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Kills, playing the objective, sticking around teammates and more all contribute to your rolling counter, giving you purchasing options after each death.
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Instead of tokens scatter around the battlefield, Battlefront 2 goes back to its roots – a points-based system that gives you more choice in how to spend your contributions to the match. This extends to the manner in which Battlefront 2 handles its more heroic characters. It’s a better, more focused idea than the burn cards of the first game, and the roles simply defined by your weapon choices alone.
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These cards are interchangeable between each death, giving you real tangible ways to adapt to how the game is playing out and provide the sort of support your team requires. Heavies, for example, can deploy localised shields and unload with a massive Gatling gun on the side of the Clones, while a Officer can cover chokepoints with automated turrets to offset his lack of direct firepower. Weapons fit within the parameters of the classes, but it’s card that better define your role on the battlefield. The regular Assault, Heavy, Officer and Specialist classes are present, each with customisable load outs and skill cards. Right off the bat, you’re introduced to a more well-defined class system. Playing multiple games of an Assault on Theed in Battlefront 2, it’s evident just how much of this sequel feels like the Battlefront 2 of old. The results were mixed, and it’s clear already that Battlefront 2 is taking a lot of that to heart.
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Battlefront was a different game – learning more from DICE’s Battlefield series rather than reinventing core gameplay pillars from the past. The constant tugging on strings of hope for Battlefront 3 was appeased by EA and DICE returning to the popular multiplayer shooter, albeit in a different fashion. Star Wars Battlefront was a return to a franchise Star Wars fans en masse had almost given up on.
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