Instal Steam
login
|
bahasa
简体中文 (Tionghoa Sederhana)
繁體中文 (Tionghoa Tradisional)
日本語 (Bahasa Jepang)
한국어 (Bahasa Korea)
ไทย (Bahasa Thai)
Български (Bahasa Bulgaria)
Čeština (Bahasa Ceko)
Dansk (Bahasa Denmark)
Deutsch (Bahasa Jerman)
English (Bahasa Inggris)
Español - España (Bahasa Spanyol - Spanyol)
Español - Latinoamérica (Bahasa Spanyol - Amerika Latin)
Ελληνικά (Bahasa Yunani)
Français (Bahasa Prancis)
Italiano (Bahasa Italia)
Magyar (Bahasa Hungaria)
Nederlands (Bahasa Belanda)
Norsk (Bahasa Norwegia)
Polski (Bahasa Polandia)
Português (Portugis - Portugal)
Português-Brasil (Bahasa Portugis-Brasil)
Română (Bahasa Rumania)
Русский (Bahasa Rusia)
Suomi (Bahasa Finlandia)
Svenska (Bahasa Swedia)
Türkçe (Bahasa Turki)
Tiếng Việt (Bahasa Vietnam)
Українська (Bahasa Ukraina)
Laporkan kesalahan penerjemahan






The first major bug I came across is the Cantina Band music looping even when not in the cantina, and also not fading or rising with distance. Patch that and youd have a huge issue right out of the way.
The other issue is something Goose mentioned with the snipers below. Maybe adding more terrain or objects to the map would help provide more cover, but there's not much more we can do about snipers in Tf2 that we could in SW:Battlefront.
The last major issue is getting lost . In battlefront I and II, we had the benefit of a constant minimap on our hud to help us find the points, but here we don't. I'd suggest looking into adding some signage, maps, or some slight coloration to help indicate where the points are. If you want to go the extra mile, you can design some custom signs in Aurebesh (the major Star Wars writing system).
And yes there are a BUNCH of different angles to oppress said snipers if they do go up there
But I feel like a map that's literally just sniper war isn't fun nor interactive