Pics of Imperial Frigate (Battlefront II Beta)

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Pics of Imperial Frigate (Battlefront II Beta)

Post by ntstlkr »

Don't know if anyone's seen them yet but here's some screenies from the Battlefront II Beta I downloaded and played last light.

Of note is the new "Frigate" on the Yavin Space Battle Map.

As these are taken in the middle of a battle, please forgive the rather limited views I was able to get (there wasn't a screenshot key included in this Beta). In a few I was able to get in an attacking X-wing for size comparison (although admitedly, it is a game and so not the most objective for that).

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Post by VT-16 »

Reminds me of a frigate-sized Vengeance.

Good find.
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Post by ntstlkr »

Yeah, it definitely follows standard Imperial design philosophy but I would tend to discount any weapons emplacements found in-game (playability issues asside, the HTLs were not operable ingame which is a shame! Just light weapons emplacements).

Overall, for a Beta, a real kickass follow on to B 1.

No noticeable hangers on the Frigate, though the belly hanger for the ISD isn't usable either (fighters issue from a port side trench hanger).

The Tie Interceptor ranks probably amoung the most sought after fighter to get, with the A-wing a close second. Of course theres the usual run for the X-wing for sentamentalities sake, but once you've flown all the fighters available the interceptors for both Imps and Alliance get the most attention. Best speed and manouverability. Of course it's not really useful for VS considerations because of the game play tweaking but it's kinda interesting to note.

I'll try to get better screens when I can find a slow server without so much "action" going on.
Last edited by ntstlkr on 2005-09-18 04:58pm, edited 1 time in total.
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Post by Jack Bauer »

Yup, excellent finds. Looks like it takes a lot of design aspects from the Venator. Definitely a cousin of the Vengeance.
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Post by FTeik »

Yes, but what are the wings for? There are no thrusters below them, so what are they? Providers of radiator-surfaces? Wings for atmospheric flight?
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Post by Jim Raynor »

Do you know if the X-wing, Corellian Corvette, and Frigate in that last picture were about the same distance from you? If so, we someone could do some scaling.

If this Frigate is close to or over the 600 meter length of "heavy cruisers" like the Dreadnaught-class, we'll have another piece of evidence against Thrawn McDumbass.
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Post by ntstlkr »

I'll try and get some other shots in tonight, kinda tough as there's no spectate free flight mode unfortunately, so I used the view from one of the AAA turrets. The Beta doesn't allow for setting up your own server either otherwise I could do that and take my time getting pics for details.

But I'll try.

The shot with the CC, both ships were "averaging" the same distance, running circular orbits around a dfined point in space. Distance between ships were kinda hard to approximate since you'r always in flight mode with no dead-stop capability. That and trying to keep from getting blasted into a million pieces of course :D .

But I'll try to get one of my screen shot programs to key up and set it so I'll have a better way to do this than the 'ol Prt Scr key.

I imagine the "wings" might serve as an aerodynamic surface for atmospheric entry purposes, Idonna.
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Post by ntstlkr »

Here's some more pics from last nights battles...

detail of the superstructure....
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two Frigates and two Corvettes...
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a Frigate close by a ISD, gives a good approximation for scale....
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another view, note also the HUD designation of "Victory II Class Frigate"
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view inside the ISD hanger area...
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a view from the Mon Cal Cruiser showing the portside exterior of the ISD and Hanger (for scale with previous shot)...
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TI making a run against the Mon Cal Cruiser Comms Array....
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distance shot for scale....
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More to come...
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Post by ntstlkr »

More shots from last nights game...


here is a distance shot of the ISD hanger...
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an A-wing making a run on a Frigate...
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another A-wing, this time hitting the hanger, see the level of detail as the fighter closes in on his target, again comparing size with previous shot of hanger interior...
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This of an old Republic Gunship attempting to land a boarding party in the ISD hanger...
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A pretty fast paced battle what with dozens of Ties (Standard, Interceptor, and Bomber) mixing it up with X,A, and Y wings. Both Capitol ships feature AAA turrets while the orbiting Frigates/Corvettes poor random fire down on approaching enemy fighters.

Both the ISD and MC Cruiser are boardable by enemy personnel, able to create a "forward spawn point" by landing a shuttle/gunship in the opposing side's hanger. Once there, Imperial Marines/Alliance Marines (that is what they are called in-game too) can wreck havoc by damaging/destroying fighters, engine coolant equipment, life support/bridge equipment, shield generators, and controls for turret defenses.

Like I said, for a Beta, quite a game!
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Post by nightmare »

Just out of curiosity, what are the in-game stats for it?
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Post by ntstlkr »

On the vehicles/ships? Or requirements to play?
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Post by nightmare »

On the ship(s). I don't believe I need to worry about computer requirements.

Ah, and does it have a name or is it just called "imperial frigate"?
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Post by Jim Raynor »

nightmare wrote:Ah, and does it have a name or is it just called "imperial frigate"?
In one of those screenshots, the ship is called a "Victory-2 Class Frigate." They really should have come up with a different name, since there's already VSD IIs.
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Post by nightmare »

I suppose I should have looked at all of them. There is a few common basic features with the VSD, but nothing that should really warrant the same name.

The new ship appears to be approximately (very approximately) 560 m long. That's a bit much for a frigate, and I suspect that it's actually a fair bit less. Maybe I should get the demo and check it out myself...
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Post by VT-16 »

Several Acclamator-models serve as Star Frigates, and are 750 meters in length. This appears to be smaller than that.
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Post by nightmare »

The large majority of frigates are smaller. Nebulon-B, Nebulon-B2, Lancer etc.

On the other hand there's also the 700 m rebel converted "Assault Frigate". Personally I think there are at least two differenting frigate classes, call them "escort" and "star", if you like.
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Post by VT-16 »

As a matter of fact, I do. ;)
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Post by NeoGoomba »

Goddamn I can't wait for this game. How smooth is piloting compared to the first one? And are boarding actions (the physical act of landing the thing) easily done?
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Post by Kurgan »

Hopefully the piloting is improved considerably. While the controls in SWBF1 seemed similar to Rogue Squadron, the trouble was the vehicles were so danged fragile.. it's like they had no shields whatsoever. Likewise they gave you barely any room to fly or manuver, making crashes or simply missing your targets incredibly easy (forcing people to "hover" and repeatedly fire into the ground to hit targets for example). Dogfighting was a skill I never mastered, if it were even possible. Felt very random...

If they can get past that (simply having a wide open space map to fly in and boosting the toughness of fighters) it would be large improvement.

I can see why the placed the limits on ships in the first place in order to facilitate ground units being able to actually HIT and down the planes (with anti aircraft guns for example, rather than letting the ships fly miles above the ground, drop a bunch of bombs and then fly away before they could ever be hit). Of course I suppose they could have made the ships have freedom of flight AND be hardened, which would force the other side to send in their own ships to attack the incoming fighters... I guess all in all SWBF1 wanted the focus to be on infantry and ground vehicle combat, not ship combat. The space maps will be all ship combat, so it won't be a big deal.

I too am interested to see how boarding actions will occur, if at all in the final game...
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Post by ntstlkr »

"For a Beta", :wink: , the game has a few quirks, which is to be expected.

Flying is pretty smooth (no dead stop ability though with the in-your-face action going it'd be hard put to use it). Basic controls like in B 1 so those folks without a joystick will still be able to mix it up with the rest of us (though I would suggest you get one, there is a slight advantage).

You'll spawn inside one of either side's cap ships hanger, run to the nearest fighter, hop in and take off. Like I said before, the intercepters are probably the most sought after (best speed, manouverability, and anti-fighter weapons load). The standard Tie and X-wing are slower but a with a tad more punch to their weapons (which are effective against all targets, the intercepters mount guided missiles which really give them the edge in fighter-to-fighter combat).

Of interest is that you can set barrel rolls and Immelmans to specific keys for when you need to pull a manouver right off the bat.

The bombers are pretty much the slowest ships there but thats to be expected too. They are also the most armored it seems, a little more tough to kill (Tie Bomber and Y-wing). The ONLY thing they are for it seems is to mount attacks on the exterior points on the enemy cap ship (comms array, engines, shield array, bridge) and to destroy enemy frigates.

Game play so far seems to be a variation of CTF. A module is floating out in space, which represents the flag. Flying your fighter through the module picks it up. Easy enough right? But in a VERY interesting twist, you have to fly the flag TOWARDS your goal which happens to be ON THE ENEMY CAP SHIP!! Takes newbs a little while to figure that part out. This new type of CTF is also reproduced for the ground combat maps too. Makes CTF a real bitch to say the least.

As for boarding parties, once you've gotten a few points to your name, through kills and what not (damaging enemy cap ships, etc), you're given the choice of becoming a Imperial Marine (I'll post a few screenies of that too). In either hanger theres a troop carrier (Imperial Shuttle/Republic Gunship). Just hop in and take off for the enemy hanger. Once there, and for as long as the carrier remains in the hanger, you can spawn other marines there to wreak havoc on enemy pilots/fighters/bridge/etc. This is sometimes not as tough as it might seem, as both shuttles are rather slow so getting to the opposing side's hanger might seem a waste of time. In fact, and with alot of persistance, shuttles do make it quite a bit (noone paying attention, noone manning the AAA batteries, etc). The shuttles are also quite tough as well as mounting the standard gun turrets and armament from the original game.

The Marines are also quite heavily armed with standard blaster rifles, rocket launchers, grenades, and mines.

The novelty in the ground combat maps lie in the new locations (Utapau and aboard the Tantive IV). That and the inclusion of the new clone trooper types. A small variation has been included here where some types of troops for either side are locked out until the player reaches a set level of attained points.

These locked out character types include the new Clone Commander, Jump Trooper, Imperial Officer, and Dark Trooper. Sticking close to these guys has benefits too as they can "dispense" things like a bump up in defense or attack abilities to other troops around them.

Playability remains essentially the same as the previous game with welcome improvements in graphics and map size (a little larger it seemed to me), and the "new" CTF mode being the most obvious.

Oh, lest I forget, if a player achieves some goal of points or kills or what not, you can, for a short time, play one of the "hero" characters. So far I've been Darth Vader once, and Princess Leia once, but have seen Obi Wan Kenobi and General Grievious a few times. These give you other special abilities as well as weapons (talk about a bitch to kill, that multi saber twirling Grevious is one tough bastard!).

I would recommend downloading and playing the Beta if you were anywhere near a fan of the original game, and even if you weren't. (oh, having the SW soundtrack music going while you are playing is another nice addition they put in).

I have high expectations for when the game hits the shelves and will definitely pick it up!
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Post by Kurgan »

Ah if only I wasn't so cheap to pay for a FP subscription. ;)

Oh well, wait 1 1/2 months and get the full game with (hopefully) fewer bugs!
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Post by drachefly »

SO, if player characters aren't manning the AA guns they're silent? That's... awkward.
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Post by ntstlkr »

There seems to be a small set of auto turrets in addition to those manned by players. I suppose this would afford the most minimal level of protection against bombers attacking critical ship areas (the bridge, engines, comms array mentioned before). The ISD (since I mostly play the Imperial side) gives players two different types of turret emplacements to use, a rapid fire chain-gun type and a slower firing twin barrel (think something a little slower rate of fire than a bofors 40 mil).

The idea behind the turrets is to encourage team play of course. If you're fighting alongside other clan mates then you'll wipe the board with the opposition. Most of the battle goes to the folks who can get their act together and divy up responsibilities.

If you can't fly worth a damn then leave the flying to those who can and stay off the fighters. Same goes for the pilots, if you're no good at dog-fighting take out the standard Tie and fly CAP over your own ship or take a bomber out to do runs on the enemy cap ship. Man the turrets or be the the johnny-on-the-spot and fix things when they get damaged (pilots still retain the fixing ability in this game). Of course the Marine slot is usually open, both for boarding parties and providing security against enemy boarding parties (fighting a Marine as a pilot type sucks as they carry a whole lot more in the way of weapons, whereas the pilot is stuck with a hold-out blaster pistol.

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Post by Crossroads Inc. »

Does the game have Carracks or Dreadnaughts?
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Post by ntstlkr »

Didn't see either (remember folks, it's just the Beta release!), although the splash screens between map loadups seem to be screen shots from the game which show the battle over Corruscant in EPIII. In one shot you definitely see an ARC fighter going to pieces after being hit, with a Venator in the background. The highlighted hanger on the V leads me to believe that that is the spawn hanger for the Republic.

Another shot shows a Jedi Intercepter flying by Grevious's cruiser so it looks like those will be introduced as well.

It is interesting to note that the Yavin battle map includes the Tie Bomber and Interceptor as well as the A-wing, none of which were present at that battle. However, the presence of the ISD, Frigate, Mon Cal Cruiser, and CC, in addition to the lack of a Death Star would obviously place this particular Yavin battle at a different time than during the one shown in EPVI.
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