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  • Putting the Operation in TacOps – InsideGMT


    In previous installments of this series we spent a lot of time on how the game works on the tactical scale, from the Dynamic Hexes and Counters and the Simple Structure of the action system, to how the opposition bot uses Contact to Contest Control. We began bridging the gap between the tactical and operational scales in our discussion of how Roguelikes and the OODA Loop influenced the campaign model. The game has been designed to provide a unique and challenging experience for players across the individual scenarios, while also modeling the relationship between those tactical engagements and the broader operational picture.

    One of the reasons the Battle of Ortona was a perfect first entry into the system is because it is a fairly isolated battle. A single allied division against two axis divisions (one replacing the other), with clear territorial starting and ending positions and a linear timeline of the progress across the whole operation. There are records from both military and civilian sources that allow for quantitative and qualitative views into the battle, which inform how the dynamics are represented in the game.

    The Canadian First Infantry Division Organizational Sheet with the HQ counters from division down to brigade to regiment. This tracks their casualties to reflect effective strength alongside the estimated casualties inflicted on the Germans.

    At no time during the Battle of Ortona was the whole division engaged with the enemy. Individual engagements only grew larger than company sized with reinforcements.  At the operational scale the game is about managing the logistics so that those company platoons engage and defend with the support and positional advantages needed to take and hold their territorial objectives.

    The logistics are challenging. Getting armor across the Moro River when the Germans have already hit the bridges with artillery fire. Not stretching too far too fast to avoid falling out of range of friendly artillery support. Rotating formations so as not to push any of them past their breaking point. These dynamics are modeled into the mechanics of the operational system, such that the full campaign could be played through. without pulling out an engagement map. and still provide engaging play with a strong level of historical tension. As soon as the campaign rules were in a strong place, I put that theory to the test and was pleased to find that the model held together exceptionally.

    The game comes with two point to point operational maps, one is of the Regional area just outside the town, while the other is the Urban area in the town itself. Many of the point-to-point positions on these maps correspond to the locations on the engagement maps. During the full campaign game players can choose to play a single engagement on each map based on the operational positions of units when they make that decision. Action between those engagements are resolved with a system that compliments the action system of the tactical engagements.

    The operational maps use HQ and Formation counters to represent forces on both sides. The player deploys formations from Regiment HQ’s, deployed from Brigade HQ’s, deployed from the Canadian First Infantry Division HQ. This forms a logistical supply chain as players try to move first across the regional approach, to finally take Ortona proper. It is up to the player to move the formations and their support into positions that provide the advantage needed to complete objectives. Of course the enemy gets a turn as well, and may disrupt those plans.

    PLAYTEST ART NOT FINAL: The point-to-point operational maps. On the left is the regional map showing HQs from the Canadian 1st Infantry Division opposing the unknown forces from the German 90th Panzergrenadierdivision across the Moro river. On the right is the urban map in the town of Ortona where the first Canadian infantry are just entering the town as defended by the German 1st Fallschirmjägerdivision.

    Most of the mechanics for operational play are very similar to those in the tactical engagement. Both sides have activation phases which are played in an order determined by initiative, using the same Resolve Roll of 1d6 and 2d8 from the tactical rules. Where turns for the tactical engagements are measured in minutes of time, turns for the operational campaign cover a half a day of activities across the whole front. Limits on activations will determine how much of that front will be able to use the initiative to act. The player uses those activations to activate locations and take an action that moves formations and/or attacks adjacent enemies. There is also the opportunity to use artillery fire on locations in range. The Germans have their own guns which will target deployed units, as will their formations which use a hidden movement mechanic that does not reveal their strength until the time of engagement.

    PLAYTEST ART NOT FINAL: Division Sheet from mid campaign showing the status of the Regiments. Single slashes represent deployed units, while x’s indicate the casualties suffered. HQ markers on the sheet are considered in the rear while the missing ones are deployed on the map. On the left are tracking of available replacements and approximate German casualties. Filled like this means that the Canadians just pushed the 90th Panzergrenadierdivision to their break point and they are about to be reinforced.

    “I shall always regret deeply, very deeply, there ever had to be casualties. Casualties cannot be separated from battles. A commander at any level cannot shirk unpleasant decisions, whether he be corporal or general or any rank in between. If he does shirk such decisions, he is unfit to command in battle.”

    – Major General Christopher Vokes 1st Canadian Division

    A crucial part of the design for the campaign are casualties. Casualties are tracked across the campaign as a measure of effectiveness for the division and the individual regiments. There is a lot of ground to be covered and sustaining combat effectiveness for the full campaign is necessary to achieve success. German casualties are tracked as well, making it possible to shatter the opposing divisions through attrition. Indeed the Germans will replace their initial division if the allies are able to render them ineffective. If they do the same to the replacement division fast enough they could force a full withdrawal which would represent the highest level victory. The risk in attempting this however is that engaging the enemy too aggressively puts your own units at risk of taking heavy casualties themselves. The player has to be smart about when and how they choose to engage, never losing sight of the big picture.

    PLAYTEST ART NOT FINAL: December 10 and 13 on the regional maps of the campaign as the Canadian 1st Infantry Division first works to secure their positions across the Moro then prepares to face off at The Gully.
    PLAYTEST ART NOT FINAL: December 15-16. Note how far the Canadian HQ’s are from the town (upper right corner) as the German 1st Fallschirmjägerdivision takes over the area, contesting Canadian positions near The Gully. They hold the Canadians off for three days of intense fighting before pulling back to prepare to defend the town.

    A recent play of the campaign highlighted the challenge the campaign presents. While the German resistance on the regional map was strong I was able to coordinate the strength to push them back into the town ahead of the historical date. In the turns leading up to this however, I was so focused on the fighting at the front, I failed to take the time to coordinate the positions of my HQs in reserve and support formations (armor and artillery). It wasn’t until two days after the first infantry arrived in Ortona proper, that the armor support was able to reach the town limits. This slowed the infantry momentum down and allowed the Germans to continue to build defenses. Those defenses were able to delay the Canadians long enough to prevent them from progressing to the north end of the town in the historical timeframe.

    PLAYTEST ART NOT FINAL: It isn’t until Christmas Eve that proper armor support is able to make it into the town proper, and even with that support by December 27th they have not made it to the Cathedral in the north. German armor and anti-tank defenses were able to slow the progress.
    PLAYTEST ART NOT FINAL: The Division Sheet on December 28th, showing the heavy casualties suffered by the Canadians. The 48th Highlander and Carlton & York Regiments have lost over a third of their effective strength each. While the Germans have yet to reach their breaking point.

    The story of this play can be seen in the Division Sheet. Canadians suffered casualties that seriously hampered multiple regiments. The Germans took their share of casualties as well, but critically their defenses held when they needed to. The play was full of drama and tension even without playing out any full engagements. Having tested the range of historical results from individual engagements, combined with what is being reflected at the operational scale, players will be able to play through the complete Battle of Ortona and face both the tactical and operational challenges exhibited by the history.


    More Solitaire TacOps: Ortona InsideGMT Articles



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  • Here’s the cheapest way to buy Destiny 2 Edge of Fate

    Here’s the cheapest way to buy Destiny 2 Edge of Fate


    Oh, Destiny 2, my beloved. Like a toxic relationship, it keeps me coming back for more. While I’m not huge on the seasonal content between each major expansion, ever since Destiny’s original release back in 2014, I’ve been in love with the world. After the explosive finale of the Light and Darkness Saga, Destiny 2’s Edge of Fate is bringing us into a new era – one that you can already grab on sale.

    The Final Shape, which was the last expansion of the previous saga, cemented Destiny 2 as one of my favorite FPS games, but I can’t deny and pretend that I wasn’t disinterested in the epilogue. The three seasons, Echoes, Revenant, and Heresy, looked great, but after such an incredible end to a decade-long saga, I took a break.

    However, I can feel the call of the Traveler pulling me back, and with The Fate Saga opening up Destiny’s universe even more, I’m excited. For one, Destiny 2’s builds have changed with the introduction of Armor 3.0, as well as the new gear tier system, something that delivers major changes to the game for new and veteran players.

    However, those are both free updates. Edge of Fate is the paid expansion, and despite Destiny’s overarching universe being massive in lore, we’re only just seeing the edge of our home’s solar system. The DLC delivers a new story, giving you the first taste of Destiny 2’s latest saga, alongside an interesting area to visit, as well as fresh gear to unlock.

    YouTube Thumbnail

    If you’re keen to play Destiny 2 Edge of Fate, you can grab it for just $34.79 / £30.44 at Fanatical, a 13% discount on the typical price. You don’t need to wait around for a Steam sale to grab a bargain.

    Alternatively, if you’re a Destiny 2 diehard like me, you can always opt for the Destiny 2 Year of Prophecy Ultimate Edition, which includes Edge of Fate, the upcoming Renegades DLC, and a bunch of other goodies like Star Wars-inspired armor sets. That’s just $86.99 / £73.94 at Fanatical right now, which also works out at 13% off.

    Before setting off into Destiny 2 Edge of Fate, you should get a reminder on the Destiny 2 classes. Personally, I’m sticking with my Warlock for my first playthrough. Also, now’s your chance to finally spend time optimizing your game, so check our Destiny 2 best settings guide.

    You can follow us on Google News for daily PC games news, reviews, and guides. We’ve also got a vibrant community Discord server, where you can chat about this story with members of the team and fellow readers.



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  • The rest of July is awesome for Game Pass with huge titles including Grounded 2 set to arrive – here’s what’s coming your way

    The rest of July is awesome for Game Pass with huge titles including Grounded 2 set to arrive – here’s what’s coming your way


    Grounded 2

    If you are a Game Pass subscriber, you’d better start clearing your calendars and storage space for the next few weeks, as Microsoft has dropped a list of games that you are not going to have time to play, all of which are arriving before the end of the month.

    As ever, some are going to get your attention more than most, and we will give you the full list in a moment, but first let’s cherry-pick some of what has caught our eye.

    Grounded 2

    Grounded was a really great game. Its setting, writing, and gameplay all appealed deeply to gamers like us who grew up watching movies where kids got shrunk and put into mild peril. Movies such as Inner Space and Big were staples of our entertainment, and Grounded took us back to a time when that all seemed possible.

    Grounded also became a little infamous for being one of the first games to cross the Xbox exclusive divide and enter the enemy camps of Nintendo and PlayStation.

    Grounded 2‘s Day One release will follow a similar path, being available only on Xbox and PC at launch.

    It’s going to be very cool, and we can’t wait to play this one.

    RoboCop: Rogue City

    Not new by any means, and with standalone DLC on the horizon as well, RoboCop: Rogue City caught everybody by surprise by being great, and also doing a fantastic job of recreating one of our favorite 80s movies. With appearances by original actors and a game that didn’t fall into the trap of just making another twitch shooter, RRC was really fun, and finding a new audience on Game Pass is its deserved reward.

    Farming Simulator 25

    Giants Software can do little wrong when it comes to Farming Simulator. Its audience is nailed on, and the size of it is mindblowing. Now, after healthy sales, it is obviously deemed the right time to spread the word further, so get your crops sown before the winter sets in and relax to the sounds of your combine harvester.

    Games coming to Game Pass in July’s Wave 2

    Outside of those three, we have the return of the excellent High on Life, which was a Day One game back in the day before leaving the service. That’s back from today, and we also have new Souls-like, Wuchang: Fallen Feathers, which looks beautiful but challenging.

    Here’s the full list of what to expect between now and the end of the month.

    Date Game Available On
    July 15 High On Life Game Pass Standard, Ultimate, PC Game Pass (Console, Cloud, PC)
    July 17 RoboCop: Rogue City Game Pass Standard, Ultimate, PC Game Pass (Console, Cloud, PC)
    July 17 My Friendly Neighborhood Game Pass Ultimate, PC Game Pass (Console, Cloud, PC)
    July 18 Back to the Dawn Game Pass Ultimate, PC Game Pass (Console, Cloud, PC)
    July 22 Abiotic Factor Game Pass Ultimate (Console)
    July 23 Wheel World Game Pass Ultimate, PC Game Pass (Console, PC, Cloud)
    July 24 Wuchang: Fallen Feathers Game Pass Ultimate, PC Game Pass (Console, PC, Cloud)
    July 29 Grounded 2 Ultimate, PC Game Pass (Console, PC, Cloud)
    August 1 Farming Simulator 25 Game Pass Ultimate, Standard, PC Game Pass (Console, PC, Cloud)

    The Escapist is supported by our audience. When you purchase through links on our site, we may earn a small affiliate commission. Learn more about our Affiliate Policy



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  • Are tokens copying Essence of the Wild still tokens?


    Some of my friends and I got into an argument about Essence of the Wild.

    With Essence on the battlefield, I played Fungal Sprouting and put 6 1/1 green saproling creature tokens on to battlefield. These saprolings obviously became Essence of the Wild as they entered the battlefield.

    When I played Rootborn Defenses, I tried to copy what I assumed was a creature token version of Essence of the Wild (created as described above). This is where the argument occurred. The claim was that I could NOT populate my Essence of the Wild (one of those created with Fungal Sprouting), as the creatures were no longer considered tokens because the card they copy is not a token.

    Are they still considered tokens and can I populate them?



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  • Treasure of the Dwarves – One Board Family

    Treasure of the Dwarves – One Board Family


    Deep in the mines, dwarves are gathering the most precious treasures to trade and auction off among the community. Treasure of the Dwarves is a bidding and set collection game from designer Bruno Faidutti, published by Trick or Treat Studios. Let’s head into the mine and see what this game is all about.

    The Sales Pitch

    Players will start each game with a hand of cards, a player screen, a secret chest, starting coins, and five random gems. Each round a different player will be the “seller,” which is designated by a token that is passed to the player on the left after each turn. In a four player game there will only be a single seller. In any player count above that, two seller tokens will be in play at the table.

    Treasure of the Dwarves - seller

    As the seller, you’ll place a card from your hand up for auction. Everyone else will submit bids for that card by placing coins and/or gems into their secret chest and sliding it toward the seller. They should be cautious not to shake the chest, which could possibly give away the contents that rest inside. If there are two sellers, players can choose which of the two cards they feel like bidding on with the contents of their chest.

    Treasure of the Dwarves puts the seller(s) in a position of power as they accept or reject the bids of their fellow dwarves. The seller can look at any of the secret chests they want, with a couple of caveats. The seller cannot shake the chest to get information about what could be inside. And, once a player looks inside and passes to another secret chest, they cannot go back to accept that bid.

    Treasure of the Dwarves - player bid

    Evaluating the Field

    Players have to evaluate their opponents needs before they ever open a secret chest. Who needs this card the most? Who might find this card valuable? Is someone at the table trying to catch me off guard? You can put any number of gems and/or coins in the secret chest when bidding. Or, you can put nothing at all.

    Once the seller accepts a secret chest, they add the new items behind their player screen and pass the secret chest and auctioned card to the winning player. Most cards will be added to the players display which everyone at the table can see. Some cards will have an “instant” icon which means that they have to trigger an effect immediately after winning the card.

    Treasure of the Dwarves - player components

    As players win new cards, they build out their display and begin revealing the strategy they are aiming for. Some cards score in sets or compound points. Others can be counted as specific colored gems or boost the value of specific coins the player is holding.

    Play continues around the table with a new seller(s) until all players have three or fewer cards in their hand.

    A Gem of an Experience

    Players collect end game points through cards, card effects, coins that are worth their face value, and by collecting sets of gems. Gems come in five different colors and the player with the most gems in each color will receive fifteen points. You can also earn ten points for each set of the five different gem colors.

    Treasure of the Dwarves - secret chests

    Treasure of the Dwarves is a very straight forward bidding game that has a really fun psychology behind it. Players are always looking to gain a new card by giving up as little as they can. You cannot outright tell the seller what your box contains, but you are welcome to hint that the box “has a great offer” or “has something important inside.”

    It’s so much fun to put a card up for auction that would be a huge amount of points for a specific player. Immediately, players will dump coins and gems with the hope of keeping that card away from another player. This game thrives on getting the right players around the table who are willing to undercut and double-cross others at the table.

    Treasure of the Dwarves - cards

    While the mechanics and gameplay are simple, the variety of cards are what make this game shine. Treasure of the Dwarves is a very mean game if it’s played properly. Underhanded dealing and using cards to ruin another player are encouraged. Players need to know this going into the game. This isn’t a game where players need to take things too seriously.

    Final Thoughts

    Going into this review, I had some hesitations about playing this game at a high player count. Our first couple of games were great at four players. Eventually we had seven players around the table and found that having two sellers at one time went really smooth. The game plays in right at an hour no matter how many players are at the table, which is a real feat.

    Treasure of the Dwarves - display cards

    The most disappointing part of Treasure of the Dwarves would probably be the tiny player screens. The secret chests feel nice and seem like they’ll hold up with a lot of play. However, the player screens are small and hide next to nothing, especially at the higher player counts. Cards have a nice linen finish and the gems and cardboard coins are pretty standard. This is a game that would have benefited from player screens 25-30% larger.

    Treasure of the Dwarves takes a simple ruleset and let’s players build a fun experience based on who shows up at the table. This game is ripe for creating alliances, undercutting the player who has the best collection, and stealing that one last card that your opponent was looking for. Thankfully, dwarves have tough skin, because Treasure of the Dwarves is a game that can be very cutthroat.

    Treasure of the Dwarves is now available at your local game store, from the Trick or Treat webstore or online through Amazon today.

    This game was provided to us by the publisher for review. Read more about our review policies at One Board Family.

    Highs

    • Variety of cards and effects in the game are excellent
    • Secretly accumulating points in coins and gems
    • Outbidding and wrecking an opponents strategy is fun

    Lows

    • Player screens are small and not great quality
    • Some cards can be too mean for some players taste

    Complexity

    1.5 out of 5

    Time Commitment

    2 out of 5

    Replayability

    3 out of 5



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  • A Phoenix from the Ashes – The TouchArcade Show #603 – TouchArcade


    Hello! We are still in a transitional phase of moving the podcast entirely to our Patreon, but in the meantime the only way we can get the show’s feed pushed out to where it needs to go is to post it to the website. However, the wheels are in motion for transitioning not just the podcast but some of the content we’d normally post to TouchArcade onto Patreon. That kicks off today with a Game of the Week post. Spoiler: It’s Balatro. We plan on having a mixture of content available to both free and paid Patreon supporters, as well as some stuff that will be exclusive to paid supporters only. The Game of the Week will likely be one of those paid-only articles, but for this first one it is available to everyone for free. Check it out to get a taste of what the “new” incarnation of TouchArcade might end up looking like.

    Oh yeah, and the podcast. This week’s show is episode 603 and we talk about Hurricane Helene, Eli’s Homekit woes (and resolution!), the new iPhone 16 Pro which is now in Eli’s hot little hands, the usefulness of the weird new side button, new phone cases, listener emails, and more. It’s a jam-packed XL episode clocking in at almost 90 minutes, enjoy!

    Don’t forget to shoot us emails with any questions, feedback, or anything else relevant or irrelevant to [email protected]. We read ’em all, and love decoding messages written entirely in emoji. As always, you can listen to us with the links below… And if you like what you hear, please subscribe and/or drop us a review in iTunes. Much appreciated!

    As a companion to this audio podcast, we also do a video version of the same show that is exclusive to Patreon which allows you to see us playing the games we’re talking about. Backers can view the most recent video episodes of the TouchArcade show by clicking here. Be sure you’re logged in to see the latest content. For everyone else who is curious, you can check out our public patreon posts to see older episodes of the video podcast. If you like what you see, consider becoming a TouchArcade Patreon backer.


    Stitcher: The TouchArcade Show via Stitcher Radio for Podcasts
    RSS Feed: The TouchArcade Show

    Direct Link: TouchArcadeShow-603.mp3

     



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  • The Commodore 64 is back as new company unveils C64 Ultimate

    The Commodore 64 is back as new company unveils C64 Ultimate


    c64 ultimate

    The Escapist brought you news a short while ago that YouTuber Peri Fractic had seemingly been successful in his crusade to rescue the much-loved Commodore brand and hopefully re-ignite a future for one of the reasons we are all here today. You can read all about that here.

    At the time, he promised there would be new hardware launching, but little further information was available.

    This morning, however, a new video has dropped unveiling the Commodore 64 Ultimate – a new machine that can be pre-ordered and is expected to ship before the end of the year.

    This is the first official Commodore 64 in over 30 years and is a faithful recreation of the original motherboard on FPGA hardware, housed in a glowing translucent case, classic beige box, or even the special gold Founder’s Edition.

    The machine will come in a variety of modern builds as well as that classic beige ‘breadbin’ look, which is the one I am about to order.

    Commodore 64 Ultimate Features

    • Play 10,000+ original games.
    • Plug in dusty old cartridges, CRT TVs, datasettes, or disk drives – it all works.‡
    • Light up the room with a game sound-reactive hidden-LED color-changing case† and the world’s first translucent mechanical keyboard PCB.†
    • Includes a cassette-style USB packed with 50+ titles – full games, licensed classics, music, demos, and Commodore’s exclusive new sequel to our first ever game – Jupiter Lander: Ascension.
    • Get lost in the spiral-bound manual with BASIC coding adventures, and ogle the glossy original-style box.
    • Enjoy HDMI clarity, Wi-Fi game transfer, USB convenience.
    • Hidden inside: the autographs/names of C64 creators past and present, etched forever in the motherboard copper.*

    Commodore 64 Ultimate models

    There are three models available for pre-order:

    • Starlight Edition@ $349.99
    • BASIC Beige: $299.99
    • Founder’s Edition: $499.99

    The Founder’s Edition is described as follows:

    “Inspired by the famous one millionth gold C64, the Gold Founders Edition adds 24k gold-plated badges, satin gold keys, a translucent amber case, commemorative Commodore gold seal ‘share’ certificate, “I Rebooted C=” tee, and a gold label holographic serial number sticker starting at 00000001 – that boosts the mission to reboot Commodore.

    When will the C64 Ultimate be released?

    The first batch of machines is earmarked for October/November of this year and can be pre-ordered now at the website. Like Kickstarter, you will be charged now but there is a full money refund available should you change your mind.


    The Escapist is supported by our audience. When you purchase through links on our site, we may earn a small affiliate commission. Learn more about our Affiliate Policy



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  • What is the ultimate “Power” move with the Joker in Pegs and Joker?


    Please be specific. What is the ultimate power move with a joker in Pegs and Jokers?



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  • As the Battlefield 6 classes split opinion, EA has “seen the suggestions”

    As the Battlefield 6 classes split opinion, EA has “seen the suggestions”


    There’s a lot riding on Battlefield 6. After the messy launch of BF2042, EA is putting an extraordinary amount of time and effort into the sequel, clearly hoping it’ll be the biggest entry in the series yet. That’s why the studio is working with players every step of the way, testing and tweaking systems based on feedback well before any major official reveal. Recently, though, we learned about the game’s classes system, and the community was far from impressed. Now, EA has addressed those concerns while diving into even more detail on how the roles will work.

    EA caught a lot of flak for Battlefield 2042 when it launched, and one major reason for this was the game’s Specialist system. This mechanic completely annihilated the series’ traditional classes, turning them into a hero shooter-inspired mess that the community quickly rallied against. The reaction got so bad, in fact, that EA folded Specialists back into classes and promised they wouldn’t be coming back, ever. Despite that, however, the community isn’t entirely pleased with the direction Battlefield 6 is going.

    As of right now, the upcoming shooter’s class system is split into two halves: class-defining and customizable. Class-defining aspects are signature weapons, gadgets, and traits that give you distinct bonuses, acting as a reason for you to play within your role. If you choose the Recon class, for example, sniper scope sway will be decreased and your ability to stabilize your aim will be improved, encouraging you to use the weapon. Will this make for one of the best FPS games, though? Only time will tell.

    YouTube Thumbnail

    As for the customizable side, this means you can use absolutely any weapon you want with any class. When EA revealed this system earlier this year, however, it didn’t go down well. A large portion of the community want to go back to class-locked weapons and gadgets with the Battlefield 6 release date, to make each role feel truly distinct.

    In its newest blog, EA recognizes the complaints around classes, but doesn’t commit to changing the system. “We have seen the suggestions to revert to previous systems and/or closed weapons. We are keeping these in mind in our discussions as we aim to connect new and veteran players to the Battlefield experience, fostering teamwork and creating a universal understanding of our systems for the future,” EA writes.

    “We’ve collected extensive player feedback and data to improve the next Battlefield, particularly around classes. Some improvements happen quickly through Battlefield Labs testing, with balancing done via server-side commands. Other changes require new tools or client-side updates that take longer.”

    This was also followed up by the global senior director of integrated comms for Battlefield Studios, Andy McNamara, who assures the community that the team is hearing their concerns. “Just a friendly reminder, BF Labs is the place where we work on ideas, test and learn, and collect important data from our players. We love hearing and working with our players, and I promise you we hear everything. Can’t wait to share with you the culmination of this work at [a] reveal later this summer.”

    Battlefield 6 class response

    As mentioned by McNamara, EA has been using Battlefield Labs to bring the community into the newest game’s development process. This initiative recruits long-time players to test out specific focus areas of the game, which EA then takes action on. If you want to get involved, make sure you check out the Battlefield Labs sign up process right now.

    While we wait to learn more about Battlefield 6, make sure you check out the best war games and multiplayer games on PC today.

    You can follow us on Google News for daily PC games news, reviews, and guides. We’ve also got a vibrant community Discord server, where you can chat about this story with members of the team and fellow readers.



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  • What is the best source to find the board game Chez Geek, with all the add-ons?


    I keep getting different sources for Chez Geek and it’s add-ons. Is there one source for all of it?



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