corsair back to his carrier with a trail of 20mm water splash impacts behind him and seeing the plane explode just as it reaches the carrier, the burning wreck sliding across the flight deck.
If the Pacific is anything to go by for future content updates DICE could very well be on their way to establishing Battlefield V into the legacy of great Battlefield games instead of cementing the disappointment it’s been so far. I hope Wake Island isn’t the end of the Pacific either, I would love to see some sort of carrier assault game mode or air superiority battle like BF1942/1943’s Coral Sea. And also a proper inland jungle/mountainous fighting map like Guadalcanal would be awesome, as well as adding more naval action like PT boats, destroyers and torpedo bombers (or why not go the extra mile and toss in manned torpedoes or midget submarines). And introducing the Eastern front into the game represents a huge opportunity to experience massive tank battles across the Russian plains of Kharkov and Kursk as Panthers and T-34s supported by field artillery and Katyushas duke it out for supremacy with maybe a King Tiger and IS-3 as reinforcement options. Why not a proper tank superiority mode even with massive mechanized pushes, reminiscent of BF1942’s Operation Aberdeen?