I'm surprised I couldn't find an existing thread for this already. Titanfall is a first person shooter made by the original creators of the Call of Duty series, which features a mix of Mech combat and jump pack infantry play. http://www.titanfall.com/
Game is scheduled to be released in the spring on PC and xbox
Developer Respawn Entertainment calls its main mode 'campaign multiplayer' – groups of players compete against each other through a linear series of missions, all bookended by story cut-scenes explaining the context of the combat. As a participant, you can save your progress at any point and come back to the campaign whenever you like, so it works just like Single player. And when matches begin, each environment is filled with AI troopers, who join in the combat but also provide little choreographed set-pieces within the action, perhaps hiding out in hidden locations or attacking very specific enemy targets. So again, it feels like a Campaign – just one with human allies and enemies.
It's all about the refreshing new cadences that come out during combat. While playing as a ground soldier, or pilot, the game's double jump and wall-running features allow you to traverse the map as a totally three-dimensional environment, sprinting along the sides of buildings, leaping onto rooftops and along catwalks or straight through windows. There's a real sense of freedom, of kinetic possibility, that contrasts massively with the familiar sprint and cover rhythm of the military shooters.
And then, at fixed time points in each match, you get to call in a titan mech, which drops onto the map with a whooshing crash, then waits for your command. You get in, and the combat completely changes – now it's about attrition and pummeling force. You're swatting pilots like flies, you're pounding in to explosive battles with other 'bots – like the tank fights in Battlefield, but with swarms of exotic missiles and defense measures. The cockpit feel is nice too, with visible instrumentation, and the fact you're looking through an HUD screen not glass, so everything distorts when you get hit by fire. Then, when the damage reaches critical, you can eject and join the action again as a foot soldier, bringing these vast new action beats to the experience.
According to producer Drew McCoy, Respawn started with an interesting question: what would be the FPS version of mixed martial arts? So they started looking at classic titles and sub-genres, pulling in ideas from Doom, Counter Strike, Battlefield and more. "We went through a long prototyping process," says McCoy. "Our guys were trying all sorts of crazy stuff. It was all really rough, but it gave us an inkling of what could be good. And early on, one of the key things was movement, which has evolved into wall-running and double jumping - that sense of verticality. The other thing was survivability in a multiplayer game.
"The current trend is high lethality, one shot and you're down. It's popular, but if you go back 10 years, you had health and armour in Quake and Unreal, you could shoot guys 50 times - we wanted to try play with that, to lengthen the player's life without upsetting that quick kill balance. That's where the titans came in. They act as a kind of second life for you - you can take damage then eject out. Also you have AIs running around which are often easy to beat, so you get that quick kill loop."
There's also an ambition to add longevity to player vs player encounters, to get out of the twitch core rut that some well-known military shooters have ploughed. "The movement and face-off gameplay was influenced by Doom, especially the rocket launcher and plasma gun," says McCoy, "Those were projectiles that you could see coming, that you could dodge - there was this really cool back and forth dynamic. So Titans bring in a lot of that - they shoot a LOT of projectiles. And with the dash move, you can get in and out of cover real quick. This way, you're really fighting someone. It's not 'I shot first so you're dead', it's knowing the environment, knowing how to flank - we looked at a lot of old games for that."
Cleverly each Titanfall mission culminates with an intense Epilogue sequence. At the end of every team match, the losing side is given 45 seconds to get to a drop ship and evac – if they make it they get extra XP, a sort of consolation prize; but if the winning team takes out every member of the defeated squad before they make it to the craft, the XP gift goes their way. It turns out this was a last minute addition. "We were marching toward E3 and all the pieces were coming together, we had the story stuff, the narrative things happening during the game then we had this sign coming up saying 'victory' like every other games does. It just felt wrong. We thought, that's not how a campaign multiplayer ending should feel - you have an invading force thats just lost, now they've got to get out of Dodge!"
In Titanfall, players start each match by selecting a character class for their pilot (currently Assault, Tactical and CQB) and their Titan. These come in three flavours. The main battle titan is equipped with an XO-16 battle rifle and defensive vortex blocker that acts as a shield against enemy fire; the heavy weapons titan gets a 40mm cannon and electrical smoke to hide in; and the high explosive titan boasts a rocket launcher that fires multiple spirally projectiles that'll pummel other mechs into robot heaven. Mixing and matching pilots and titans should provide an intriguing little twist, allowing players to build diverse roles for themselves, taking on stealthy roles as pilots, but transmogrifying into apocalyptic denizens of fiery death when in the titan.
Originally Posted by Reddit.com/r/titanfall You can nuke the dropship when the enemy team is evacuating! And it does a HUGE amount of damage if you're close enough! This works best at dropship sites where the dropship is close to the ground
If you're using cluster missiles or smoke, deploy them, get up near a wall, face away from it, crouch, and look up. The pilot will be right up against the wall and won't be able to disembark!!
Draw enemy titans into a corner and nuke them so they can't get away! It doesn't have to be perfect--just make sure they only way they can get out is if they move past you!
The ABSOLUTE latest you can eject and still escape at evac is "leaving in 8 seconds!"
You can predict enemy pilot spawn locations by looking at where enemy minions are spawning! Usually the spawns change location when an area is no longer "safe" so pay attention to new spawns!
USE ZIPLINES on maps that have them! You can pretty much "teleport" from one hardpoint location to the next! They're also super fast transport on ctf!
Found the most amazing camping spot at hardpoint A on Boneyard! It revolves around sitting on a tiny vent sticking out near the ceiling! You basically get to the back of the room and jump up to the dark part of the ceiling and you'll find it!
Originally Posted by Reddit.com/r/titanfall Looking to create a simple and advanced list of tips and tactics. Here's some things Ive found and can think of while I'm not playing. Some are repeats and some are new. Anyone with new ones feel free to add.
-Fully charged charge rifle kills pilots in one shot. Great for taking out camping snipers across the map.
-In LTS having one pilot up high sniping titans with charge rifle almost always results in a win. Charge rifle is the eater of shields. This keeps groups of enemy titans from advancing on your allies and gives your team the opportunity to push forward and take down health.
-Make sure to aim for red parts on titans. Critical hits do major damage, especially with pilots' anti titan weaponry.
-Adding a silencer to your weapon makes it so you kill in one additional bullet. This rule of thumb does not apply to the smart pistol. Smart pistol is a three shot kill from all ranges, doing 67 damage.
-When using the smart pistol don't wait for the locks to go from yellow to red. Once you see the third lock acquire you can pull the trigger and get the instakill. This is especially helpful during combat head on with other pilots where split seconds matter.
-R-97 with scatterfire is the hip fire king. Beats everything close range. With the exception of being one shotted with a shotty up close.
-Leadwall is the best attachment for the shotgun since it gives you better accuracy which results in making more contact on targets at range, slight increasing the distance you can get shots that do major damage.
-When wallrunning you don't have to continue running in one direction, you can turn around mid run.
-Nothing beats titan chaingun and cannon for damage per second. The other titan weapons aren't as effective in dooming.
-When engaging in titan on titan fights, save you ordinance for when you reload since this is when enemies will try to retreat to replenish shield. Taking pot shots with homing missiles keeps enemies shields down until you have a full clip
-If you have a knack for flanking enemy titans who stay in the background relatively still trying to snipe, sneak up behind them and unleash smoke and a cluster missile. This does massive damage if they can't get out fast. Ogres especially vulnerable.
-ADSing the carbine up close beats hip firing. The carbine's hip fire is decent but it pales in comparison to almost all other guns. You can get the kill extremely fast if you ADS the carbine up close, which makes up for not being very mobile.
-Don't forget about your sidearms. These can drop pilots quick when accurate, espcially when they have been wounded. Wingman is a killer. Two shot kill, with a hip fire that's better than the smgs, so if you can follow a moving target, don't bother ADS.
-When rodeoing a titan until its doom, the ejecting pilot will ALWAYS be in front and slightly below you.
-When being rodeo'd disembark, turn around jump and kick for a OHK on that cowboy.
-When rodeoing a titan and the pilot disembarks jump off, throw a satchel in front of the titan and detonate.
-Call your titan down on kneeling titans, be it auto titans or titans in the animation of picking up their pilot.
-Beat down pilots in the animation of entering their titans. THEY ARE NOT INVINCIBLE during this animation. Too many people wait for them to enter to engage. When you see a pilot running for his titan follow and beat his buns.
-If you don't use your tactical ability constantly, its not worth taking the power cell. Chances are you'll have it when needed. Quick reload and run n gun are very useful on loadouts, so pick your perks wisefully.
-Bunnyhop. This is when you jump right after landing. You will not lose momentum.
-Burst fire your SMG when engaging enemeies outside your range. This greatly increases your chances of getting the kill before having to reload and letting that pilot get away.
-On the map overlook, there is a main corridor where all the action takes place. You can wall run around all the walls to get a good height above titans and pilots. Equip the smartpistol and get to a good height and wall hang and lock on to enemies running down this hallway for easy kills. People never look up, especially when its not a rooftop.
-On the map Rise, if you can't cap the flag in less than twenty seconds than you aren't wall running enough.
-Longbow DMR sniper is a two shot kill. Although using this gun kills most mobility so prepare to play stationary. Questions? Anyone have good strategies for the mag launcher? This weapon does not do enough damage, and has such a small clip. Only benefit i know of is that it allows to you to fire from behind cover. Hemlock, whats the flipping point? Looks cool but it absolutely sucks in comparison. Yes people can do well with it but those are dedicated burst lovers. They will always be able to do better with the carbine, so I ask you what does it excel at?
has more potential than a lot of games, but i'm sure low ttk garbage combat and a ridiculous unlock system will probably ruin it.
edit: i see that they address that in the OP, but frankly i'll believe it when i see it. So far, I have yet to see any dev impress me with their knowledge of fps design and how to implement what they talk about.
"The current trend is high lethality, one shot and you're down. It's popular, but if you go back 10 years, you had health and armour in Quake and Unreal, you could shoot guys 50 times - we wanted to try play with that, to lengthen the player's life without upsetting that quick kill balance. That's where the titans came in. They act as a kind of second life for you - you can take damage then eject out. Also you have AIs running around which are often easy to beat, so you get that quick kill loop."
Thank God. Someone finally is going to do something different all of the indistinguishable military shooters out there. Maybe I won't have to wait for the next UT.
Seems like it uses the same engine as COD as well.. Which I find a good thing. It's tried, tested and proven and allows for some insanely fluid gameplay.
The game looks fantastic, but I have to wonder if it will actually be all that fun in practice. I would worry that the titans are problematic in the same way I find vehicles in Battlefield problematic.. I think there's a huge risk that you will feel that the game is unfair when you're pwned by people in titans. Then you get your titan and get into a shitty situation so you're forced to leave it immediately, and you go back to being pwned by other titans.
I think there's always a potential issue when you let players have ridiculous advantages over each other during the game.
On October 07 2013 01:42 maartendq wrote: Seems like it uses the same engine as COD as well.. Which I find a good thing. It's tried, tested and proven and allows for some insanely fluid gameplay.
Edit: goddamn this game looks awesome!
Titanfall uses a heavily customized source engine.
The more I see of this game, the more I'm convinced it stands a chance at becoming the most popular mutliplayer FPS on the market this season. Dutifully awaiting preorder.
Stephen Barton, composer of the soundtrack for Call of Duty 4, is composer for Titanfall too. There's a trailer on his site teasing at the storyline that I can't find on YouTube.
On October 07 2013 01:42 maartendq wrote: Seems like it uses the same engine as COD as well.. Which I find a good thing. It's tried, tested and proven and allows for some insanely fluid gameplay.
Edit: goddamn this game looks awesome!
Titanfall uses a heavily customized source engine.
It does look good, Just a shame that the combat looks too much like Cod/Bf. (yes I knows its from some of the guys that made cod) I geuss I just miss the arcade style shooters like RTCW/ET and quake where it required you track your aim on target instead of point and shoot, made the skill cap so much higher.
Console players hated stuff like Reach because jetpacks interrupted the usual theme of equip BR -> spam right trigger by making it harder to tell where people come from. In a game that tries to copy the modern-day 'Instagib w/ Machine Guns" trend, I can't imagine them feeling any better about jetpacks.
On October 28 2013 01:22 PineapplePizza wrote: This is kind of weird.
Console players hated stuff like Reach because jetpacks interrupted the usual theme of equip BR -> spam right trigger by making it harder to tell where people come from. In a game that tries to copy the modern-day 'Instagib w/ Machine Guns" trend, I can't imagine them feeling any better about jetpacks.
Am I missing something?
Based on the response from the gaming community, Titanfall delivered great gameplay with jetpacks. They operate differently than any other form of jetpack-use in a video game (Reach, Star Wars: Bounty Hunter, for examples) by combining it with the wall-jump mechanic (Screw Attack from Metroid Prime series). Don't know how many surfaces will be "wall-jump-able," but it seems pretty free by the look of it.
That said, I would guess they'll pass on making environments destructible in order to keep the gameplay consistent.
My main problem with the fps I've played these last year is that most of the time it boiled down to running fast one shoting people in the back (or before they react) until I got insta killed at one point in the same way. Respawn, same shit in loops. And then a whole system where I have to do that for 20hours to unlock a weapon I want to try... As a result I often get bored quickly and move on never to play again. Not gonna mention how they also look all the same.
Doubt this game would change my mind and make me feel back what old school shooters had. But I guess we'll see after release how MP ends up.
But at least if there is something I like about Xbox is that the games usually also end up on PC :p
On October 28 2013 02:50 rezoacken wrote: My main problem with the fps I've played these last year is that most of the time it boiled down to running fast one shoting people in the back (or before they react) until I got insta killed at one point in the same way. Respawn, same shit in loops. And then a whole system where I have to do that for 20hours to unlock a weapon I want to try... As a result I often get bored quickly and move on never to play again. Not gonna mention how they also look all the same.
Doubt this game would change my mind and make me feel back what old school shooters had. But I guess we'll see after release how MP ends up.
But at least if there is something I like about Xbox is that the games usually also end up on PC :p
PC release is confirmed, but I don't know if the date is the same. I think it'll be out for Xbox first.
On October 28 2013 02:50 rezoacken wrote: My main problem with the fps I've played these last year is that most of the time it boiled down to running fast one shoting people in the back (or before they react) until I got insta killed at one point in the same way. Respawn, same shit in loops. And then a whole system where I have to do that for 20hours to unlock a weapon I want to try... As a result I often get bored quickly and move on never to play again. Not gonna mention how they also look all the same.
Doubt this game would change my mind and make me feel back what old school shooters had. But I guess we'll see after release how MP ends up.
But at least if there is something I like about Xbox is that the games usually also end up on PC :p
There is always the best FPS out there: Counter Strike (any version)
This is definitely one of the games I'm looking most forward to in 2014 It just gives off the BF2142 vibe which I loved so much. It's also a HUGE plus that it's not modern setting nor WWII. The wall-scaling jetpack ability + well balanced anti-mech weapons could make for a good dynamic balance despite the lack of destructible terrain. Too bad its on Origin, but I guess I'll put up with it just like I did for BF3. I just hope to God it will not be inspired too much by CoD... i.e. mechs being rewards for killstreaks like choppers etc. -.-
On November 05 2013 22:38 Latham wrote: This is definitely one of the games I'm looking most forward to in 2014 It just gives off the BF2142 vibe which I loved so much. It's also a HUGE plus that it's not modern setting nor WWII. The wall-scaling jetpack ability + well balanced anti-mech weapons could make for a good dynamic balance despite the lack of destructible terrain. Too bad its on Origin, but I guess I'll put up with it just like I did for BF3. I just hope to God it will not be inspired too much by CoD... i.e. mechs being rewards for killstreaks like choppers etc. -.-
If I remember correctly, you may have the option to pilot a Titan right from the get-go. It sounds to me like you'll get the chance to use a Titan at least once throughout a match and is not based on your score/KD.
As seen at E3, Titanfall will let you call down giant mechs for you to stomp around the map. That's all well and good, but just how often will you be able to order a mech? What's the ratio of being in a mech to not being in a mech? And just how many mechs can be squeezed into a map? These, and other mech-centric question, have now been answered by Respawn's community manager Abbie Heppe.
The game's Titans will be available on a countdown timer, reveals Heppe in an interview with MKGaming . “You can decrease the amount of time it takes to call in a Titan by completing objectives and getting kills. Once you lose your Titan the countdown starts again. It is possible that everyone in the match could have a Titan on the battlefield at the same time.”
That's potentially a lot of mechs, but Respawn's maps have larger areas designed to fit them in. “We have to have maps that support not only the Titans which are over 20 feet tall but also human-sized Pilots,” Heppe said, “so even our “smaller” maps are pretty large comparatively. What's cool is each map has areas for Titans and areas for Pilots, so you get these smaller maps built into the larger ones and all these cool pathways through them.”
As seen at E3, Titanfall will let you call down giant mechs for you to stomp around the map. That's all well and good, but just how often will you be able to order a mech? What's the ratio of being in a mech to not being in a mech? And just how many mechs can be squeezed into a map? These, and other mech-centric question, have now been answered by Respawn's community manager Abbie Heppe.
The game's Titans will be available on a countdown timer, reveals Heppe in an interview with MKGaming . “You can decrease the amount of time it takes to call in a Titan by completing objectives and getting kills. Once you lose your Titan the countdown starts again. It is possible that everyone in the match could have a Titan on the battlefield at the same time.”
That's potentially a lot of mechs, but Respawn's maps have larger areas designed to fit them in. “We have to have maps that support not only the Titans which are over 20 feet tall but also human-sized Pilots,” Heppe said, “so even our “smaller” maps are pretty large comparatively. What's cool is each map has areas for Titans and areas for Pilots, so you get these smaller maps built into the larger ones and all these cool pathways through them.”
Dagnabbit. I'm hesitant to preorder. The old guys from Infinity Ward have earned the trust of everyone. Everything that I've seen looks promising as a fantastic title. But, TB's warning haunts me....
Plus, the releases for Rome II, BF4, and CoD: Ghosts (on PC) were horrific. Sad to learn there's no public beta; the game needs players to look at it and encounter the bugs before release. :-\
Yeah I won't preorder it. The last nail in the preorder coffin for me was Company of Heroes 2. I just stopped buying games blindly after that. I'll just wait 1 week after release to hear initial reviews and see just how bug-plagued the release is. (Since it's not a question of "whether" now, it's a question of "how much" ... sad)
Thx for the video, and I agree that this needs a semi-open beta or open beta. Shit needs to be thoroughly tested before it gets released.
Yeah, CoH2 was a really bad burn for me as well, I really regret spending money on that game. However, Titanfall does sound tempting, will wait for the release reviews nonetheless.
I think Titanfall will fall into the same traps as most console FPS games: Cumbersome Progression, Low TTK, Lack of movement mechanics, Regenerating health, clusterF*** maps, poor respawn mechanics, rewarding playtime and not player skill , ect. I doubt it will compare well with some of the great indie FPS games out there such as Natural Selection 2. I hope I'm wrong but Infinity Ward hasn't meet my expectations for a game since Grant Collier retired and I don't trust the remaining Respawn guys as much.
On December 10 2013 05:27 Jswizzy wrote: I think Titanfall will fall into the same traps as most console FPS games: Cumbersome Progression, Low TTK, Lack of movement mechanics, Regenerating health, clusterF*** maps, poor respawn mechanics, rewarding playtime and not player skill , ect. I doubt it will compare well with some of the great indie FPS games out there such as Natural Selection 2. I hope I'm wrong but Infinity Ward hasn't meet my expectations for a game since Grant Collier retired and I don't trust the remaining Respawn guys as much.
Honestly much of this game comes down to map design. If they make big worthwhile maps then it will make everything else better. If they stick with the current CoD system of having only three paths around the map and each path overlooking the other then yes, this game will blow a lot of ass.
I absolutely love the idea of "Campaign Multiplayer." A lot of FPS can seem dull because its just a run around shit on each other fest. Yea some games have had "zones" you capture or the CoD with rewards. But this seems to be a whole new level where they are putting actual story line into your multiplayer experience to make you feel more like your completing a mission rather than just running around the map killing people.
On December 10 2013 09:39 XXXSmOke wrote: I absolutely love the idea of "Campaign Multiplayer." A lot of FPS can seem dull because its just a run around shit on each other fest. Yea some games have had "zones" you capture or the CoD with rewards. But this seems to be a whole new level where they are putting actual story line into your multiplayer experience to make you feel more like your completing a mission rather than just running around the map killing people.
I really like that too. Boggles my mind why it hasn't been done in FPSs before.
That's because of the particular design of Titanfall. When not in their Titans, pilots aren't really meant to walk or even run along the ground, they're meant to traverse maps by wall running. And the more a player wall runs, the faster they move.
Combine that with the fact that players can essentially create their own approach into a building, up a building or around a building, and toss in those mammoth Titans, and suddenly a player's brain has a lot more to think about than in a typical shooter.
The increased speed that comes with wall running and with being in a Titan also means that players can find one another much faster than in your typical shooter, so player count doesn't have to be inflated to create action. The action is always seconds away.
So player count, while important, became less about delivering a number to match other online shooters and more about finding what felt the most fun and the least overwhelming.
Throughout development, Hendry said, the team played around with a wide variety of team sizes. The game started with 8 or 12 players per side and slowly drifted down to eight, seven, five even two per side before the team eventually settled on six versus six, he said.
"It's been this number for months," he said. "We are pretty avid players in the studio. People speak their minds and we listen and make changes. This is the number that felt best.
"The game is essentially built to be six on six."
And that headcount won't impact map size, he said; Titanfall has all sorts.
"There are at least two maps that are really big, one of those is huge," Hendry said. "The map size isn't a technical limitation, it's what felt best. It's, 'How do we make this thing feel good?' Some maps are smaller, some are medium size and some are bigger.
"I think the only thing that the player count does is really affect the overall chaotic level of the game."
Number of players also won't impact the sorts of modes the game has, though Hendry declined to say what they'll be beyond the two publicly shown.
The reaction to the game's player count, announced in a tweet earlier this week, didn't necessarily take the team by surprise. There seems to be an understanding at the studio that Titanfall isn't quite understood yet by people not directly involved in its creation.
By design Titanfall is meant to be a game that while easy to drop into, is hard to master and understand the nuance of.
"When people start playing Titanfall like Titanfall, the player count becomes a non-issue," he said.
Take the game's AI-controlled characters. They aren't there to fill in the roster or load out a map that only supports six players per side.
They're meant to serve several different functions. On one level, the AI characters are there as fodder for players who simply aren't good enough to kill other player-controlled characters. They also serve as an easier way to load up on the experience needed to call in a Titan. And they're meant to provide a sort of backstory and narrative to a game lacking any sort of single-player element.
Essentially, they're there so everyone has a chance to feel like a hero, no matter how good or bad they are.
Then there's another type of AI in the game, the one that can control your Titan. While the Titan is a walking tank that players can board and directly control, you don't have to. Instead, a player can put a Titan in guard mode, hop out to capture a hardpoint, and then return when they're done, knowing that the Titan will mop the street of enemies while you're gone. You can also place the Titan in follow mode, either to have it find you after you respawn, or to be your building-sized back-up as you make your way through a map.
All of this, the player count, the variety in play, the AI, the Titans, is also designed to be welcoming to both hardcore shooter fans and folks just dipping their toe into the often daunting genre. There are even gadgets and weapons designed specifically for those players not as dexterous as long-time fans of the genre.
"I've watched people come in and play the game that just don't have the twitch reflexes," Hendry said. "They'll get in the Titan and have fun."
The team at Respawn understand some of the reaction to the player count. In this particular genre, traditionally, more was often argued to be better.
"It just comes back to what makes the game fun," Hendry said. "If you're making a game and you're making decisions that's not based on fun because you're trying to please someone or trying to match numbers, you're not doing the right thing.
"Why not make Call of Duty 256 players, or Battlefield 256 or 512? Maybe that would be awesome. Maybe that would be awesome for that type of game built around that, but you can't just jam players into a game and say this is what is ordained."
Hendry points to games like Gears of War and Left 4 Dead, both titles that had relatively low player counts, as titles that succeeded without having to go big.
So the team is quite confident in their decision to cap the player max to six per side and they're not reexamining that decision based on this week's reaction.
"It all comes back to the same thing," Hendry said. "I can see why it's hard for people, why it's hard for it to make sense. But it's up to the developer to make the best choices and create the best experiences."
That's because of the particular design of Titanfall. When not in their Titans, pilots aren't really meant to walk or even run along the ground, they're meant to traverse maps by wall running. And the more a player wall runs, the faster they move.
Combine that with the fact that players can essentially create their own approach into a building, up a building or around a building, and toss in those mammoth Titans, and suddenly a player's brain has a lot more to think about than in a typical shooter.
The increased speed that comes with wall running and with being in a Titan also means that players can find one another much faster than in your typical shooter, so player count doesn't have to be inflated to create action. The action is always seconds away.
So player count, while important, became less about delivering a number to match other online shooters and more about finding what felt the most fun and the least overwhelming.
Throughout development, Hendry said, the team played around with a wide variety of team sizes. The game started with 8 or 12 players per side and slowly drifted down to eight, seven, five even two per side before the team eventually settled on six versus six, he said.
"It's been this number for months," he said. "We are pretty avid players in the studio. People speak their minds and we listen and make changes. This is the number that felt best.
"The game is essentially built to be six on six."
And that headcount won't impact map size, he said; Titanfall has all sorts.
"There are at least two maps that are really big, one of those is huge," Hendry said. "The map size isn't a technical limitation, it's what felt best. It's, 'How do we make this thing feel good?' Some maps are smaller, some are medium size and some are bigger.
"I think the only thing that the player count does is really affect the overall chaotic level of the game."
Number of players also won't impact the sorts of modes the game has, though Hendry declined to say what they'll be beyond the two publicly shown.
The reaction to the game's player count, announced in a tweet earlier this week, didn't necessarily take the team by surprise. There seems to be an understanding at the studio that Titanfall isn't quite understood yet by people not directly involved in its creation.
By design Titanfall is meant to be a game that while easy to drop into, is hard to master and understand the nuance of.
"When people start playing Titanfall like Titanfall, the player count becomes a non-issue," he said.
Take the game's AI-controlled characters. They aren't there to fill in the roster or load out a map that only supports six players per side.
They're meant to serve several different functions. On one level, the AI characters are there as fodder for players who simply aren't good enough to kill other player-controlled characters. They also serve as an easier way to load up on the experience needed to call in a Titan. And they're meant to provide a sort of backstory and narrative to a game lacking any sort of single-player element.
Essentially, they're there so everyone has a chance to feel like a hero, no matter how good or bad they are.
Then there's another type of AI in the game, the one that can control your Titan. While the Titan is a walking tank that players can board and directly control, you don't have to. Instead, a player can put a Titan in guard mode, hop out to capture a hardpoint, and then return when they're done, knowing that the Titan will mop the street of enemies while you're gone. You can also place the Titan in follow mode, either to have it find you after you respawn, or to be your building-sized back-up as you make your way through a map.
All of this, the player count, the variety in play, the AI, the Titans, is also designed to be welcoming to both hardcore shooter fans and folks just dipping their toe into the often daunting genre. There are even gadgets and weapons designed specifically for those players not as dexterous as long-time fans of the genre.
"I've watched people come in and play the game that just don't have the twitch reflexes," Hendry said. "They'll get in the Titan and have fun."
The team at Respawn understand some of the reaction to the player count. In this particular genre, traditionally, more was often argued to be better.
"It just comes back to what makes the game fun," Hendry said. "If you're making a game and you're making decisions that's not based on fun because you're trying to please someone or trying to match numbers, you're not doing the right thing.
"Why not make Call of Duty 256 players, or Battlefield 256 or 512? Maybe that would be awesome. Maybe that would be awesome for that type of game built around that, but you can't just jam players into a game and say this is what is ordained."
Hendry points to games like Gears of War and Left 4 Dead, both titles that had relatively low player counts, as titles that succeeded without having to go big.
So the team is quite confident in their decision to cap the player max to six per side and they're not reexamining that decision based on this week's reaction.
"It all comes back to the same thing," Hendry said. "I can see why it's hard for people, why it's hard for it to make sense. But it's up to the developer to make the best choices and create the best experiences."
Brilliant. I was worried they were going to destroy their own game by taking away what makes it special with absurdly high player counts. I can't exactly put it into words why it's the case, but a game size of around 6v6 with AI creeps is perfect for maintaining the power trip. Pilots are supposed to be the best of the best and capable of all kinds of cute parkour tricks and clutch plays. Titans are supposed to be tanks with legs. Both need fodder to live up to their reputation and both need the low player count to turn bullet hail clusterfucks into organized skirmishes and even duels, where both parties receive ample opportunity to show just what they're made of. I guess to use a comparison of sorts to describe what I'm thinking, imagine DOTA 2 with 5 players per team... and then imagine it with 12 on each team. Then imagine it with 32 on each team, because that's around where a lot of standard FPS games max out, and that's what some of the team-size complainers are looking for. I just hope they manage to execute the idea well enough for what I'm envisioning to actually pan out. The devil's in the details.
The game looks cool from what I have seen of it. But I don't like the idea of 6v6 and AI also being a part of the battle. I just find playing against the AI to be boring.
On January 11 2014 15:29 HeeroFX wrote: The game looks cool from what I have seen of it. But I don't like the idea of 6v6 and AI also being a part of the battle. I just find playing against the AI to be boring.
The A.I. is there to "make everyone feel like a hero," regardless if they're a good or bad player. Probably adds to the large-scale-battle experience that they're avoiding 12v12 human players for.
Personally, I'd prefer 6v6 without A.I. too, but, if they say that's what they tested as the best method, I'll trust 'em.
That's because of the particular design of Titanfall. When not in their Titans, pilots aren't really meant to walk or even run along the ground, they're meant to traverse maps by wall running. And the more a player wall runs, the faster they move.
Combine that with the fact that players can essentially create their own approach into a building, up a building or around a building, and toss in those mammoth Titans, and suddenly a player's brain has a lot more to think about than in a typical shooter.
The increased speed that comes with wall running and with being in a Titan also means that players can find one another much faster than in your typical shooter, so player count doesn't have to be inflated to create action. The action is always seconds away.
So player count, while important, became less about delivering a number to match other online shooters and more about finding what felt the most fun and the least overwhelming.
Throughout development, Hendry said, the team played around with a wide variety of team sizes. The game started with 8 or 12 players per side and slowly drifted down to eight, seven, five even two per side before the team eventually settled on six versus six, he said.
"It's been this number for months," he said. "We are pretty avid players in the studio. People speak their minds and we listen and make changes. This is the number that felt best.
"The game is essentially built to be six on six."
And that headcount won't impact map size, he said; Titanfall has all sorts.
"There are at least two maps that are really big, one of those is huge," Hendry said. "The map size isn't a technical limitation, it's what felt best. It's, 'How do we make this thing feel good?' Some maps are smaller, some are medium size and some are bigger.
"I think the only thing that the player count does is really affect the overall chaotic level of the game."
Number of players also won't impact the sorts of modes the game has, though Hendry declined to say what they'll be beyond the two publicly shown.
The reaction to the game's player count, announced in a tweet earlier this week, didn't necessarily take the team by surprise. There seems to be an understanding at the studio that Titanfall isn't quite understood yet by people not directly involved in its creation.
By design Titanfall is meant to be a game that while easy to drop into, is hard to master and understand the nuance of.
"When people start playing Titanfall like Titanfall, the player count becomes a non-issue," he said.
Take the game's AI-controlled characters. They aren't there to fill in the roster or load out a map that only supports six players per side.
They're meant to serve several different functions. On one level, the AI characters are there as fodder for players who simply aren't good enough to kill other player-controlled characters. They also serve as an easier way to load up on the experience needed to call in a Titan. And they're meant to provide a sort of backstory and narrative to a game lacking any sort of single-player element.
Essentially, they're there so everyone has a chance to feel like a hero, no matter how good or bad they are.
Then there's another type of AI in the game, the one that can control your Titan. While the Titan is a walking tank that players can board and directly control, you don't have to. Instead, a player can put a Titan in guard mode, hop out to capture a hardpoint, and then return when they're done, knowing that the Titan will mop the street of enemies while you're gone. You can also place the Titan in follow mode, either to have it find you after you respawn, or to be your building-sized back-up as you make your way through a map.
All of this, the player count, the variety in play, the AI, the Titans, is also designed to be welcoming to both hardcore shooter fans and folks just dipping their toe into the often daunting genre. There are even gadgets and weapons designed specifically for those players not as dexterous as long-time fans of the genre.
"I've watched people come in and play the game that just don't have the twitch reflexes," Hendry said. "They'll get in the Titan and have fun."
The team at Respawn understand some of the reaction to the player count. In this particular genre, traditionally, more was often argued to be better.
"It just comes back to what makes the game fun," Hendry said. "If you're making a game and you're making decisions that's not based on fun because you're trying to please someone or trying to match numbers, you're not doing the right thing.
"Why not make Call of Duty 256 players, or Battlefield 256 or 512? Maybe that would be awesome. Maybe that would be awesome for that type of game built around that, but you can't just jam players into a game and say this is what is ordained."
Hendry points to games like Gears of War and Left 4 Dead, both titles that had relatively low player counts, as titles that succeeded without having to go big.
So the team is quite confident in their decision to cap the player max to six per side and they're not reexamining that decision based on this week's reaction.
"It all comes back to the same thing," Hendry said. "I can see why it's hard for people, why it's hard for it to make sense. But it's up to the developer to make the best choices and create the best experiences."
Brilliant. I was worried they were going to destroy their own game by taking away what makes it special with absurdly high player counts. I can't exactly put it into words why it's the case, but a game size of around 6v6 with AI creeps is perfect for maintaining the power trip. Pilots are supposed to be the best of the best and capable of all kinds of cute parkour tricks and clutch plays. Titans are supposed to be tanks with legs. Both need fodder to live up to their reputation and both need the low player count to turn bullet hail clusterfucks into organized skirmishes and even duels, where both parties receive ample opportunity to show just what they're made of. I guess to use a comparison of sorts to describe what I'm thinking, imagine DOTA 2 with 5 players per team... and then imagine it with 12 on each team. Then imagine it with 32 on each team, because that's around where a lot of standard FPS games max out, and that's what some of the team-size complainers are looking for. I just hope they manage to execute the idea well enough for what I'm envisioning to actually pan out. The devil's in the details.
Anyone whose ever played cs knows this. The way pubs are played with maybe 10 players on each team vs a competitive match that is 5v5 plays much differently. It's a lot easier to showcase your skill when the map isn't overrun with people.
Well it's Respawn the same team that lied about removing features from MW2 when they worked at IW and lied to Activision when they were working out a deal with EA behind their backs. I'm skeptical that 6v6 is actually based purely on balance. Esp' since Titanfall will sell the most copies on 360 a system that probably would not be able to handle larger player counts. IW has has gimped their games in the past for similar reasons.
That's because of the particular design of Titanfall. When not in their Titans, pilots aren't really meant to walk or even run along the ground, they're meant to traverse maps by wall running. And the more a player wall runs, the faster they move.
Combine that with the fact that players can essentially create their own approach into a building, up a building or around a building, and toss in those mammoth Titans, and suddenly a player's brain has a lot more to think about than in a typical shooter.
The increased speed that comes with wall running and with being in a Titan also means that players can find one another much faster than in your typical shooter, so player count doesn't have to be inflated to create action. The action is always seconds away.
So player count, while important, became less about delivering a number to match other online shooters and more about finding what felt the most fun and the least overwhelming.
Throughout development, Hendry said, the team played around with a wide variety of team sizes. The game started with 8 or 12 players per side and slowly drifted down to eight, seven, five even two per side before the team eventually settled on six versus six, he said.
"It's been this number for months," he said. "We are pretty avid players in the studio. People speak their minds and we listen and make changes. This is the number that felt best.
"The game is essentially built to be six on six."
And that headcount won't impact map size, he said; Titanfall has all sorts.
"There are at least two maps that are really big, one of those is huge," Hendry said. "The map size isn't a technical limitation, it's what felt best. It's, 'How do we make this thing feel good?' Some maps are smaller, some are medium size and some are bigger.
"I think the only thing that the player count does is really affect the overall chaotic level of the game."
Number of players also won't impact the sorts of modes the game has, though Hendry declined to say what they'll be beyond the two publicly shown.
The reaction to the game's player count, announced in a tweet earlier this week, didn't necessarily take the team by surprise. There seems to be an understanding at the studio that Titanfall isn't quite understood yet by people not directly involved in its creation.
By design Titanfall is meant to be a game that while easy to drop into, is hard to master and understand the nuance of.
"When people start playing Titanfall like Titanfall, the player count becomes a non-issue," he said.
Take the game's AI-controlled characters. They aren't there to fill in the roster or load out a map that only supports six players per side.
They're meant to serve several different functions. On one level, the AI characters are there as fodder for players who simply aren't good enough to kill other player-controlled characters. They also serve as an easier way to load up on the experience needed to call in a Titan. And they're meant to provide a sort of backstory and narrative to a game lacking any sort of single-player element.
Essentially, they're there so everyone has a chance to feel like a hero, no matter how good or bad they are.
Then there's another type of AI in the game, the one that can control your Titan. While the Titan is a walking tank that players can board and directly control, you don't have to. Instead, a player can put a Titan in guard mode, hop out to capture a hardpoint, and then return when they're done, knowing that the Titan will mop the street of enemies while you're gone. You can also place the Titan in follow mode, either to have it find you after you respawn, or to be your building-sized back-up as you make your way through a map.
All of this, the player count, the variety in play, the AI, the Titans, is also designed to be welcoming to both hardcore shooter fans and folks just dipping their toe into the often daunting genre. There are even gadgets and weapons designed specifically for those players not as dexterous as long-time fans of the genre.
"I've watched people come in and play the game that just don't have the twitch reflexes," Hendry said. "They'll get in the Titan and have fun."
The team at Respawn understand some of the reaction to the player count. In this particular genre, traditionally, more was often argued to be better.
"It just comes back to what makes the game fun," Hendry said. "If you're making a game and you're making decisions that's not based on fun because you're trying to please someone or trying to match numbers, you're not doing the right thing.
"Why not make Call of Duty 256 players, or Battlefield 256 or 512? Maybe that would be awesome. Maybe that would be awesome for that type of game built around that, but you can't just jam players into a game and say this is what is ordained."
Hendry points to games like Gears of War and Left 4 Dead, both titles that had relatively low player counts, as titles that succeeded without having to go big.
So the team is quite confident in their decision to cap the player max to six per side and they're not reexamining that decision based on this week's reaction.
"It all comes back to the same thing," Hendry said. "I can see why it's hard for people, why it's hard for it to make sense. But it's up to the developer to make the best choices and create the best experiences."
Brilliant. I was worried they were going to destroy their own game by taking away what makes it special with absurdly high player counts. I can't exactly put it into words why it's the case, but a game size of around 6v6 with AI creeps is perfect for maintaining the power trip. Pilots are supposed to be the best of the best and capable of all kinds of cute parkour tricks and clutch plays. Titans are supposed to be tanks with legs. Both need fodder to live up to their reputation and both need the low player count to turn bullet hail clusterfucks into organized skirmishes and even duels, where both parties receive ample opportunity to show just what they're made of. I guess to use a comparison of sorts to describe what I'm thinking, imagine DOTA 2 with 5 players per team... and then imagine it with 12 on each team. Then imagine it with 32 on each team, because that's around where a lot of standard FPS games max out, and that's what some of the team-size complainers are looking for. I just hope they manage to execute the idea well enough for what I'm envisioning to actually pan out. The devil's in the details.
Anyone whose ever played cs knows this. The way pubs are played with maybe 10 players on each team vs a competitive match that is 5v5 plays much differently. It's a lot easier to showcase your skill when the map isn't overrun with people.
Same thing in Battlefield games imo. Games are best when it's 12v12 max. Anything more and the game just becomes a clusterfuck.
That's because of the particular design of Titanfall. When not in their Titans, pilots aren't really meant to walk or even run along the ground, they're meant to traverse maps by wall running. And the more a player wall runs, the faster they move.
Combine that with the fact that players can essentially create their own approach into a building, up a building or around a building, and toss in those mammoth Titans, and suddenly a player's brain has a lot more to think about than in a typical shooter.
The increased speed that comes with wall running and with being in a Titan also means that players can find one another much faster than in your typical shooter, so player count doesn't have to be inflated to create action. The action is always seconds away.
So player count, while important, became less about delivering a number to match other online shooters and more about finding what felt the most fun and the least overwhelming.
Throughout development, Hendry said, the team played around with a wide variety of team sizes. The game started with 8 or 12 players per side and slowly drifted down to eight, seven, five even two per side before the team eventually settled on six versus six, he said.
"It's been this number for months," he said. "We are pretty avid players in the studio. People speak their minds and we listen and make changes. This is the number that felt best.
"The game is essentially built to be six on six."
And that headcount won't impact map size, he said; Titanfall has all sorts.
"There are at least two maps that are really big, one of those is huge," Hendry said. "The map size isn't a technical limitation, it's what felt best. It's, 'How do we make this thing feel good?' Some maps are smaller, some are medium size and some are bigger.
"I think the only thing that the player count does is really affect the overall chaotic level of the game."
Number of players also won't impact the sorts of modes the game has, though Hendry declined to say what they'll be beyond the two publicly shown.
The reaction to the game's player count, announced in a tweet earlier this week, didn't necessarily take the team by surprise. There seems to be an understanding at the studio that Titanfall isn't quite understood yet by people not directly involved in its creation.
By design Titanfall is meant to be a game that while easy to drop into, is hard to master and understand the nuance of.
"When people start playing Titanfall like Titanfall, the player count becomes a non-issue," he said.
Take the game's AI-controlled characters. They aren't there to fill in the roster or load out a map that only supports six players per side.
They're meant to serve several different functions. On one level, the AI characters are there as fodder for players who simply aren't good enough to kill other player-controlled characters. They also serve as an easier way to load up on the experience needed to call in a Titan. And they're meant to provide a sort of backstory and narrative to a game lacking any sort of single-player element.
Essentially, they're there so everyone has a chance to feel like a hero, no matter how good or bad they are.
Then there's another type of AI in the game, the one that can control your Titan. While the Titan is a walking tank that players can board and directly control, you don't have to. Instead, a player can put a Titan in guard mode, hop out to capture a hardpoint, and then return when they're done, knowing that the Titan will mop the street of enemies while you're gone. You can also place the Titan in follow mode, either to have it find you after you respawn, or to be your building-sized back-up as you make your way through a map.
All of this, the player count, the variety in play, the AI, the Titans, is also designed to be welcoming to both hardcore shooter fans and folks just dipping their toe into the often daunting genre. There are even gadgets and weapons designed specifically for those players not as dexterous as long-time fans of the genre.
"I've watched people come in and play the game that just don't have the twitch reflexes," Hendry said. "They'll get in the Titan and have fun."
The team at Respawn understand some of the reaction to the player count. In this particular genre, traditionally, more was often argued to be better.
"It just comes back to what makes the game fun," Hendry said. "If you're making a game and you're making decisions that's not based on fun because you're trying to please someone or trying to match numbers, you're not doing the right thing.
"Why not make Call of Duty 256 players, or Battlefield 256 or 512? Maybe that would be awesome. Maybe that would be awesome for that type of game built around that, but you can't just jam players into a game and say this is what is ordained."
Hendry points to games like Gears of War and Left 4 Dead, both titles that had relatively low player counts, as titles that succeeded without having to go big.
So the team is quite confident in their decision to cap the player max to six per side and they're not reexamining that decision based on this week's reaction.
"It all comes back to the same thing," Hendry said. "I can see why it's hard for people, why it's hard for it to make sense. But it's up to the developer to make the best choices and create the best experiences."
Brilliant. I was worried they were going to destroy their own game by taking away what makes it special with absurdly high player counts. I can't exactly put it into words why it's the case, but a game size of around 6v6 with AI creeps is perfect for maintaining the power trip. Pilots are supposed to be the best of the best and capable of all kinds of cute parkour tricks and clutch plays. Titans are supposed to be tanks with legs. Both need fodder to live up to their reputation and both need the low player count to turn bullet hail clusterfucks into organized skirmishes and even duels, where both parties receive ample opportunity to show just what they're made of. I guess to use a comparison of sorts to describe what I'm thinking, imagine DOTA 2 with 5 players per team... and then imagine it with 12 on each team. Then imagine it with 32 on each team, because that's around where a lot of standard FPS games max out, and that's what some of the team-size complainers are looking for. I just hope they manage to execute the idea well enough for what I'm envisioning to actually pan out. The devil's in the details.
Even if they had servers that allowed more you aren't forced to play on it. So allowing more players or allowing the option wouldn't affect you anyway unless for some reason you felt inclined to do it. it's same as in other FPS, BF4 allows 64 players (I love 32 vs 32 :D), but a lot of people hate it, if you hate it don't do it. There are plenty of servers to fit people like you who don't enjoy it.
On January 12 2014 02:01 Jswizzy wrote: Well it's Respawn the same team that lied about removing features from MW2 when they worked at IW and lied to Activision when they were working out a deal with EA behind their backs. I'm skeptical that 6v6 is actually based purely on balance. Esp' since Titanfall will sell the most copies on 360 a system that probably would not be able to handle larger player counts. IW has has gimped their games in the past for similar reasons.
6 human + 18Ai. vs 6 human + 18 Ai.
I don't think that's the reason they easily could do 8 v 8 or 12 v 12 human, they probably avoiding the cluster fuck effect with large player counts and make the game feel tighter by adding ai's to help players feel more like they are doing something.
It's probably also have something to do with map sizes etc, it's a gambit make the game feel big but give a more sense of power to the players but restricting player sizes leads to backlash. It's more of a we know better than you, we make the game not you.
They probably had in mind if people wanted to use a titan they should be able to jump in one. As opposed to battlefield where there are very few jet's heli's tanks and in larger games you can't give everyone, one. And if you're new to the game and not good at using those people bitch. Also likely looking for a niche between COD and BF trying to get the bigger feeling out of bf but the tight closer high pace combat of COD. Basically looking to take up space where MOH failed.
On January 12 2014 02:01 Jswizzy wrote: Well it's Respawn the same team that lied about removing features from MW2 when they worked at IW and lied to Activision when they were working out a deal with EA behind their backs. I'm skeptical that 6v6 is actually based purely on balance. Esp' since Titanfall will sell the most copies on 360 a system that probably would not be able to handle larger player counts. IW has has gimped their games in the past for similar reasons.
It's probably also have something to do with map sizes etc, it's a gambit make the game feel big but give a more sense of power to the players but restricting player sizes leads to backlash. It's more of a we know better than you, we make the game not you.
Yes, almost as bad as all those gamers who think they know better how to make a game then the developers.
That's because of the particular design of Titanfall. When not in their Titans, pilots aren't really meant to walk or even run along the ground, they're meant to traverse maps by wall running. And the more a player wall runs, the faster they move.
Combine that with the fact that players can essentially create their own approach into a building, up a building or around a building, and toss in those mammoth Titans, and suddenly a player's brain has a lot more to think about than in a typical shooter.
The increased speed that comes with wall running and with being in a Titan also means that players can find one another much faster than in your typical shooter, so player count doesn't have to be inflated to create action. The action is always seconds away.
So player count, while important, became less about delivering a number to match other online shooters and more about finding what felt the most fun and the least overwhelming.
Throughout development, Hendry said, the team played around with a wide variety of team sizes. The game started with 8 or 12 players per side and slowly drifted down to eight, seven, five even two per side before the team eventually settled on six versus six, he said.
"It's been this number for months," he said. "We are pretty avid players in the studio. People speak their minds and we listen and make changes. This is the number that felt best.
"The game is essentially built to be six on six."
And that headcount won't impact map size, he said; Titanfall has all sorts.
"There are at least two maps that are really big, one of those is huge," Hendry said. "The map size isn't a technical limitation, it's what felt best. It's, 'How do we make this thing feel good?' Some maps are smaller, some are medium size and some are bigger.
"I think the only thing that the player count does is really affect the overall chaotic level of the game."
Number of players also won't impact the sorts of modes the game has, though Hendry declined to say what they'll be beyond the two publicly shown.
The reaction to the game's player count, announced in a tweet earlier this week, didn't necessarily take the team by surprise. There seems to be an understanding at the studio that Titanfall isn't quite understood yet by people not directly involved in its creation.
By design Titanfall is meant to be a game that while easy to drop into, is hard to master and understand the nuance of.
"When people start playing Titanfall like Titanfall, the player count becomes a non-issue," he said.
Take the game's AI-controlled characters. They aren't there to fill in the roster or load out a map that only supports six players per side.
They're meant to serve several different functions. On one level, the AI characters are there as fodder for players who simply aren't good enough to kill other player-controlled characters. They also serve as an easier way to load up on the experience needed to call in a Titan. And they're meant to provide a sort of backstory and narrative to a game lacking any sort of single-player element.
Essentially, they're there so everyone has a chance to feel like a hero, no matter how good or bad they are.
Then there's another type of AI in the game, the one that can control your Titan. While the Titan is a walking tank that players can board and directly control, you don't have to. Instead, a player can put a Titan in guard mode, hop out to capture a hardpoint, and then return when they're done, knowing that the Titan will mop the street of enemies while you're gone. You can also place the Titan in follow mode, either to have it find you after you respawn, or to be your building-sized back-up as you make your way through a map.
All of this, the player count, the variety in play, the AI, the Titans, is also designed to be welcoming to both hardcore shooter fans and folks just dipping their toe into the often daunting genre. There are even gadgets and weapons designed specifically for those players not as dexterous as long-time fans of the genre.
"I've watched people come in and play the game that just don't have the twitch reflexes," Hendry said. "They'll get in the Titan and have fun."
The team at Respawn understand some of the reaction to the player count. In this particular genre, traditionally, more was often argued to be better.
"It just comes back to what makes the game fun," Hendry said. "If you're making a game and you're making decisions that's not based on fun because you're trying to please someone or trying to match numbers, you're not doing the right thing.
"Why not make Call of Duty 256 players, or Battlefield 256 or 512? Maybe that would be awesome. Maybe that would be awesome for that type of game built around that, but you can't just jam players into a game and say this is what is ordained."
Hendry points to games like Gears of War and Left 4 Dead, both titles that had relatively low player counts, as titles that succeeded without having to go big.
So the team is quite confident in their decision to cap the player max to six per side and they're not reexamining that decision based on this week's reaction.
"It all comes back to the same thing," Hendry said. "I can see why it's hard for people, why it's hard for it to make sense. But it's up to the developer to make the best choices and create the best experiences."
Brilliant. I was worried they were going to destroy their own game by taking away what makes it special with absurdly high player counts. I can't exactly put it into words why it's the case, but a game size of around 6v6 with AI creeps is perfect for maintaining the power trip. Pilots are supposed to be the best of the best and capable of all kinds of cute parkour tricks and clutch plays. Titans are supposed to be tanks with legs. Both need fodder to live up to their reputation and both need the low player count to turn bullet hail clusterfucks into organized skirmishes and even duels, where both parties receive ample opportunity to show just what they're made of. I guess to use a comparison of sorts to describe what I'm thinking, imagine DOTA 2 with 5 players per team... and then imagine it with 12 on each team. Then imagine it with 32 on each team, because that's around where a lot of standard FPS games max out, and that's what some of the team-size complainers are looking for. I just hope they manage to execute the idea well enough for what I'm envisioning to actually pan out. The devil's in the details.
Even if they had servers that allowed more you aren't forced to play on it. So allowing more players or allowing the option wouldn't affect you anyway unless for some reason you felt inclined to do it. it's same as in other FPS, BF4 allows 64 players (I love 32 vs 32 :D), but a lot of people hate it, if you hate it don't do it. There are plenty of servers to fit people like you who don't enjoy it.
Yeah you have a point there. Still, this is also a bit of a game design decision. It forces them to focus on this specific team size and design their game accordingly. Although I'm never one to side against giving people the ability to make their own choices, there is something to be said for optimization and "the way it's meant to be played", whatever that happens to be for the game at hand. Also, excuse the incredible ignorance if I turn out to be wrong, but I think it wouldn't be incredibly difficult to introduce different game modes later on. Once 6v6 is all polished and stuff, they could add in some other, less balanced modes with maybe more players, no AI, arena maps or maybe even co-op. I've played several games (Tribes comes to mind) where the "official" game mode is the one you start with and has the best game design and balance. Then, once you get a bit tired of the official game mode, there are alternate game modes for you to play that exchange refinement and game balance for changing everything up and making things a little bit crazy. In those cases, it's nice to start out with the "best" mode with the most depth and balance and have other for-fun modes be like a complementary side dish, like fries to your hamburger. Also helps with the community backlash when everyone bitches about how your 32 vs. 32 mode is such a clusterfuck. Guess what, the game was built for team sizes more than five times smaller than that, you thought it was going to be balanced? Hohoho.
On January 12 2014 02:01 Jswizzy wrote: Well it's Respawn the same team that lied about removing features from MW2 when they worked at IW and lied to Activision when they were working out a deal with EA behind their backs. I'm skeptical that 6v6 is actually based purely on balance. Esp' since Titanfall will sell the most copies on 360 a system that probably would not be able to handle larger player counts. IW has has gimped their games in the past for similar reasons.
I doubt that was the fault of Respawn's members.... Infinity Ward had some internal issues going on. Respawn's guys probably didn't get the whole or correct message. Or, stuff could have changed after they split from IW.
Holy shit this game looks like alot of fun. The 6v6 with AI at first seemed a little weird, but its basically like AI fodder to make the map feel full which is fine.
That looks like almost ready to release, not alpha footage >.<.
The 'time-to-kill' (I dunno where that term came from) looks very similar to Planetside 2, which has issues with weird gimmicks absolutely annihilating people relying on their normal weapons (especially the anti-vehicle weapons). From that clip, it seems like the anti-titan weapons that don't require a lock-on don't do extreme damage to infantry; there was one point at 3:30 where the recorder loses a 1vs1 fight with someone using one of those anti-titan MGs, but it was very close.
Those pistols were just instagibing people, though O_o
On January 20 2014 12:41 dae wrote: Holy shit this game looks like alot of fun. The 6v6 with AI at first seemed a little weird, but its basically like AI fodder to make the map feel full which is fine.
That looks like almost ready to release, not alpha footage >.<.
Considering the game comes out in 2 months, I'd hope it looks almost ready.
Played some at PAX mid last year, was pretty good even back then.
I know it shouldn't bother me, but it does. The game is using The Source Engine. Now, i love Source, i think it does a lot of things well, but seriously? They are using a 10 year old engine, for the "next gen" of consoles, its shallow of me to say that it bothers me, but im sick of getting the same recycled engine, over and over. None of the videos, or screenshots look impressive at all, im sure they've done it because it would cost far less to use a pre-made engine, rather than building a new one, or rather, buying a license from Crytek or Frostbite for example. The gameplay doesn't even seem that great in the 1st place, and we're supposed to play it with an outdated engine? It shouldn't surprise me tho, since the lead Dev's are former CoD devs, so they probably love to recycle. Does anyone else have an opinion on this? Im kind of a stickler when it comes to game engines. I can play games like Terraria, or Minecraft, which really have no graphical fidelity, graphics don't make good games, but im sure there a certain limitations imposed on using these old, and tired engines. As broken as something like BF4 is, at least its graphically stunning, and has tonnes of physics at play all the time. Apparently this game doesn't even have Ragdolls, which we all know is easily supported by the Source Engine. Seems all very lazy to me.
On January 20 2014 18:29 rebuffering wrote: I know it shouldn't bother me, but it does. The game is using The Source Engine. Now, i love Source, i think it does a lot of things well, but seriously? They are using a 10 year old engine, for the "next gen" of consoles, its shallow of me to say that it bothers me, but im sick of getting the same recycled engine, over and over. None of the videos, or screenshots look impressive at all, im sure they've done it because it would cost far less to use a pre-made engine, rather than building a new one, or rather, buying a license from Crytek or Frostbite for example. The gameplay doesn't even seem that great in the 1st place, and we're supposed to play it with an outdated engine? It shouldn't surprise me tho, since the lead Dev's are former CoD devs, so they probably love to recycle. Does anyone else have an opinion on this? Im kind of a stickler when it comes to game engines. I can play games like Terraria, or Minecraft, which really have no graphical fidelity, graphics don't make good games, but im sure there a certain limitations imposed on using these old, and tired engines. As broken as something like BF4 is, at least its graphically stunning, and has tonnes of physics at play all the time. Apparently this game doesn't even have Ragdolls, which we all know is easily supported by the Source Engine. Seems all very lazy to me.
1) Engines cost money 2) Newer engines cost more money 3) Better Graphics cost more money 4) Gameplay > graphics 5) Games take time to develop
On January 20 2014 18:29 rebuffering wrote: I know it shouldn't bother me, but it does. The game is using The Source Engine. Now, i love Source, i think it does a lot of things well, but seriously? They are using a 10 year old engine, for the "next gen" of consoles, its shallow of me to say that it bothers me, but im sick of getting the same recycled engine, over and over. None of the videos, or screenshots look impressive at all, im sure they've done it because it would cost far less to use a pre-made engine, rather than building a new one, or rather, buying a license from Crytek or Frostbite for example. The gameplay doesn't even seem that great in the 1st place, and we're supposed to play it with an outdated engine? It shouldn't surprise me tho, since the lead Dev's are former CoD devs, so they probably love to recycle. Does anyone else have an opinion on this? Im kind of a stickler when it comes to game engines. I can play games like Terraria, or Minecraft, which really have no graphical fidelity, graphics don't make good games, but im sure there a certain limitations imposed on using these old, and tired engines. As broken as something like BF4 is, at least its graphically stunning, and has tonnes of physics at play all the time. Apparently this game doesn't even have Ragdolls, which we all know is easily supported by the Source Engine. Seems all very lazy to me.
I don't think you understand what an engine is supposed to do.
It's a shame that the dude doesn't know how to wall jump or utilize the other advanced movement options.
I noticed this as well. Would love to see how those mechanics play out in something other than a preconceived demo.
The map that he was on was just begging for him to do it, but he played the game like a CoD/Battlefield player. There's gonna be some serious newb stomping in this game.
On January 20 2014 18:29 rebuffering wrote: I know it shouldn't bother me, but it does. The game is using The Source Engine. Now, i love Source, i think it does a lot of things well, but seriously? They are using a 10 year old engine, for the "next gen" of consoles, its shallow of me to say that it bothers me, but im sick of getting the same recycled engine, over and over. None of the videos, or screenshots look impressive at all, im sure they've done it because it would cost far less to use a pre-made engine, rather than building a new one, or rather, buying a license from Crytek or Frostbite for example. The gameplay doesn't even seem that great in the 1st place, and we're supposed to play it with an outdated engine? It shouldn't surprise me tho, since the lead Dev's are former CoD devs, so they probably love to recycle. Does anyone else have an opinion on this? Im kind of a stickler when it comes to game engines. I can play games like Terraria, or Minecraft, which really have no graphical fidelity, graphics don't make good games, but im sure there a certain limitations imposed on using these old, and tired engines. As broken as something like BF4 is, at least its graphically stunning, and has tonnes of physics at play all the time. Apparently this game doesn't even have Ragdolls, which we all know is easily supported by the Source Engine. Seems all very lazy to me.
The game looks good. It runs smoothly. The gameplay looks like alot of fun.
The opinion that graphics need to be absolutely top of the line for each new "big" release is actually very damaging for the gaming industry, since it costs so damn much for things that are completely unrelated to gameplay, which is what games should be about.
On January 20 2014 18:29 rebuffering wrote: I know it shouldn't bother me, but it does. The game is using The Source Engine. Now, i love Source, i think it does a lot of things well, but seriously? They are using a 10 year old engine, for the "next gen" of consoles, its shallow of me to say that it bothers me, but im sick of getting the same recycled engine, over and over. None of the videos, or screenshots look impressive at all, im sure they've done it because it would cost far less to use a pre-made engine, rather than building a new one, or rather, buying a license from Crytek or Frostbite for example. The gameplay doesn't even seem that great in the 1st place, and we're supposed to play it with an outdated engine? It shouldn't surprise me tho, since the lead Dev's are former CoD devs, so they probably love to recycle. Does anyone else have an opinion on this? Im kind of a stickler when it comes to game engines. I can play games like Terraria, or Minecraft, which really have no graphical fidelity, graphics don't make good games, but im sure there a certain limitations imposed on using these old, and tired engines. As broken as something like BF4 is, at least its graphically stunning, and has tonnes of physics at play all the time. Apparently this game doesn't even have Ragdolls, which we all know is easily supported by the Source Engine. Seems all very lazy to me.
The game looks good. It runs smoothly. The gameplay looks like alot of fun.
The opinion that graphics need to be absolutely top of the line for each new "big" release is actually very damaging for the gaming industry, since it costs so damn much for things that are completely unrelated to gameplay, which is what games should be about.
Indeed. Respawn has its ducks in a row. I'd rather play a game that functions well than one that simply looks pretty.
Looks pretty solid. My only gripe would be with the map. I watched the dude play 3x on the same map and it just seems underwhelmingly small. 3 capture points and about a 10 second run from A to B and B to C. Maybe it's just the urban setting, but I hope this game will feature a few larger maps as well. Gameplay seemed fluid, fast-paced and fun. But yeah there will be the casuals running on the ground and those of us who will literally LIVE in the air :D even to a "touching the ground is shameful" point :D double jetpack jumping through every window ftw.
First game in a while I have been really excited about, missing playing the FPS series so much I have been playing a couple MW1 games each week.
I also think the 6v6+AI is great, I think of the AI more as space control not as "feel awesome" or something.
They are more like another asset the player has to combat some aspects of the game, since I imagine 6v6 no AI could put a too big focus on stealth, sneaking and ambushes than the game is going for.
6v6 is fine. The game is too fast paced to go any higher. As for the AI, they're like Dota creeps. They'll probably be useful for pushing points and such.
6 vs 6 is fine if the maps and everything are designed with that in mind. Games like Team Fortress 2 and Counter Strike both use smaller team sizes for their competitive matches, and it's actually the higher player count matches that are played by the "casuals". Both high player count and smaller ones can work in different games.
Also found confirmation that the game will have dedicated servers for all platforms:
"We're using Microsoft's cloud compute initiative to run all our servers for it, so it's all running on dedicated servers," Owens said. "We'll spin up and spin down servers as necessary, and it'll do all the AI hosting and physics calculations and all matchmaking and all of that good stuff. It's all dedicated servers, all the time." Owens also confirmed the PC version would feature dedicated servers.
I can't get the beta sign up to work, it just opens a pop up window then immediately closes me and directs me to a page instructing me to sign in. Can't sign-up on the website either, I have pop ups enabled and ad block off.
On February 12 2014 14:04 Scrandom wrote: I can't get the beta sign up to work, it just opens a pop up window then immediately closes me and directs me to a page instructing me to sign in.
Happened to me too at first, though my problem was not logging into Origin. Turned out I was using the wrong e-mail.
On the actual Beta page, I input my info. but had to reload the page once and reconfirm for it to go through. Try that.
the hud seems filled with useless things, especially the titans' hud.
I really hope this game is gonna be as fast paced as it is said to be by journalists. Are betatesters allowed to spread feedback (videos etc... ?) cba with all the shooters being so slow :|
for people who are interested. this footage is from an event a few days ago. what you can see is that foot soldier combat seems to mostly revolve around killing the NPCs because the map seems rather large. Only in titan against titan you get consistent pvp
I also think the 6v6+AI is great, I think of the AI more as space control not as "feel awesome" or something.
Its for the fucking casual-scrubs, that go like 0-20 in BF4. 6v6 + AI is UNACCEPTABLE on PC.
My experiance is that big teams makes for poor ability to express skill. Having played primarly CS and MW1 and 2 I have always found games with teams over 8v8 to just be too much.
An AI is going to combat in a specific way, just like a guy mentioned they are like creeps in dota. If you don't handle them properly they will hurt you, and they provide a safety for the players. And much like providing gold in dota they, from my understanding of it, will help you get your titans faster.
Imagine every single creep in dota being a player, and then they just all fountain camp, and there are no neutral creeps. That is basicly what having 20v20 or 30v30 turns it into, in an extreme sense.
I also think the 6v6+AI is great, I think of the AI more as space control not as "feel awesome" or something.
Its for the fucking casual-scrubs, that go like 0-20 in BF4. 6v6 + AI is UNACCEPTABLE on PC.
I'd rather play 6v6 + some AI bots for fun than do 32v32 clusterfucks in Battlefield. The fewer players, the more room for displays of skill. There's a reason why, to this day, counter strike remains the most popular shooter out there by a significant margin.
On February 12 2014 14:04 Scrandom wrote: I can't get the beta sign up to work, it just opens a pop up window then immediately closes me and directs me to a page instructing me to sign in.
Happened to me too at first, though my problem was not logging into Origin. Turned out I was using the wrong e-mail.
On the actual Beta page, I input my info. but had to reload the page once and reconfirm for it to go through. Try that.
Hmm, still no luck, the xbox one sign up works unfortunately I don't have an xbox one.
On February 13 2014 08:17 Gorsameth wrote: Doesnt it only ask for your email? So get someone else to sign up for you
Whats happening is I click the link for beta, select PC, type in my email and origin password then it redirects me to a page that says "Thank you for your interest in Titanfall. If you were directed to this page via e-mail, please login with your Origin account by clicking the button below. " with a button that says Login to apply but when I click that button a pop up window just opens and closes right away.
On February 13 2014 08:17 Gorsameth wrote: Doesnt it only ask for your email? So get someone else to sign up for you
Whats happening is I click the link for beta, select PC, type in my email and origin password then it redirects me to a page that says "Thank you for your interest in Titanfall. If you were directed to this page via e-mail, please login with your Origin account by clicking the button below. " with a button that says Login to apply but when I click that button a pop up window just opens and closes right away.
On February 13 2014 08:17 Gorsameth wrote: Doesnt it only ask for your email? So get someone else to sign up for you
Whats happening is I click the link for beta, select PC, type in my email and origin password then it redirects me to a page that says "Thank you for your interest in Titanfall. If you were directed to this page via e-mail, please login with your Origin account by clicking the button below. " with a button that says Login to apply but when I click that button a pop up window just opens and closes right away.
Nah just redirects me to the "thank you for your interest" page again, I'll try another browser but if that doesn't work oh well. Thanks for the link though.
Edit: Your link worked on another browser, thank you!
for people who are interested. this footage is from an event a few days ago. what you can see is that foot soldier combat seems to mostly revolve around killing the NPCs because the map seems rather large. Only in titan against titan you get consistent pvp
I expect the metagame to shift in greater favor of pilot-based combat so as to balance things out. Still not enough people using the wall-jumping mechanics. Players are playing too campy. A few hundred thousand noobs getting crushed and people will learn that there's an extra dimension to this game, lol. I anticipate the "Sentry Mode" on the Titans will be a boon for mobile players, as it should follow you around while you jump off of everything, thus succeeding better as a decoy.
The card system is going to be abused. Calling it now. I just pray they don't implement a store where you can buy them....
The lack of destructible environments doesn't worry me as much as it does the guy in the video. I figured they had a good reason for it; retaining a solid environment for pilots to traipse around makes sense.
He's anxious that there won't be enough content in the game to satisfy most players. I'd rebut that there's more than enough, but it's left up to the imagination of the player. He wonders why anyone would want to play on-foot rather than in a Titan. He needs to let his inventiveness go hog-wild. I see incredible potential for this game and the innumerable possible engagements that can occur. Counter-Strike is still around because it leaves decisions up to the player. I won't be a fool and say Titanfall is going to be as good or better than CS (we'll have to wait and see...), but I see Respawn trying their darnedest to empower players with the equipment they need, but the liberty to fall flat on their faces. You can treat Titanfall like every other generic shooter and camp in a corner with a sniper rifle, or you can break the mold and try something brand new, utilize fresh tactics, etc.
I also think the 6v6+AI is great, I think of the AI more as space control not as "feel awesome" or something.
Its for the fucking casual-scrubs, that go like 0-20 in BF4. 6v6 + AI is UNACCEPTABLE on PC.
My experiance is that big teams makes for poor ability to express skill. Having played primarly CS and MW1 and 2 I have always found games with teams over 8v8 to just be too much.
An AI is going to combat in a specific way, just like a guy mentioned they are like creeps in dota. If you don't handle them properly they will hurt you, and they provide a safety for the players. And much like providing gold in dota they, from my understanding of it, will help you get your titans faster.
Imagine every single creep in dota being a player, and then they just all fountain camp, and there are no neutral creeps. That is basicly what having 20v20 or 30v30 turns it into, in an extreme sense.
That's actually a really good way of putting it. Thank you.
On February 13 2014 09:56 CrankOut wrote: Look at the previews. The AI is fucking stupid and is nothing more than cannon-fodder. If you look at Jesses Video you see how dumb the AI is.
That's the point. Do people treat minions in LoL or DotA like they're intelligent masterminds either?
I would prefer it if they made the A.I. more active on the map. Keep them literally bouncing off the walls, lol.
On February 13 2014 09:56 CrankOut wrote: Look at the previews. The AI is fucking stupid and is nothing more than cannon-fodder. If you look at Jesses Video you see how dumb the AI is.
That's the point. Do people treat minions in LoL or DotA like they're intelligent masterminds either?
I would prefer it if they made the A.I. more active on the map. Keep them literally bouncing off the walls, lol.
On February 13 2014 09:56 CrankOut wrote: Look at the previews. The AI is fucking stupid and is nothing more than cannon-fodder. If you look at Jesses Video you see how dumb the AI is.
That's the point. Do people treat minions in LoL or DotA like they're intelligent masterminds either?
I would prefer it if they made the A.I. more active on the map. Keep them literally bouncing off the walls, lol.
Not sure if serious or retarded.
...just replace AI with real Players!
Respawn has said they want every player to feel like a hero, good or bad, pro or noob. Because going 3-16, even against respectable real opponents, isn't very fun.
On February 13 2014 09:56 CrankOut wrote: Look at the previews. The AI is fucking stupid and is nothing more than cannon-fodder. If you look at Jesses Video you see how dumb the AI is.
That's the point. Do people treat minions in LoL or DotA like they're intelligent masterminds either?
I would prefer it if they made the A.I. more active on the map. Keep them literally bouncing off the walls, lol.
Not sure if serious or retarded.
...just replace AI with real Players!
Respawn has said they want every player to feel like a hero, good or bad, pro or noob. Because going 3-16, even against respectable real opponents, isn't very fun.
Shooting a dummy isn´t very fun either, they HAVE TO change the bot behaviour to be way more active, for example Unreal tournamet bots were easy to kill and it was more entertaining.
On February 13 2014 19:52 JulsFoF wrote: i think the Ai soldiers are like the creeps in for example Dota 2. Their only purpose is to give u ur titan faster if u have the time to kill them.
And to make the battlefield feel large and crowded. It also gives you something to do when your running around looking for your next human and discourages camping in one spot.
On February 13 2014 19:52 JulsFoF wrote: i think the Ai soldiers are like the creeps in for example Dota 2. Their only purpose is to give u ur titan faster if u have the time to kill them.
And to make the battlefield feel large and crowded. It also gives you something to do when your running around looking for your next human and discourages camping in one spot.
You can do that by just replacing the AI with Human Players! -_-
On February 13 2014 19:52 JulsFoF wrote: i think the Ai soldiers are like the creeps in for example Dota 2. Their only purpose is to give u ur titan faster if u have the time to kill them.
On February 13 2014 20:09 Golgotha wrote: they better have titan only mode. the human mode just looks like any other fps. i wish the titans were more jetpacky though.
That's the entire point of Pilots. They're the mobile ones. Players still aren't using them to their full capabilities. Both Pilot and Titan gameplay are supposed to be viable options; otherwise, the game would simply be "rush for your Titans before your opponents get theirs."
On February 13 2014 19:52 JulsFoF wrote: i think the Ai soldiers are like the creeps in for example Dota 2. Their only purpose is to give u ur titan faster if u have the time to kill them.
And to make the battlefield feel large and crowded. It also gives you something to do when your running around looking for your next human and discourages camping in one spot.
You can do that by just replacing the AI with Human Players! -_-
why does that matter as long as the game is exciting? Six vs six is acceptable as long as the game has a good place and is fun. Increasing the number of players doesn't automatically make the game better.
On February 13 2014 19:52 JulsFoF wrote: i think the Ai soldiers are like the creeps in for example Dota 2. Their only purpose is to give u ur titan faster if u have the time to kill them.
And to make the battlefield feel large and crowded. It also gives you something to do when your running around looking for your next human and discourages camping in one spot.
You can do that by just replacing the AI with Human Players! -_-
There is plenty of games with massive team sizes. If you want to have that, you could always just go to BF etc; they made the 6v6 design decision on purpose (reasons were stated in this thread often enough), so if this is a no go criterium for you, then maybe this game just isn't for you?
On February 13 2014 19:52 JulsFoF wrote: i think the Ai soldiers are like the creeps in for example Dota 2. Their only purpose is to give u ur titan faster if u have the time to kill them.
And to make the battlefield feel large and crowded. It also gives you something to do when your running around looking for your next human and discourages camping in one spot.
You can do that by just replacing the AI with Human Players! -_-
why does that matter as long as the game is exciting? Six vs six is acceptable as long as the game has a good place and is fun. Increasing the number of players doesn't automatically make the game better.
If you ever played maps over 12 vs 12 in BF it can make games worse where you just get stomped on and spawn camped. 6v6 is where they felt balance would be, doesn't mean the game will only and always only have 6v6 it means the competitive part of the game and thus the most appealing will be 6v6
Actually more interesting than I'd been anticipating. Would have been interesting to see what IW would have come out with if they had been let off the leash a bit more by Activision before the whole split happened.
Of course Respawn wants to cater to "noobs" by adding A.I.-controlled fodder. Why wouldn't they want to attract more customers and retain a higher player base? The better players will still be rewarded with high K/Ds and more Titans called in. Everyone wins.
For the record, I'd be totally okay with just 6v6, no A.I., if that's what they felt was sufficient. Players will stop whining when they're having fun in the game.
The Titan landing on the enemy Titan was my favorite part of that highlight. LOVE IT!!
On February 14 2014 10:19 willoc wrote: Looked up smart pistol today.
Why is this in an FPS? Death of the handgun.
Judging from the streams I don't think Smart Pistol is that OP, it's good for clearing creep but so is every other gun, you need three hits to kill a player which require quite a lot of time to lock on, its TTK (Time to Kill) isn't better than any other gun in the game and I like it for it's gimmickiness.
I think the game is looking fun, but lacking in something? Would be great if I can customize the titan in the appearance (I watched a guy naming his titan but sometimes he can't find his titan because they all look similar) The burn card is very clever, but it worries me that they would release lot of dlc packs with more cards...T T
On February 14 2014 18:18 ETisME wrote: I think the game is looking fun, but lacking in something? Would be great if I can customize the titan in the appearance (I watched a guy naming his titan but sometimes he can't find his titan because they all look similar) The burn card is very clever, but it worries me that they would release lot of dlc packs with more cards...T T
There is only one type of Titan in the beta which is the general purpose one, Atlas, there will be two more in the release version, the agile mech Stryder and the tank type Ogre.
Game feels somewhat unresponsive and sometimes laggy / low on fps (even though my rig (4770k, 780OC, 8GB Ram) should handle it pretty easily. Anyone else shares this experience?
On February 14 2014 21:16 me_viet wrote: OMFG I GOT IN TOO!
but... for XBOX one
NOOOOOOOOOOOOOO
e: any chance someone wants to trade their pc code for my xbox one?
If you opt in for PC but received XOne code contact EASupport they will sort it out for you
On February 14 2014 21:34 dezi wrote: Game feels somewhat unresponsive and sometimes laggy / low on fps (even though my rig (4770k, 780OC, 8GB Ram) should handle it pretty easily. Anyone else shares this experience?
Optimization issues, especially in Titans, don't use Insane texture yet, set everything to High should be good enough, I'm running 1080p everything high 2X MSAA on a E3 1230 V2+8GB+GTX670 and it runs constant 60fps when not in Titan.
How come I never get into any fucking beta ever game seems pretty fun, I checked Lirik's stream and it definitely looked cool. Dunno if I would buy it for 60 bucks tho.. Especially considering that it may go the BF way with tons of DLCs
Here's there instructions for getting your key swapped, it says 2 hours, but I doubt that'll actually happen with how widespread this issue appears to be. Just have to be patient I guess.
On February 14 2014 22:14 Nimix wrote: How come I never get into any fucking beta ever game seems pretty fun, I checked Lirik's stream and it definitely looked cool. Dunno if I would buy it for 60 bucks tho.. Especially considering that it may go the BF way with tons of DLCs
ahah you arent alone BUT they have said they will be releasing more and more invites until the 17th i believe, so theres still a chance for those of us who havent gotten one yet!
I've maxed out the beta at Lv14/15 and I've decided to pre-order, it's the exact type of FPS I want: high paced combat with the mobility to go horizontal and vertical; noob friendly; AND MECHS! WHO DOESNT LOVE ROBOTS?
I'm going to be hated for saying this but I don't understand the hype for the game. The game just feels like a generic shooter(call of duty) but with giant mechs.
On February 15 2014 02:03 Disengaged wrote: I'm going to be hated for saying this but I don't understand the hype for the game. The game just feels like a generic shooter(call of duty) but with giant mechs.
Depends on your age and experience with shooters. Titanfall basicly takes the best of the shooters and makes it better. It plays like a Unreal game but with the added freerunning and Titan gameplay it really feels fresh.
I come from a Q/UT background. If they removed the Titans (yeah yeah I know), the AI's and made better maps not cluttered with shit everywhere so one could get some decent speed I think it could be fun. Because I like the gameplay, I think. This is just random thoughts after an hour of playing so take them for what they are.
Edit: And I wouldn't mind dodge and a shock rifle ^^ Edit2: I also hate the weapons. I think I'm done with this as it's obviously not for me.
On February 15 2014 02:08 teapot wrote: So, let us remind ourselves that EA is publishing this, and ask: "What is the catch?"
It's not a catch with them at this point. It's more like a Bengali Tiger Trap which is to say, how am I going to get superfucked by them if I do buy into this game?
On February 15 2014 02:08 teapot wrote: So, let us remind ourselves that EA is publishing this, and ask: "What is the catch?"
It's not a catch with them at this point. It's more like a Bengali Tiger Trap which is to say, how am I going to get superfucked by them if I do buy into this game?
2 weeks after launch there'll be a 15-20 dollar DLC that you either buy or you can only play with the remaining 20% of players that didn't upgrade. 2 months later, one more and continue that for about a year. If you refuse to buy them you end up with a game where there's barely any fun in playing left because everyone else has left.
On February 15 2014 02:08 teapot wrote: So, let us remind ourselves that EA is publishing this, and ask: "What is the catch?"
It's not a catch with them at this point. It's more like a Bengali Tiger Trap which is to say, how am I going to get superfucked by them if I do buy into this game?
2 weeks after launch there'll be a 15-20 dollar DLC that you either buy or you can only play with the remaining 20% of players that didn't upgrade. 2 months later, one more and continue that for about a year. If you refuse to buy them you end up with a game where there's barely any fun in playing left because everyone else has left.
Then if you even remotely consider buying the DLCs, there will be some kind of DRM installed on top of Origin (which acts like a digital HIV at this point) where EA will "remind" you to purchase said DLCs.
After playing for a while, this is such a disappointment. I wasn't too bothered about the 6v6 player count but after playing it feels just awful. The maps are way too large for such a small number, even with the bots running around, the maps just feel barren. I find it so hard to believe that this is what it was intended to be like. More obvious than ever that the player count was scaled back for consoles and the mindless bots are a band-aid fix. Matches are extremely short, the gameplay so repetitive, the gunplay is not fun at all with people pretty much just dying as soon as you look at them. Just running around desperately trying to find the next unsuspecting person to shoot.
The movement with wallrunning and double jumping is admittedly pretty awesome, feels great to bounce from building to building to get a high vantage point, but that's really the only positive thing I can see from this game. And funnily enough it just serves to detract from the main gimmick as controlling a Titan is so dull in comparison.
No player run servers, no modding, that just kills any chance that the community can make something decent out of this stifling mess. And that is such a shame because the potential is there. Looks like CS:GO will remain my go-to FPS for a while to come I think.
I love the people who have played a couple of matches and declare the game is a mess that can't be saved and bemoan the all of community servers. I respect the guy on he last page who just said "this is not for me" and, rather then list off a buckhorn of stuff on one could know wih a game this new.
Just got my beta code and I'll give it a shot this weekend.
On February 15 2014 05:09 Plansix wrote: I love the people who have played a couple of matches and declare the game is a mess that can't be saved and bemoan the all of community servers. I respect the guy on he last page who just said "this is not for me" and, rather then list off a buckhorn of stuff on one could know wih a game this new.
Just got my beta code and I'll give it a shot this weekend.
This is not a game that screams "depth". It's not something you have to play hundreds of hours of to really understand. It's simple run and gun and doesn't do it very well.
On February 15 2014 05:09 Plansix wrote: I love the people who have played a couple of matches and declare the game is a mess that can't be saved and bemoan the all of community servers. I respect the guy on he last page who just said "this is not for me" and, rather then list off a buckhorn of stuff on one could know wih a game this new.
Just got my beta code and I'll give it a shot this weekend.
The game is just terrible. I was bored after 2 Matches. The matches are over too fast and the maps are way way too smal. 6v6 is just a joke. And the worst thing in the Game is the Cannon-Fodder AI. The have absoluty no purpose other than make some console-retards feel good for killing them. They could just remove the AI and replace it with humans and make it like 12v12 or 16v16 and the game would be much better with bigger maps.
On February 15 2014 05:09 Plansix wrote: I love the people who have played a couple of matches and declare the game is a mess that can't be saved and bemoan the all of community servers. I respect the guy on he last page who just said "this is not for me" and, rather then list off a buckhorn of stuff on one could know wih a game this new.
Just got my beta code and I'll give it a shot this weekend.
The game is just terrible. I was bored after 2 Matches. The matches are over too fast and the maps are way way too smal. 6v6 is just a joke. And the worst thing in the Game is the Cannon-Fodder AI. The have absoluty no purpose other than make some console-retards feel good for killing them. They could just remove the AI and replace it with humans and make it like 12v12 or 16v16 and the game would be much better with bigger maps.
And thank god this is only 6v6. Think about it for a moment. The map size is made for 6v6 Titans. The AI is there to make the map not be empty when your on foot and it does that well enough.
The maps with a good amount of buildings also gives you a consideration between going on foot where you can clear buildings or in a titan where you can engage other titans better.
On February 15 2014 05:20 Gorsameth wrote: What depth are you expecting in an FPS. I know im having more fun playing this beta then i do with CoD or BF so im happy with it.
It's terrible what CoD has done to the genre if people honestly think that an FPS can't have depth... Go play some CS:GO or Quake Live.
Yeah, all the videos I have seen make the game look likes lot of fun. It's going to take some time before people figure out everything and how best to use the moment and titans. I going to form my own opinion, rather than assume that the AI controled units are for "counsal kiddies".
Also, removing the AI units won't magically make it so they can up the player count. I think everyone being able to have a giant robot at once is the real limiting factor more than AI units.
On February 15 2014 02:08 teapot wrote: So, let us remind ourselves that EA is publishing this, and ask: "What is the catch?"
It's not a catch with them at this point. It's more like a Bengali Tiger Trap which is to say, how am I going to get superfucked by them if I do buy into this game?
2 weeks after launch there'll be a 15-20 dollar DLC that you either buy or you can only play with the remaining 20% of players that didn't upgrade. 2 months later, one more and continue that for about a year. If you refuse to buy them you end up with a game where there's barely any fun in playing left because everyone else has left.
Then if you even remotely consider buying the DLCs, there will be some kind of DRM installed on top of Origin (which acts like a digital HIV at this point) where EA will "remind" you to purchase said DLCs.
On February 15 2014 05:20 Gorsameth wrote: What depth are you expecting in an FPS. I know im having more fun playing this beta then i do with CoD or BF so im happy with it.
It's terrible what CoD has done to the genre if people honestly think that an FPS can't have depth... Go play some CS:GO or Quake Live.
Just out of curiosity what is "depth" being defined as here... Pretty sure all games have deeper levels and techniques to be developed that you wont find with in 2 hours of playing the game, even relatively initially shallow looking fps games.
On February 15 2014 05:29 Plansix wrote: Yeah, all the videos I have seen make the game look likes lot of fun. It's going to take some time before people figure out everything and how best to use the moment and titans. I going to form my own opinion, rather than assume that the AI controled units are for "counsal kiddies".
Also, removing the AI units won't magically make it so they can up the player count. I think everyone being able to have a giant robot at once is the real limiting factor more than AI units.
Well it's that design philosophy that probably limits it due to balance fuck ups with too many players. Bots are fine i don't get why now of days games with bots means no no, it's not like it's uneven team stacked with bots, they are like automated turrets etc in games.
You remove everyone can be in a titan at one philosophy you turn the game more and more into BF2142, a game i loved btw titan assault was a great game type. But that just makes the game a copy not it's own thing.
Having tons of fun with the game. Quake and UT runs in my veins, but I also played a lot of Call of Duty 1, 2, and 4, so I feel right at home with this game. I'm having fun figuring out some trick jumps and I noticed some little nuances with the movement that are probably left over remnants from the Source engine.
6v6 is fine; I have no trouble finding other players and I average like ~15 player kills a match. If you somehow have a hard time, you could play Hardpoint where PvP is inevitable if you do the objective.
I think something like 12v12 No Titans would be fine though. They should throw in 12v12 with Titans just to show people how terrible it would be just to get them to shut the fuck up about how terrible they think 6v6 is.
There is a small problem associated when introducing more modes, some people stick to one mode no matter what, so you end up splitting communities and unpopular modes and those associated players tend to dissipate over time. I think they should add a rotating "For Fun" mode that can have silly formats such as 12 v 12 no titans or 12 v 12 all titans etc or 6 v 12 bots etc and just rotate those out every 3 days or a week.
On February 15 2014 06:47 semantics wrote: There is a small problem associated when introducing more modes, some people stick to one mode no matter what, so you end up splitting communities and unpopular modes and those associated players tend to dissipate over time. I think they should add a rotating "For Fun" mode that can have silly formats such as 12 v 12 no titans or 12 v 12 all titans etc or 6 v 12 bots etc and just rotate those out every 3 days or a week.
I agree. There were few people playing the more eccentric modes of MW3 during the summer after it came out. People stick to Dom, TDM, and Hardcore, with a couple parties of CTF and Demo. Infected seemed to stick, though, if I remember correctly....
On the other hand, they can just sit there and be unused; the people that do want that just form up a party (assuming they have friends online) and select rarely-used mode they enjoy.
Also, guys, do remember that this is still only a beta. Nothing's technically final. Stuff can be fixed. Be constructive with Respawn so that your fears may be put to rest.
Got to play a couple games and have to say it has both increased my hopes for this game and also put fears in my mind.
I feel pilot play can turn out to be amazing, and it alleready has been fun, but my very very first bad impressions from playing are that killing a person is a bit easy and that there was a lack of places to jump.
The latter one is of course very volatile as with only a few games played I don't know the maps at all and just the extent of what a pilot can be capable of, but so far I found myself not discovering as many ways situations to utilize the jet pack on the one map I've played.
I also think players should be tankier, killing a player should be a fight, not quite gears of wars style but not CoD either, in my opinion.
On February 15 2014 05:09 Plansix wrote: I love the people who have played a couple of matches and declare the game is a mess that can't be saved and bemoan the all of community servers. I respect the guy on he last page who just said "this is not for me" and, rather then list off a buckhorn of stuff on one could know wih a game this new.
Just got my beta code and I'll give it a shot this weekend.
The game is just terrible. I was bored after 2 Matches. The matches are over too fast and the maps are way way too smal. 6v6 is just a joke. And the worst thing in the Game is the Cannon-Fodder AI. The have absoluty no purpose other than make some console-retards feel good for killing them. They could just remove the AI and replace it with humans and make it like 12v12 or 16v16 and the game would be much better with bigger maps.
On February 15 2014 05:09 Plansix wrote: I love the people who have played a couple of matches and declare the game is a mess that can't be saved and bemoan the all of community servers. I respect the guy on he last page who just said "this is not for me" and, rather then list off a buckhorn of stuff on one could know wih a game this new.
Just got my beta code and I'll give it a shot this weekend.
The game is just terrible. I was bored after 2 Matches. The matches are over too fast and the maps are way way too smal. 6v6 is just a joke. And the worst thing in the Game is the Cannon-Fodder AI. The have absoluty no purpose other than make some console-retards feel good for killing them. They could just remove the AI and replace it with humans and make it like 12v12 or 16v16 and the game would be much better with bigger maps.
User was banned for this post.
:/
Oh, just to make this clear, we banned this person because he was a PBU (Previously banned user), his post was okay otherwise. Except for the retards part which is a little stupid.
On February 15 2014 05:09 Plansix wrote: I love the people who have played a couple of matches and declare the game is a mess that can't be saved and bemoan the all of community servers. I respect the guy on he last page who just said "this is not for me" and, rather then list off a buckhorn of stuff on one could know wih a game this new.
Just got my beta code and I'll give it a shot this weekend.
The game is just terrible. I was bored after 2 Matches. The matches are over too fast and the maps are way way too smal. 6v6 is just a joke. And the worst thing in the Game is the Cannon-Fodder AI. The have absoluty no purpose other than make some console-retards feel good for killing them. They could just remove the AI and replace it with humans and make it like 12v12 or 16v16 and the game would be much better with bigger maps.
User was banned for this post.
:/
Oh, just to make this clear, we banned this person because he was a PBU (Previously banned user), his post was okay otherwise. Except for the retards part which is a little stupid.
Move on!
Even though I didn't think the post itself was quite ban worthy when I looked at it, I still couldn't help but feel ok about it, too many posts in my opinion from people who stop thinking at "AI is just added as a feel good about yourself" element when from just the few games I played it very clearly has a big impact on gameplay that swapping them for players would not have.
First beta I have signed up for and not gotten a key My luck has turned for the worst... Must consume mass amount of fortune cookies. Edit: Beta key received Fortune cookies be praised.
I've been having fun but I'm on the edge purchasing it as of right now and i'm not really sure why. I can see the game being repetitive after a while and getting burnt out like in Call of Duty.
It needs that special sauce, it's close to being a great game for me but not quite there.
I'm probably gonna get it purely on the basis of satisfying that dudebro shootbang itch. Pretty much everything I've been playing is hardcore/complex but sometimes I need something to relax to. Battlefield 4 was supposed to be that game but it looks like a mess right now, especially with the 10 tickrate servers.
The EA customer support is such a farce that I'm actually elated.
Literally anyone can go to their support help page, make a fake email ticket claiming that they didn't get the correct platform key and then get their account granted access to the beta on the platform of their choice.
No proof, no nothing. Like are they literally just clicking a big "YES" to every email that comes through?
Friend of mine did it for shits and giggles and got through. I just did it and got an email in 2hours apologizing for the "inconvenience" and I could immediately download and start the beta on PC lmao.
On February 15 2014 16:16 Zooper31 wrote: The EA customer support is such a farce that I'm actually elated.
Literally anyone can go to their support help page, make a fake email ticket claiming that they didn't get the correct platform key and then get their account granted access to the beta on the platform of their choice.
No proof, no nothing. Like are they literally just clicking a big "YES" to every email that comes through?
Friend of mine did it for shits and giggles and got through. I just did it and got an email in 2hours apologizing for the "inconvenience" and I could immediately download and start the beta on PC lmao.
On February 15 2014 16:16 Zooper31 wrote: The EA customer support is such a farce that I'm actually elated.
Literally anyone can go to their support help page, make a fake email ticket claiming that they didn't get the correct platform key and then get their account granted access to the beta on the platform of their choice.
No proof, no nothing. Like are they literally just clicking a big "YES" to every email that comes through?
Friend of mine did it for shits and giggles and got through. I just did it and got an email in 2hours apologizing for the "inconvenience" and I could immediately download and start the beta on PC lmao.
mmm i just did it, heres hoping it works =D.
Hopefully they solve this problem never. Open beta for all.
Well just got my beta key, frankly my hopes aren't very high, but ill test the shit out of this till Tuesday, i think im just burnt out with shooters. The last shooter that really held my attention was Halo 3, with over 10,000 games played, it's probably safe to say ill never find another shooter like that again. If they just put Halo 3 on Steam, i would still play it, till the day i died, miss the good ol' days.
Shallow, non-existent TTK, aiming barely required, extremely long wait times between extremely short rounds and garbage AI cluttering the map. The pilot movement stuff is nice but barely comes into play, if someone sees you you're dead anyway so it ends up just being a gimmick.
The weapons do so much damage. You pretty much just spray in someones general direction and they'll die before they can react. Is it the kind of gameplay they're after or is it likely to be changed? I've only played the first cod so I don't know what that the developers preference is.
On February 15 2014 22:51 Aando wrote: The weapons do so much damage. You pretty much just spray in someones general direction and they'll die before they can react. Is it the kind of gameplay they're after or is it likely to be changed? I've only played the first cod so I don't know what that the developers preference is.
I dunno, but the pilots (human players) takes a lot more bullets to take down than recent COD/BF titles, the time to kill on most weapons are way slower, maybe you are hitting AI creeps?
On February 15 2014 22:51 Aando wrote: The weapons do so much damage. You pretty much just spray in someones general direction and they'll die before they can react. Is it the kind of gameplay they're after or is it likely to be changed? I've only played the first cod so I don't know what that the developers preference is.
I dunno, but the pilots (human players) takes a lot more bullets to take down than recent COD/BF titles, the time to kill on most weapons are way slower, maybe you are hitting AI creeps?
No it's players. I've played 5-6 hours now and I have to say I got bored. It lacks the 1v1 dual in-game that I find exciting. The moment you find someone either you or the enemy is dead within a second or two.
On February 15 2014 22:51 Aando wrote: The weapons do so much damage. You pretty much just spray in someones general direction and they'll die before they can react. Is it the kind of gameplay they're after or is it likely to be changed? I've only played the first cod so I don't know what that the developers preference is.
I dunno, but the pilots (human players) takes a lot more bullets to take down than recent COD/BF titles, the time to kill on most weapons are way slower, maybe you are hitting AI creeps?
No it's players. I've played 5-6 hours now and I have to say I got bored. It lacks the 1v1 dual in-game that I find exciting. The moment you find someone either you or the enemy is dead within a second or two.
It has been like this the entire generation since COD4 and even before that, the game is pacing and balancing around fast engagements, if you have played the previous CoDs and BF3/4 you'll realized Titanfall is actually slower. In recent CoDs the average time to kill on most weapons are only around 0.2-0.5 seconds, you take three to four shots you die. And the game (and most of the shooter genre) isn't about 1v1 duels anymore which is sad, I still favor playing objective and don't care about how I kill or how I don't kill.
On February 15 2014 22:51 Aando wrote: The weapons do so much damage. You pretty much just spray in someones general direction and they'll die before they can react. Is it the kind of gameplay they're after or is it likely to be changed? I've only played the first cod so I don't know what that the developers preference is.
I dunno, but the pilots (human players) takes a lot more bullets to take down than recent COD/BF titles, the time to kill on most weapons are way slower, maybe you are hitting AI creeps?
No it's players. I've played 5-6 hours now and I have to say I got bored. It lacks the 1v1 dual in-game that I find exciting. The moment you find someone either you or the enemy is dead within a second or two.
It has been like this the entire generation since COD4 and even before that, the game is pacing and balancing around fast engagements, if you have played the previous CoDs and BF3/4 you'll realized Titanfall is actually slower. In recent CoDs the average time to kill on most weapons are only around 0.2-0.5 seconds, you take three to four shots you die. And the game (and most of the shooter genre) isn't about 1v1 duels anymore which is sad, I still favor playing objective and don't care about how I kill or how I don't kill.
Okey. With the old school inspired movement I kind of expected the same inspiration to effect other parts of the gameplay too. Baby steps I guess. Maybe Titanfall 3 will be my game.
Most exciting and fun FPS game ive played last 10 years without any doubt. Just shooting a pistol in this game feels new, its so well done and impressive delivered that i feel ive been playing shitty games before basicly.
On top of that you have this amazing movement control, freerunning up walls and sideways feels so easy and even fighting with Titans feels like you are Optimus Prime fighting Megatron or something. Im 31 years old but my jaw is down on the floor most of the time in this game, it feels just freakin amazing. And dont get me started on that Neo Anderson ability where you can freeze bullets mid air .....i freakin love it! This game will blow everyones mind and already has.
After 4 hours of playing this game I pre-ordered it. Both the Titan and Pilot playstyle feel fun, viable and different. It's not meant for arena shooter fans or CS fans but if you ever liked CoD4+ and you got burned out on those (like me) give this a try.
On February 15 2014 22:51 Aando wrote: The weapons do so much damage. You pretty much just spray in someones general direction and they'll die before they can react. Is it the kind of gameplay they're after or is it likely to be changed? I've only played the first cod so I don't know what that the developers preference is.
I dunno, but the pilots (human players) takes a lot more bullets to take down than recent COD/BF titles, the time to kill on most weapons are way slower, maybe you are hitting AI creeps?
No it's players. I've played 5-6 hours now and I have to say I got bored. It lacks the 1v1 dual in-game that I find exciting. The moment you find someone either you or the enemy is dead within a second or two.
It has been like this the entire generation since COD4 and even before that, the game is pacing and balancing around fast engagements, if you have played the previous CoDs and BF3/4 you'll realized Titanfall is actually slower. In recent CoDs the average time to kill on most weapons are only around 0.2-0.5 seconds, you take three to four shots you die. And the game (and most of the shooter genre) isn't about 1v1 duels anymore which is sad, I still favor playing objective and don't care about how I kill or how I don't kill.
Okey. With the old school inspired movement I kind of expected the same inspiration to effect other parts of the gameplay too. Baby steps I guess. Maybe Titanfall 3 will be my game.
Well the Titan combat reminds me a lot of Quake/UT duels, in a titan engaging a Titan you neeed think about your ground advantage, deciding when to pop tactical abilities, when to disengage and when to chase a wounded enemy, if undisrupted a Titan duel will last very long (half to even a minute), combined with the shield regen and abilities, it has a lot of depth and tactical thinking.
On February 15 2014 22:51 Aando wrote: The weapons do so much damage. You pretty much just spray in someones general direction and they'll die before they can react. Is it the kind of gameplay they're after or is it likely to be changed? I've only played the first cod so I don't know what that the developers preference is.
I dunno, but the pilots (human players) takes a lot more bullets to take down than recent COD/BF titles, the time to kill on most weapons are way slower, maybe you are hitting AI creeps?
No it's players. I've played 5-6 hours now and I have to say I got bored. It lacks the 1v1 dual in-game that I find exciting. The moment you find someone either you or the enemy is dead within a second or two.
It has been like this the entire generation since COD4 and even before that, the game is pacing and balancing around fast engagements, if you have played the previous CoDs and BF3/4 you'll realized Titanfall is actually slower. In recent CoDs the average time to kill on most weapons are only around 0.2-0.5 seconds, you take three to four shots you die. And the game (and most of the shooter genre) isn't about 1v1 duels anymore which is sad, I still favor playing objective and don't care about how I kill or how I don't kill.
Okey. With the old school inspired movement I kind of expected the same inspiration to effect other parts of the gameplay too. Baby steps I guess. Maybe Titanfall 3 will be my game.
Well the Titan combat reminds me a lot of Quake/UT duels, in a titan engaging a Titan you neeed think about your ground advantage, deciding when to pop tactical abilities, when to disengage and when to chase a wounded enemy, if undisrupted a Titan duel will last very long (half to even a minute), combined with the shield regen and abilities, it has a lot of depth and tactical thinking.
Yeah i love the titan fights. Pilot is also good tho I would like a little more TTK but thats a the old school UT player in me I guess.
After 5hrs of playing, here's my thoughts on it. It is a COD+Gunz Online+ Mech combination game.
Movement is extremely slick and I found myself moving extremely quickly and naturally through the map without much need to plan ahead etc, extremely well done.
Gunplay wise, its basically ez-mode as all the guns have NO recoil to speak of. Recoil management? Throw it out of the window, just hold down your mouse and you will get kills.
Smart Pistol is pretty much OP. I got the fast lockon mod for it and i felt unstoppable if your even halfway decent at a FPS. Oh btw you can shoot your own grenade with your smart pistol. Throw your grenade out, and shoot it for a air-burst effect. In a pinch, dont rely on your lockon mechanism, just manual fire it. Its a pistol with 12 bullets, as long as 3 hits the enemy pilot is dead. Dont even bother talking about the AIs. You feel like your badass when you jump out of a building, headshotting 4grunts +1spec in 1 quick shot BEFORE HITTING THE GROUND. You still get headshot bonus when the gun does the headshotting for you. Fun.
Arc grenades are seriously strong and come with a EMP effect that screws the enemy pilots/titans totally, yet still do decent amount of damage. Use them, love them.
Gameplay, I feel that the extremely long range 1hit KO jump kick is pretty annoying. Rodeo-ing a Titan is a piece of cake as the invisibility perk really makes you invisible to the Titan, and last practically forever. I found myself rodeo-killing more Titans than I do taking out my Anti-Titan weapon.
Titans are surprisingly deep in tactics/strategies. They are force multipliers, 1 Titan is strong, 2 is extremely strong and in packs they are pretty much unstoppable except by other packs. Rockets fly pretty slow in this game, if your good at using the burst movement of Titans, they are surprisingly mobile. Use the burst movement ffs.
However I do not see myself buying this game. I came from BF4 and this COD playstyle is just not for me. All in all it's a decent FPS that delivered what was promised....but I do not see myself playing it for extended amount of time. In comparison I have 137hrs and rank 95 in BF4 and still counting, all on Conquest.
On February 16 2014 02:14 Mithhaike wrote: After 5hrs of playing, here's my thoughts on it. It is a COD+Gunz Online+ Mech combination game.
Movement is extremely slick and I found myself moving extremely quickly and naturally through the map without much need to plan ahead etc, extremely well done.
Gunplay wise, its basically ez-mode as all the guns have NO recoil to speak of. Recoil management? Throw it out of the window, just hold down your mouse and you will get kills.
Smart Pistol is pretty much OP. I got the fast lockon mod for it and i felt unstoppable if your even halfway decent at a FPS. Oh btw you can shoot your own grenade with your smart pistol. Throw your grenade out, and shoot it for a air-burst effect. In a pinch, dont rely on your lockon mechanism, just manual fire it. Its a pistol with 12 bullets, as long as 3 hits the enemy pilot is dead. Dont even bother talking about the AIs. You feel like your badass when you jump out of a building, headshotting 4grunts +1spec in 1 quick shot BEFORE HITTING THE GROUND. You still get headshot bonus when the gun does the headshotting for you. Fun.
Arc grenades are seriously strong and come with a EMP effect that screws the enemy pilots/titans totally, yet still do decent amount of damage. Use them, love them.
Gameplay, I feel that the extremely long range 1hit KO jump kick is pretty annoying. Rodeo-ing a Titan is a piece of cake as the invisibility perk really makes you invisible to the Titan, and last practically forever. I found myself rodeo-killing more Titans than I do taking out my Anti-Titan weapon.
Titans are surprisingly deep in tactics/strategies. They are force multipliers, 1 Titan is strong, 2 is extremely strong and in packs they are pretty much unstoppable except by other packs. Rockets fly pretty slow in this game, if your good at using the burst movement of Titans, they are surprisingly mobile. Use the burst movement ffs.
However I do not see myself buying this game. I came from BF4 and this COD playstyle is just not for me. All in all it's a decent FPS that delivered what was promised....but I do not see myself playing it for extended amount of time. In comparison I have 137hrs and rank 95 in BF4 and still counting, all on Conquest.
On February 16 2014 03:25 FromShouri wrote: So....EA keeps sending me XBOX one codes, anyone have 1 for PC that would trade with me?
You can just get it switched over. Got to the beta forums. They do it really fast.
I did do the link that was posted a few pages back and it sent me a 2nd xbox code. Where are the beta forums.
Did you check your Origin account to see if Titanfall was there? When your ticket gets resolved, they just add the game to your account. You shouldn't be getting another code, maybe you registered multiple times?
On February 16 2014 03:25 FromShouri wrote: So....EA keeps sending me XBOX one codes, anyone have 1 for PC that would trade with me?
You can just get it switched over. Got to the beta forums. They do it really fast.
I did do the link that was posted a few pages back and it sent me a 2nd xbox code. Where are the beta forums.
Did you check your Origin account to see if Titanfall was there? When your ticket gets resolved, they just add the game to your account. You shouldn't be getting another code, maybe you registered multiple times?
No, it didn't add...and they just sent me another fucking XBOX code, even though all my emails say the same shit "I don't own an Xbox, I own a PC, but you keep sending me xbox codes.
Honestly, having to constantly dick with this shit has turned me off since by the time it gets fixed I won't be able to test anything.
Game is pretty fun overall, but personally, im not having fun playing as the Titan's themselves. I don't even bother calling them down anymore, since the gunplay and movement is really smooth, i just stay on foot all the time. Problem with that, is that the whole conceit of the game is to have the mech's battling alongside soldiers, but im not enjoying the mech part at all. I just feel like if i wanted to play with mech's, i could play Hawken, or Mech Warrior online. Game is fun, but im not impressed, and probably wont be buying it. Guns feel really good tho, but that's not enough for me to keep playing at the moment. Just hoping Halo 3 comes out on PC at some point! lol
On February 16 2014 03:25 FromShouri wrote: So....EA keeps sending me XBOX one codes, anyone have 1 for PC that would trade with me?
You can just get it switched over. Got to the beta forums. They do it really fast.
I did do the link that was posted a few pages back and it sent me a 2nd xbox code. Where are the beta forums.
Did you check your Origin account to see if Titanfall was there? When your ticket gets resolved, they just add the game to your account. You shouldn't be getting another code, maybe you registered multiple times?
No, it didn't add...and they just sent me another fucking XBOX code, even though all my emails say the same shit "I don't own an Xbox, I own a PC, but you keep sending me xbox codes.
Honestly, having to constantly dick with this shit has turned me off since by the time it gets fixed I won't be able to test anything.
You're supposed to just paste the code in the form, don't include any extra stuff in the form. You're actually using the EA support form right and not just emailing them or something?
(Copy and pasted instructions from http://help.ea.com/in/article/titanfall-beta-code-platform-issue-and-workaround/) On EA Help - Search for Titanfall and select Contact Us. Select PC as the Platform, and click Next Select the Topic - Demo/Beta and type Eligibility issue, and click Next Click on Email Me. On the next screen, when asking for What type of Demo/Beta issue you are having, select Eligibility Enter the Titanfall Beta code that is not working as the description of the problem. Select Submit. You will receive a new PC code within the next two hours.
On February 16 2014 03:25 FromShouri wrote: So....EA keeps sending me XBOX one codes, anyone have 1 for PC that would trade with me?
You can just get it switched over. Got to the beta forums. They do it really fast.
I did do the link that was posted a few pages back and it sent me a 2nd xbox code. Where are the beta forums.
Did you check your Origin account to see if Titanfall was there? When your ticket gets resolved, they just add the game to your account. You shouldn't be getting another code, maybe you registered multiple times?
No, it didn't add...and they just sent me another fucking XBOX code, even though all my emails say the same shit "I don't own an Xbox, I own a PC, but you keep sending me xbox codes.
Honestly, having to constantly dick with this shit has turned me off since by the time it gets fixed I won't be able to test anything.
You're supposed to just paste the code in the form, don't include any extra stuff in the form. You're actually using the EA support form right and not just emailing them or something?
(Copy and pasted instructions from http://help.ea.com/in/article/titanfall-beta-code-platform-issue-and-workaround/) On EA Help - Search for Titanfall and select Contact Us. Select PC as the Platform, and click Next Select the Topic - Demo/Beta and type Eligibility issue, and click Next Click on Email Me. On the next screen, when asking for What type of Demo/Beta issue you are having, select Eligibility Enter the Titanfall Beta code that is not working as the description of the problem. Select Submit. You will receive a new PC code within the next two hours.
If you're still getting xbox codes then I guess their support guys are doing something wrong. When I did mine, they just closed it with a message that said it was added to my Origin account.
On February 16 2014 03:25 FromShouri wrote: So....EA keeps sending me XBOX one codes, anyone have 1 for PC that would trade with me?
You can just get it switched over. Got to the beta forums. They do it really fast.
I did do the link that was posted a few pages back and it sent me a 2nd xbox code. Where are the beta forums.
Did you check your Origin account to see if Titanfall was there? When your ticket gets resolved, they just add the game to your account. You shouldn't be getting another code, maybe you registered multiple times?
No, it didn't add...and they just sent me another fucking XBOX code, even though all my emails say the same shit "I don't own an Xbox, I own a PC, but you keep sending me xbox codes.
Honestly, having to constantly dick with this shit has turned me off since by the time it gets fixed I won't be able to test anything.
You're supposed to just paste the code in the form, don't include any extra stuff in the form. You're actually using the EA support form right and not just emailing them or something?
(Copy and pasted instructions from http://help.ea.com/in/article/titanfall-beta-code-platform-issue-and-workaround/) On EA Help - Search for Titanfall and select Contact Us. Select PC as the Platform, and click Next Select the Topic - Demo/Beta and type Eligibility issue, and click Next Click on Email Me. On the next screen, when asking for What type of Demo/Beta issue you are having, select Eligibility Enter the Titanfall Beta code that is not working as the description of the problem. Select Submit. You will receive a new PC code within the next two hours.
If you're still getting xbox codes then I guess their support guys are doing something wrong. When I did mine, they just closed it with a message that said it was added to my Origin account.
On February 16 2014 03:25 FromShouri wrote: So....EA keeps sending me XBOX one codes, anyone have 1 for PC that would trade with me?
You can just get it switched over. Got to the beta forums. They do it really fast.
I did do the link that was posted a few pages back and it sent me a 2nd xbox code. Where are the beta forums.
Did you check your Origin account to see if Titanfall was there? When your ticket gets resolved, they just add the game to your account. You shouldn't be getting another code, maybe you registered multiple times?
No, it didn't add...and they just sent me another fucking XBOX code, even though all my emails say the same shit "I don't own an Xbox, I own a PC, but you keep sending me xbox codes.
Honestly, having to constantly dick with this shit has turned me off since by the time it gets fixed I won't be able to test anything.
You're supposed to just paste the code in the form, don't include any extra stuff in the form. You're actually using the EA support form right and not just emailing them or something?
(Copy and pasted instructions from http://help.ea.com/in/article/titanfall-beta-code-platform-issue-and-workaround/) On EA Help - Search for Titanfall and select Contact Us. Select PC as the Platform, and click Next Select the Topic - Demo/Beta and type Eligibility issue, and click Next Click on Email Me. On the next screen, when asking for What type of Demo/Beta issue you are having, select Eligibility Enter the Titanfall Beta code that is not working as the description of the problem. Select Submit. You will receive a new PC code within the next two hours.
If you're still getting xbox codes then I guess their support guys are doing something wrong. When I did mine, they just closed it with a message that said it was added to my Origin account.
well, i just conacted the support, stated that i got a xbox key but need PC (which i didnt) and they flagged the game for me. pretty awesome. they didnt even ask for the xbox key
edit: even better! when i queued up for the webchat, i also wrote an email. i then had to wait 2 hours in web chat queue. after the rep flagged my account, i also received an answer to my email with a 2nd code :o their support seems really good
I'm not surprised that everyone can get a key from support. I mean, it's goodwill that cost them nothing. The support is probably ordered to give a key to anyone that asks at this point.
On February 16 2014 09:20 Elasticity wrote: Just email EA and ask them politely you want a key, they will give you one. I just got my PC key like that. HERE WE GO
ive done that several times, yet i never got it. They kept sending me xbox one keys.
Gotten myself max beta level and a lot of games today, have to say the experiance has become a lot better, wall jumping is amazing on the city map and AI is working great as farm for titans thought not really effective for revealing the pilots since they mostly engage each other.
Map design will be really important for maps as the city map to me is proving amazing, but the open one less so even though it also has some paths, and it seems more designed for titan fights which I have a total of 4m in, while I have now 2-3h as a pilot, which is also why I can't say too much about titan play.
Having played almost exclusively headquarters I have to say it feels like a great mode currently, my first initial games were starvation and proved a bit unexciting in comparison.
Not tried last titan standing yet, as I am a pilot player I don't think it is the fit for me.
Well they're going to be opening up the beta to everyone apparently starting with the xbox users almost immediately. So chances are it will happen by tomorrow for the PC.
Anyways with the hour and a half or so i've played, i've had so much fun. Normally shooters are very hit or miss for me, especially when the combat is very fast paced, but this game is just an absolutely joy so far. It feels new and interested with all the wall jumping and rather verticalness to it.
Perhaps playing the game is better than it seems, but with literally the same shooting controls/xp nonsense/ui as Call of Duty, its hard for me to see this as just a really cool mod for Black Ops 2 or something. Or maybe I just miss slower based games like Socom.
Got my normal Beta invite tonight, looks like I didn't have to ask support for one afterall. But they sent me an Xbox One code, wtf lol I totally signed up for PC version. I would've had to send them an email afterall.
I was excited to learn I got a key, but saddened to hear I'll be busy during the whole beta test period, so I won't be able to play it. D-:
On February 16 2014 11:02 SigmaoctanusIV wrote: the game is fun, Alot more fast pace then i was expecting. My only complaint is how easy the ai is They should be much harder and badass.
I still really don't like the idea of powerful A.I. Maybe they could implement a separate game mode where the A.I. is much stronger than what's standard. O_o
I find how the AI works now is great, they literally are like creeps in dota, when I see a cluster come down I just consider it a decent reduction to my titan cd.
Been running the smart pistol for a few games and it locks on minions instant making you able to clear a pod of 4 in 1 sec for very good titan controls.
I do wish the robots would serve a more important role though as hacking them feels like such a waste of time.
They should at least pose a threat. Maybe have it so they have a good chance at killing you if you're not moving much, but if you're wallrunning and jumping around a lot they'll not hit you at all.
When it comes to hacking the robots, I noticed that people have a hard time noticing me when I'm in the middle of a group of AI. There's even a burn card that lets you disguise as a spectre so you could ambush pilots running by. Same trick works with regular grunts too.
On February 16 2014 14:03 LoLAdriankat wrote: They should at least pose a threat. Maybe have it so they have a good chance at killing you if you're not moving much, but if you're wallrunning and jumping around a lot they'll not hit you at all.
Perhaps posing a threat to Titans might make them work. Robots countering robots or something. Having them as extra fodder for Pilots is unnecessary; I prefer the idea that they should interfere with Titan operation in some manner.
Simple build. Smart pistols is rape. Archer missiles does a shit ton of damage and its lockon homing too. Arc Grenade is amazingly gay. Cloak is OP for getting into flanks & riding titans. Cheapest loadout ever, you rodeo a titan, shoot a few times, if that guy is smart he will bail out of his titan to shoot you off his back. Once you see the titan stops, you bail too, kill him while he's trying to find you and jump back on the titan to finish it off. Easy. Arc grenades...abuse them. Trust me.
Titan: 40mm Cannon (Burst or extended mag,both works) Electric Smoke Slaved Warheads Nuclear Ejection Auto Ejection
Slaved warheads are doing considerably more damage than normal dumbfire rocket salvo, considering that its impossible to miss those as it homes. With damage core up, 1clip of 40mm+1 slaved warheads will 1hit any titans. I've walked out of many 1v2s and in 1 unique case, 1v3s with my titan still operational and them all doomed/dead. Test it out on your own if you dont believe me. Compared to Rocket salvo where plenty of the rockets will miss, the guaranteed hits of the homing rockets in conjection with your 40mms will rape any titans you come across in basically 1 volley.
Electric Smoke are pretty awesome for 2 purposes, 1 is when you get rodeo, you dont even need to jump out of your titan. Hit Q and sit inside the smoke and watch the pilot fry. The 2ndary use of electric smoke is as a smoke screen to cover your escape. Hit it and start using your burst to get out.
Nuclear & Auto ejection is a easy combo. That nuclear explosion has earned me quite a few kills. It's extremely effective and the big bright light makes it easy for you to hide when your titan explode. They wont see where your going to hide and you can rodeo them instead.
Simple build. Smart pistols is rape. Archer missiles does a shit ton of damage and its lockon homing too. Arc Grenade is amazingly gay. Cloak is OP for getting into flanks & riding titans. Cheapest loadout ever, you rodeo a titan, shoot a few times, if that guy is smart he will bail out of his titan to shoot you off his back. Once you see the titan stops, you bail too, kill him while he's trying to find you and jump back on the titan to finish it off. Easy. Arc grenades...abuse them. Trust me.
Titan: 40mm Cannon (Burst or extended mag,both works) Electric Smoke Slaved Warheads Nuclear Ejection Auto Ejection
Slaved warheads are doing considerably more damage than normal dumbfire rocket salvo, considering that its impossible to miss those as it homes. With damage core up, 1clip of 40mm+1 slaved warheads will 1hit any titans. I've walked out of many 1v2s and in 1 unique case, 1v3s with my titan still operational and them all doomed/dead. Test it out on your own if you dont believe me. Compared to Rocket salvo where plenty of the rockets will miss, the guaranteed hits of the homing rockets in conjection with your 40mms will rape any titans you come across in basically 1 volley.
Electric Smoke are pretty awesome for 2 purposes, 1 is when you get rodeo, you dont even need to jump out of your titan. Hit Q and sit inside the smoke and watch the pilot fry. The 2ndary use of electric smoke is as a smoke screen to cover your escape. Hit it and start using your burst to get out.
Nuclear & Auto ejection is a easy combo. That nuclear explosion has earned me quite a few kills. It's extremely effective and the big bright light makes it easy for you to hide when your titan explode. They wont see where your going to hide and you can rodeo them instead.
Yeah it's a great pub build, especially in earlier life of the game that ppl don't have the experiece to deal with it.
My only complaint is the loading times. It locks up my entire PC and it's quite aggravating.
Overall, game's fun. I don't like the Mechs, would rather just play Hawken instead. But I like how I'm not dying every single second of the game - makes it quite relieving as I do suck at FPS games.
The smart pistol is great, overpowered, but great!
I would probably get bored of the game quickly though as I don't find the maps to be that exciting really.
Played for a few hours on PC last night and realised that it's pretty much CoD with mechwarriors and parkour added in. I don't think that I'll be dropping any money on it unless pretty much all of my friends do so we can at least play together
Can any of you guys playing the beta comment on how the whole wallrunning and jumping combo movement thing (as demonstrated in that official tricks video above) works? Does it just help you maintain speed or do you also accelerate while doing it? If done properly can you keep accelerating?
Promising game, sad that it doesn't support 32-bit OS... x_x
On February 17 2014 07:17 MasterOfPuppets wrote: Can any of you guys playing the beta comment on how the whole wallrunning and jumping combo movement thing (as demonstrated in that official tricks video above) works? Does it just help you maintain speed or do you also accelerate while doing it? If done properly can you keep accelerating?
Promising game, sad that it doesn't support 32-bit OS... x_x
Definitely feels like you're accelerating if you wall-jump then jump off onto another wall and vice-versa. Not major speeds but you can get some epic distance doing it.
On February 17 2014 07:17 MasterOfPuppets wrote: Can any of you guys playing the beta comment on how the whole wallrunning and jumping combo movement thing (as demonstrated in that official tricks video above) works? Does it just help you maintain speed or do you also accelerate while doing it? If done properly can you keep accelerating?
Promising game, sad that it doesn't support 32-bit OS... x_x
Definitely feels like you're accelerating if you wall-jump then jump off onto another wall and vice-versa. Not major speeds but you can get some epic distance doing it.
Nice. Would be pretty insane (in the most awesome way possible) if you can keep accelerating indefinitely. %)
I wonder if they're planning to release the level editor once this comes out... could end up with some really cool community maps.
Only thing that bugs me right now is that there is no chat and there is no team balancing. It doesn't even balance based on lvls of people or anything. Just got done being stomped because I got matched vs a team ranging from lvl12-14 while I was the only lvl10+ on my team. Everyone else was literally 1-3 just dying nonstop in Titans cause they don't understand combat yet.
On February 17 2014 07:30 Zooper31 wrote: Only thing that bugs me right now is that there is no chat and there is no team balancing. It doesn't even balance based on lvls of people or anything. Just got done being stomped because I got matched vs a team ranging from lvl12-14 while I was the only lvl10+ on my team. Everyone else was literally 1-3 just dying nonstop in Titans cause they don't understand combat yet.
Chat is disabled for beta atleast. Tho i have no idea why voice chat is on.
And yes auto balance is kinda needed. Its awesome to have a 3v6 fight in Last Titan Standing....
Well after finally getting my access figured out after a day and a half of email support, I gotta say it is refreshing, but won't become a "staple" game for many people imo. The game is fun don't get me wrong, but its fun in the call of duty way at least to me, where you jump in play matches for an hour or 2, then go play something else. Also smart pistol is seriously the dumbest gun available.
It's a little early to disagree (and I haven't played the game personally) but the movement alone, if not also the way mechs work, gives this game a lot more depth than CoD/BF imo. And I can forgive more simplistic gunplay considering.
Although I will say, from what I've seen, heard and read, it certainly looks like the beta is missing a lot of content. There definitely should be more game modes, more customization for modes (like, 500 and 1000 point attrition as well, instead of only 250), more maps, more guns, more mech chassis, more everything.
To many game modes just dilute the community. I think the current 3 is fine. More maps is obv a must for the full game. 2 isnt enough :p And there are actually 3 Titan chassis so that atleast is covered.
A few hours in the beta was enough for me to shell out for this. The most fun I've had on an FPS for many years. The only niggle I have with the game as is is the pricing, £45 for a game with no single player, delayed release everywhere outside of the US and then since they've already stated that its going to follow the battlefield pricing plan there are most likely going to be map packs to pay for. Otherwise I'm blown away.
On February 17 2014 09:39 Nimix wrote: Is the open beta supposed to be on PC too? or is it Xbox one only? >.>
Xbox one just started. PC will follow tho I dont think there is an exact time.
From the article it stated probably gonna be sometime today. Personally you can take the route i did by emailing support. May get the run around but they will eventually give you access.
On February 17 2014 09:39 Nimix wrote: Is the open beta supposed to be on PC too? or is it Xbox one only? >.>
Xbox one just started. PC will follow tho I dont think there is an exact time.
From the article it stated probably gonna be sometime today. Personally you can take the route i did by emailing support. May get the run around but they will eventually give you access.
I got the access for it, so everyone should check in origin if it's unlocked for them.
On February 17 2014 09:10 Boa. wrote: A few hours in the beta was enough for me to shell out for this. The most fun I've had on an FPS for many years. The only niggle I have with the game as is is the pricing, £45 for a game with no single player, delayed release everywhere outside of the US and then since they've already stated that its going to follow the battlefield pricing plan there are most likely going to be map packs to pay for. Otherwise I'm blown away.
There is a story mode, but it works through the multi player. From what they have been saying, its the star of the show before you get into basic multiplayer. I think the developers were saying that in CoD, a lot of players didn't see the amazing moments they made the single player mode. So they have been working on getting those amazing moments into the multiplayer.
omg thanks so much :D I gave out a heartstone key before, karma I guess
so after around 10 games, I am really liking it. I am not a super amazing gosu 360noscope fps player but with my map awareness, I do pretty well. love how fluid the game feels, jumping on titans, doom them and run around finding other targets etc.
I am not so good at titan combats though, I always use tank and if I get into a bad situation, I just run to them and eject for the nuke lol
I wasn't really interested in Titanfall at all, since I'm pretty much overfed from the multiplayer shooter genre, but the gameplay does look pretty fun. Also like the fact that there are a few PVE elements in the game with the Grunts.
So now I can't wait for the PC open beta to start (if it hasn't already, currently at work so can't check).
Hmm, I just got in but I'm disappointed at how unplayable it is for me right now. Not only is it pretty laggy, but the audio is unbearable. Some of it won't go through, and most of the time it is constantly stuttering. I never knew ears could have periods.
On February 17 2014 18:04 Torte de Lini wrote: Here's hoping the game doesn't require 3 gigs of VRAM for insane graphic level.
The thing about the game is that is does not have an insane graphic level to begin with. It is just a modified steam engine which means rather low requirements compared to really any next gen game. Which is a good thing since it is a twitch shooter so you want it to be fast paced.
I was actually very skeptical of the game to begin with. From my perspective, it looked rather plain, boring, and sort of uneventful. After playing it with a bunch of friends, it is surprisingly addictive (although at tines stressful). There are tweo problems that I see are of major concern. First, I do not know how much content will be accessible. Getting to level 14 (which is max level during beta) was incredibly quick. It worries me that leveling will be too fast so that there will not be much to work toward.
Secondly, the melee kick... From my perspective, one of if not the most annoying part of the game. It is an instant kill which is incredibly stupid. Execution move makes sense, snapping someone neck is fine... but merely front kicking someone and they die in one hit is just stupid.
Aside from that, the dashing with titans is quite fun and my original issues with AI being pretty stupid is now just fine. I am not actually sure if the game is worth the $59.99 price tag but it is an enjoyable game. I will be waiting until after launch before making a decision on getting it or waiting.
Yeah I am on the fence now too. Will probably wait for the game to come out and hear all the reviews / check out the full game before I actually buy it. For me it feels a little too CoD-y ATM. I really like titans, wall jumping and the static non-destructible terrain, but the weapons feel too gimmicky. I mean almost everything is a dumbed down 1-shot kill. The melee (front kick, jump kick, neck snap) the auto-lock pistol (even I use this but it feels a bit retarded) and then the shotty that 1-shots you from medium to close quarters and ofc the longbolt sniper lawl. The game modes are... decent, not good, but decent. BUT the matches are very VERY short. I know this game is 6v6 but it lacks pacing and the scope of battle I feel it needs.
Right now it's a cute shooter, probably above average comparing to the trash that came out in recent years, but I would like it to be a bit more improved, made more community friendly with private servers and options to fiddle with for the hosts.
Weapons do too much dmg, game modes are a disappointment it should at least have "Enemy Territory like" game mode and maybe a CTF game mode. Other than that its been a while since the last time a fps using the third axis have been released, so thats good.
I have to say this AI running around thing has to be the most failed concept in a video game I've experienced in a long, long time. I don't think much of the game to begin with but having those brain dead bots all over the map is ridiculously dumb.
Other than that the game pretty much feels and looks like it could be F2P Cash Shop Shooter X
On February 17 2014 21:52 floor exercise wrote: I have to say this AI running around thing has to be the most failed concept in a video game I've experienced in a long, long time. I don't think much of the game to begin with but having those brain dead bots all over the map is ridiculously dumb.
Oh ye those AI...why ??? That has to be one of the worst ideas ever
There are 6 enemy's. 3 of em are in Titans. Your on foot. GL trying to run into one of 3 pilots or being forced to fight titans.
The AI is there because the level needs to be a certain size for Titans but will feel empty for people on foot. And putting in 12 people but only allow 6 Titans defeats the purpose of the game.
On February 17 2014 22:22 PandaCore wrote: Oh so apparently there is no open beta for PC, but everybody who registered for the beta up to yesterday will get a key
Don't take this for granted though, just read it somewhere and sounds like that from their twitter
Registered 2 days ago, and i woke up this morning with the game in my origin account, no mail received with a key.
On February 17 2014 22:22 PandaCore wrote: Oh so apparently there is no open beta for PC, but everybody who registered for the beta up to yesterday will get a key
Don't take this for granted though, just read it somewhere and sounds like that from their twitter
Registered 2 days ago, and i woke up this morning with the game in my origin account, no mail received with a key.
Yeah it's added directly to your account, badly phrased on my part when speaking of a "key"
(Sadly,) I'm still at work so I can't check my account
I'll pay attention to this game, but I'm a bit too uncomfortable expecting a military-like shooter on PC. I've been disappointed by Battlefield 4, never liked CoD, so I think this won't really match...
I want Battlefield 2 HD (Like, at least with a view distance > 100 meters...)
On February 17 2014 23:15 Ragnarork wrote: I'll pay attention to this game, but I'm a bit too uncomfortable expecting a military-like shooter on PC. I've been disappointed by Battlefield 4, never liked CoD, so I think this won't really match...
I want Battlefield 2 HD (Like, at least with a view distance > 100 meters...)
Honestly most people do find the actual guns and the way they feel to be similar to CoD's arsenal, but considering it's a faster-paced game with better map design and some interesting new elements thrown into the mix (mechs and the way they interact with every other mechanic) I'd say it's not necessarily bad. Plus it's been a while since we've had an FPS with not-terrible movement, so it'll be interesting to see how top players make use of and abuse this new system.
On February 17 2014 23:15 Ragnarork wrote: I'll pay attention to this game, but I'm a bit too uncomfortable expecting a military-like shooter on PC. I've been disappointed by Battlefield 4, never liked CoD, so I think this won't really match...
I want Battlefield 2 HD (Like, at least with a view distance > 100 meters...)
Honestly most people do find the actual guns and the way they feel to be similar to CoD's arsenal, but considering it's a faster-paced game with better map design and some interesting new elements thrown into the mix (mechs and the way they interact with every other mechanic) I'd say it's not necessarily bad. Plus it's been a while since we've had an FPS with not-terrible movement, so it'll be interesting to see how top players make use of and abuse this new system.
If they manage to make it like the good mix between military shooter and fast FPS a la Quake or Unreal, that might get my interest
But for now, I find a hard time liking these games which shove your points in the face "Yo you killed XXX at 304 meters noscope 360 and unlocked a new camo and a new optics for that gun, oh and have that military distinction as well". Yeah, well... zzz. Points and stuff got too much focused on IMO, and the actual game was released to a back thingy... Like, you play to unlock things, not to actually team up and win games because that's the objective... (yet this is just my view on this kind of FPS, I enjoyed BF3 a bit, but got bored pretty quickly ^_^)
On February 17 2014 23:15 Ragnarork wrote: I'll pay attention to this game, but I'm a bit too uncomfortable expecting a military-like shooter on PC. I've been disappointed by Battlefield 4, never liked CoD, so I think this won't really match...
I want Battlefield 2 HD (Like, at least with a view distance > 100 meters...)
This is me. Been burned by a bunch of FPS, have no real home ):
Yeah I agree. This looks promising though, and if it doesn't pan out, Quake Live isn't going anywhere anytime soon. Nor are other, slightly more obscure communities for equally outstanding FPS games.
On February 17 2014 23:42 MasterOfPuppets wrote: Yeah I agree. This looks promising though, and if it doesn't pan out, Quake Live isn't going anywhere anytime soon. Nor are other, slightly more obscure communities for equally outstanding FPS games.
Shootmania <3
But it's been a bit deserted in the modes I like. (Still, Gamer's Assembly in France got its 3v3 slots completely gone in the blink of an eye, and even extending it to 32, they didn't last long).
On February 17 2014 23:48 Torte de Lini wrote: I hear loadout is arena-fps esque, doens't interest me; but it might entice others.
Arena-esque is one way to put it, it's certainly a far cry from the speed and depth of 90s shooters, and by the looks of it even something like this, which in itself is a little too CoD-like for many people. It's more like a third-person casual-oriented but not snail-paced shooter. I've made some posts in that thread as to why I think much of this acclaim is overly hyperbolic and the game has less depth to it than people claim. It's alright though. Good bit of fun and nothing more.
I played around 6 hours since Friday and I'm a little bit dissapointed by the game also.
I can't really figure out how they could fix the 6v6 format without messing up the gameplay entirely, too much titans would not work at all but I still feel that everymap is empty.
My main problem with the game is that it feels just like CoD with mechs which he is not what I was expecting.
The AI creeps really need to be reworked entirely, they look a lot like other players but are completly useless unless you want to reduce your Titan timer. They need to change their model so that you can NEVER think they are real players. They need to make them usefull and dangerous otherwise just put civilian NPC because that just what they are at the moment.
It's however still a beta so they can still tweak the gameplay a bit ! On the plus side movement and weapons feels smooth and fun. Once the game is released I hope the server latency will get better.
On February 17 2014 23:40 Ragnarork wrote: If for once we could have no snipers or an intelligent sniper class... (even just one that does force people not to camp would be great).
Games just need to tag snipers after every kill. Once they get a kill over >50m they are constantly visible on the map untill they've relocated 25m or more. Stops camping, promotes strategic play. (The need to have somewhere to move to once you've gotten a kill, even if you're only juggling a couple of spots.)
On February 17 2014 23:40 Ragnarork wrote: If for once we could have no snipers or an intelligent sniper class... (even just one that does force people not to camp would be great).
Games just need to tag snipers after every kill. Once they get a kill over >50m they are constantly visible on the map untill they've relocated 25m or more. Stops camping, promotes strategic play. (The need to have somewhere to move to once you've gotten a kill, even if you're only juggling a couple of spots.)
Bit redundant for titanfall tho D:
got killed to much did you? Seriously what are you ranting about. If someone does camp there is a Kill Cam so you know where they are and non of the game modes promote camping. Hardpoint your not adding anything to winning and the maps are dense enough that you cant see 95% anyway Attrition your either hoping for a player every few minutes or your shooting grunts which reveals your position on the minimap every time you shoot. Last Titan Standing... lets not even go there.
On February 17 2014 23:40 Ragnarork wrote: If for once we could have no snipers or an intelligent sniper class... (even just one that does force people not to camp would be great).
Games just need to tag snipers after every kill. Once they get a kill over >50m they are constantly visible on the map untill they've relocated 25m or more. Stops camping, promotes strategic play. (The need to have somewhere to move to once you've gotten a kill, even if you're only juggling a couple of spots.)
Bit redundant for titanfall tho D:
got killed to much did you? Seriously what are you ranting about. If someone does camp there is a Kill Cam so you know where they are and non of the game modes promote camping. Hardpoint your not adding anything to winning and the maps are dense enough that you cant see 95% anyway Attrition your either hoping for a player every few minutes or your shooting grunts which reveals your position on the minimap every time you shoot. Last Titan Standing... lets not even go there.
I blame the snipers on my teams for my losses in attrition and domination. In either matchup they don't bring their 1/6 of the points. They end up with 10-20 points where the portion of the team with that actually shot at things ends up with 50-70. Snipers are awful in this game. Points per minute is where it is at.
On February 18 2014 01:53 esKq wrote: The AI creeps really need to be reworked entirely, they look a lot like other players but are completly useless unless you want to reduce your Titan timer. They need to change their model so that you can NEVER think they are real players. They need to make them usefull and dangerous otherwise just put civilian NPC because that just what they are at the moment.
I personally like the AI creeps. The fact that they look like players makes it possible to do interesting strategies like blending in with them. Other strategies with them include using them as bait to figure out the position of other enemy pilots. They are useful in rare circumstances that you actually ignore them/don't expect them. There's an entire thread in reddit with posts of how people have died to minions because they ignored the minions and got executed, shot with a rocket launcher, got ambushed by them while at low health, etc. Beyond just being "useful" in terms of killing, they add atmosphere to the game. Their comm chatter is fun to listen to; they do stuff like drag their comrades out of the line of fire, thank you for saving them, etc. It also lets people progress in a way that doesn't require super reflexes and coordination (aka more "casual players").
On February 17 2014 23:40 Ragnarork wrote: If for once we could have no snipers or an intelligent sniper class... (even just one that does force people not to camp would be great).
Games just need to tag snipers after every kill. Once they get a kill over >50m they are constantly visible on the map untill they've relocated 25m or more. Stops camping, promotes strategic play. (The need to have somewhere to move to once you've gotten a kill, even if you're only juggling a couple of spots.)
Bit redundant for titanfall tho D:
That's just not how it should work. You shouldn't make player takes decision with artificial game features like this sort of tagging. That's what I'd consider an artificial gameplay feature. It should be hard to camp, but not because the game makes it hard for the sake of making it hard "because it's broken". It should be something that naturally pushes the player to actually move between shots, take part in active recon (that's also what snipers are meant to do), etc. Battlefield 3 did a nice thing with regards to this, by making the lense visible from a distance (making it appear like a bright shiny thing when you looked to it in the same direction). It's quite the same result: making them visible when immobile, but seems far more natural. Yet, it showed to be clearly insufficient...
I've not followed that much Titanfall (a few teasers) but I sure hope they don't include a sniper class. From the main features that they offer (mech, quick soldiers that can walljump and run around quite quickly when mastered), it would seem really out of place anyway.
I didn't know about the wall hanging or the ability to jump as you are landing from a wall run to maintain velocity.
I have enjoyed the game so far, though I play hard point almost exclusively. In hard point the matches don't seem too short, you have natural incentive to group in 3 specific areas, and you are rewarded lots of points for defending even if no one comes for several minutes. Death match modes never hold my interest for too long in any game, and I haven't tried the last titan standing.
The AI creeps don't really bother me. Yes they are mostly useless, but I just think of them like Storm Troopers/Droids in Star Wars, where the pilots are supposed to be elite/jedi.
The jump kick kill is an odd choice for a one hit melee kill, though your legs are powerful enough to run on walls, so... In the end I don't know that it makes any difference if it's a jump kick or a knife like in most other COD/Battlefield type games.
Even if you don't like piloting the Titan you should call it down and set it to follow or guard mode. Especially in hard point at location C on both maps, a Titan can guard fairly well, and you can always set up to pick off any players who try to rodeo it.
The smart pistol might be over powered, but then again every weapon kills in seconds and I was having trouble beating shotgun users in hard point where most cap spots require you to get in to confined areas.
Am I the only one getting annoyed by the ridiculous downtime 90sec in the lobby for like a 10min game really? you're gonna spend 15% of the time just staring on the lobby screen in this game.
Unless they change sniping to 1 shot kills for the whole body, sniping is extremely hard. Two shot kills unless it's head shots, I'll take that any day in a game considering the other aspects of the game. I figured more people would complain about the good players who understand how to use the shot gun class.... The people who top scoreboards are usually the good wall jumping cloaking shot gun players cause it's insane how quickly they move and just one shot you...
I do like this game, I find it fun. I spend most my time on foot rather than in titans (I usually just drop it and let it guard an area). My biggest problem with the game is the damn AI. I think it was a poor addition but I can see why they couldn't add more real players in the game
Having played about 5 hours on Sat (was away on trip), my thoughts:
-6v6 is a bit limiting, even with the bots. It would be nice to have 12v12. The only nice thing about 6v6 is that my 4 other friends and I can sit an entire team and we would enjoy rounds vs randoms.
-Gameplay is closer to COD MW1 and 2. Very fast run and gun, not a lotta hits to kill, melee is a bit strong. The freerunning aspect is very fun, as well as the double jumping. Sniping isn't very strong in this game vs other players because everyone is moving around so fast, and unlike BF4's spawn system - there is no place you cannot reach by yourself.
-Smart pistol is strong, Assault rifle is great at any range. Shotgun's semi-automatic fire rate is a bit slow for me. SMG is a bit too inaccurate at long range, but I guess that makes sense. Sniper's choices of scope is weird.
-Mechs are fun, but auto-eject + nuclear core makes it a little too easy to take out multiple mechs (charge in guns blazing and let them blow you up).
-Bots are stupid, but without them the map feels way too empty. They give you things to do while you are run and gunning from one side to the other.
-I haven't played anything besides team deathmatch yet, so I can't comment on CTF/the other thing.
-The two maps are pretty different and makes the gameplay pretty interesting between the two. I like the city map more.
On February 18 2014 04:42 Killcani wrote: Am I the only one getting annoyed by the ridiculous downtime 90sec in the lobby for like a 10min game really? you're gonna spend 15% of the time just staring on the lobby screen in this game.
Yeah, I'm enjoying the game a lot, but this is indeed somewhat of an issue. Though I do hope that the final game will have some game modes or versions of game modes that last longer. I'd love an attrition mode which takes 4 times as long to complete.
On February 18 2014 04:37 SixStrings wrote: EA? Not even going to watch the trailer.
lol, I could care less about this game but I always laugh when people say something like this :D.
Well, not everyone wants to give assholes money :/
I know there are numerous cases where we do that without even thinking about it, but for something you care about (e.g. video games) well, that might count. (Personnally, not thinking about how much EA "loses", which is negligible anyway, as even their bad games are bought by truckloads).
Stick to your guns/reasons to not buy the game for a personal belief or opinion on the company. No point in telling everyone about it though in a topic dedicated to the game, not the publisher.
If you're not buying the game for a reason within the development of the game and its gameplay/mechanics than it is something everyone can discuss.
Otherwise, I don't think people really want to get into the politics of buying from a publisher.
Does anyone have a fix for the origin "friends who have titanfall are not online, even though they are" bug? A friend of mine has it and we really wanna play together but can't at the moment.
Played up to max level in the beta, enjoyed it a lot. Had a few epic moment
Love the fast pace, even though it's not overstraining. It's nice that you can wallrun and double jump and thinks like this. Mechs are a welcome change to all that. Like the PVE elements and since you're basically guaranteed to get a titan as well, no matter how badly you do it doesn't feel one sided.
So I'll stick with the game and play a lot after release :D
I see a few people comment on snipers and smart pistols being too strong. First of all I play hardpoint so some points will not count for other game modes.
Now, snipers. They are easily the worst weapon in the game right now, with the speed people have in this between just running, stim, wallrunning and double jumping it is extremely hard to do anything reasonable with a sniper against a decent player. Also due to how a sniper role works it has no value in hardpoint as hardpoints need to be fought for up close and protected up close. In addition it is a two shot kill unless you headshot.
As for the smart pistol, it deals with one obstacle the player has while failing to another. In a 1v1 pilot fight you are so mobile that it is really hard to hit the other guy, the smart pistol with its lock on greatly increase your chance of winning a fight because of its big area in regards to evasion. However if they actually see you use a smart pistol then your chance is very slim since the pistol reset targeting so quickly when you lose line of sight, and again the mobility will allow them to do this easily so you are in a terrible position once there is a wall for them to break your LoS on.
The assault rifle seems to straight up no questions asked be the best weapon now, the shotgun does fill its roll well as a specialized close range weapon due to spray but it is terrible even at medium distance while the assault rifle proves strong at all ranges.
As for my current issues with the game is grenade power and TTK first, I think the sniper is in a good place currently with two shots to kill and hard to hit with due to mobility, but I feel the other weapons could use some tuning down.
Secondly I also wish spectres would be more important in some way, maybe being much stronger anti-titans and tankier, but not deadlier to pilots. This would make hacking them much more worthwhile and actually having the higher spectre count could end up as weighing in on titan fights, and tankier so they aren't just cleaned up in 2 seconds with a smart pistol.
edit: Actually for snipers I want to expand and say I feel the role is a bit useless in the pilot v pilot aspect due to the natural mobility of the game and how being mobile to me at least appears to be a core of being a pilot. I think having snipers be more of an anti titan role would be a much better fit, and as a quick idea I think would be cool is if a sniper built up damage when staying mobile, so a sniper could be running on the roof tops, firing a powerful shot, and then running to a new position in preparation for the next shot and have these shots actually be quite the pain.
The trade off to this being that they are very weak pilot vs pilot.as a class, not just the sniper.
After finally dealing with a shitty texture bug, I've been playing the game for like 3 hours in total. It's definitely cool, but not ground-breaking. I might get it in a few months, but that's about it now.
On February 18 2014 07:37 Gorsameth wrote: How are people dying to Nuclear Titans? No offense but a single dash back gets you out of the explosion range. How does that kill you ever Oo
Sometimes when stuff gets messy you can overlook them, but usually they're not really much of a threat. Regardless of that, I also play with that trait. But mostly because there aren't any real options right now and it's still pretty satisfying if you manage to hit a few enemies with it.
On February 18 2014 07:37 Gorsameth wrote: How are people dying to Nuclear Titans? No offense but a single dash back gets you out of the explosion range. How does that kill you ever Oo
Sometimes when stuff gets messy you can overlook them, but usually they're not really much of a threat. Regardless of that, I also play with that trait. But mostly because there aren't any real options right now and it's still pretty satisfying if you manage to hit a few enemies with it.
The alternative is Fast reload? More missiles seems superior imo.
On February 18 2014 08:05 Killcani wrote: is smart pistol just bad or does it get better with the upgrade?
Remember you don't need to wait for the lock. I rarely do when fighting players unless i surprise them from behind. Just shooting normally is often more effective in a duel.
On February 18 2014 07:37 Gorsameth wrote: How are people dying to Nuclear Titans? No offense but a single dash back gets you out of the explosion range. How does that kill you ever Oo
I either back them into a corner, or wait for them to expend their dashes. Neither is that hard when there's like a bajillion other things going on.
I think melee executes work against nuclear core, but usually people don't pay attention enough.
On February 18 2014 08:05 Killcani wrote: is smart pistol just bad or does it get better with the upgrade?
Remember you don't need to wait for the lock. I rarely do when fighting players unless i surprise them from behind. Just shooting normally is often more effective in a duel.
then why use smart pistol if your not going to be using the lock ability :S it has awful range and in close combat it never locks on before you die
Really like the game so far, fast paced, the wall movement is fun and titan combat is amazing. If the launch is not completely fucked up like BF4, I'd buy it.
Also, Last titan standing is definitely the best game mode.
On February 18 2014 08:05 Killcani wrote: is smart pistol just bad or does it get better with the upgrade?
Remember you don't need to wait for the lock. I rarely do when fighting players unless i surprise them from behind. Just shooting normally is often more effective in a duel.
then why use smart pistol if your not going to be using the lock ability :S it has awful range and in close combat it never locks on before you die
For farming grunts and spectres with ease I assume, then just fight with it normally.
Yeah when people say the matches are too short, I forget they must be playing something other than hard point, where the matches feel about the right length of time to me. Every weapon is so lethal, it's hard for me to say what is overpowered.
On February 18 2014 10:12 karazax wrote: Yeah when people say the matches are too short, I forget they must be playing something other than hard point, where the matches feel about the right length of time to me. Every weapon is so lethal, it's hard for me to say what is overpowered.
Very good point, I wondered just how long people wanted their matches since as a hardpoint player they felt just fine to me.
Though the sniper really does not feel lethal at all, two shots unless it is a headshot when people run like stimmed marines is really hard, and if someone does stand still enough to be an easy target they are either sniping as well or making a poor play.
Except from the sniper I do find the smg, shotgun and rifle to play quite equally in power, just that with the shotgun you trade range for faster ttk and with the smg you trade range for an easier time hitting the target basicly. And the smart pistol is in a weird place, the best weapon if the enemy don't LoS while the worst if they do.
On February 18 2014 07:11 hootsushi wrote: Does anyone have a fix for the origin "friends who have titanfall are not online, even though they are" bug? A friend of mine has it and we really wanna play together but can't at the moment.
My only work around is have a 3rd party host the game and invite everyone. My wife and mine origin account was having the same issue and so I had a friend invite both of us. But you just have to keep cycling people till you can find someone who isn't afflicted by the bug.
So here are my thoughts on the on the weapon balance I'll go from what I think is worst to what I think is best.
The sniper rifle is terrible the kill time is longer then any other gun because of the two shot to kill. In the time it takes for the gun to let you shoot your second bullet pretty much all other guns can kill you. The argument against this is that you can shoot from far enough away that the other guns can't fire back. I say to that is that playing outside the building is stupid and everywhere inside the buildings is super short range. Outside is stupid because any half decent mech player will instagib you and the best way to play on foot seems to be just get inside as quick as possible.
The smg has second lowest kill time in close range and can't really shoot far enough to do something second best.
The rifle can shoot far and has a decent kill time but as I said earlier I don't think being able to shoot far has any value in this game when there are titans out and about.
In my opinion the shotgun is the best gun in this game and it's not even close. It has the quickest kill time up close (instant) and it can kill just as fast or faster then the rifle at about 50ft. For example if your on one side of the b site on the city map and the bad guy is on the opposite you can kill him in two shots. I think a big part of the shotgun is abusing the iron sights. This game seems to have almost 0 frames dedicated to the aim animation so when shooting the shotgun from more then like 15ft just right click then left click almost instantaneously and the thing shoots just as well as a rifle. When I say this don't even aim in iron sight your goal is to just fire the second that the aim animation finishes.
On February 18 2014 11:40 dae wrote: How far in the titan tutorial did people get? I got to the vortex shield round before getting overwhelmed, how did others do?
@kirsed I will have to disagree with titans ability to kill pilots, I am almost exclusively a pilot player and I am primarly outside when I play, not inside.
E.g. on both fracture and angel city I prefer to go C (on hardpoint) due to how open they are. What I also do the most is killing titans, considering how quickly a titan goes down when you jump them and pistol them I think it is just more effective to do so as a pilot, and I also have my auto-titan to help out.
As for not dying, maybe I have only faced people terrible at aiming with a titan, but I feel almost entirely safe running around or towards a titan outdoors. I just think pilots are too mobile for even accurate players to keep up with the 40mm, and the rockets are too slow which just leaves the machine gun which do kill me now and then but very few run it due to how poorly it does against other titans and even with that they have to actually hit you.
Due to me being outside primarely I also find the rifle just better since when outside I see a lot of opportunities to kill pilots just trying to get inside buildings, or going ontop of a roof for some moments like in angel city on B it is quite common for people to run on the roof. In addition scoring headshots is to me far easier with a rifle, which kill insanely fast.
And in my experiance with and against a shotgun killing over distance is not viable. I still think it is ridicously good close combat though.
On February 18 2014 11:40 dae wrote: How far in the titan tutorial did people get? I got to the vortex shield round before getting overwhelmed, how did others do?
What? I got all the way through the tutorial and was 1v3 Titans at the end before I finally died and had to exit.
On February 18 2014 13:20 NTTemplar wrote: @kirsed I will have to disagree with titans ability to kill pilots, I am almost exclusively a pilot player and I am primarly outside when I play, not inside.
E.g. on both fracture and angel city I prefer to go C (on hardpoint) due to how open they are. What I also do the most is killing titans, considering how quickly a titan goes down when you jump them and pistol them I think it is just more effective to do so as a pilot, and I also have my auto-titan to help out.
As for not dying, maybe I have only faced people terrible at aiming with a titan, but I feel almost entirely safe running around or towards a titan outdoors. I just think pilots are too mobile for even accurate players to keep up with the 40mm, and the rockets are too slow which just leaves the machine gun which do kill me now and then but very few run it due to how poorly it does against other titans and even with that they have to actually hit you.
Due to me being outside primarely I also find the rifle just better since when outside I see a lot of opportunities to kill pilots just trying to get inside buildings, or going ontop of a roof for some moments like in angel city on B it is quite common for people to run on the roof. In addition scoring headshots is to me far easier with a rifle, which kill insanely fast.
And in my experiance with and against a shotgun killing over distance is not viable. I still think it is ridicously good close combat though.
I can usually hang out on roofs for a while too but only if titans are fighting titans. If it's a titan protecting a point or something I just get instagibed. I dunno maybe it's just our playstyles.
Pilot killing is decent on a titan, it's somewhat difficult because of how much can be going on once you're in a titan (big target, can see more targets), and somewhat difficult to kill other agile pilots, but not in any way actually difficult for good players. I think auto-pilot will be the standard for solo players if all maps play out like they do now, but I think that three man teams will be absolutely perfect once the game develops a bit.
6v6 split as 3&3v3&3 essentially, teams of 3 will have 1 pilot in suit, 1 pilot with auto, and 1 pilot for guard/extra suit. I really feel like this game will really reward teamwork and communication much more than normal simply because of how powerful pilots are even when you have multiple titans.
I had a fun standoff in suits where I activated shields, and then released at my opponent who also activated shields, and then he released at me and I activated shields again. It was refreshingly entertaining.
I wonder why Titanfall received such a high rating, apparently ESRB Mature 17+ and USK18 in Germany.
Maybe they left out some effects in the beta, but I didn't really see much, if any blood and gore. Maybe you just don't notice it because of the fast pace of the game.
On February 18 2014 17:52 PandaCore wrote: I wonder why Titanfall received such a high rating, apparently ESRB Mature 17+ and USK18 in Germany.
Maybe they left out some effects in the beta, but I didn't really see much, if any blood and gore. Maybe you just don't notice it because of the fast pace of the game.
On February 18 2014 17:52 PandaCore wrote: I wonder why Titanfall received such a high rating, apparently ESRB Mature 17+ and USK18 in Germany.
Maybe they left out some effects in the beta, but I didn't really see much, if any blood and gore. Maybe you just don't notice it because of the fast pace of the game.
Try melee hit a pilot or grunt with your Titan.
Well then it's really a thing of just not noticing because of the pace. Done that quite a few times, but always just was straight off towards the next target. Can't even tell you what the animation looks like, since it's not as visual as ripping a pilot out of his titan (which is pretty tame).
On February 18 2014 17:52 PandaCore wrote: I wonder why Titanfall received such a high rating, apparently ESRB Mature 17+ and USK18 in Germany.
Maybe they left out some effects in the beta, but I didn't really see much, if any blood and gore. Maybe you just don't notice it because of the fast pace of the game.
Try melee hit a pilot or grunt with your Titan.
Well then it's really a thing of just not noticing because of the pace. Done that quite a few times, but always just was straight off towards the next target. Can't even tell you what the animation looks like, since it's not as visual as ripping a pilot out of his titan (which is pretty tame).
You would be surprised at the things that can occur. Especially when it comes to direct bullets from a Titan hitting a pilot. Let's just say that there is no body left, just a mist of blood. There is also the breaking of necks and all those moments where you think, ouch. I do think the pacing does play a role. At least for myself, there is not a lot of downtime so always a constant battle. So noticing smaller details tends to be quite difficult
titans have a huge advantage vs pilots dunno what you guys are talking about. the only advantage to pilots is maybe the ability to move between cap zones faster in hardpoint?.
On February 18 2014 21:12 Killcani wrote: titans have a huge advantage vs pilots dunno what you guys are talking about. the only advantage to pilots is maybe the ability to move between cap zones faster in hardpoint?.
Titans get easily outmanuvered by pilots, especially you can take on them from behind, and they are vulnerable to long range anti titan attacks. they can't deal with a well hidden Titan hunter.
Man I'm loving the titan combat. My current titan build is...
Rapid rockets Electric Smoke Slave Warheads Nuclear Ejection Survivor
Anyone else make the switch over to rapid rockets instead of the 40mm cannon? You lose some range but you can play so much more aggressive and squeeze in so much more damage each time you trade blows compared to the other weapons. I don't think I've lost a 1v1 since switching to this set up and even when I do eventually get warn down... boost in, fire my last salvo of warheads, smoke in their face, then eject! If they survive the blast they're usually worn down enough to finish off with my pilot anti titan weapon.
I'm surprised that anyone is complaining about Snipers here. I think In the five hours I've played of Titanfall I've been killed by a Sniper maybe three times. If anything I feel the Sniper Rifle is the weakest weapon in the entire game, and I'm including melee in that.
Then again I don't die much anyway. Either I'm really good at this or my opponents are really, REALLY bad right now because I routinely rack up K/D of 3:1 or 4:1 with typically more Titan kills than my total deaths too. The shotgun is absurd; I see zero reason to use any other weapon in all honesty. Its a brutal weapon, I rarely lose a 1v1 against another pilot. The only thing I've found to be a bit annoying myself is good smart pistol players because that can get really nasty really quickly if you don't put them down immediately and/or don't spot them in time.
If I had to compare this game to anything it'd be TF2 in all honesty. I'm getting flashbacks to playing Scout when I play Titanfall.
On February 18 2014 21:12 Killcani wrote: titans have a huge advantage vs pilots dunno what you guys are talking about. the only advantage to pilots is maybe the ability to move between cap zones faster in hardpoint?.
You got to rodeo them big boys. With the pilot speed and ability to wall run and jump you can easily out maneuver the titan and get into good position. I don't know exactly but I think the arc grenades will not allow them to use electric smoke which is the main worry when your on a titan. So right when you open the little door on his head just throw some arc grenades inside him and start blasting.
On February 18 2014 21:12 Killcani wrote: titans have a huge advantage vs pilots dunno what you guys are talking about. the only advantage to pilots is maybe the ability to move between cap zones faster in hardpoint?.
You got to rodeo them big boys. With the pilot speed and ability to wall run and jump you can easily out maneuver the titan and get into good position. I don't know exactly but I think the arc grenades will not allow them to use electric smoke which is the main worry when your on a titan. So right when you open the little door on his head just throw some arc grenades inside him and start blasting.
Or you can just jump off when he smokes, then jump back on as soon as its over and he'll be forced to exit the titan and fight you on foot. His vision will be obscured by his own smoke so it should be trivial to rodeo him the second time.
I played Hold Point a bit when I first started but got bored with it; I prefer the more dynamic chaos of just fighting everything. Guess I'll have to go back to it then and take another look because its just unfair on my opponents at this point to be honest. :-\
On February 18 2014 21:12 Killcani wrote: titans have a huge advantage vs pilots dunno what you guys are talking about. the only advantage to pilots is maybe the ability to move between cap zones faster in hardpoint?.
You got to rodeo them big boys. With the pilot speed and ability to wall run and jump you can easily out maneuver the titan and get into good position. I don't know exactly but I think the arc grenades will not allow them to use electric smoke which is the main worry when your on a titan. So right when you open the little door on his head just throw some arc grenades inside him and start blasting.
Or you can just jump off when he smokes, then jump back on as soon as its over and he'll be forced to exit the titan and fight you on foot. His vision will be obscured by his own smoke so it should be trivial to rodeo him the second time.
Yeah or if you have your titan ready to deploy, rodeo, when they stop to get out and kill you aim your deploy on top of their mech and it will kill the enemy titan and often the pilot too if they are still close.
Downloaded. Going to try this rumored Tutorial before dinner. Want to get my feet wet before jumping in.
Multiple people are worried about lack of content, so I'll say it again: more does not necessarily equate to better. Counter Strike is incredibly basic, but infinitely fun, amirite? Similar with the original Smash Bros., too. Players with the vision to improve the game on their own through the adequate tools Respawn gives them will keep players interested. The game has the foundation it needs to keep itself afloat; how high the new standard climbs is up to the community.
I tried the beta, it was alright I guess. My game kept doing a really annoying bug where my mouse kept trying to center in the middle of the screen so it was stopping me from consistently aiming left or right.
Some interesting stuff regarding the final release that was posted on Neogaf.com and on IGN.com :
Some maps will have hostile alien creature NPCs. Based on data mining it looks like 15 maps, though at least one might be part of the tutorial. The game modes they found were:
Team Deathmatch Capture the Titan Capture the Flag Hardpoint Attrition Uplink Last Titan Standing Exfiltration Elimination ATDM Campaign Multiplayer
Also has a list of different perks, weapons ect datamined.
For example the 3rd titan option besides electric smoke and vortex shield, is particle wall, which puts up a force field that you can shoot thru but absorbs enemy fire until it takes enough damage and is destroyed.
Active radar pulse will be the 3rd pilot option besides stim and cloak, which is one of the burn cards available in the beta that lets you see enemies thru walls while active.
On February 20 2014 03:30 Gorsameth wrote: meh feels like to many modes to me. Will just end up with half not having enough players.
It's not like they *have to* have enough players... the option is there, and if you're part of some Titanfall community/group, surely you should be able to organize good matches for whatever mode people like.
Whether or not pubbies play something is not a good metric as to how good that something really is, as far as I'm concerned. ^^
On February 18 2014 21:12 Killcani wrote: titans have a huge advantage vs pilots dunno what you guys are talking about. the only advantage to pilots is maybe the ability to move between cap zones faster in hardpoint?.
You got to rodeo them big boys. With the pilot speed and ability to wall run and jump you can easily out maneuver the titan and get into good position. I don't know exactly but I think the arc grenades will not allow them to use electric smoke which is the main worry when your on a titan. So right when you open the little door on his head just throw some arc grenades inside him and start blasting.
Or you can just jump off when he smokes, then jump back on as soon as its over and he'll be forced to exit the titan and fight you on foot. His vision will be obscured by his own smoke so it should be trivial to rodeo him the second time.
Yeah or if you have your titan ready to deploy, rodeo, when they stop to get out and kill you aim your deploy on top of their mech and it will kill the enemy titan and often the pilot too if they are still close.
This is one criticism I have about the game, the animations favors the ejecting pilot rather than the rodeo pilot which makes no sense. I would like to see more of a mind game rather than a straight up animation, like the cockpit opening or the titan itself going into the limp motion but the titan pilot stays in the titan itself to fake out the rodeo.
Right now though, it's easy as hell to eject, and just clown the rodeo pilot. Like the eject usually has first dibs on shooting the rodeo which is huge in this game, then if he/she can't locate they can just re-embark and be protected by the invincibility frames.
My titan is usually on autopilot-follow mode in Hardpoint, they're much bigger issue on Attrition, but essentially mediocre on Hardpoint since pilots can out parkour them with either cloak or stim since you really don't have to engage them.
Maybe, but it doesn't look like the opposing team was very good. Their entire team only scored a total of 5 pilot kills while your team had 37, and only one guy on your team died more than once.
Yeah, even stronger is the ability to start the match with a strider titan with that burn card. At least they go away at death and you can only have a max of 3 per match. So far I haven't had any use for the ones that let you switch out your primary gun.
On February 18 2014 21:12 Killcani wrote: titans have a huge advantage vs pilots dunno what you guys are talking about. the only advantage to pilots is maybe the ability to move between cap zones faster in hardpoint?.
You got to rodeo them big boys. With the pilot speed and ability to wall run and jump you can easily out maneuver the titan and get into good position. I don't know exactly but I think the arc grenades will not allow them to use electric smoke which is the main worry when your on a titan. So right when you open the little door on his head just throw some arc grenades inside him and start blasting.
Or you can just jump off when he smokes, then jump back on as soon as its over and he'll be forced to exit the titan and fight you on foot. His vision will be obscured by his own smoke so it should be trivial to rodeo him the second time.
Yeah or if you have your titan ready to deploy, rodeo, when they stop to get out and kill you aim your deploy on top of their mech and it will kill the enemy titan and often the pilot too if they are still close.
This is one criticism I have about the game, the animations favors the ejecting pilot rather than the rodeo pilot which makes no sense. I would like to see more of a mind game rather than a straight up animation, like the cockpit opening or the titan itself going into the limp motion but the titan pilot stays in the titan itself to fake out the rodeo.
Right now though, it's easy as hell to eject, and just clown the rodeo pilot. Like the eject usually has first dibs on shooting the rodeo which is huge in this game, then if he/she can't locate they can just re-embark and be protected by the invincibility frames.
My titan is usually on autopilot-follow mode in Hardpoint, they're much bigger issue on Attrition, but essentially mediocre on Hardpoint since pilots can out parkour them with either cloak or stim since you really don't have to engage them.
Yeah, I'm wondering if it's just that we're missing something when we're rodeoing - a noise or something. Usually I jump off after opening the hatch because I think people are smart enough now to eject.
Biggest tell is the fact that the Titan your on stops moving. Tho its true that a way to see someone exists in the same way they are warned your on top of them would be nice.
On February 20 2014 06:08 karazax wrote: Yeah, even stronger is the ability to start the match with a strider titan with that burn card. At least they go away at death and you can only have a max of 3 per match. So far I haven't had any use for the ones that let you switch out your primary gun.
Then you are missing out. On hardpoint, it can mean the difference between taking the B point and being outspawned/positioned. On attrition, it will net you an easy 10 points for your team usually, especially with the shotty. The more I test that gun's range the more I am surprised; it's like maybe now its too far, just kidding.
Edit:
Like my original point about exits versus rodeos is that is a very static match up once you learn it, aka very flow chart-y. You do this if this, or that if that. Maybe they could add some kind of directional exits seeing how you can enter multiple ways already so it's a little more dynamic.
The other thing is that autopilot after you exit comes up too quickly. I have died more to the auto-Titan punching or shooting me than the pilot.
On February 18 2014 21:12 Killcani wrote: titans have a huge advantage vs pilots dunno what you guys are talking about. the only advantage to pilots is maybe the ability to move between cap zones faster in hardpoint?.
You got to rodeo them big boys. With the pilot speed and ability to wall run and jump you can easily out maneuver the titan and get into good position. I don't know exactly but I think the arc grenades will not allow them to use electric smoke which is the main worry when your on a titan. So right when you open the little door on his head just throw some arc grenades inside him and start blasting.
Or you can just jump off when he smokes, then jump back on as soon as its over and he'll be forced to exit the titan and fight you on foot. His vision will be obscured by his own smoke so it should be trivial to rodeo him the second time.
Yeah or if you have your titan ready to deploy, rodeo, when they stop to get out and kill you aim your deploy on top of their mech and it will kill the enemy titan and often the pilot too if they are still close.
This is one criticism I have about the game, the animations favors the ejecting pilot rather than the rodeo pilot which makes no sense. I would like to see more of a mind game rather than a straight up animation, like the cockpit opening or the titan itself going into the limp motion but the titan pilot stays in the titan itself to fake out the rodeo.
Right now though, it's easy as hell to eject, and just clown the rodeo pilot. Like the eject usually has first dibs on shooting the rodeo which is huge in this game, then if he/she can't locate they can just re-embark and be protected by the invincibility frames.
My titan is usually on autopilot-follow mode in Hardpoint, they're much bigger issue on Attrition, but essentially mediocre on Hardpoint since pilots can out parkour them with either cloak or stim since you really don't have to engage them.
Yeah, I'm wondering if it's just that we're missing something when we're rodeoing - a noise or something. Usually I jump off after opening the hatch because I think people are smart enough now to eject.
Actually the game does tell you, the titan stops and its head tilts slightly forward as well as a small sound plays when they get out. The signs are there, just subtle so you have to practice a bit to know.
On February 20 2014 06:08 karazax wrote: Yeah, even stronger is the ability to start the match with a strider titan with that burn card. At least they go away at death and you can only have a max of 3 per match. So far I haven't had any use for the ones that let you switch out your primary gun.
Then you are missing out. On hardpoint, it can mean the difference between taking the B point and being outspawned/positioned. On attrition, it will net you an easy 10 points for your team usually, especially with the shotty. The more I test that gun's range the more I am surprised; it's like maybe now its too far, just kidding.
Edit:
Like my original point about exits versus rodeos is that is a very static match up once you learn it, aka very flow chart-y. You do this if this, or that if that. Maybe they could add some kind of directional exits seeing how you can enter multiple ways already so it's a little more dynamic.
The other thing is that autopilot after you exit comes up too quickly. I have died more to the auto-Titan punching or shooting me than the pilot.
How does switching your primary gun with a different one from the burn cards effect taking points or being outspawned? If I want to use a shotgun, I will just pick shotgun, likewise with any of the other guns, I don't need a burn card to do that. Maybe I am missing something?
If I am going to rodeo an opposing titan, ideally my titan is on call for deployment so I can just drop it on the enemy mech when they stop to dismount instantly destroying theirs regardless of health, and often killing the enemy pilot. If that is not an option, I always cloak and jump off when they stop to dismount, and generally can either catch them, or run away for a few seconds and then rodeo again when they go back inside. It's only a big problem for me when there are other enemy players in the area too, though smart pistol certainly helps for tracking where they are if you get disoriented jumping off.
On February 20 2014 06:54 karazax wrote: How does switching your primary gun with a different one from the burn cards effect taking points or being outspawned? If I want to use a shotgun, I will just pick shotgun, likewise with any of the other guns, I don't need a burn card to do that. Maybe I am missing something?
I don't know exactly what he is talking about, but all the weapon burn cards give you a buffed version of the gun. The snipers even gain special abilities (explosive rounds and xray vision)
Played for a couple of hours now, love the game. The bots seem incredibly dumb/useless/pointless though. Do they serve any purpose besides giving you 20 xp?^^
If you don't die at point B or their gimme point (like A/C) then you have free reign to flank. If you die at B or A/C you are now back at your A/C and then you are stuck fighting your way back and if you die again, then you are so screwed in terms of positional set up.
They know where you are probably spawning or at least general location/direction and your teams push is now down a person. That first burn card costs you nothing, because if you die, you can still use your titan build card with very little loss,
On February 20 2014 07:02 KadaverBB wrote: Played for a couple of hours now, love the game. The bots seem incredibly dumb/useless/pointless though. Do they serve any purpose besides giving you 20 xp?^^
You get your titan quicker for killing them. Achieves too, unlocks as well.
On February 20 2014 07:02 KadaverBB wrote: Played for a couple of hours now, love the game. The bots seem incredibly dumb/useless/pointless though. Do they serve any purpose besides giving you 20 xp?^^
Outside of xp/attrition points/faster titan there main goal is to feel the map because it would feel very empty without them and only 6 pilots (the maps are sized for 6 titans so they are a bit large for 6 pilots on foot).
I like the game a lot but im not sure im willing to spend full price for it to be fair. Might wait to see if it gos on sale some time soonish, and ofc see if we get the must buy mappack stuff ><
Haven't even played the last 2 days, but still looking forward to release day. I just didn't want to fatigue myself and since I've reached beta max level anyways, there wasn't much to do, apart from just playing for enjoyment... and I'd rather do that when the full version is there
On February 20 2014 21:35 Gorsameth wrote: I like the game a lot but im not sure im willing to spend full price for it to be fair. Might wait to see if it gos on sale some time soonish, and ofc see if we get the must buy mappack stuff ><
• PILOT HUNTER Kill the enemy team’s Pilots to reach the score limit and win—one point is awarded for each Pilot killed. Although killing Grunts and Spectres in this mode will not earn points towards your team’s score, doing so will still give you build time reductions on your replacement Titans and Titan Core Ability.
• TURRETS See here Heavy turrets are designed for killing everything—including Titans. When used out in the field, they are often braced into position in urban environments atop buildings, and have a considerable range of motion and excellent target tracking systems. Multiple Titans are usually required to disable a single heavy turret by focusing their fire on it. They operate autonomously and, in most cases, can be “flipped” (to fight for the other team) when a nearby console is compromised, often with a Data Knife.
• GENERATIONS Thanks to RazorUK we basically know a ton about Generations already, I'll spare the details. But I was given this screenshot of what "Regenerating" actually looks like.
• ZIPLINES See here Ziplines travel both ways, up and down. They're especially helpful in CTF matches and escaping areas quickly. You can attach to it from either end or even while in midair (assuming you're close enough.) You hold the reload button to latch on and ride.
Pilot Hunter will be received very well by the community. Gaining Attrition points by killing minions is not popular.
Burn the Generations. Just like Prestiging. Unless there's some objectively better quality about it, I don't see the point. Special icons? Never interested me, definitely not at the cost of resetting my unlocks.
apparently PC version can be pre-loaded now. Still deciding where I am going to buy it from though. $43 sounds good, but I don't know if Direct2play is any more legit than cdkeyhouse.com I've used greenmangaming.com, but it seems their normal discount codes don't work on titanfall.
just in case some of you missed it, titanfall will have paid and free dlc and season pass right now you can pre order the digital deluxe version of titan fall which gives a discount of 90% (total of $80 or $79.99)
at the moment, the season pass only contains maps and some other things. I am suspecting they will add skins and more weapon mods etc but with that pricing for the pass, I doubt it will be a whole new titan or class.
So 10% discount is what you're saying? O_o I'm confused.
I don't think they'd add more Titans or classes for money because their emphasis is on gameplay being fun for everyone. Paid-for cosmetic stuffs can be implemented, sure, but Respawn probably wants to keep the game as fair as possible for everybody that buys the base game, even if they opt out of the ensuing DLC.
Yea 10% off. I personally think it would be way better if they were to announce an expansion pack and just forget about dlc. We could have gotten more titans and new class or new mode etc.
So I went ahead and ordered for direct2play.com via paypal, just in case something went wrong, and I got my CD key and I'm pre-loading it on origins now. Ordered last night around 10 pm and got the key this morning. So everything appears to be legit there, and $45 seems fair, though it looks like it went up to $48 since last night. Looks like they are selling the season pass for $15.99 too, though I will hold off until I play the game some.
On March 08 2014 11:53 karazax wrote: apparently PC version can be pre-loaded now. Still deciding where I am going to buy it from though. $43 sounds good, but I don't know if Direct2play is any more legit than cdkeyhouse.com I've used greenmangaming.com, but it seems their normal discount codes don't work on titanfall.
They sent me a key earlier today and I just used it, no problems, game is pre-loaded.
Also highly recommended to pre-load it, cause audio decompressing took me 30 minutes after download.
PC Minimum Requirements: OS: Windows Vista SP2 64-bit / Windows 7 SP1 64-bit / Windows 8 64-bit CPU: AMD Athlon X2 2.8GHz / Intel Core 2 Duo 2.4GHz RAM: At least 4 GB HARD DRIVE: At least 50 GB of free space VIDEO: AMD Radeon HD 4770 with 512MB RAM or better / Nvidia GeForce 8800GT with 512MB RAM or better DirectX: DirectX 11 INPUT: Keyboard and mouse, Microsoft Gamepad ONLINE CONNECTION REQUIREMENTS: 512kbps down and 384kbps up or faster Internet connection
On March 08 2014 11:53 karazax wrote: apparently PC version can be pre-loaded now. Still deciding where I am going to buy it from though. $43 sounds good, but I don't know if Direct2play is any more legit than cdkeyhouse.com I've used greenmangaming.com, but it seems their normal discount codes don't work on titanfall.
They sent me a key earlier today and I just used it, no problems, game is pre-loaded.
Also highly recommended to pre-load it, cause audio decompressing took me 30 minutes after download.
That's because they decided that 35 gigs of uncompressed audio would go great with the game.
So I've been playing this game all day today. And yep, it's worth every penny. Keep in mind this is coming from a guy who isn't that good at FPS type games,
well i lost control of myself and bought it. Damn it, I got diablo 3 ros to play, i got starcraft and my job is starting soon and i gotta keep my GF happy since we are having long distance relationship. that plus the class i take on weekends, oh god lol
On March 08 2014 11:53 karazax wrote: apparently PC version can be pre-loaded now. Still deciding where I am going to buy it from though. $43 sounds good, but I don't know if Direct2play is any more legit than cdkeyhouse.com I've used greenmangaming.com, but it seems their normal discount codes don't work on titanfall.
They sent me a key earlier today and I just used it, no problems, game is pre-loaded.
Also highly recommended to pre-load it, cause audio decompressing took me 30 minutes after download.
That's because they decided that 35 gigs of uncompressed audio would go great with the game.
Unless I am missing something here, it decompressed the audio during installation?
On March 10 2014 19:58 ETisME wrote: well i lost control of myself and bought it. Damn it, I got diablo 3 ros to play, i got starcraft and my job is starting soon and i gotta keep my GF happy since we are having long distance relationship. that plus the class i take on weekends, oh god lol
I've made impulsive decisions like that, lol.... Don't sweat it. It'll still be there when you're free again.
On March 10 2014 19:58 ETisME wrote: well i lost control of myself and bought it. Damn it, I got diablo 3 ros to play, i got starcraft and my job is starting soon and i gotta keep my GF happy since we are having long distance relationship. that plus the class i take on weekends, oh god lol
Just don't sleep. Easy. Don't sleep for a couple of weeks. Assuming you work/go to classes/study approximately 8 hours a day, spend 8 hours commuting, eating, groceries, hygiene, girlfriend and stuff like that, that would still leave you with another 8 hours for your gaming needs you'd normally waste on sleeping. Problem solved!
The zipline is amazing, it makes the movement around the map goes even beyond what I experienced in beta. I love it so much. I had one kill which was using the zip line to get on top of titan and shoot it down
I am a bit sad there is only 3 types of titan, i really would love to have more customisation on the look for them as well. hopefully the weapon, core picks would be enough to make each titan experience unique.
Server is surprisingly very stable. My very first game experienced a BIG lag but it didn't happen again for my latter matches.
Some maps feel extremely challenging. you basically spawn right next to each other, and there is very little room for you to regain ground once you lose the control over that area.
Another problem I have with it is that on some particular maps, there are neutral robots. It is extremely confusing at some points because they look just like those "stronger" bot.
No offline mode.
Game length is too short imo, like I complained earlier on the beta. Each round lasts around 10 - 15 mins? In between match there is a relatively long period of waiting, I think right now it is 90 seconds?
I don't see the point of the campaign mode, it is same as any other multiplayer mode and you play against other humans.
This Game is just bad. I played 3 Games in the Beta and the Game is just bad. The Maps are too small, the 6v6 is a joke and the Gunplay is Console Spray'N'Pray with no Recoil at all. Not to mention the ridiculous Auto-Aim Pistol.
And the fucking stupid Retardo-AI is the worst I have ever seen in any Game. The AI is clearly only there to give the worst of the worst Console-Casuals a chance to get some Pts to get into their Titan.
I have not played a Call of Duty since CoD4, so I guess its how Call of Duty is nowadays and that it what the Call of Duty Kiddies want.
And well the Graphics are terrible too, even Maxed out. At least it runs wiht 100fps on nearly every PC, but it also looks like that.
Titanfall feels 100% like a Console-Game. No Dedicated Servers, no Serverbrowser, no Chat - just a "PLAY" Button...
BF4 is the only Shooter I play atm and well it feels superior in every way. More weapons, more maps, bigger, better and the weapons feel way better and more different.
On March 11 2014 03:06 ManniBender wrote: This Game is just bad. I played 3 Games in the Beta and the Game is just bad. The Maps are too small, the 6v6 is a joke and the Gunplay is Console Spray'N'Pray with no Recoil at all. Not to mention the ridiculous Auto-Aim Pistol.
And the fucking stupid Retardo-AI is the worst I have ever seen in any Game. The AI is clearly only there to give the worst of the worst Console-Casuals a chance to get some Pts to get into their Titan.
I have not played a Call of Duty since CoD4, so I guess its how Call of Duty is nowadays and that it what the Call of Duty Kiddies want.
And well the Graphics are terrible too, even Maxed out. At least it runs wiht 100fps on nearly every PC, but it also looks like that.
Titanfall feels 100% like a Console-Game. No Dedicated Servers, no Serverbrowser, no Chat - just a "PLAY" Button...
BF4 is the only Shooter I play atm and well it feels superior in every way. More weapons, more maps, bigger, better and the weapons feel way better and more different.
The AI is there because they want to make the fights not appear small. See, if you took a game like this and made it 16v16 or 32v32, all you'd have is a bunch of mechs fighting eachother by the halfway point, just like Hawken and other some such games (which is fine, but the problem then would be that Hawken already exists, making this game irrelevant). Because obviously even if playing infantry is reasonable and not too hard against mechs, almost everyone would still get their mechs as soon and as often as possible.
So they added in the AI to try to make it more enjoyable for both types of players, infantrymen will have more enemies to shoot at and will feel that they're part of a bigger war, and mechs will never outnumber infantry, as they otherwise would. Also I'm fairly sure the AI is there to act as a DotA-esque mechanic for the attrition gamemode where you gain victory points by slaughtering them. So it's not a game all about shooting the other guy in the face.
http://m.youtube.com/watch?v=9LIVG_6IzD0&feature=youtu.be made a video showing basic jumps on all the maps. So far the game is fun but it still feels like cod where there are a million cheap ways to get a kill. I feel bad for all the lvl 1 players that will get destroyed by players with op burn cards and ordinances lol
On March 11 2014 04:17 sulit wrote: http://m.youtube.com/watch?v=9LIVG_6IzD0&feature=youtu.be made a video showing basic jumps on all the maps. So far the game is fun but it still feels like cod where there are a million cheap ways to get a kill. I feel bad for all the lvl 1 players that will get destroyed by players with op burn cards and ordinances lol
The burn cards don't seem to make it that much easier to kill enemies. They're nice bonuses, but they don't make you unstoppable.
So apparently Titanfall, as an XBONE exclusive (aside from PC), isn't even optimized to run at 1080p on the XBONE. Wtf? Why the hell would Microsoft release a console that is so grossly underpowered?
I saw that too. Personally, I'm not worried. If the worst thing about the performance of this title is it's limited to 720p instead of 1080p, on consoles, then the game should still be massively fun to play.
On March 11 2014 06:10 xDaunt wrote: So apparently Titanfall, as an XBONE exclusive (aside from PC), isn't even optimized to run at 1080p on the XBONE. Wtf? Why the hell would Microsoft release a console that is so grossly underpowered?
Because, as most people pointed out long before the new generations of consoles came out that both the ps4 and xbone would still have issues doing 1080p 60fps in most games. This was well known. It'll be a long while before we get a majority of games to run 1080 60fps on consoles. Expect a lot of 900 res games.
On March 11 2014 06:10 xDaunt wrote: So apparently Titanfall, as an XBONE exclusive (aside from PC), isn't even optimized to run at 1080p on the XBONE. Wtf? Why the hell would Microsoft release a console that is so grossly underpowered?
so they don't release later then competition. Last generation showed it was a bad idea. The only thing I don't like about Titanfall is that I find it so painfull to cycle through so many high tech mechs within a few Minutes. Even if they are mass produced, the land you are fighting for can't be worth that much. But on the other hand it is a way to explain the short duration of the fights.
Resolution only matters if the effects and textures back it up. Personally, I would rather have a high frame rate with a slightly lower resolution on a huge TV. The difference between 720p and 1080p is only notable when I am at my PC.
At the end of the day, some people live to freak out about resolutions. It was like when twitch switched to low, medium and high, rather than resolutions and people freaked out. Even though if you pump out 1080p of anything at a shit bit rate, it still looks like 1080p shit.
On March 11 2014 13:20 KillerSOS wrote: I'm getting a ton of visual jitters when I move the camera left and right... any ideas? My computer isn't the issue.
On March 11 2014 13:20 KillerSOS wrote: I'm getting a ton of visual jitters when I move the camera left and right... any ideas? My computer isn't the issue.
On March 11 2014 13:20 KillerSOS wrote: I'm getting a ton of visual jitters when I move the camera left and right... any ideas? My computer isn't the issue.
I had that in the beta, disabling Vsync fixed it for me. Same for one of my friends.
On March 11 2014 13:54 imJealous wrote: I think if you go to edit profile you can change your origin display name as much as you want? At least that's what one of my friends told me
Confirmed. Go to your profile page and click "Edit my Profile." Hit "Edit" just above your handle. You may have to answer your security questions, but it should allow you to change your name once your done.
Read that at least one individual is having trouble just launching the game. This is precisely why I didn't preorder it, and why I asked Respawn if the game would be optimized for consoles over PC rather than all platforms. :-\
This game looks so bad. Ive been watching a live stream game play for about 2.5 hours (plus beta footage) and I am surprised many here like this. It takes no skill to kill someone, and combine that with cloaking makes killing people (or getting killed) an even bigger joke. Its simply too damn easy to get killed, its almost instantaneous. CoD with parkour. No skill, no recoil, postage stamp sized maps, ai bots, no campaign, EA made... no thanks.
On March 11 2014 14:54 DyEnasTy wrote: This game looks so bad. Ive been watching a live stream game play for about 2.5 hours (plus beta footage) and I am surprised many here like this. It takes no skill to kill someone, and combine that with cloaking makes killing people (or getting killed) an even bigger joke. Its simply too damn easy to get killed, its almost instantaneous. CoD with parkour. No skill, no recoil, postage stamp sized maps, ai bots, no campaign, EA made... no thanks.
Just a quick question, have you played the game? Just seems like your "complaints" are not really based on anything beyond that of hating on something you personally do not enjoy. Is the game perfect? Absolutely not; it has many flaws and there are many aspects that should be worked on. But at the end of the day, this game is straightforward as to what it delivers.
The game is fast paced which means there will be plenty of deaths. But there is an element of teamwork and excitement to the game. When you play with friends (which I think is the best way to play the game), it adds a new level to the gameplay. I too was worried about the AI until I played early on in the games development. They are essentially creeps from DotA. One nice thing about them is that it makes the match feel like something is always going on, not a ton of downtime.
There is a campaign but it is online. Which in all honesty, I think is just fine. One thing I hate about games nowaday is that they seem to force different modes just because it is the norm. If the game is focused on multiplayer, than that is just fine. No need to dish out a lackluster "campaign" just to appease some people. Rather have a game focus on what is important.
As for the rest that you said, it being EA (as one of the reasons mentioned) just cries bias and is unnecessary. If this sort of game is not your type, fine. But as a gamer, should try to be more objective as to why people play or at least try to understand the game.
I feel exactly the same. The movement is nice, but the rest of the game is complete bullshit. How can people find this fun? Its way to easy and simple. If I compare the Game to BF I can only laugh about it. But Console-Casuals don't know it better I guess.
On March 11 2014 17:55 ManniBender wrote: I feel exactly the same. The movement is nice, but the rest of the game is complete bullshit. How can people find this fun? Its way to easy and simple. If I compare the Game to BF I can only laugh about it. But Console-Casuals don't know it better I guess.
How can you find BF4/CoD fun? People have different taste, get over it and your console-casuals comment was retarded for so many reasons.
On March 11 2014 17:55 ManniBender wrote: I feel exactly the same. The movement is nice, but the rest of the game is complete bullshit. How can people find this fun? Its way to easy and simple. If I compare the Game to BF I can only laugh about it. But Console-Casuals don't know it better I guess.
Well you are probably slightly different from the other millions of ppl.
On March 11 2014 14:54 DyEnasTy wrote: This game looks so bad. Ive been watching a live stream game play for about 2.5 hours (plus beta footage) and I am surprised many here like this. It takes no skill to kill someone, and combine that with cloaking makes killing people (or getting killed) an even bigger joke. Its simply too damn easy to get killed, its almost instantaneous. CoD with parkour. No skill, no recoil, postage stamp sized maps, ai bots, no campaign, EA made... no thanks.
Oh another video stream reviewer, cool. I thought TL should be better than metacritic.
On March 11 2014 17:55 ManniBender wrote: I feel exactly the same. The movement is nice, but the rest of the game is complete bullshit. How can people find this fun? Its way to easy and simple. If I compare the Game to BF I can only laugh about it. But Console-Casuals don't know it better I guess.
Well you are probably slightly different from the other millions of ppl.
On March 11 2014 14:54 DyEnasTy wrote: This game looks so bad. Ive been watching a live stream game play for about 2.5 hours (plus beta footage) and I am surprised many here like this. It takes no skill to kill someone, and combine that with cloaking makes killing people (or getting killed) an even bigger joke. Its simply too damn easy to get killed, its almost instantaneous. CoD with parkour. No skill, no recoil, postage stamp sized maps, ai bots, no campaign, EA made... no thanks.
Oh another video stream reviewer, cool. I thought TL should be better than metacritic.
Have to agree here--I was under the impression that people on TL had the ability to discuss something without resorting to well... the bit you quoted. I do believe ManniBender was absolutely spot on as to illustrate a problem with certain people (most likely not even aware as to what was mentioned). "How can people find this fun?"
This question, similar to that of "I can't believe people like this game" are essentially the same. By virtue of asking such questions, they are opening admitting to the fact that they do not understand, period. Whether or not someone likes the game is another topic. But when one lacks the understanding of why people enjoy it, that is the issue.
Like I mentioned before, I have issues with the game. I still think it should not have cost $59.99 but that is a personal matter (disregarding the forumulae of cost versus benefits and potential revenue). I still dislike the Chuck Norrus-kick (instant kill), but I also see a lot of good with the game. Each game has its pros and cons and I think if someone thinks of themselves as a gamer, they ought to be willing to drop potential bias and think more in depth (although that is most likely asking way too much of people).
On March 11 2014 17:55 ManniBender wrote: I feel exactly the same. The movement is nice, but the rest of the game is complete bullshit. How can people find this fun? Its way to easy and simple. If I compare the Game to BF I can only laugh about it. But Console-Casuals don't know it better I guess.
How can you find BF4/CoD fun? People have different taste, get over it and your console-casuals comment was retarded for so many reasons.
I have not played a Call of Duty since Call of Duty 4! I would not even play it for free...
On March 11 2014 17:55 ManniBender wrote: I feel exactly the same. The movement is nice, but the rest of the game is complete bullshit. How can people find this fun? Its way to easy and simple. If I compare the Game to BF I can only laugh about it. But Console-Casuals don't know it better I guess.
Well you are probably slightly different from the other millions of ppl.
On March 11 2014 14:54 DyEnasTy wrote: This game looks so bad. Ive been watching a live stream game play for about 2.5 hours (plus beta footage) and I am surprised many here like this. It takes no skill to kill someone, and combine that with cloaking makes killing people (or getting killed) an even bigger joke. Its simply too damn easy to get killed, its almost instantaneous. CoD with parkour. No skill, no recoil, postage stamp sized maps, ai bots, no campaign, EA made... no thanks.
Oh another video stream reviewer, cool. I thought TL should be better than metacritic.
I wish people reviewed other stuff like that. Like if people reviewed sports from watching them on TV:
"Just watched to hours of golf and why do people play this shit. It takes no skill and they can just slam the ball in any direction and they will get to the hole in some time. There is no team work and the bats they use look stupid. Also, it's a game for casuals, because you don't even have to carry your clubs and can get a cart to carry you. So dumb and I don't get what all the hype is about."
It's hilarious how every single thing you do is an achievement. Like you kill a bot and the screen blows up with shit like, "CHALLENGE COMPLETE!!111". Then the next time you kill a bot you kill him with a headshot instead and the screen blows up again, "CHALLENGE COMPLETE!!111". Just because what you did actually wasn't cool or skilled at all but you paid $60 for the game so they want to make even the most dumpster of the dumpsters feel good about it. They also make you feel like you can always contribute in something like attrition where you can just run around and kill bots and get attrition points for your team. I guess this isn't necessarily a bad thing but it is quite funny. Let's not even begin on the aiming system and weapon recoil, and how you don't even fucking have HEALTH (Counter-Strike anyone?).
I enjoy playing the game but it is probably the LEAST competitive thing I have ever experienced, and honestly I'm already getting bored as fuck. I will probably be putting it down within a week to go back to more competitive games in which dedication to improvement and extreme levels of teamwork are more readily awarded. And not with a large message in capitals in the middle of my screen, mind you.
Don't get me wrong, I knew to expect a casual experience but this is an entirely different level. Winning or losing doesn't even feel like winning or losing. It doesn't fucking matter what happens. You play your ten minute match and then just queue again.
My biggest problem with Titanfall is that the Time To Kill is completely ridiculous and it turned out to be a deal breaker for me, coming from arena/twitch shooters. And you can't blame it on that it's 'fast paced'. You can have a fast paced game (Q, UT) without people getting killed in half a second. But to my understanding Battlefield and Call of Duty is the same so I guess people like it.
On March 11 2014 03:06 ManniBender wrote: This Game is just bad. I played 3 Games in the Beta and the Game is just bad. The Maps are too small, the 6v6 is a joke and the Gunplay is Console Spray'N'Pray with no Recoil at all. Not to mention the ridiculous Auto-Aim Pistol.
And the fucking stupid Retardo-AI is the worst I have ever seen in any Game. The AI is clearly only there to give the worst of the worst Console-Casuals a chance to get some Pts to get into their Titan.
I have not played a Call of Duty since CoD4, so I guess its how Call of Duty is nowadays and that it what the Call of Duty Kiddies want.
And well the Graphics are terrible too, even Maxed out. At least it runs wiht 100fps on nearly every PC, but it also looks like that.
Titanfall feels 100% like a Console-Game. No Dedicated Servers, no Serverbrowser, no Chat - just a "PLAY" Button...
BF4 is the only Shooter I play atm and well it feels superior in every way. More weapons, more maps, bigger, better and the weapons feel way better and more different.
The AI is there because they want to make the fights not appear small. See, if you took a game like this and made it 16v16 or 32v32, all you'd have is a bunch of mechs fighting eachother by the halfway point, just like Hawken and other some such games (which is fine, but the problem then would be that Hawken already exists, making this game irrelevant). Because obviously even if playing infantry is reasonable and not too hard against mechs, almost everyone would still get their mechs as soon and as often as possible.
So they added in the AI to try to make it more enjoyable for both types of players, infantrymen will have more enemies to shoot at and will feel that they're part of a bigger war, and mechs will never outnumber infantry, as they otherwise would. Also I'm fairly sure the AI is there to act as a DotA-esque mechanic for the attrition gamemode where you gain victory points by slaughtering them. So it's not a game all about shooting the other guy in the face.
Can't comment on anything else.
even then its just a design choice many dont agree with. including me. was really interested when it got announced. and as i learned more and more about the game my interest disappeared. i expected a new take on a bf2142 meets CoD or whatever. not smallscale stuff with bots running around.
and i think many thought titanfall would be more then just another "go play that deathmatch for 1-6 month then throw away" console shooter.
On March 11 2014 17:55 ManniBender wrote: I feel exactly the same. The movement is nice, but the rest of the game is complete bullshit. How can people find this fun? Its way to easy and simple. If I compare the Game to BF I can only laugh about it. But Console-Casuals don't know it better I guess.
How can you find BF4/CoD fun? People have different taste, get over it and your console-casuals comment was retarded for so many reasons.
Yeah honestly I didn't want to rip into ManniBender at first, especially since I've been ripping into other posters recently for much the same reason (although not regarding Titanfall) so here's a simple question: why do you keep perusing and posting in this thread if you don't like this game? Do you have nothing better to do than try to piss off people who like a different game? Do you want to cause a BF vs CoD flamewar? Do you want to bait me into telling you that Battlefield is a piece of shit game compared to Quake, Unreal Tournament, QWTF/TFC and Painkiller? That in my eyes you're every bit as much of a console-casual / modern shooter casual as you make others out to be? Is that what you want to happen?
I'd rather you just went on your way and let other people enjoy other games, instead of coming here and trying to start shit. It's ok to voice an opinion, hell I'd say the more viewpoints we have in this thread the better it will be for consumers when it comes to making an informed decision in terms of buying or not buying this game, but when all you're doing is berating a game over and over while rehashing your previous posts and contributing nothing new, and also berating the people who like it (especially when you consider superior a game that's not much different in most respects) then there's a problem...
Take a chill pill ManniBender, go out, have some fresh air, close the door, don't come back in.
The game is pretty fun. I've played 4 hours now, I didn't play any beta. I wish the bots mattered in modes that aren't attrition. If they aren't going to add anything why have them at all. The insta-flying-ninja-kick is a joke. The fact that it locks on is a joke, obviously meant to please console players. You can't chose what map you want to play on, but map doesn't feel like it matters a lot to the core gameplay like it does in something like Counterstrike. There were only a few times I wandered around literally unable to find another enemy player to kill. 6v6 sounds bad but you usually find people pretty quickly. Constant action is bad, gets stale really quickly. Even 10-15 seconds of running and jumping around, getting to a better position, helps keep it varied. Still, I think it could easily be increased to 8v8 with these maps.
Titans control exactly the same as infantry except you dash instead of jump. I like it but if you want to experience a Mech simulator I'd suggest Mechwarrior Online. It definitely helps break up the pace of the game, feels like there's an early>mid>end game. I think maps/games end a little too quickly, especially for the few I tried on attrition. CTF/CTP felt like the longest, but I'm guessing average is 10-15 mins? Maybe I'm too used to CS, but when you bounce back to lobby and have to wait 90 (ninety) seconds to get into the next game, it feels off.
Is it worth $60? Probably not, but I paid much less than that for it, and I'm enjoying it for what it is. Solid fast paced shooter with some interesting mechanics. (Titans and Parkour basically) 7/10
It's COD4 with parkour and Armored Core. I enjoy the fast gameplay, and for people who say you die too fast - well unless it's a shotgun, time to kill feels about the same as Battlefield 4 to me. So either I'm killing too slow (not likely) or BF4 was pretty quick too.
Also - I feel that complaints are silly at such an early stage of the game. Some of the most entertaining moments was when I was dueling someone and either that player or I would use the jump packs and wallruns to perform fantastic evasive manuevers. That, and the use of boost with the environment with the mechs make for some tactical gameplay - especially with teammates. Of course everyone right now is just gonna be running everywhere at full speed like it's COD4. Given a few weeks, I expect a different and more entertaining/difficult type of gameplay using the wallrun and jumppacks to come out.
On March 11 2014 03:06 ManniBender wrote: This Game is just bad. I played 3 Games in the Beta and the Game is just bad. The Maps are too small, the 6v6 is a joke and the Gunplay is Console Spray'N'Pray with no Recoil at all. Not to mention the ridiculous Auto-Aim Pistol.
And the fucking stupid Retardo-AI is the worst I have ever seen in any Game. The AI is clearly only there to give the worst of the worst Console-Casuals a chance to get some Pts to get into their Titan.
I have not played a Call of Duty since CoD4, so I guess its how Call of Duty is nowadays and that it what the Call of Duty Kiddies want.
And well the Graphics are terrible too, even Maxed out. At least it runs wiht 100fps on nearly every PC, but it also looks like that.
Titanfall feels 100% like a Console-Game. No Dedicated Servers, no Serverbrowser, no Chat - just a "PLAY" Button...
BF4 is the only Shooter I play atm and well it feels superior in every way. More weapons, more maps, bigger, better and the weapons feel way better and more different.
The AI is there because they want to make the fights not appear small. See, if you took a game like this and made it 16v16 or 32v32, all you'd have is a bunch of mechs fighting eachother by the halfway point, just like Hawken and other some such games (which is fine, but the problem then would be that Hawken already exists, making this game irrelevant). Because obviously even if playing infantry is reasonable and not too hard against mechs, almost everyone would still get their mechs as soon and as often as possible.
So they added in the AI to try to make it more enjoyable for both types of players, infantrymen will have more enemies to shoot at and will feel that they're part of a bigger war, and mechs will never outnumber infantry, as they otherwise would. Also I'm fairly sure the AI is there to act as a DotA-esque mechanic for the attrition gamemode where you gain victory points by slaughtering them. So it's not a game all about shooting the other guy in the face.
Can't comment on anything else.
even then its just a design choice many dont agree with. including me. was really interested when it got announced. and as i learned more and more about the game my interest disappeared. i expected a new take on a bf2142 meets CoD or whatever. not smallscale stuff with bots running around.
and i think many thought titanfall would be more then just another "go play that deathmatch for 1-6 month then throw away" console shooter.
The problem is that in BF2142, the mechs were available on base in limited amounts - no different than tanks/choppers in BF4, BF3, BF:BC, etc. Here, we're calling down individual mechs for each player. I would be happy if it was more than 6 people, but I imagine more than 12 would be a bit crazy as the maps would need to be huge to accommodate that many mechs.
A lot of the complaints the past few pages feels a lot like what someone says the first few games of DotA or League, which means formed based on little knowledge and barely any experiance playing the game.
First of all comments about bots I have seen so far that are anything other than "is this a good mechanic to reduce titan cooldown and gain mapcontrol?" have been stupid in my eyes.
Comments like "bots make everyone feel like a winner" is like saying "creeps in DotA makes everyone look like a pro, he killed over a 100 of those dudes!"
I personally think the spectres could use a buff making it more relevant to hack them but other than that I find ai working well as a mechanic.
As for rounds ending too fast this is something I heard complaints about in the beta as well and back then it turned out to not be a problem with the game as much as specific game modes like attrition (aka deathmatch), I played almost exclusively hardpoint which felt like had a good time per round; so from this it could appear some modes need an adjustment as to fix game length.
Now for the TTK issue, yes it is a bit low however the difference from this and CoD/BF is mobility, people run so damn fast in this that sure IF you hit it won't be much needed to kill them, but hitting is far harder than in any of the two previously mentioned games; at least when you are up against someone who utilize their mobility very well.
If Respawn had made it 32v32 with mechs and no A.I., people would be complaining that it's just like other games in this genre still. Probably more. Respawn is trying something different here. They're attempting to revolutionize FPSs. If you don't like it, or don't want to try that style of "different," you'll always have those other titles to fall back upon.
The good, old, if you don't like it play something else theory. So logical, so valid.
It's true that Respawn is trying something new and I respect them for it. No one made video game magic by trying toake a better version of someone else's game. I would rather they take big risks and make new things.
My only minor issue is the lack of a single laser that can be used by a player. This is the future, damn it.
On March 12 2014 03:07 Plansix wrote: The good, old, if you don't like it play something else theory. So logical, so valid.
It's true that Respawn is trying something new and I respect them for it. No one made video game magic by trying toake a better version of someone else's game. I would rather they take big risks and make new things.
My only minor issue is the lack of a single laser that can be used by a player. This is the future, damn it.
I'm just tired of seeing all the comparisons and complaints. That's all.... :-\
Lasers make sense, that's a good point. Wonder why Respawn didn't implement one. But, perhaps they'll add one or two in the future.
I bet the crazy weapons come in the next game or DLC. I am sure they are very aware of those the market was for COD and didn't want to scare them with phasers and other scifi stuff.
Marketing like that is dumb, but sadly very accurate to how people act. So right now we get sky robots without lasers.
The grittiness of Titanfall is what attracts most gamers, in my opinion. It fits the theme of the (minimal) story they tell very adroitly. Fancy lasers may not mesh with the style, despite their futuristic accuracy.
TotalBiscuit had a smart thing to say about DLC, and I dearly pray Respawn is very careful with how they choose to tackle that: it splits the community. Map packs suck wallets dry and only isolate the players not willing to fork over more money for their game. I understand the devs have to make money, but I don't like the practice either, even for new weapons and Titans. Do note that burn cards will NOT EVER be purchasable, thankfully; drift0r confirms.
On March 12 2014 04:21 cLAN.Anax wrote: The grittiness of Titanfall is what attracts most gamers, in my opinion. It fits the theme of the (minimal) story they tell very adroitly. Fancy lasers may not mesh with the style, despite their futuristic accuracy.
TotalBiscuit had a smart thing to say about DLC, and I dearly pray Respawn is very careful with how they choose to tackle that: it splits the community. Map packs suck wallets dry and only isolate the players not willing to fork over more money for their game. I understand the devs have to make money, but I don't like the practice either, even for new weapons and Titans. Do note that burn cards will NOT EVER be purchasable, thankfully; drift0r confirms.
DLC is the main reason I have not bought the game and probably never will. Im not willing to pay 80+ for a game just so I can still play it after DLC has separated it into people with and people without. That and p2w guns/titans coming down the line.
Well, as far as the next 3 DLCs go - the devs had said that it definitely includes maps, but is not only maps (no info beyond that). I would hope that DLCs are not geared towards P2W. In fact, it'd be fantastic if the DLCs provided for more multiplayer campaigns or something to that effect. Properly good, solid multiplayer campaign - so it's content that is worth it for those who want to pay for it, but does not affect those who do not.
If they must go with DLC Titans/weapons, I would be ok with Titan clones that have different skins and execution animations, so that there is no balance impact. Would be kind of a waste of money (since I bought the Digital Deluxe version), but I'd rather that I waste money than the game becoming P2W.
Also, there's the lightning guns if those count. The Titan has that lightning sniper, and the players get a lightning anti-titan weapon.
On March 12 2014 03:59 Plansix wrote: I bet the crazy weapons come in the next game or DLC. I am sure they are very aware of those the market was for COD and didn't want to scare them with phasers and other scifi stuff.
Marketing like that is dumb, but sadly very accurate to how people act. So right now we get sky robots without lasers.
That's silly, just put reflex sights on everything and they'll love it.
I doubt the DLC is going to be anything that will be pay to win. Respawn is to smart for that and Xbox doesn't want their flagship game getting video game herpes. And I'll buy any DLC that is worth my money. I would rather have the option to do so than not at all.
On March 12 2014 04:50 Kingkosi wrote: So what is every bodies favorite game mode right now? I am really liking last titan standing! It is pretty intense!
It was my favorite during Beta yeah. It makes for a slightly slower game play where you cant just dive along headfirst.
I bought the game today and I haven't played any shooters for 10 years or so. I feel so lost. I get 0-2 kills and I am only taking down my very own team. Any advice?
On March 12 2014 04:53 JazVM wrote: I bought the game today and I haven't played any shooters for 10 years or so. I feel so lost. I get 0-2 kills and I am only taking down my very own team. Any advice?
ignore your score. Have fun. Rest will follow in time.
On March 12 2014 04:53 JazVM wrote: I bought the game today and I haven't played any shooters for 10 years or so. I feel so lost. I get 0-2 kills and I am only taking down my very own team. Any advice?
Play game modes like hard point and focus on holding/capturing the points. Even guarding the points when no one attacks them gets lots of points for your team, and you can learn the maps and adjust without your kill to death ratio mattering much.
Looks like completing the campaign on both sides is required to unlock all 3 titans for customization.
On March 12 2014 04:53 JazVM wrote: I bought the game today and I haven't played any shooters for 10 years or so. I feel so lost. I get 0-2 kills and I am only taking down my very own team. Any advice?
Add us TL-ers on Origin. Play with friends. Devise strategies. Enjoy yourself and your company.
This is for everyone: my Origin handle is "AnaxofRhodes".
EDIT: Burn it. I bought it. Downloading now. See you all online in a couple of hours.
EDIT 2: Dag nabbit.... It's not going to download in time for me now. *smh*
My Origin handle is Crusnik77 if anyone wants to add that, I generally played Hardpoint in the Beta, but I love all objective type gamemodes. Not that big a fan of Attrition/TDM style modes, though, but I'll play them if a group is playing.
On March 12 2014 03:07 Plansix wrote: The good, old, if you don't like it play something else theory. So logical, so valid.
It's true that Respawn is trying something new and I respect them for it. No one made video game magic by trying toake a better version of someone else's game. I would rather they take big risks and make new things.
My only minor issue is the lack of a single laser that can be used by a player. This is the future, damn it.
there is a charge anti titan laser weapon usable by pilots. it does a crazy amount of damage (I think one shot can takes out around one fifth-ish health of a titan) and doesn't take too long to charge up.
I think it only comes in form of burn cards though.
also if anyone is still using cloak, I think you should reconsider changing it to stim. with arc grenade distorting vision, you can get out of really tricky situations.
On March 12 2014 04:53 JazVM wrote: I bought the game today and I haven't played any shooters for 10 years or so. I feel so lost. I get 0-2 kills and I am only taking down my very own team. Any advice?
Don't care about KDR, get a smart pistol and minion detector, go farm grunts in attrition, equip cloak and a shotgun, camp the hardpoints in domination, or practice a bit in the training then hop into last titan standing, you have much more to play and enjoy than caring about KDR.
On March 12 2014 04:53 JazVM wrote: I bought the game today and I haven't played any shooters for 10 years or so. I feel so lost. I get 0-2 kills and I am only taking down my very own team. Any advice?
A lot of playing a shooter well comes from two things, map knowledge and what my friends and I call gunskill. Learn the maps, see where you're running into players, where you died from, and be aware of what's around you. Knowing how maps play out in terms of where people go/want to go, helps out immensely for finding kills/protecting objectives. Generally objective type gamemodes work better for this, so hardpoint/CTF are probably the best for this type of thing.
Gunskill is just accuracy, knowing how/when to burst and when to go ham on the trigger. Find a gun you like, for learning this I'd recommend either the G2A4 (semi-auto rifle, in the vein of the M14/M1 garand from BF series/FAL from CoD) and once you hit 29 I think, the Hemlok (burstfire, insanely fast TtK, 1-2 bursts to down someone). The Carbine is the best choice until the G2, or if you don't want to try using a semi-auto right away.
Something my buddies and I do whenever our aim is off is using either pistols only or other semi-autos to get our aim back. It helps to improve accuracy as well. Once we get the ability to make private matches as well, I recommend going into those and just unloading clips into various walls/walking the maps to get a feel for them on various gamemodes, it's what my old team whenever new maps came out/we needed to work on something together/alone. Playing ranked is fine and all, and your KD really doesn't matter all that much, since when I first started playing MP shooters I generally had a .5-.9 KD, now it's more along the lines of a 1.5-2, depending on what mode/game I'm playing.
Don't worry about stats, when I was playing competitively on Gamebattles and the like, my team tried to find a way to look at stats and see how good/bad someone was, and we could never agree on good metrics to use. KD, SPM, accuracy, headshot%, we looked at almost every stat we could for BF3 and CoD and just said, forget it, it's pointless. KD will go up fairly easily once you learn the game, if you're looking for harder improvements stat-wise, look at accuracy.
Looks somewhat fun but I have no trust in EA so I'll pass or wait for an impressive discount... if people still play by then and the game isn't a DLC fest.
I'm playing it on PC, and it's very good. Coming from a background of Quake 3 and CS, one thing that really impresses me is the movement. It's so natural and intuitive, and it makes for some really great tactical options during battle. Some console-like features are a little annoying, but quickly forgotten once you are in a match. Hopefully they will patch up some of these features for the PC in the coming weeks/months.
User score distribution: out of 871 Positive: 493 Mixed: 48 Negative: 330
So the Sony fanboys seem to really hate this game.
I'm not sure why people even look at metacritic. It's probably fair to put the really low scores into the "anti-fan" category, but why assume they are all Sony fans? Plenty of people hate this game for other reasons like CoD gunplay, AI enemies, 6v6 combat, smart pistol, etc. Metacritic is an awful metric at best.
Regardless, I haven't played the game yet and am debating whether it's worth shelling out $60 for. I haven't really been taken in by an FPS since CS 1.6 a looooong time ago.
User score distribution: out of 871 Positive: 493 Mixed: 48 Negative: 330
So the Sony fanboys seem to really hate this game.
Metacritic is absolutely terrible and should not be used as a metric by reasonable people.
Actually I've found metacritic user reviews CAN be useful. The trick I've found is to filter to the absolute worst negative reviews and either skim or read them if there's few enough. Look for what people actually SAY in their negative reviews and then decide if its something you can live with.
If its just a bunch of "THIS SUCKS ITS 6v6 AND SMALL MAPS AND BLAH BLAH" then you know its just whining and can be safely ignored. If its five hundred people saying "this game bricks my system every half hour" then you might want to reconsider.
Anyway...I'm just sitting here...waiting...checking my email to see if its been sent out yet...
Bloody stupid different release dates. -_-
At least I should be able to have fun with it this weekend. I've not really played much multiplayer FPS since TF2 went bad. And Titanfall feels SO like TF2 in the good old days.
What Crusnik said, you get the kind of sixth sense when you really know the maps, you know where players are coming from, where the other time are without any information and I'd argue the ability to manipulate the gameflow in that respect trumps gunskill in modern FPS games
I do wish I can bring up the netgraph equivalent in this game.
So I am around level 30 now after about 6 hours of game time and some general thoughts.
Burn cards are stupid and lets you snowball hard. My aim is average and it has let me net some stupid stupid stupid advantage for my team. It's dumb and should honestly be taken out or re-worked someway.
The community for the PC has been relatively well-behaved. I am sure there's raging going on, but you don't have kiddies screaming into their mics or spamming chat, I guess the pace helps that. Although I muted voice after level 10 so who knows.
Maps are fun and varied, although COD:MW had a vote to skip option which was nice and be kind of welcomed. Some maps are too big for 6v6 though and although it was clearly meant for Titan-based play (looking at you Lagoon).
Biggest gripe, if single player was mostly an afterthought as intended by the devs, why the fuck are we being forced to play it to unlock...the different chasis options for the Titan?
On March 13 2014 02:16 karazax wrote: Well the "single player" is just multiplayer matches with story in between really.
and the "story" is 9 different cut-scenes. I doubt it's more than 5 minutes if you add them all up.
my personal resumee after 5-8 hours of gameplay: It gets a bit boring tbh. It's just all of the same all over again. Also some maps are a bit too big for 12 players.
On March 13 2014 02:16 karazax wrote: Well the "single player" is just multiplayer matches with story in between really.
and the "story" is 9 different cut-scenes. I doubt it's more than 5 minutes if you add them all up.
my personal resumee after 5-8 hours of gameplay: It gets a bit boring tbh. It's just all of the same all over again. Also some maps are a bit too big for 12 players.
If you play the campaign competitively you miss out on alot of the story/pretty explosions, which is my major gripe with it.
I want to win but I also want to stand there and watch a giant lazor shoot at a ship, and you really can't do both at the same time >.<.
I enjoyed the campaign MUCH more in my second playthrough when I took the time to look around and admire the scenery, which you can't do if your tryharding in such a fast paced game. Also, make sure to mute both teams so that you dont get interrupted by static.
Well after reaching gen 3 lvl 17 i can safely say its fun, but one thing id change is explosives not doing damage if you die as theyre exploding. That and the general stupidity and jealously of people hating me because ive already prestieged twice lol.
On March 13 2014 03:53 karazax wrote: I think they tied the unlocks to the campaign mode to make sure that those who do want to play it have people to play against.
Still kind of silly, in my opinion. I follow that logic, but I don't think that's wise on Respawn's part, if that was their reasoning. Multiple other reviewers are critical of the "campaign" too. Sounds as though it had potential and fell short on itself.
By the way, just got home from work, but still don't know if I'm going to be able to play it. Had to "Repair" the game, which apparently meant it was missing 15 GB of material. Now I have to download that 15 Gigs during prime time in my out-of-the-way area. I think I'll be lucky if I get to start up the game tonight. :-\
Is there anyway to check if it runs on my pc? Like some kind of demo or something? I am not sure if it will run smoothly with 60 fps and i dont know if i want to play a shooter like this with anything less.
I feel like the maps in the game seem to favor the heavier Ogre titans as opposed to the nimble and faster ones. The maps seems to mostly be of the small urban environment types where there are around 2-4 lanes. Meaning that flanking seems to be not very applicable in most situations when bumming rushing up the middle seems to be the norm.
Anyway, how can a titan properly utilize the mobility of the light/medium titans? perhaps kiting with a sniper running around the map?
Is there anyway to check if it runs on my pc? Like some kind of demo or something? I am not sure if it will run smoothly with 60 fps and i dont know if i want to play a shooter like this with anything less.
The engine that the game runs on is considered to be a pretty old one and the minimum specs are not too crazily high. I am not sure of a way to demo the game or anything similar. But here are the minimum specs anyway:
AMD Athlon X2 2.8GHz or Intel Core 2 Duo 2.4GHz 4GB RAM 512MB VRAM, Radeon HD 4770 or GeForce 8800GT
I'm in a pretty unfortunate area to download this game lol. Is there no other way to reduce the games size by a few gigs at least? Seriously, this business with uncompressed and unnecessary sound files in games are mind boggling, data caps are annoying, games that take a huge swoop in one download is even more annoying.
just finished the campain for one side. basically its like normal multiplayer with some story telling in the background. needed like an hour. could be worse. ill do it again for the other side to unlock then 2nd titan and then be done with it.
Finished the campaign for both sides and played a few matches afterwards. There seem to be a few improvements over the Beta, or maybe it's just less lag. Beta I could only play on the lowest settings, but it runs smoothly with higher settings now.
On March 13 2014 22:49 PandaCore wrote: Finished the campaign for both sides and played a few matches afterwards. There seem to be a few improvements over the Beta, or maybe it's just less lag. Beta I could only play on the lowest settings, but it runs smoothly with higher settings now.
Same for myself. Game now runs near-flawlessly on highest video settings. That's a very welcome improvement.
I must admit, having played black ops 2 as last fps game before this, I kind of miss the ability to record or watch replays of games. Especially with a game that's as action packed and relies so much on movement as Titanfall, it would be quite nice to be able to see some of your best kills again.
Also I have yet to try other game play modes than Attrition and Hardpoint. I never really like capture the flag type of games. Pilot Hunter sounds just like the same with a different scoring mechanism. Last Titan Standing sounds like a very short mode.
I actually enjoy Hardpoint the most lately, even though I hardly use my Titan there anymore. Just drop it down in auto mode and proceed to capture/defend the points by foot.
On March 14 2014 00:03 PandaCore wrote: I must admit, having played black ops 2 as last fps game before this, I kind of miss the ability to record or watch replays of games. Especially with a game that's as action packed and relies so much on movement as Titanfall, it would be quite nice to be able to see some of your best kills again.
Also I have yet to try other game play modes than Attrition and Hardpoint. I never really like capture the flag type of games. Pilot Hunter sounds just like the same with a different scoring mechanism. Last Titan Standing sounds like a very short mode.
I actually enjoy Hardpoint the most lately, even though I hardly use my Titan there anymore. Just drop it down in auto mode and proceed to capture/defend the points by foot.
Last Titan Standing isnt actually all that short. People play a lot more careful and tactical just because you only have 1 life.
On March 13 2014 16:55 RogerX wrote: I'm in a pretty unfortunate area to download this game lol. Is there no other way to reduce the games size by a few gigs at least? Seriously, this business with uncompressed and unnecessary sound files in games are mind boggling, data caps are annoying, games that take a huge swoop in one download is even more annoying.
From a eurogamer interview with an engineer --------------
“We have audio we either download or install from the disc, then we uncompress it. We probably could have had audio decompress off disc but we were a little worried about min spec and the fact that a two-core machine would dedicate a huge chunk of one core to just decompressing audio.”
“So… it’s almost all audio… On a higher PC it wouldn’t be an issue. On a medium or moderate PC, it wouldn’t be an issue, it’s that on a two-core [machine] with where our min spec is, we couldn’t dedicate those resources to audio.”
My problem is that they dont give anyone the option to do one thing or another. For instance, i have a OC'd Quad Core I7, so im not worried about dedicating a single core to decompressing, but, i have 600 Kb/s download since i live in a rural area, why not allow me the option to download say, a 25 GB install instead. Its a minor gripe, but frankly 50GB download for a game that is mainly just multiplayer, is kind of insane, again, i would have liked the option to chose a package. Im not sure if they were lazy, or actually couldn't implement something like chosing between 2 packages or something. Anyways, just my 2 cents!
On March 13 2014 16:55 RogerX wrote: I'm in a pretty unfortunate area to download this game lol. Is there no other way to reduce the games size by a few gigs at least? Seriously, this business with uncompressed and unnecessary sound files in games are mind boggling, data caps are annoying, games that take a huge swoop in one download is even more annoying.
From a eurogamer interview with an engineer --------------
“We have audio we either download or install from the disc, then we uncompress it. We probably could have had audio decompress off disc but we were a little worried about min spec and the fact that a two-core machine would dedicate a huge chunk of one core to just decompressing audio.”
“So… it’s almost all audio… On a higher PC it wouldn’t be an issue. On a medium or moderate PC, it wouldn’t be an issue, it’s that on a two-core [machine] with where our min spec is, we couldn’t dedicate those resources to audio.”
My problem is that they dont give anyone the option to do one thing or another. For instance, i have a OC'd Quad Core I7, so im not worried about dedicating a single core to decompressing, but, i have 600 Kb/s download since i live in a rural area, why not allow me the option to download say, a 25 GB install instead. Its a minor gripe, but frankly 50GB download for a game that is mainly just multiplayer, is kind of insane, again, i would have liked the option to chose a package. Im not sure if they were lazy, or actually couldn't implement something like chosing between 2 packages or something. Anyways, just my 2 cents!
Probably because general idiots will choose the 25 GB install over the 50 GB install despite there being warnings/etc, then complain loudly online that the performance on their computers suck and that Titanfall sucks and that Respawn sucks, etc etc because no one wants to have spent hours downloading a 25 GB version and find out that their own stupidity means they have to download the 50 GB version afterwards.
On March 14 2014 00:03 PandaCore wrote: I must admit, having played black ops 2 as last fps game before this, I kind of miss the ability to record or watch replays of games. Especially with a game that's as action packed and relies so much on movement as Titanfall, it would be quite nice to be able to see some of your best kills again.
Also I have yet to try other game play modes than Attrition and Hardpoint. I never really like capture the flag type of games. Pilot Hunter sounds just like the same with a different scoring mechanism. Last Titan Standing sounds like a very short mode.
I actually enjoy Hardpoint the most lately, even though I hardly use my Titan there anymore. Just drop it down in auto mode and proceed to capture/defend the points by foot.
Last Titan Standing isnt actually all that short. People play a lot more careful and tactical just because you only have 1 life.
Plus each game is a best of 7, so if it goes to all 7 rounds it actually takes the longest of any game mode. I had some games take 20 mins in beta.
On March 14 2014 00:03 PandaCore wrote: I must admit, having played black ops 2 as last fps game before this, I kind of miss the ability to record or watch replays of games. Especially with a game that's as action packed and relies so much on movement as Titanfall, it would be quite nice to be able to see some of your best kills again.
Also I have yet to try other game play modes than Attrition and Hardpoint. I never really like capture the flag type of games. Pilot Hunter sounds just like the same with a different scoring mechanism. Last Titan Standing sounds like a very short mode.
I actually enjoy Hardpoint the most lately, even though I hardly use my Titan there anymore. Just drop it down in auto mode and proceed to capture/defend the points by foot.
Last Titan Standing isnt actually all that short. People play a lot more careful and tactical just because you only have 1 life.
Plus each game is a best of 7, so if it goes to all 7 rounds it actually takes the longest of any game mode. I had some games take 20 mins in beta.
It comes down to a ton of camping, because anyone who gets caught out of position gets slammed hard with the ordinance weapon and the special ability.
On March 13 2014 16:55 RogerX wrote: I'm in a pretty unfortunate area to download this game lol. Is there no other way to reduce the games size by a few gigs at least? Seriously, this business with uncompressed and unnecessary sound files in games are mind boggling, data caps are annoying, games that take a huge swoop in one download is even more annoying.
From a eurogamer interview with an engineer --------------
“We have audio we either download or install from the disc, then we uncompress it. We probably could have had audio decompress off disc but we were a little worried about min spec and the fact that a two-core machine would dedicate a huge chunk of one core to just decompressing audio.”
“So… it’s almost all audio… On a higher PC it wouldn’t be an issue. On a medium or moderate PC, it wouldn’t be an issue, it’s that on a two-core [machine] with where our min spec is, we couldn’t dedicate those resources to audio.”
My problem is that they dont give anyone the option to do one thing or another. For instance, i have a OC'd Quad Core I7, so im not worried about dedicating a single core to decompressing, but, i have 600 Kb/s download since i live in a rural area, why not allow me the option to download say, a 25 GB install instead. Its a minor gripe, but frankly 50GB download for a game that is mainly just multiplayer, is kind of insane, again, i would have liked the option to chose a package. Im not sure if they were lazy, or actually couldn't implement something like chosing between 2 packages or something. Anyways, just my 2 cents!
Probably because general idiots will choose the 25 GB install over the 50 GB install despite there being warnings/etc, then complain loudly online that the performance on their computers suck and that Titanfall sucks and that Respawn sucks, etc etc because no one wants to have spent hours downloading a 25 GB version and find out that their own stupidity means they have to download the 50 GB version afterwards.
I'm thinking of it as a business point. The more time the devs works on a game, the more it's going to cost the company. Respawn didn't want to put anymore of their budget into supporting a minority of people (people with small data cap and slow speeds, need verification) pretty sure this is what happened with the new cod (activision)
But then again, i'm not quite sure about the technical effort needed to make the games audio compressed. But man, it sure is bullshit. If I do get the game, I don't think it'll be worth it putting it into my 120gb SSD either.
I really like the game but it's hard to find a game on the right level for maximum enjoyment. Being way better than the enemy team is boring and being way worse can be really frustrating.
On March 13 2014 16:55 RogerX wrote: I'm in a pretty unfortunate area to download this game lol. Is there no other way to reduce the games size by a few gigs at least? Seriously, this business with uncompressed and unnecessary sound files in games are mind boggling, data caps are annoying, games that take a huge swoop in one download is even more annoying.
From a eurogamer interview with an engineer --------------
“We have audio we either download or install from the disc, then we uncompress it. We probably could have had audio decompress off disc but we were a little worried about min spec and the fact that a two-core machine would dedicate a huge chunk of one core to just decompressing audio.”
“So… it’s almost all audio… On a higher PC it wouldn’t be an issue. On a medium or moderate PC, it wouldn’t be an issue, it’s that on a two-core [machine] with where our min spec is, we couldn’t dedicate those resources to audio.”
My problem is that they dont give anyone the option to do one thing or another. For instance, i have a OC'd Quad Core I7, so im not worried about dedicating a single core to decompressing, but, i have 600 Kb/s download since i live in a rural area, why not allow me the option to download say, a 25 GB install instead. Its a minor gripe, but frankly 50GB download for a game that is mainly just multiplayer, is kind of insane, again, i would have liked the option to chose a package. Im not sure if they were lazy, or actually couldn't implement something like chosing between 2 packages or something. Anyways, just my 2 cents!
Probably because general idiots will choose the 25 GB install over the 50 GB install despite there being warnings/etc, then complain loudly online that the performance on their computers suck and that Titanfall sucks and that Respawn sucks, etc etc because no one wants to have spent hours downloading a 25 GB version and find out that their own stupidity means they have to download the 50 GB version afterwards.
I'm thinking of it as a business point. The more time the devs works on a game, the more it's going to cost the company. Respawn didn't want to put anymore of their budget into supporting a minority of people (people with small data cap and slow speeds, need verification) pretty sure this is what happened with the new cod (activision)
But then again, i'm not quite sure about the technical effort needed to make the games audio compressed. But man, it sure is bullshit. If I do get the game, I don't think it'll be worth it putting it into my 120gb SSD either.
I don't think you really need to put it on a SSD. You're gonna need to wait for everyone else to load before the round starts, anyways, and I don't think it's a very HD intensive game based on all other specs.
Domination may quickly turn into a camping fest. I sat at C on the Campaign mission with all the dragon-like creatures and kept picking people off silly enough to try and take the position. A Titan or two finally overwhelmed me in contesting the point, but I still managed to dodge enough of its attacks to stay alive the whole time.
I'm actually finding it difficult to hit enemy Pilots with Titan weapons beyond dashing in and insta-stomping them. Even the melee, though graciously forgiving in terms of hit detection, I tend to miss by a few feet. So, I've essentially concluded that I'm best at slaying Pilots as a Pilot, and trashing Titans in a Titan.
Once again, my Origin ID is: "AnaxofRhodes". Plan on playing tonight. Would love to have a team to interact with.
On March 14 2014 04:18 Wesso wrote: I really like the game but it's hard to find a game on the right level for maximum enjoyment. Being way better than the enemy team is boring and being way worse can be really frustrating.
Yea, there's not really any sense of "team balance" in this game. You'd think with the long-ass wait time between matches that it could be arranged.
On March 14 2014 04:18 Wesso wrote: I really like the game but it's hard to find a game on the right level for maximum enjoyment. Being way better than the enemy team is boring and being way worse can be really frustrating.
Yea, there's not really any sense of "team balance" in this game. You'd think with the long-ass wait time between matches that it could be arranged.
I think they're working on a fix for proper match-making.
On March 14 2014 12:27 KezseN wrote: Sadly theres no clan features in this game yet(?)
Could we make a list of TL players here so we can play as 6? Or is there already one?
Separate them into different regions as well for easy access
We don't have one. I've just been adding people that send me friend requests.
I strongly recommend we all team up. Finished a couple rounds right now and got slaughtered both times. My team didn't even respond to my frustrated voice chat. This game is surprisingly, strongly team-oriented. I don't see anyone standing a chance as a "lone wolf" type of player.
On March 14 2014 12:27 KezseN wrote: Sadly theres no clan features in this game yet(?)
Could we make a list of TL players here so we can play as 6? Or is there already one?
Separate them into different regions as well for easy access
We don't have one. I've just been adding people that send me friend requests.
I strongly recommend we all team up. Finished a couple rounds right now and got slaughtered both times. My team didn't even respond to my frustrated voice chat. This game is surprisingly, strongly team-oriented. I don't see anyone standing a chance as a "lone wolf" type of player.
On March 14 2014 12:27 KezseN wrote: Sadly theres no clan features in this game yet(?)
Could we make a list of TL players here so we can play as 6? Or is there already one?
Separate them into different regions as well for easy access
We don't have one. I've just been adding people that send me friend requests.
I strongly recommend we all team up. Finished a couple rounds right now and got slaughtered both times. My team didn't even respond to my frustrated voice chat. This game is surprisingly, strongly team-oriented. I don't see anyone standing a chance as a "lone wolf" type of player.
Says you
Once you take in the timings and get your aim up its actually quite easy to defend and attack given the movement advantage.
I am usually off assaulting a point by myself and usually get it.
Learning the wall movement is big, once people realize that hardpoint maps play more like quake on crack rather than cod, you'll see a marked improvement in your contributions to the team (aka sending players to terrible spawns).
On March 14 2014 12:27 KezseN wrote: Sadly theres no clan features in this game yet(?)
Could we make a list of TL players here so we can play as 6? Or is there already one?
Separate them into different regions as well for easy access
We don't have one. I've just been adding people that send me friend requests.
I strongly recommend we all team up. Finished a couple rounds right now and got slaughtered both times. My team didn't even respond to my frustrated voice chat. This game is surprisingly, strongly team-oriented. I don't see anyone standing a chance as a "lone wolf" type of player.
Says you
Once you take in the timings and get your aim up its actually quite easy to defend and attack given the movement advantage.
I am usually off assaulting a point by myself and usually get it.
Learning the wall movement is big, once people realize that hardpoint maps play more like quake on crack rather than cod, you'll see a marked improvement in your contributions to the team (aka sending players to terrible spawns).
This. I feel like once you get the hang of the movement system and know the maps, playing the lone wolf can be totally viable depending on the game type.
I was on the fence, and didn't play it in beta, but the game is fun. That fun is severely diminished by how shitty the matchmaking system is, there were a couple of non-campaign matches last night where the average level of my team was ~10 and the average level of the opposing team was ~30, and the results were fairly predictable. That shit is inexcusable and makes me not want to play a game that I think is a lot of fun, which is kind of silly.
I also suck hard at it, but I haven't played an FPS seriously since CS 1.6 and Battlefield 1942, so there's that.
On March 14 2014 12:27 KezseN wrote: Sadly theres no clan features in this game yet(?)
Could we make a list of TL players here so we can play as 6? Or is there already one?
Separate them into different regions as well for easy access
We don't have one. I've just been adding people that send me friend requests.
I strongly recommend we all team up. Finished a couple rounds right now and got slaughtered both times. My team didn't even respond to my frustrated voice chat. This game is surprisingly, strongly team-oriented. I don't see anyone standing a chance as a "lone wolf" type of player.
Says you
Once you take in the timings and get your aim up its actually quite easy to defend and attack given the movement advantage.
I am usually off assaulting a point by myself and usually get it.
Learning the wall movement is big, once people realize that hardpoint maps play more like quake on crack rather than cod, you'll see a marked improvement in your contributions to the team (aka sending players to terrible spawns).
I've been trying to. I know this is an integral aspect of the game and will affect my play positively, but I'm too focused on obtaining the objective to give it much thought. Private match lobbies would be a boon here; would love to learn the maps at my own pace offline.
EDIT: What I really meant was, it's not often that one guy can carry an entire team. Very difficult to do, in my opinion.
On March 14 2014 12:27 KezseN wrote: Sadly theres no clan features in this game yet(?)
Could we make a list of TL players here so we can play as 6? Or is there already one?
Separate them into different regions as well for easy access
We don't have one. I've just been adding people that send me friend requests.
I strongly recommend we all team up. Finished a couple rounds right now and got slaughtered both times. My team didn't even respond to my frustrated voice chat. This game is surprisingly, strongly team-oriented. I don't see anyone standing a chance as a "lone wolf" type of player.
Says you
Once you take in the timings and get your aim up its actually quite easy to defend and attack given the movement advantage.
I am usually off assaulting a point by myself and usually get it.
Learning the wall movement is big, once people realize that hardpoint maps play more like quake on crack rather than cod, you'll see a marked improvement in your contributions to the team (aka sending players to terrible spawns).
This. I feel like once you get the hang of the movement system and know the maps, playing the lone wolf can be totally viable depending on the game type.
I was on the fence, and didn't play it in beta, but the game is fun. That fun is severely diminished by how shitty the matchmaking system is, there were a couple of non-campaign matches last night where the average level of my team was ~10 and the average level of the opposing team was ~30, and the results were fairly predictable. That shit is inexcusable and makes me not want to play a game that I think is a lot of fun, which is kind of silly.
I also suck hard at it, but I haven't played an FPS seriously since CS 1.6 and Battlefield 1942, so there's that.
Rank will play less of a role in the future, but for now, yeah, it's a pretty good indicator of skill level since everyone started as a relative noob. Experience is key right now. 10 games played should handily beat 5 unless you're ex-MLG pro.
Sooo I've learned that using pistols while Rodeo-ing is super effective.
On March 14 2014 12:27 KezseN wrote: Sadly theres no clan features in this game yet(?)
Could we make a list of TL players here so we can play as 6? Or is there already one?
Separate them into different regions as well for easy access
We don't have one. I've just been adding people that send me friend requests.
I strongly recommend we all team up. Finished a couple rounds right now and got slaughtered both times. My team didn't even respond to my frustrated voice chat. This game is surprisingly, strongly team-oriented. I don't see anyone standing a chance as a "lone wolf" type of player.
Says you
Once you take in the timings and get your aim up its actually quite easy to defend and attack given the movement advantage.
I am usually off assaulting a point by myself and usually get it.
Learning the wall movement is big, once people realize that hardpoint maps play more like quake on crack rather than cod, you'll see a marked improvement in your contributions to the team (aka sending players to terrible spawns).
This. I feel like once you get the hang of the movement system and know the maps, playing the lone wolf can be totally viable depending on the game type.
I was on the fence, and didn't play it in beta, but the game is fun. That fun is severely diminished by how shitty the matchmaking system is, there were a couple of non-campaign matches last night where the average level of my team was ~10 and the average level of the opposing team was ~30, and the results were fairly predictable. That shit is inexcusable and makes me not want to play a game that I think is a lot of fun, which is kind of silly.
I also suck hard at it, but I haven't played an FPS seriously since CS 1.6 and Battlefield 1942, so there's that.
Rank will play less of a role in the future, but for now, yeah, it's a pretty good indicator of skill level since everyone started as a relative noob. Experience is key right now. 10 games played should handily beat 5 unless you're ex-MLG pro.
It's always fun getting in on the ground floor for any game, where everyone sucks equally
I was worried that playing as a pilot would be boring compared to playing as a Titan, but that is totally not the case. Usually don't drop my titan until there's an opportune moment.
Being so agile and always having a decent anti-titan weapon means as long as you know what you are doing, you can always be a threat.
One of the things I hated about CoD was that killstreaks just snowballed the game too hard towards the winning team, and were not fun. In Titanfall, titans are strong, but you need to know what you are doing to be effective. So many titans just wander between a set of tall buildings and get owned by sidewinders and grenades. Thoroughly enjoying it so far.
After playing about 12 hours over the past few days, I regret buying this game. It's not that it's "bad", but it's too arcade-like for me. There's no real measure of skill, nor is there any tracking system for such. I can't even really make up my own because I can't see the stats of those I'm playing against (other than their level).
Also, I get lag spikes when I aim at other pilots sometimes, which basically means auto-death in an encounter.
Game feels and plays really solid, wall movement is fluid. Currently my aim is to master the wall movement since it often gives you the edge in firefights, bad players are outmaneuvered easily. Only thing which annoys me is the constant jump kick spam from some players.
On March 16 2014 02:39 aksfjh wrote: After playing about 12 hours over the past few days, I regret buying this game. It's not that it's "bad", but it's too arcade-like for me. There's no real measure of skill, nor is there any tracking system for such. I can't even really make up my own because I can't see the stats of those I'm playing against (other than their level). Also, I get lag spikes when I aim at other pilots sometimes, which basically means auto-death in an encounter.
I get the same feeling. I feel like my bullets connect a half-second later than they should, while theirs end up in me before I expect them to.
Something cool to note: your ammo and lethal equipment automatically and completely refills if you jump in a Titan and jump out. Not sure if it works just by jumping in and out, or if it only applies when your Titan dies.
Something cool to note: your ammo and lethal equipment automatically and completely refills if you jump in a Titan and jump out. Not sure if it works just by jumping in and out, or if it only applies when your Titan dies.
O.o woahhh sick. thank you for posting! I can be added on origin too: VegasQC
On March 16 2014 02:39 aksfjh wrote: After playing about 12 hours over the past few days, I regret buying this game. It's not that it's "bad", but it's too arcade-like for me. There's no real measure of skill, nor is there any tracking system for such. I can't even really make up my own because I can't see the stats of those I'm playing against (other than their level). Also, I get lag spikes when I aim at other pilots sometimes, which basically means auto-death in an encounter.
I get the same feeling. I feel like my bullets connect a half-second later than they should, while theirs end up in me before I expect them to.
Something cool to note: your ammo and lethal equipment automatically and completely refills if you jump in a Titan and jump out. Not sure if it works just by jumping in and out, or if it only applies when your Titan dies.
Every time you jump in your ammo refills, so yeah, another reason to leave your titan on AI mode.
On March 16 2014 02:39 aksfjh wrote: After playing about 12 hours over the past few days, I regret buying this game. It's not that it's "bad", but it's too arcade-like for me. There's no real measure of skill, nor is there any tracking system for such. I can't even really make up my own because I can't see the stats of those I'm playing against (other than their level). Also, I get lag spikes when I aim at other pilots sometimes, which basically means auto-death in an encounter.
I get the same feeling. I feel like my bullets connect a half-second later than they should, while theirs end up in me before I expect them to.
Something cool to note: your ammo and lethal equipment automatically and completely refills if you jump in a Titan and jump out. Not sure if it works just by jumping in and out, or if it only applies when your Titan dies.
Every time you jump in your ammo refills, so yeah, another reason to leave your titan on AI mode.
So it's confirmed. What does everyone think? Bug, or intentional?
On March 16 2014 02:39 aksfjh wrote: After playing about 12 hours over the past few days, I regret buying this game. It's not that it's "bad", but it's too arcade-like for me. There's no real measure of skill, nor is there any tracking system for such. I can't even really make up my own because I can't see the stats of those I'm playing against (other than their level). Also, I get lag spikes when I aim at other pilots sometimes, which basically means auto-death in an encounter.
I get the same feeling. I feel like my bullets connect a half-second later than they should, while theirs end up in me before I expect them to.
Something cool to note: your ammo and lethal equipment automatically and completely refills if you jump in a Titan and jump out. Not sure if it works just by jumping in and out, or if it only applies when your Titan dies.
Every time you jump in your ammo refills, so yeah, another reason to leave your titan on AI mode.
So it's confirmed. What does everyone think? Bug, or intentional?
Intended. There is no ammo pickups. You have to get more ammo from somewhere if your on a super hot streak.
On March 16 2014 02:39 aksfjh wrote: After playing about 12 hours over the past few days, I regret buying this game. It's not that it's "bad", but it's too arcade-like for me. There's no real measure of skill, nor is there any tracking system for such. I can't even really make up my own because I can't see the stats of those I'm playing against (other than their level). Also, I get lag spikes when I aim at other pilots sometimes, which basically means auto-death in an encounter.
I get the same feeling. I feel like my bullets connect a half-second later than they should, while theirs end up in me before I expect them to.
Something cool to note: your ammo and lethal equipment automatically and completely refills if you jump in a Titan and jump out. Not sure if it works just by jumping in and out, or if it only applies when your Titan dies.
Every time you jump in your ammo refills, so yeah, another reason to leave your titan on AI mode.
So it's confirmed. What does everyone think? Bug, or intentional?
Intended. There is no ammo pickups. You have to get more ammo from somewhere if your on a super hot streak.
That's an excellent point. I kind of wonder if this feature will be abused, but given the plentiful ammo capacity you start out with, along with no weapon really feels "overpowered" at the moment, inclines me to say it's largely insignificant feature.
Ok, I'm a huge FPS fan who hasn't really played anything since BFBC2, really enjoyed earlier COD. Should I buy this game?
I'm mostly interested in replayability, does it have any hint of staleness? Are weapons differentiated enough to be interesting? Is the skill cap high? Are maps good and not too chaotic (spawns)?
On March 16 2014 02:39 aksfjh wrote: After playing about 12 hours over the past few days, I regret buying this game. It's not that it's "bad", but it's too arcade-like for me. There's no real measure of skill, nor is there any tracking system for such. I can't even really make up my own because I can't see the stats of those I'm playing against (other than their level). Also, I get lag spikes when I aim at other pilots sometimes, which basically means auto-death in an encounter.
I get the same feeling. I feel like my bullets connect a half-second later than they should, while theirs end up in me before I expect them to.
Something cool to note: your ammo and lethal equipment automatically and completely refills if you jump in a Titan and jump out. Not sure if it works just by jumping in and out, or if it only applies when your Titan dies.
Every time you jump in your ammo refills, so yeah, another reason to leave your titan on AI mode.
So it's confirmed. What does everyone think? Bug, or intentional?
Considering they even tell you, that your ammo refills if you enter your titan, in the loading screen, it's intentional for sure.
Also finally made the jump to Gen2 and well on the way to three. I think I'll hit the first huge bump going from Gen4->Gen5, since you need the Sniper challenges... and I just loathe using Sniper weapons (also not really good with them due to that).
On March 17 2014 15:13 sob3k wrote: Ok, I'm a huge FPS fan who hasn't really played anything since BFBC2, really enjoyed earlier COD. Should I buy this game?
I'm mostly interested in replayability, does it have any hint of staleness? Are weapons differentiated enough to be interesting? Is the skill cap high? Are maps good and not too chaotic (spawns)?
I've seen some players complain that the game has gotten stale for them already, but I personally don't see that happening to my friends and I. The weapons are stereotypical for online FPS, but they're all different and very situational. (except the Hemlock; don't use the underpowered Hemlock, lol) Skill cap is very high, I would argue; the parkour is heady enough, but then you've also got enemies zipping around at super-fast speeds and possibly cloaked. It's still very early in terms of the metagame. Players will sort out winning strategies in time. The maps are top-notch and usually offer great engagements. Haven't found more than a couple of poor spawns; having a greater than 6v6 lobby would undoubtedly make it too chaotic for good spawning.
I actually kinda like the Hemlock with the Starburst mod.
I sometimes get lag spikes, but usually only in the evening. What actually annoys me the most the the "Reconnecting to server..." thing, because when you see that you know you'll never get in again. Sometimes I have problem with joining the matches because load times will take forever very randomly and then you end up in game with seeing the "Reconnecting" message.
On March 16 2014 02:39 aksfjh wrote: After playing about 12 hours over the past few days, I regret buying this game. It's not that it's "bad", but it's too arcade-like for me. There's no real measure of skill, nor is there any tracking system for such. I can't even really make up my own because I can't see the stats of those I'm playing against (other than their level). Also, I get lag spikes when I aim at other pilots sometimes, which basically means auto-death in an encounter.
I get the same feeling. I feel like my bullets connect a half-second later than they should, while theirs end up in me before I expect them to.
Something cool to note: your ammo and lethal equipment automatically and completely refills if you jump in a Titan and jump out. Not sure if it works just by jumping in and out, or if it only applies when your Titan dies.
Every time you jump in your ammo refills, so yeah, another reason to leave your titan on AI mode.
So it's confirmed. What does everyone think? Bug, or intentional?
Considering they even tell you, that your ammo refills if you enter your titan, in the loading screen, it's intentional for sure.
Also finally made the jump to Gen2 and well on the way to three. I think I'll hit the first huge bump going from Gen4->Gen5, since you need the Sniper challenges... and I just loathe using Sniper weapons (also not really good with them due to that).
Do you get anything interesting for regenerating or just the name plate and faster xp?
The Season Pass hints at three content packs, and the only thing they've confirmed is new maps will be available. No idea if they'll include cosmetic changes and/or new equipment.
wtf he took out the pilot and killed him how scary wtf
this game seems all right, if not for the absurd €80 price tag
Did you not see the amount of dashing he did, boosting himself back-and-forth, all while nailing his shots with near-impeccable accuracy? You're focusing on the cherry of that vid when what's important is the 5-story cake under it, lol.
80 Euros?! It's only 60 USD. Shouldn't it be around 50 Euros instead? Or did the dollar surpass the Euro in strength overnight and I missed it?
Question: How is it possibly to stay stuck to a wall indefintely? I have seen some people (especially when playing hardpoint/domination) stuck to the ceiling or wall for like minutes. This seems really useful for defense^^
Apparently the first guy is already max level after 3 days, 9 hours and 5 minutes of play time. So 81 hours... I was calculating around 60-70 considering the time I needed to reach Gen1, but I didn't take the challenges into account.
I think that's quite adequate and achievable for most dedicated players. Doesn't take too long and it's not too fast either. Considering the life cycle of the game is at least a year (judging by their plans for expansion packs), I'll take my time with the game though. Unless of course it just dies off randomly after a couple of months.
Originally Posted by Reddit.com/r/titanfall You can nuke the dropship when the enemy team is evacuating! And it does a HUGE amount of damage if you're close enough! This works best at dropship sites where the dropship is close to the ground
If you're using cluster missiles or smoke, deploy them, get up near a wall, face away from it, crouch, and look up. The pilot will be right up against the wall and won't be able to disembark!!
Draw enemy titans into a corner and nuke them so they can't get away! It doesn't have to be perfect--just make sure they only way they can get out is if they move past you!
The ABSOLUTE latest you can eject and still escape at evac is "leaving in 8 seconds!"
You can predict enemy pilot spawn locations by looking at where enemy minions are spawning! Usually the spawns change location when an area is no longer "safe" so pay attention to new spawns!
USE ZIPLINES on maps that have them! You can pretty much "teleport" from one hardpoint location to the next! They're also super fast transport on ctf!
Found the most amazing camping spot at hardpoint A on Boneyard! It revolves around sitting on a tiny vent sticking out near the ceiling! You basically get to the back of the room and jump up to the dark part of the ceiling and you'll find it!
Originally Posted by Reddit.com/r/titanfall Looking to create a simple and advanced list of tips and tactics. Here's some things Ive found and can think of while I'm not playing. Some are repeats and some are new. Anyone with new ones feel free to add.
-Fully charged charge rifle kills pilots in one shot. Great for taking out camping snipers across the map.
-In LTS having one pilot up high sniping titans with charge rifle almost always results in a win. Charge rifle is the eater of shields. This keeps groups of enemy titans from advancing on your allies and gives your team the opportunity to push forward and take down health.
-Make sure to aim for red parts on titans. Critical hits do major damage, especially with pilots' anti titan weaponry.
-Adding a silencer to your weapon makes it so you kill in one additional bullet. This rule of thumb does not apply to the smart pistol. Smart pistol is a three shot kill from all ranges, doing 67 damage.
-When using the smart pistol don't wait for the locks to go from yellow to red. Once you see the third lock acquire you can pull the trigger and get the instakill. This is especially helpful during combat head on with other pilots where split seconds matter.
-R-97 with scatterfire is the hip fire king. Beats everything close range. With the exception of being one shotted with a shotty up close.
-Leadwall is the best attachment for the shotgun since it gives you better accuracy which results in making more contact on targets at range, slight increasing the distance you can get shots that do major damage.
-When wallrunning you don't have to continue running in one direction, you can turn around mid run.
-Nothing beats titan chaingun and cannon for damage per second. The other titan weapons aren't as effective in dooming.
-When engaging in titan on titan fights, save you ordinance for when you reload since this is when enemies will try to retreat to replenish shield. Taking pot shots with homing missiles keeps enemies shields down until you have a full clip
-If you have a knack for flanking enemy titans who stay in the background relatively still trying to snipe, sneak up behind them and unleash smoke and a cluster missile. This does massive damage if they can't get out fast. Ogres especially vulnerable.
-ADSing the carbine up close beats hip firing. The carbine's hip fire is decent but it pales in comparison to almost all other guns. You can get the kill extremely fast if you ADS the carbine up close, which makes up for not being very mobile.
-Don't forget about your sidearms. These can drop pilots quick when accurate, espcially when they have been wounded. Wingman is a killer. Two shot kill, with a hip fire that's better than the smgs, so if you can follow a moving target, don't bother ADS.
-When rodeoing a titan until its doom, the ejecting pilot will ALWAYS be in front and slightly below you.
-When being rodeo'd disembark, turn around jump and kick for a OHK on that cowboy.
-When rodeoing a titan and the pilot disembarks jump off, throw a satchel in front of the titan and detonate.
-Call your titan down on kneeling titans, be it auto titans or titans in the animation of picking up their pilot.
-Beat down pilots in the animation of entering their titans. THEY ARE NOT INVINCIBLE during this animation. Too many people wait for them to enter to engage. When you see a pilot running for his titan follow and beat his buns.
-If you don't use your tactical ability constantly, its not worth taking the power cell. Chances are you'll have it when needed. Quick reload and run n gun are very useful on loadouts, so pick your perks wisefully.
-Bunnyhop. This is when you jump right after landing. You will not lose momentum.
-Burst fire your SMG when engaging enemeies outside your range. This greatly increases your chances of getting the kill before having to reload and letting that pilot get away.
-On the map overlook, there is a main corridor where all the action takes place. You can wall run around all the walls to get a good height above titans and pilots. Equip the smartpistol and get to a good height and wall hang and lock on to enemies running down this hallway for easy kills. People never look up, especially when its not a rooftop.
-On the map Rise, if you can't cap the flag in less than twenty seconds than you aren't wall running enough.
-Longbow DMR sniper is a two shot kill. Although using this gun kills most mobility so prepare to play stationary. Questions? Anyone have good strategies for the mag launcher? This weapon does not do enough damage, and has such a small clip. Only benefit i know of is that it allows to you to fire from behind cover. Hemlock, whats the flipping point? Looks cool but it absolutely sucks in comparison. Yes people can do well with it but those are dedicated burst lovers. They will always be able to do better with the carbine, so I ask you what does it excel at?
Addendum to the Hemlock, Hemlock burn cards are the best period, a burst will guarantee a kill thanks to auto aim. Very efficient compared to the others.
On March 19 2014 06:39 Judicator wrote: Addendum to the Hemlock, Hemlock burn cards are the best period, a burst will guarantee a kill thanks to auto aim. Very efficient compared to the others.
Applicable only to Xbox when referencing the auto-aim, correct?
On March 19 2014 06:39 Judicator wrote: Addendum to the Hemlock, Hemlock burn cards are the best period, a burst will guarantee a kill thanks to auto aim. Very efficient compared to the others.
Applicable only to Xbox when referencing the auto-aim, correct?
Nope, its apparent and noticeable in PC version. I notice it a lot when trying to fine aim at long distances with the sniper rifles. Less apparent with the carbine but still there. I am coming from a CS/GO/TFC/TF2 background.
You can test this very easily, just try to track a target moving running horizontally across your screen, then either stop or pull the opposite direction, you'll notice a little stickiness to the aim. It doesn't surprise me since I notice this in original Modern Warfare (never really played much of the others in multiplayer).
Edit:
This is why movement is king in this game, you have to break line of sight somehow, either jumping over them, not using your jet pack too quickly (Scout players from TF2 will notice this very quickly) or you're just an easy kill since you can't change your trajectory.
First I thought I was better on maps like Angel City (more urban ones) because it was in the beta, but nope, I just know where I can take duels with angles.
I didn't have any good fortune with the Hemlock. Was essentially the Carbine with a slower rate of fire in my hands. May pick it up again, but right now I'm rocking the Smart Pistol or silenced Carbine and raking in minion kills.
On March 19 2014 07:39 cLAN.Anax wrote: I didn't have any good fortune with the Hemlock. Was essentially the Carbine with a slower rate of fire in my hands. May pick it up again, but right now I'm rocking the Smart Pistol or silenced Carbine and raking in minion kills.
Oh I think its worse than the Carbine, but the burn card version is very good at snowballing for you.
On March 19 2014 07:39 cLAN.Anax wrote: I didn't have any good fortune with the Hemlock. Was essentially the Carbine with a slower rate of fire in my hands. May pick it up again, but right now I'm rocking the Smart Pistol or silenced Carbine and raking in minion kills.
Hemlok kicks too much past mid range, even worse with the Starburst mod, if not for challenges and regen I'd stick to R101C all day.
I've a sinking feeling it will be the first to get nerfed. I'm normally not a shotty type of person, but even I was doing well with it the other night.
Anyone else find the Ogre chassis to be completely useless? The slight increase in health doesn't nearly compensate for the amount of damage I can avoid with the additional dash on the atlas or stryder. Feels like it either needs a LOT more health or the single dash needs to recharge much quicker than it does.
On March 20 2014 23:50 imJealous wrote: Anyone else find the Ogre chassis to be completely useless? The slight increase in health doesn't nearly compensate for the amount of damage I can avoid with the additional dash on the atlas or stryder. Feels like it either needs a LOT more health or the single dash needs to recharge much quicker than it does.
I get the feeling in organized play it will be a lot better- where you can have people protecting flanks.
In a stationary position guarding a path, with something to LoS behind, ogre will win vs pretty much any other titan 1v1.
For random games stryder just so much better though, just to outmaneuver people.
On March 19 2014 20:40 KadaverBB wrote: Shotgun all day every day.
I hope it gets nerfed, so easy to use right now >.< just the margin for error so much larger. Also, the range on it is kinda ridiculous for a shotgun.
Something like the damage it does dropping off way harsher at range.
If they nerf the shotgun I'll just switch to submachine gun. I don't care. I am at my best in close combat and I'll just whatever kills people the best! <3
On March 20 2014 23:50 imJealous wrote: Anyone else find the Ogre chassis to be completely useless? The slight increase in health doesn't nearly compensate for the amount of damage I can avoid with the additional dash on the atlas or stryder. Feels like it either needs a LOT more health or the single dash needs to recharge much quicker than it does.
Ogre does have almost as twice health as a Styder, and 25% more than an Atlas. Personally I use Ogre exclusively in Last Titan Standing, in other modes sometimes I use Ogre in a kamikaze style with Quad Rocket, Smoke, Nuclear Ejection and Big Punch.
On March 20 2014 23:50 imJealous wrote: Anyone else find the Ogre chassis to be completely useless? The slight increase in health doesn't nearly compensate for the amount of damage I can avoid with the additional dash on the atlas or stryder. Feels like it either needs a LOT more health or the single dash needs to recharge much quicker than it does.
Ogre does have almost as twice health as a Styder, and 25% more than an Atlas. Personally I use Ogre exclusively in Last Titan Standing, in other modes sometimes I use Ogre in a kamikaze style with Quad Rocket, Smoke, Nuclear Ejection and Big Punch.
I have a build very similar to that as well but I find it works much better with the Atlas!
On March 20 2014 23:50 imJealous wrote: Anyone else find the Ogre chassis to be completely useless? The slight increase in health doesn't nearly compensate for the amount of damage I can avoid with the additional dash on the atlas or stryder. Feels like it either needs a LOT more health or the single dash needs to recharge much quicker than it does.
I get the feeling in organized play it will be a lot better- where you can have people protecting flanks.
In a stationary position guarding a path, with something to LoS behind, ogre will win vs pretty much any other titan 1v1.
For random games stryder just so much better though, just to outmaneuver people.
Yeah I suppose there are some niche situations where you can be stationary with an allied titan backing you up if they dive in on your position, but I don't see that being very common even if organized play ever becomes a thing with this game.
On March 20 2014 23:50 imJealous wrote: Anyone else find the Ogre chassis to be completely useless? The slight increase in health doesn't nearly compensate for the amount of damage I can avoid with the additional dash on the atlas or stryder. Feels like it either needs a LOT more health or the single dash needs to recharge much quicker than it does.
I primarily play Hard Point and going to start playing more CTF
don't really care to play Attrition or the other game modes
I choose Ogre because I tend to leave it on AI mode unless there's a map like Training that is very open and demands Titan use
would choose Stryder if I was trying to flag run in CTF though
On March 20 2014 23:50 imJealous wrote: Anyone else find the Ogre chassis to be completely useless? The slight increase in health doesn't nearly compensate for the amount of damage I can avoid with the additional dash on the atlas or stryder. Feels like it either needs a LOT more health or the single dash needs to recharge much quicker than it does.
I primarily play Hard Point and going to start playing more CTF
don't really care to play Attrition or the other game modes
I choose Ogre because I tend to leave it on AI mode unless there's a map like Training that is very open and demands Titan use
would choose Stryder if I was trying to flag run in CTF though
Hmm, yeah I suppose in the AI mode isn't really capable of taking advantage of mobility anyway, so I can see that. I would never think of that because I tend to stay in my titan and push the points that can be capped by titans.
CTF is great by the way! Except on Training Ground, that map is just Stryder dash fest
Played a random round of CTF today, got the flag, but no titan available of my own. So jumped on a friendly Stryder and he realized it and dashed back to our base with me on his back... it was glorious and felt pretty awesome.
Apart from that I tend to get a lot of lag later in the evening. Not sure if I'm the only one. There are times when I can't even connect to games anymore because I get disconnected right after the loading screen constantly. I also think they should probably wait a couple seconds longer while the map is loading.
I could probably decrease load times if I turn down all of the settings to low, but the game really does look atrocious when you do that.
Ogre with Big Punch will two-hit a Stryder (source: my own personal, unfortunate experience T_T). I prefer the Stryder the most because I think speed > tankiness in Titanfall.
Seems they forgot the time-travel for 40mm is something, whereas the Railgun hits instantly. If you're a better shot, Railgun should one-hit any Pilot. 40mm is great vs. Titans, but I have trouble nailing down Pilots with it due to that necessary lead. It depends on what you want to do, honestly. If you're a Halo sniper, blow people up with the Railgun. If you're sick of enemy Titans, pick at 'em with the 40mm.
So, gen 3 regen requirements, 50 titan kills with plasma railgun.
Start at level 12, last titan standing, only using it.
FINALLY done with it at level 32, probably 6-8 hours of playtime later. It really hurts you have to get the dooming shot with it, not with a punch, not with ordinance, only with it.
I get the feeling later regens are going to be 1-50 trying to do the challenges, leaving very little time to just play the game.
Hey guys, im really into Titanfall right now, working on my second prestige. I'm looking for some people to play online with every now and then as a regular thing because my friends either have it on console or play other PC games. I wanna be competitive but still have fun, and mainly just be able to communicate better with my team, ect.
On March 22 2014 14:39 Baloop wrote: Hey guys, im really into Titanfall right now, working on my second prestige. I'm looking for some people to play online with every now and then as a regular thing because my friends either have it on console or play other PC games. I wanna be competitive but still have fun, and mainly just be able to communicate better with my team, ect.
Weird that smart pistol got nerfed. Is it really that good?
I guess in some messy situation it can be better than other guns like when you try to shoot down pilot who is on your Titan but thats about it for me @@
On March 23 2014 02:50 ETisME wrote: Weird that smart pistol got nerfed. Is it really that good?
I guess in some messy situation it can be better than other guns like when you try to shoot down pilot who is on your Titan but thats about it for me @@
no idea on console, but definitely not OP on PC
Carbine is the best all around gun and I doubt that's getting nerfed anytime soon
On March 24 2014 03:10 JinDesu wrote: I got the infinite arc mine burn card once. Didn't die a single time that round by setting it everywhere around the house I was camping.
Don't they detonate automatically if you set more than your allotted maximum?
On March 24 2014 03:10 JinDesu wrote: I got the infinite arc mine burn card once. Didn't die a single time that round by setting it everywhere around the house I was camping.
Definitely broken on some hardpoint maps. Ran into some arc mine camping guys as well, so frigging hard to get them if they have somewhat of a brain
On March 24 2014 03:10 JinDesu wrote: I got the infinite arc mine burn card once. Didn't die a single time that round by setting it everywhere around the house I was camping.
Definitely broken on some hardpoint maps. Ran into some arc mine camping guys as well, so frigging hard to get them if they have somewhat of a brain
You can also refill stock arc mines that have been placed and exploded by entering and exiting a titan I believe.
On March 24 2014 03:10 JinDesu wrote: I got the infinite arc mine burn card once. Didn't die a single time that round by setting it everywhere around the house I was camping.
Don't they detonate automatically if you set more than your allotted maximum?
I didn't notice, mostly because the other team became desperate to breach my fortress of solitude, so they were tripping my mines constantly. I was being pretty evil with them. Throwing them above door frames, and on the underside of staircases, as well as on the legs of friendly titans.
The nerf to it was warranted as it basically allowed me personally to win any duels since you can both outaim anyone and outreload them, especially idiots who use their 2nd jump so quickly.
Seems it'll be a minion-farming tool from now on, primarily. Didn't think about using it for Arc Mines. It's like having a "Sitrep" perk on as your primary weapon, spotting enemy ordnance. I assume it detects Satchels too?
I believe so. Amusingly, if I remember correctly, it detects individual rockets shot by Titans. I didn't get a chance to shoot them because I died, but I saw the lock-ons.
On March 25 2014 05:23 JinDesu wrote: I believe so. Amusingly, if I remember correctly, it detects individual rockets shot by Titans. I didn't get a chance to shoot them because I died, but I saw the lock-ons.
Yep. Smart Pistol's pretty much going to lose any fight now, which is kind of funny because the SMG in semi-close range is just as good.
On March 25 2014 04:06 Judicator wrote: Smart Pistol wrecked arc mines.
The nerf to it was warranted as it basically allowed me personally to win any duels since you can both outaim anyone and outreload them, especially idiots who use their 2nd jump so quickly.
I play it on the X Box One and have had difficulty using the smart pistol; by the time I lock on, I'm dead. Is there a trick to using it?
On March 25 2014 04:06 Judicator wrote: Smart Pistol wrecked arc mines.
The nerf to it was warranted as it basically allowed me personally to win any duels since you can both outaim anyone and outreload them, especially idiots who use their 2nd jump so quickly.
I play it on the X Box One and have had difficulty using the smart pistol; by the time I lock on, I'm dead. Is there a trick to using it?
At best, using the faster lock perk is the only way to go I think. I've had some success where the faster lock perk lets me get 2 shots off pretty quick, while letting me align my sights with the lock. This means I just keep clicking and it kills them pretty quick. Mind you, it can be disorientating.
That being said, I only started using the smart pistol recently because I was trying to just get all the addons for every weapon - and then they nerf it
On March 25 2014 04:06 Judicator wrote: Smart Pistol wrecked arc mines.
The nerf to it was warranted as it basically allowed me personally to win any duels since you can both outaim anyone and outreload them, especially idiots who use their 2nd jump so quickly.
I play it on the X Box One and have had difficulty using the smart pistol; by the time I lock on, I'm dead. Is there a trick to using it?
Play smart, as the name suggests, you won't be able to win any direct engagement against a slightly decent player, use parkour and cloak to approach your targets from behind.
On March 25 2014 04:06 Judicator wrote: Smart Pistol wrecked arc mines.
The nerf to it was warranted as it basically allowed me personally to win any duels since you can both outaim anyone and outreload them, especially idiots who use their 2nd jump so quickly.
I play it on the X Box One and have had difficulty using the smart pistol; by the time I lock on, I'm dead. Is there a trick to using it?
At best, using the faster lock perk is the only way to go I think. I've had some success where the faster lock perk lets me get 2 shots off pretty quick, while letting me align my sights with the lock. This means I just keep clicking and it kills them pretty quick. Mind you, it can be disorientating.
That being said, I only started using the smart pistol recently because I was trying to just get all the addons for every weapon - and then they nerf it
The Enhanced Lock reduces the size of the targeting area on-screen, I think. It's faster, but you have to aim a little better, and you have a slightly more difficult time following a Pilot's path if they're bouncing around a lot.
On March 25 2014 15:11 Incognoto wrote: You farm minions in this game?
It's a legitimate strategy in Attrition. They respawn more frequently if you kill more of them faster. I once got 60+ in a game by running over them in my Stryder.
On March 25 2014 04:06 Judicator wrote: Smart Pistol wrecked arc mines.
The nerf to it was warranted as it basically allowed me personally to win any duels since you can both outaim anyone and outreload them, especially idiots who use their 2nd jump so quickly.
I play it on the X Box One and have had difficulty using the smart pistol; by the time I lock on, I'm dead. Is there a trick to using it?
At best, using the faster lock perk is the only way to go I think. I've had some success where the faster lock perk lets me get 2 shots off pretty quick, while letting me align my sights with the lock. This means I just keep clicking and it kills them pretty quick. Mind you, it can be disorientating.
That being said, I only started using the smart pistol recently because I was trying to just get all the addons for every weapon - and then they nerf it
The Enhanced Lock reduces the size of the targeting area on-screen, I think. It's faster, but you have to aim a little better, and you have a slightly more difficult time following a Pilot's path if they're bouncing around a lot.
On March 25 2014 15:11 Incognoto wrote: You farm minions in this game?
It's a legitimate strategy in Attrition. They respawn more frequently if you kill more of them faster. I once got 60+ in a game by running over them in my Stryder.
Definitely a trade off, but it's pretty reasonable for me because I have to aim for the pilot along the way since it's not going to kill him with just the locked shots.
I was surprised at how useful it was to hunt minions. Each are an attrition point, they spawn in groups of 4, multiple sets, and they are a hell lot easier to find and kill than pilots.
Atlas, Styrder's are an absolute joke against any kind of aiming. Ogre is a second for hardpoint maps.
Smart Pistol's greatest strength was that you always started the fight with an advantage on health if you knew what you were doing, plus the normal aim of that gun was pretty good.
On March 26 2014 10:21 cLAN.Anax wrote: What's everyone's favorite Titan chassis thus far? I'm really enjoying the Stryder, Atlas is a close second, and I struggle a ton with the Ogre.
Atlas for everything, maybe Stryder for Last Titan Standing, since many are oblivious to suprise rushes. But 99% of the time Atlas.
I finally found an Ogre build that I like, but I still feel like the Ogre and Stryder are very situational where as the Atlas will perform almost as well as those chassis in the those situations, and much better than them in all other scenarios.
On March 26 2014 22:23 digmouse wrote: Respawn is going to tweak the Gooser challenge requirement for Gen 5 to 6.
It doesn't seem that bad, run chaingun accelerator spam shoot above the head of titans that are ejecting. This, or just aim decently after they eject and hope they don't have auto clock on eject on.
I guess with auto cloak this can be very very annoying to do.
On March 26 2014 10:21 cLAN.Anax wrote: What's everyone's favorite Titan chassis thus far? I'm really enjoying the Stryder, Atlas is a close second, and I struggle a ton with the Ogre.
Atlas by far. Stryder is way too squishy, against decent oponentes it won't live long. It's fun though if you are up against a bad titan pilot and have the dash core up. Ogre has only one dash charge, which is a no go for me.
On March 27 2014 00:35 Bam Lee wrote: Atlas > all. Damage core is awesome and the balance Between hp and mobility is good
And a Kadaverbb shot me in the face with a shotgun. Wonder if it's the one from team liquid?
Edit: what do most people play as tactical ability? I can't stop using stim personally. It's just soooo awesome.
How were the letters capitalized? I can tell you if you saw the real KBB. (or if he went 34-1; that's usually a good tell-tale sign it's him too, lol)
I'm finding them very situational. All in all, I like Cloak the most. Invisibility isn't end-all, but it's very helpful. Radar Pulse with the shotgun in Dom matches is tons of fun. I see potential in Stim, but I'm not skilled in parkour enough to use it proficiently. -.-'
On March 27 2014 00:35 Bam Lee wrote: Atlas > all. Damage core is awesome and the balance Between hp and mobility is good
And a Kadaverbb shot me in the face with a shotgun. Wonder if it's the one from team liquid?
Edit: what do most people play as tactical ability? I can't stop using stim personally. It's just soooo awesome.
How were the letters capitalized? I can tell you if you saw the real KBB. (or if he went 34-1; that's usually a good tell-tale sign it's him too, lol)
I'm finding them very situational. All in all, I like Cloak the most. Invisibility isn't end-all, but it's very helpful. Radar Pulse with the shotgun in Dom matches is tons of fun. I see potential in Stim, but I'm not skilled in parkour enough to use it proficiently. -.-'
If i remember correctly it was KadaverBB. Radar pulse can be awesome in hard point, but i prefer the raw 1v1 strength i get from stim. Also it is easy to disengage with stim. Cloak is something i personally dont like a whole lot, but it can be useful atm. I just feel like after some time people will be good enough to spot it outside of fog
On March 27 2014 00:35 Bam Lee wrote: Atlas > all. Damage core is awesome and the balance Between hp and mobility is good
And a Kadaverbb shot me in the face with a shotgun. Wonder if it's the one from team liquid?
Edit: what do most people play as tactical ability? I can't stop using stim personally. It's just soooo awesome.
How were the letters capitalized? I can tell you if you saw the real KBB. (or if he went 34-1; that's usually a good tell-tale sign it's him too, lol)
I'm finding them very situational. All in all, I like Cloak the most. Invisibility isn't end-all, but it's very helpful. Radar Pulse with the shotgun in Dom matches is tons of fun. I see potential in Stim, but I'm not skilled in parkour enough to use it proficiently. -.-'
If i remember correctly it was KadaverBB. Radar pulse can be awesome in hard point, but i prefer the raw 1v1 strength i get from stim. Also it is easy to disengage with stim. Cloak is something i personally dont like a whole lot, but it can be useful atm. I just feel like after some time people will be good enough to spot it outside of fog
It really is only good when in the dark. It's not hard to pick someone from a cloak.
“You can play with other banned players in something that will resemble the Wimbledon of aimbot contests. Hopefully the aimbot cheat you paid for really is the best, or these all-cheater matches could be frustrating for you.” Respawn said on its website. “Good luck.”
Thoughts guys? I think it's kinda funny and might actually be interesting to watch those matches.
On March 27 2014 00:35 Bam Lee wrote: Atlas > all. Damage core is awesome and the balance Between hp and mobility is good
And a Kadaverbb shot me in the face with a shotgun. Wonder if it's the one from team liquid?
Edit: what do most people play as tactical ability? I can't stop using stim personally. It's just soooo awesome.
How were the letters capitalized? I can tell you if you saw the real KBB. (or if he went 34-1; that's usually a good tell-tale sign it's him too, lol)
I'm finding them very situational. All in all, I like Cloak the most. Invisibility isn't end-all, but it's very helpful. Radar Pulse with the shotgun in Dom matches is tons of fun. I see potential in Stim, but I'm not skilled in parkour enough to use it proficiently. -.-'
If i remember correctly it was KadaverBB.
Definitely an imposter, then. (unless he changed it over the past two days)
“You can play with other banned players in something that will resemble the Wimbledon of aimbot contests. Hopefully the aimbot cheat you paid for really is the best, or these all-cheater matches could be frustrating for you.” Respawn said on its website. “Good luck.”
Thoughts guys? I think it's kinda funny and might actually be interesting to watch those matches.
I like it too! Now you'll get YouTubers trying to get banned using an aimbot just to record the matches and post the hilarity. :-D
So I've been playing this a fair bit, here are my first thoughts
1) I don't really like playing in the titans. Having one hang around and get me free kills is fun, but actually riding in them feels a little clunky and boring, kind of like a CoD streak call in. On the other hand, dueling a titan as a pilot is hella fun. I've been doing a lot of practicing bouncing around rooftops and vaulting through groups of enemy titans, rodeoing them until they smoke and then bouncing to another one. With an LMG or CAR you can really mess them up.
2) I've had most success with the basic carbine and CAR, both using stim and batteries. Works very well as a hardpoint domination kit and is solid in attrition. That said, I think by far and away the best kit for attrition is improved smart pistol and stim, letting you cruise around the map farming grunts to get your titan down fast. If you move right you can usually outflank and kill a few pilots early in the game too. You can also use it in hardpoint but it's more about being the team minesweeper and taking out all the satchels and AT mines that get sprayed around points.
3) as far as AT weapons go, the big hitting guns are the best for me. Either the missile or laser, both let you take chunks out of enemy titans and then bug out to assist in titan duels or harass good players from safety.
4) I'm kind of disappointed in the weapons once more, I think the smart pistol is a really cool design whose main issue is balance tweaking, which can be done with some very small time increments. I wish they'd come up with more interesting guns rather than just the COD specials. Take a leaf from dem oldschool games and bust out the biorifles, spinfusors and stake crossbows. I get that TF was kind of a concept piece, which is now going to get expanded on since it's shown to be successful, but still...
5) Kind of pissed off with matchmaking. I seem to get matched with everyone from outright rookies to gen5s. Straylia yo.
Overall I'm very impressed, and I think this is the game that was needed to really refresh the MP shooter genre. I wish they'd pushed away a bit more from the COD model and come up with better solutions to the design challenges of the genre, but I can't fault them too much for choosing the route they did and it's certainly paid off nicely.
On March 27 2014 15:10 Thereisnosaurus wrote: So I've been playing this a fair bit, here are my first thoughts
1) I don't really like playing in the titans. Having one hang around and get me free kills is fun, but actually riding in them feels a little clunky and boring, kind of like a CoD streak call in. On the other hand, dueling a titan as a pilot is hella fun. I've been doing a lot of practicing bouncing around rooftops and vaulting through groups of enemy titans, rodeoing them until they smoke and then bouncing to another one. With an LMG or CAR you can really mess them up.
2) I've had most success with the basic carbine and CAR, both using stim and batteries. Works very well as a hardpoint domination kit and is solid in attrition. That said, I think by far and away the best kit for attrition is improved smart pistol and stim, letting you cruise around the map farming grunts to get your titan down fast. If you move right you can usually outflank and kill a few pilots early in the game too. You can also use it in hardpoint but it's more about being the team minesweeper and taking out all the satchels and AT mines that get sprayed around points.
3) as far as AT weapons go, the big hitting guns are the best for me. Either the missile or laser, both let you take chunks out of enemy titans and then bug out to assist in titan duels or harass good players from safety.
4) I'm kind of disappointed in the weapons once more, I think the smart pistol is a really cool design whose main issue is balance tweaking, which can be done with some very small time increments. I wish they'd come up with more interesting guns rather than just the COD specials. Take a leaf from dem oldschool games and bust out the biorifles, spinfusors and stake crossbows. I get that TF was kind of a concept piece, which is now going to get expanded on since it's shown to be successful, but still...
5) Kind of pissed off with matchmaking. I seem to get matched with everyone from outright rookies to gen5s. Straylia yo.
Overall I'm very impressed, and I think this is the game that was needed to really refresh the MP shooter genre. I wish they'd pushed away a bit more from the COD model and come up with better solutions to the design challenges of the genre, but I can't fault them too much for choosing the route they did and it's certainly paid off nicely.
Improved Matchmaking (BETA) has been added
although I'll continue to use the normal matchmaking because I need easier railgun G3 Titan kills
They will mean less and less as time goes on, but as mentioned earlier, for these first few weeks, they're a semi-reputable indication of skill from pure experience. Level 50 for life!!
On March 28 2014 12:57 cLAN.Anax wrote: They will mean less and less as time goes on, but as mentioned earlier, for these first few weeks, they're a semi-reputable indication of skill from pure experience. Level 50 for life!!
You say that, but when Gen 7s and 8s are getting stomped, it's really not. It just means they grinded the fuck out of achievements.
On March 28 2014 12:57 cLAN.Anax wrote: They will mean less and less as time goes on, but as mentioned earlier, for these first few weeks, they're a semi-reputable indication of skill from pure experience. Level 50 for life!!
You say that, but when Gen 7s and 8s are getting stomped, it's really not. It just means they grinded the fuck out of achievements.
Anyone have any tips for aiming? I'm basically only doing well with the shotgun or smart pistol, I keep missing whole magazines on people with the smgs or the carbine, especially the ones that jump and sprint pretty constantly (the last server I played in for a while had a couple guys doing this with the smart pistol, which seems really strong cause you can build locks while full speed dodging and jumping, and I just wasn't even close to good enough to shoot them down until I switched to one of the two easy weapons.)
I am doing quite well at last titan standing, but of course I find it the least fun, and pilot hunter the most fun probably.
Also my favorite anti-titan weapon is the mag-launcher by far, cause you can just pop off a bunch of grenades real fast and from relative safety to help the titan battling almost any time.
On March 28 2014 16:51 ZapRoffo wrote: Anyone have any tips for aiming? I'm basically only doing well with the shotgun or smart pistol, I keep missing whole magazines on people with the smgs or the carbine, especially the ones that jump and sprint pretty constantly (the last server I played in for a while had a couple guys doing this with the smart pistol, which seems really strong cause you can build locks while full speed dodging and jumping, and I just wasn't even close to good enough to shoot them down until I switched to one of the two easy weapons.)
I am doing quite well at last titan standing, but of course I find it the least fun, and pilot hunter the most fun probably.
Also my favorite anti-titan weapon is the mag-launcher by far, cause you can just pop off a bunch of grenades real fast and from relative safety to help the titan battling almost any time.
Consider turning down your mouse sensitivity. If that doesn't help, maybe try playing with the DMR for a while to force yourself to work on your aim. You won't do well, but afterward the carbine will feel much easier to use. Also, maybe you're aiming down sight too often or maybe you're hip-firing too often, try forcing your self to use one or the other for a while and see if you see any situations where it works better than what you were doing before.
I love the mag launcher as well. There are lots of situations where you can get player kills with it too in lieu of grenades.
I know plenty of people who dont give a fuck about prestige systems, max level once and sit there with everything unlocked. Im assuming gens arent anything out of the norm of prestige systems in other games. Not really a measurement of skill at all.
I actually had no clue what this prestige stuff meant until now. I did play a few CoD games, but they were always too bad to spend enough time on to get to prestige levels. Maybe it's a regular thing, but certainly not in the games I've been playing.
On March 28 2014 16:51 ZapRoffo wrote: Anyone have any tips for aiming? I'm basically only doing well with the shotgun or smart pistol, I keep missing whole magazines on people with the smgs or the carbine, especially the ones that jump and sprint pretty constantly (the last server I played in for a while had a couple guys doing this with the smart pistol, which seems really strong cause you can build locks while full speed dodging and jumping, and I just wasn't even close to good enough to shoot them down until I switched to one of the two easy weapons.)
I am doing quite well at last titan standing, but of course I find it the least fun, and pilot hunter the most fun probably.
Also my favorite anti-titan weapon is the mag-launcher by far, cause you can just pop off a bunch of grenades real fast and from relative safety to help the titan battling almost any time.
Find a sensitivity AND mouse setup that works for you comfortably. In this game though, you might want to heavily consider the ability to do at least a 180 uninterrupted. What you could do is to set a baseline mouse sens/dpi and then tweak it bit by bit.
Idiots that jump around without parkouring are easy kills, the jump trajectory can only be changed 2 ways in this game, by going off a wall which is the best since you have wall hang options from there or the second jetpack based jump which is only so-so since you are stuck until you land. So keep that in mind to predict where they are going next. It's less about reacting but more about predicting, you want to pre-aim where they are going to be, and not aim to where they already are.
SMG/Carbine is more about the reloads if you want to be dominant with them, I have ran away from fights that I know I can win because the reload will certainly get me killed. Trading 1 for 1 is weak :D
I actually really enjoy the Gen system. Only issue with challenges so far was gooser, and of course they announce they're changing it to 5 instead of 50 the same frickin' day I complete the challenge. Only hope is that I get some form of recognition for it, because that shit was tough =/
On March 29 2014 05:41 Zvenn3n wrote: I actually really enjoy the Gen system. Only issue with challenges so far was gooser, and of course they announce they're changing it to 5 instead of 50 the same frickin' day I complete the challenge. Only hope is that I get some form of recognition for it, because that shit was tough =/
The funny thing about that achievement when I saw it was not if I can pick them ejecting, its what do I for all the dumbfucks who won't eject.
Also, something I hope they fix in the future. It's is too damn easy to melee a pilot attempting to mount you in a Titan, I don't think I have missed once when someone tries to mount.
On March 29 2014 05:41 Zvenn3n wrote: I actually really enjoy the Gen system. Only issue with challenges so far was gooser, and of course they announce they're changing it to 5 instead of 50 the same frickin' day I complete the challenge. Only hope is that I get some form of recognition for it, because that shit was tough =/
The funny thing about that achievement when I saw it was not if I can pick them ejecting, its what do I for all the dumbfucks who won't eject.
Also, something I hope they fix in the future. It's is too damn easy to melee a pilot attempting to mount you in a Titan, I don't think I have missed once when someone tries to mount.
Yeah the Titan's melee has some really hard aim assist there, you feel this even harder if you play with a controller.
1. Reduce the shotgun's rate of fire 2. Reduce the carbines damage at long ranges 3. Prevent the smart pistol from firing without a lock unless aimed down sight
On March 30 2014 08:16 imJealous wrote: In terms of gun balance they really need to:
1. Reduce the shotgun's rate of fire 2. Reduce the carbines damage at long ranges 3. Prevent the smart pistol from firing without a lock unless aimed down sight
Agree with the Shotgun, for the rest, how about buffing G2A4 and Hemlok instead? Nerfing is never fun. Smart Pistol is fine imo.
Been working on my Gen 4 to 5 challenges, the RE45 challenge is surprisingly easy, this little gun wrecks balls in close range, I manage to get 50 pilot kills in 4 games including a 18-1 stomp purely with it. Now time to move on to the DMR...
Then that would continue to leave the LMG, DMR, and Kraber still needing some tweaks to become relevant. Its a simpler fix to just reduce the carbine's damage at extreme range so there's still a point to the DMR, G2A4, and Hemlok (which I agree does need its own buff regardless). There's no place large enough for you to strategically position yourself outside of carbine range except for a couple niche positions on a couple maps, and you usually can't contribute anything meaningful to your team from those positions anyway. And hell, they could buff the carbine's hip fire accuracy or damage a close range to compensate for all I care.
From my limited playtime so far, I dislike shotgun fallof damage range and rate of fire. How quick the melee attack is for it being an OHK from any angle, smartpistols being too versatile and every motherfucker spamming triple threat in his titan. Those things will just piss me off, other things I feel like I could get less annoyed by if I played more and get more experience in dealing with them.
On March 30 2014 09:34 imJealous wrote: Then that would continue to leave the LMG, DMR, and Kraber still needing some tweaks to become relevant. Its a simpler fix to just reduce the carbine's damage at extreme range so there's still a point to the DMR, G2A4, and Hemlok (which I agree does need its own buff regardless). There's no place large enough for you to strategically position yourself outside of carbine range except for a couple niche positions on a couple maps, and you usually can't contribute anything meaningful to your team from those positions anyway. And hell, they could buff the carbine's hip fire accuracy or damage a close range to compensate for all I care.
The Carbine currently is a 50-40 weapon, which means it's 5 shot kill at long range, lower it to 30 or 35 damage which is 7 shot seems reasonable enough, this also means if you put a suppressor on it will become a 8 shot kill at long range, which is almost useless. But I'd say it's fairly reasonable, Carbines (shorter barrel variation of Assault Rifles, or firing intermediate rounds) are never meant to be used for long range combat even in real life.
For other weapons the LMG is a incredible close range and rodeo weapon, it fits its role well imo, the DMR is tricky but put a AOG on it it's a fairly useful mid range weapon, much better than the entirely embarrassing G2A4. Kraber is completely useless tho, there is no place for a weapon like this in the game.
TB said during the beta that the Kraber managed to do some worthwhile damage to Titans' health. Don't know if that remains the case, but probably not viable given the other primary weapons at everyone's disposal.
On March 30 2014 10:28 cLAN.Anax wrote: TB said during the beta that the Kraber managed to do some worthwhile damage to Titans' health. Don't know if that remains the case, but probably not viable given the other primary weapons at everyone's disposal.
Still useless if not rodeoing. Totally not firing "AP" rounds. It's a 500 damage weapon against human targets but only 200 vs Titans, FYI the Stryder has 5500 health, the Ogre has 10500.
On March 30 2014 10:28 cLAN.Anax wrote: TB said during the beta that the Kraber managed to do some worthwhile damage to Titans' health. Don't know if that remains the case, but probably not viable given the other primary weapons at everyone's disposal.
Still useless if not rodeoing. Totally not firing "AP" rounds. It's a 500 damage weapon against human targets but only 200 vs Titans, FYI the Stryder has 5500 health, the Ogre has 10500.
There's the amped Kraber which has explosive rounds it says, but I don't have one right now to test if it actually does anything decent, and is probably still a terrible card even if it does some damage to speak of. I guess if it's significant damage and you want to go for a full anti-titan loadout, I guess I could see it.
On March 30 2014 10:28 cLAN.Anax wrote: TB said during the beta that the Kraber managed to do some worthwhile damage to Titans' health. Don't know if that remains the case, but probably not viable given the other primary weapons at everyone's disposal.
Still useless if not rodeoing. Totally not firing "AP" rounds. It's a 500 damage weapon against human targets but only 200 vs Titans, FYI the Stryder has 5500 health, the Ogre has 10500.
There's the amped Kraber which has explosive rounds it says, but I don't have one right now to test if it actually does anything decent, and is probably still a terrible card even if it does some damage to speak of. I guess if it's significant damage and you want to go for a full anti-titan loadout, I guess I could see it.
No the burn card version does not do anything noticeable to titans either. I think the 'explosive' element is a slight AoE.
So, the "Improved matchmaking" has been live for Attrition and Hardpoint on PC for a while now. What are you guys' thoughts about it?
I think that it takes a wee bit long to find games, and despite being "Improved" there are still games that are stomps, mainly because it's very difficult to analyze what player will do well consistently, due to the various generation challenges (looking at you, Hemlok & Kraber challenges for Gen 9). So what it's done feels to me that it has raised queue times for these modes and put regen'ed players against one another more often, but that's about it.
I've found myself steering towards Pilot Hunter some times, because I don't always have the time it takes to find a game of Attrition or Hardpoint, and just want to find games fast. It'd be nice if there was an option to disable the Improved MM in favor of shorter queue-times, although if everyone did that, what would be the point of Improved MM?
I haven't noticed a significant change in queue time. I see lobbies lasting longer without half the losing team backing out after each mach which is leading to better map variety (cycling through the whole list instead of playing one game then getting merged into another lobby and playing the same map again) which is really making it more fun for me to play.
Does anyone have the numbers on Stim's HP regen versus the explosive damage taken by using the 2nd anti titan item while rodeoing? Kind of curious if I can get around the dying to myself business.
On April 05 2014 03:03 Judicator wrote: Does anyone have the numbers on Stim's HP regen versus the explosive damage taken by using the 2nd anti titan item while rodeoing? Kind of curious if I can get around the dying to myself business.
Experiment I guess.
One thing that's bugging me. The burn card with pre-loaded titan core is completely broken in last titan standing, and it's not even rare.
On March 30 2014 09:34 imJealous wrote: Then that would continue to leave the LMG, DMR, and Kraber still needing some tweaks to become relevant. Its a simpler fix to just reduce the carbine's damage at extreme range so there's still a point to the DMR, G2A4, and Hemlok (which I agree does need its own buff regardless). There's no place large enough for you to strategically position yourself outside of carbine range except for a couple niche positions on a couple maps, and you usually can't contribute anything meaningful to your team from those positions anyway. And hell, they could buff the carbine's hip fire accuracy or damage a close range to compensate for all I care.
The Carbine currently is a 50-40 weapon, which means it's 5 shot kill at long range, lower it to 30 or 35 damage which is 7 shot seems reasonable enough, this also means if you put a suppressor on it will become a 8 shot kill at long range, which is almost useless. But I'd say it's fairly reasonable, Carbines (shorter barrel variation of Assault Rifles, or firing intermediate rounds) are never meant to be used for long range combat even in real life.
For other weapons the LMG is a incredible close range and rodeo weapon, it fits its role well imo, the DMR is tricky but put a AOG on it it's a fairly useful mid range weapon, much better than the entirely embarrassing G2A4. Kraber is completely useless tho, there is no place for a weapon like this in the game.
I am owning right now with the Longbow DMR with the 2x scope (and auto-pistol secondary for the really tight stuff), it's great as long as you remember spacing (and you can even shotgun with it in a pinch). G2A4 is indeed terrible though, the reward for the aim required is weak, no reason to pick it over Longbow. Haven't given the Hemlock a good attempt yet.
Kraber, could be good in theory if you have super pro aim I guess?
Also an underrated aspect of Longbow: you can farm grunts really, really well, just pop 4 quick shots, 4 kills, and you can do it from away from the fray where it's hard for pilots to approach you without you knowing and the aim skill required is not very high. And if pilots try to approach, if you place yourself properly in open areas they basically have to expose themselves to open shots to approach. Just gotta beware of titans from a long way away to take cover in time.
On March 30 2014 09:34 imJealous wrote: Then that would continue to leave the LMG, DMR, and Kraber still needing some tweaks to become relevant. Its a simpler fix to just reduce the carbine's damage at extreme range so there's still a point to the DMR, G2A4, and Hemlok (which I agree does need its own buff regardless). There's no place large enough for you to strategically position yourself outside of carbine range except for a couple niche positions on a couple maps, and you usually can't contribute anything meaningful to your team from those positions anyway. And hell, they could buff the carbine's hip fire accuracy or damage a close range to compensate for all I care.
The Carbine currently is a 50-40 weapon, which means it's 5 shot kill at long range, lower it to 30 or 35 damage which is 7 shot seems reasonable enough, this also means if you put a suppressor on it will become a 8 shot kill at long range, which is almost useless. But I'd say it's fairly reasonable, Carbines (shorter barrel variation of Assault Rifles, or firing intermediate rounds) are never meant to be used for long range combat even in real life.
For other weapons the LMG is a incredible close range and rodeo weapon, it fits its role well imo, the DMR is tricky but put a AOG on it it's a fairly useful mid range weapon, much better than the entirely embarrassing G2A4. Kraber is completely useless tho, there is no place for a weapon like this in the game.
I am owning right now with the Longbow DMR with the 2x scope (and auto-pistol secondary for the really tight stuff), it's great as long as you remember spacing (and you can even shotgun with it in a pinch). G2A4 is indeed terrible though, the reward for the aim required is weak, no reason to pick it over Longbow. Haven't given the Hemlock a good attempt yet.
Kraber, could be good in theory if you have super pro aim I guess?
Also an underrated aspect of Longbow: you can farm grunts really, really well, just pop 4 quick shots, 4 kills, and you can do it from away from the fray where it's hard for pilots to approach you without you knowing and the aim skill required is not very high. And if pilots try to approach, if you place yourself properly in open areas they basically have to expose themselves to open shots to approach. Just gotta beware of titans from a long way away to take cover in time.
hypothetically, if Titanfall was a competitive esport FPS, imo the top 2 weapons to use would be DMR & Shotgun
On April 06 2014 01:05 udgnim wrote: hating the Charge Rifle challenge
309 shots fired with 51% accuracy
only have 8 crit hits so far while having 5 pilot kills, 7 titan kills, and 8 auto titan kills
just completed this, although I played against Campaign level competition to make it easier to focus on Charge Rifleing Titans
ended up with 649 shots fired, 57% accuracy, 8 Pilot kills, 19 Titan kills, 24 Auto Titan kills and took me 5H 34M
On April 08 2014 00:55 imJealous wrote: Wow I just unlocked starburst for the hemlock and its actually not too bad now... Its a two shot kill.
If you hit all the shots it's 2 click kill without starburst (or if you headshot one of them you can get 1 burst kill I think), 1 click kill with starburst (its damage is 4-5 shots to kill), which is why it's good, at close range you can practically insta-kill. But it's quite tricky to use, you need to have good discipline and do some recoil control at range. If you use it right though it has better TTK than the carbine at any range (by far if you are getting 1-burst kills).
Also the amped version kills in one 3-shot burst at closer ranges.
I don't like the hemlok at all without starburst, but with it I see potential with it, I'm doing all right and feel like I could do a lot better with more practice.
This is the most interesting video I've seen recently though:
So the Hemlock and Kraber, once thought to be relatively useless weapons to the all-purpose carbine and ever-powerful shotgun, are made viable based on differing playstyles. Love it.
IMO the big thing going for the carbine is that it's the one ranged weapon with good synergy with the suppressor, which I think is really useful in this game. People rely a lot on minimap dots I think. And it's really terrible on any other gun that shoots distances.
Stryder chassis is a lot of a fun, I've got a factory issue Quad Rocket, Cluster Missile, and Electric Smoke, with Mega Punch. It's easy to get in and out of brawls. I live longer in the Stryder than I do in an Atlas!
Any good Stryder builds/strats that you guys have had success with?
On April 10 2014 00:42 HackBenjamin wrote: Stryder chassis is a lot of a fun, I've got a factory issue Quad Rocket, Cluster Missile, and Electric Smoke, with Mega Punch. It's easy to get in and out of brawls. I live longer in the Stryder than I do in an Atlas!
Any good Stryder builds/strats that you guys have had success with?
I usually go very similar to that (either quad or 40mm), though I like core accelerator better than punch, cause dash core just wrecks. And dash quickcharger for the other kit.
(Vote): Attrition (Vote): Last Titan Standing (Vote): Hardpoint (Vote): CTF (Vote): Pilot Hunter
I would like hardpoint, but the somewhat overpowered stuff (shotgun, satchels, infinite arc mine camping) are especially dominant in this mode, so it's like abuse or be abused.
Private Match (beta) - This is the first public test of our new Private Match mode. This gives you a way to organize matches with and against your friends, for casual or tournament play. Some features are unfinished or not yet implemented, and we welcome your feedback. A few highlights:
• Private Match supports 2 to 12 players, with 1 to 6 players on each team. • You can start a new Private Match lobby by choosing it on the main selection screen (alongside Campaign, MP, and Training). Invite your friends in or have them join you at any time. • Choose any of the game's maps or modes (CTF, Pilot Hunter, etc.) to play in. • Choose which team you're on. • There is no XP gain, challenge progress, or achievement unlocking while in a Private Match. For this beta, the Last Game Summary screen will display what you would have earned in normal play outside of Private Match, but be aware that this progress will not be recorded to your lifetime total. • For this beta, there is no concept of a "lobby leader"; any player can change game options in the lobby or start/stop the match countdown. • All Private Match games are still played on dedicated servers via Xbox Live Cloud Compute, just like normal matches. • New options like round time, score limits, and much more will come in future updates.
Party Colors - Your party members and their titans now show up on the mini-map with green colors, instead of the normal blue colors that other friendlies use. Their names are also drawn in green on your HUD, the obituary text, and in the pre-game lobby. This helps you figure out where your friends are and what they're up to, especially in the heat of combat.
Auto-Titan Color in Obituary - Your auto-titan's name now shows up in the obituary with the gold color that your own name does. Previously it had the same blue color as any other friendly. This makes it easier to keep tabs on how your titan is doing.
Removed Wall-hack Exploit - PC cheaters were able to modify their local configuration files to enable a sort of wall-hack cheat using legit game code. We've closed the exploit that they were using.
Menu Changes - "Play Multiplayer" is now the default (top) option on the private lobby menu, if you've completed both the IMC and Militia campaigns. It has also been renamed from "Play Classic", since the term "classic", which we used internally, proved to be confusing to some players.
Game Version on Main Menu - The main menu now displays the game's version in the bottom-left corner. Now you don't have to wonder if you really do have the latest version of the game, and we can use that to double-check things if support is helping you troubleshoot issues.
NEW FEATURES (Xbox One)
Party App Shortcut in Menus - Added a shortcut on all menus that opens the Xbox One's "Party" app by pressing Left Trigger on the controller, similar to the existing Right Trigger shortcut that invites friends. You can then press 'B' to close it when you're done, or leave it up. (This is much easier than the manual method of going to the Home screen, opening "My games & apps", selecting Apps, scrolling a few screens over to the "Party" app, and opening it.)
GAME BALANCE CHANGES
The Gooser Challenge - Based on recent feedback from fans of the game, the Gen 5 challenge requirement 'Gooser', requiring players to kill 50 ejecting pilots, will be reduced to 5 total. We had a couple of design goals for Regeneration. One was to give players a structured way to discover and experience ways of playing the game they might not have otherwise tried on their own. The second was to recognize players' mastery of various skills, going beyond just 'time played'. We went a bit too far with this challenge, especially considering the unique conditions that have to be met just to have the opportunity to get a kill on an ejecting Pilot. We understand some players have already completed the challenge, or have already earned more than the new requirement so we will be internally noting those players so we can recognize their accomplishments in a future game update.
40mm magazine capacity for default and Extended Mag – The default magazine size was making the 40mm too powerful. It is intended to be the only weapon that can take a Titan down without reloading, if used skillfully. However, 20 rounds per magazine were proving to be too high and overly tolerant of indiscriminate fire. We’ve reduced it to 12 rounds per magazine, which still allows players to take a Titan down without reloading, but helps balance it out against other Titan weapons. The extended mag has also been dropped from 25 to 16, with the same design principles applying to this change.
Titan Quad Rocket mag size change – During development, there was a time when the Quad Rocket was too powerful. We made a lot of changes to pull it back before shipping (lessened the screen shake impact, lessened the duration of the first person impact FX, lowered the magazine size, pulled the damage back, etc.) It currently can struggle against other Titan weapons and going back to the 5/6 (default/extended mag) magazine sizes helps balance the weapon and allows players to miss a few shots and still be effective. It was 4/5, now its 5/6.
Titan Quad Rocket damage vs Titan shields – It was taking too long to drop a Titans shields with the Quad Rocket (5 shots). This meant you had to reload before you could even drop an enemy Titan’s shields. This was the only Titan weapon that had this issue. We’ve now upped the damage against Titan shields so that it can drop a shield with 4 shots. Combined with the increased mag size, this damage increase effectively gives you one more volley in the mag to deal serious direct hull damage.
Titan Quad Rocket 'Rapid Fire' Mod's mag size change – We upped the magazine size for the Quad Rocket's Rapid Fire Mod to help it compete with the changes made to the extended magazine (from 5 to 6). The Rapid Fire Mod’s magazine size is going up from 16 to 18.
Amped Kraber Titan damage change – We upped the damage that the Amped Kraber Burn Card does to Titans. It is now the only significantly effective “small arms” weapon against Titans. Note that this only applies to the Amped version of the Kraber. The damage goes up from 100 to 800. We added this to give the Kraber Burn Card a little bit more character, as well as to give you something to shoot if you have a hard time hitting those little Pilots with the Kraber. So snipe away at those Titans…before they kill you!
Hardpoint Domination scoring changes – We wanted to reward and encourage players to go out and capture enemy hardpoints. As important as defending a hardpoint is, capturing them is more important and a tougher task, generally speaking. We did not want to completely remove points for defending, but attacking players were getting too little credit for their efforts. Here is a breakdown of the changes: • Capturing a hardpoint from 150 to 250 • Assisting in capturing a hardpoint from 75 to 100 • Neutralizing a hardpoint from 50 to 150 • Assisting in neutralizing a hardpoint from 25 to 75 • Killing a player inside an enemy hardpoint from outside (nearby) from 75 to 50 • Killing a player inside an enemy hardpoint from outside (far) from 75 to 50 • Killing a player inside an enemy hardpoint from inside the hardpoint from 75 to 50 • Killing an NPC inside an enemy hardpoint from inside the hardpoint from 25 to 10 • Killing a player outside of a friendly hardpoint whilst inside of a hardpoint from 75 to 50 • Killing a player inside of a friendly hardpoint whilst inside of a hardpoint from 75 to 50 • Killing an NPC outside of a friendly hardpoint whilst inside of a hardpoint from 25 to 10 • Killing an NPC inside of a friendly hardpoint whilst inside of a hardpoint from 25 to 10 • Defending a hardpoint now goes from 75 to 25
CTF scoring changes – We wanted to make sure the big payoff in CTF came from capturing the flag. Killing the carrier and then returning the flag was worth 400 points (combined), while capturing the flag was worth 500 points in comparison. These changes are meant to reward players who capture the flag a bit more than those who kill the carrier and return the flag. Defense is still a very important aspect of CTF so we wanted to make sure to keep defending points high enough to still encourage playing defense. Here is a breakdown of the changes: • Capturing a flag from 500 to 400 • Returning the flag from 250 to 100 • Killing the flag carrier from 150 to 100
BUG FIXES (All Platforms)
• Fixed an issue where a Titan firing ordnance would not show on the minimap correctly. • Fixed a rare bug with Pilot health pools that would make them virtually invincible. • Fixed rare cases where Titans could be called in through solid geometry. • Titan shields now protect friendly rodeo players from explosion damage (such as from an Arc Cannon). • Fixed a case where a Pilot could embark a Titan through walls. • Spitfire LMG and XO-16 firing sounds will no longer sometimes cut off before the gun is finished firing. • The Archer now locks onto the top of a heavy turret rather than the base of the turret. • The Archer’s rockets now home in on Titans correctly when those targets are kneeling. • Fixed shadows incorrectly shimmering on a particular area of Lagoon. • Fixed Satchel Charges and Particle Walls causing pilots to permanently rodeo other pilots. • Fixed certain characters not rendering properly in French and other languages. • Fixed an issue where "Initializing..." would be displayed if a server wasn't found. • Fixed being unable to scroll to the top of the datacenter list after scrolling down. • Greatly reduced the bandwidth used when connecting to a server. People who previously could not progress past the load-screen when connecting to servers should be able to play now. • Grunts now show up on the minimap when they shoot.
BUG FIXES (PC)
• Fixed issues with Asian fonts. • ‘-nojoy’ command-line parameter now disables gamepad input. • All anti-aliasing modes should now properly be displayed in the video settings menu. • Fixed graphics corruption and some GPU underutilization for SLI and Crossfire configurations. • Fixed a crash in the options menu when toggling between Low and Medium shadows. • Mouse buttons can now be used for voice chat in lobbies. • Titanfall will no longer override your Windows microphone volume setting when it is launched. • Fixed the Smart Pistol reticle so it scales properly based on the Field of View setting. • Fixed crashes on machines with 32 or more cores.
BUG FIXES (Xbox One)
• Fixed a rare full-screen blue/red flash. • Audio should no longer overlap after going to the Xbox dashboard and back into Titanfall. • Fixed a crash when saying "Xbox go back" on certain menus.
Liking the change to 40mm and Quad Rockets, making it less of a no-brainer what weapon one should use.
Something I just learned that never occurred to me: You can switch your secondary out for another primary that's on the ground, so you can carry a sniper and a shotgun, for example.
On April 11 2014 07:34 digmouse wrote: I hope they do something to Satchel Charges, kind annoys me that I don't want to play Hardpoint anymore.
What's wrong with satchel charges?
They are freaking overpowered and not fun to play with/against. Miss whole clip? no worries throw satchel, enemy is dead. Enemy goes behind cover? Satchel. Enemy is taking hardpoint? Hide and satchel the point. Enemy is flying through the air near me? Throw satchel in general direction, get kill.
Every subtlety of combat is just like obliterated by satchels. The only skill they take is to not kill yourself with the absurdly huge blast radius.
On April 11 2014 07:34 digmouse wrote: I hope they do something to Satchel Charges, kind annoys me that I don't want to play Hardpoint anymore.
What's wrong with satchel charges?
They are freaking overpowered and not fun to play with/against. Miss whole clip? no worries throw satchel, enemy is dead. Enemy goes behind cover? Satchel. Enemy is taking hardpoint? Hide and satchel the point. Enemy is flying through the air near me? Throw satchel in general direction, get kill.
Every subtlety of combat is just like obliterated by satchels. The only skill they take is to not kill yourself with the absurdly huge blast radius.
In my experience, a lot of people seem to not even try engaging with their primary and will opt to use the satchel first. I find it to be rather annoying.
I think if they just add a longer delay time before being able to detonate would make it fine because a more skillful player could take the satchel player down quicker.
Oh and while also destroying at anti-personnel, they also are the dominant against titans with rodeo, you don't have to stay on it very long and be exposed and you get massive damage.
Use them as quickly as possible so that there's room for new ones.
Overall, I throw away XP ones because I'm not Genning. I also get rid of cards applicable to weapons I don't use. Spare Titans and time off Titan building I store for when I need them most.
In-game, it depends a lot on the strategy and tactics I want to employ. In Dom, Legs and Stim right off the bat to grab "B." In Attrition, Amped Smart Pistol or Cloak to flank the enemy, rack up Grunt kills, and call in my Titan as soon as possible. In Pilot Hunter, Shotgun. Because... Shotgun.
I just go by feel, like I equip 3 good ones if I really want to win a match and depends on game mode.
On the titan refurbs, I often equip one if I have it but if the first life goes well as a pilot I don't use it, but if I die fast and it seems like our start wasn't so good (and we aren't totally overmatched that it's almost sure to be a bad game, then not worth using) I then call it to try to turn it. 80 sec off titan build time is another I like to equip and then see if there comes a time I could really use that titan in short order. The 40 sec one I sometimes toss or just burn when I don't really care.
Amped weapons I only keep the really good ones: EVA (used for hardpoint/ctf defense/sometimes pilot hunter), Wingman (seriously amped wingman DESTROYS, you shoot 2 shot kills with a match trigger and great hipfire but I've only gotten it like once), Smart Pistol is pretty good (pilot hunter/attrition especially), Archer can turn tides, and the Charge Rifle is really fun.
Rematch I sometimes keep on hand in hardpoint/ctf, can make a really clutch play with it. Maphack is incredible, I use it when I really want to win, and Sat Uplink is almost as good and not rare. Basically I save the good rares somewhat, though not hoarding them necessarily.
Basically a lot of them are suited to one or a couple gametypes and I equip mostly based on that.
On April 13 2014 13:18 udgnim wrote: seriously fuck satchel charges
if the first thing someone does in a fight is chuck a satchel charge instead of shoot to kill, then it needs an adjustment
unless FPS now stands for First Person Satchel
Keep your distance?
That's what I've been doing to deal with the situation, using ranged playstyles with like hemlok/carbine/longbow dmr and paying lots of attention to spacing because satchels make close range frustrating and not fun, but that's not really an answer, all cqc shouldn't be ruined by one ordinance.
On April 13 2014 13:18 udgnim wrote: seriously fuck satchel charges
if the first thing someone does in a fight is chuck a satchel charge instead of shoot to kill, then it needs an adjustment
unless FPS now stands for First Person Satchel
Keep your distance?
That's what I've been doing to deal with the situation, using ranged playstyles with like hemlok/carbine/longbow dmr and paying lots of attention to spacing because satchels make close range frustrating and not fun, but that's not really an answer, all cqc shouldn't be ruined by one ordinance.
Or kill them before they do? You can do it and just face rush them.
So I'm curious why this game had such a quick downfall as I really do not follow it at all. It did look promising but it never enticed me enough to make a purchase.
Folks burned out over the repetition without much to look forward to. Little content as compared to other FPS titles. It's got a really high skill ceiling, but you'll unlock everything in a day if you play well and with a team.
I don't see it as a downfall actually, competitive FPS is not meant to have a steadily high following, casuals quit games at all times and it's on PC and a newer console which doesn't have much of a install base (X360 exists, I know). As long as there are steady stream of players online that I can find quick games it's ok.
My get shit done loadout right now: Hemlok Starburst Stim Arc Grenade (partial damage really helps if you glance with your burst, but of course satchel complements hemlok very well too with the pop in and out style, just don't feel like using it) Quick Reload kit (cause starburst is very reload heavy, I think this is super strong) Minion Detector or Guardian Chip (if 40mm) Autopistol (Wingman has a similar click rhythm to hemlok, but you often end up with very low hp enemies to finish off and it's just making it harder for you and the reward is just overkill)
The more I play with starburst and better my aim gets, the better I feel like it is. So much power to tap with its ridiculous TTK up close and its ranged power.
I don't find it abysmal in long range and especially not mid-range where I still get some 1 burst kills. The only thing you don't want to do at long range is stand up (no cover) duel with a carbine, but I like it at long rang using it opportunistically, if I get good connections on the first burst then finish them off, but if not duck back and rearrange or do something else. Recoil compensation is basically pulling straight down and is not tricky once you get used to it really.
I have been rolling with the Kraber with a short range sight and active radar lately. I must say that it is quite a powerful combination in hardpoint and CTF. When taking an objective, I use active radar so that I can aim down sights and focus on a target before turning a corner. Likewise, it makes defending (or camping) a breeze since you can see enemies hurdling objects through walls and such.
The main drawback to the Kraber is the amount of time it takes to aim down sights and the slow bullet velocity. Active radar mitigates these properties significantly.
I feel like superior players can probably make this the most broken combination for objective based games ever.
On April 16 2014 05:07 ZapRoffo wrote: I don't find it abysmal in long range and especially not mid-range where I still get some 1 burst kills. The only thing you don't want to do at long range is stand up (no cover) duel with a carbine, but I like it at long rang using it opportunistically, if I get good connections on the first burst then finish them off, but if not duck back and rearrange or do something else. Recoil compensation is basically pulling straight down and is not tricky once you get used to it really.
Maybe cuz I play with a controller? The accuracy difference is bigger on this weapon.
I just won a game of Attrition 300-298. They had 298 and we had 292, so I just frantically killed minions, praying that no player on my team would go down. After the game, I was fucking exhausted, because I had gotten over 130 points, lol.
I've always thought that there's more joy in completely stomping enemies, but let me tell you something. Games where anything can happen, and it's way too close to call like that one? That. was. AWESOME. I love this game, although I still suck at it
Yeah last night I had 400-399 loss on hardpoint, I felt bad cause I lost a duel on a point when it was like 390-389, and it stayed 1-1 and one neutral for the rest of the time. That was intense.
Also it's weird that some maps go to 400 and some to 300. 300 feels too short unless it's a stomp. Or am I confusing it and it's always 300 for attrition and 400 for hardpoint?
On April 17 2014 09:08 ZapRoffo wrote: Yeah last night I had 400-399 loss on hardpoint, I felt bad cause I lost a duel on a point when it was like 390-389, and it stayed 1-1 and one neutral for the rest of the time. That was intense.
Also it's weird that some maps go to 400 and some to 300. 300 feels too short unless it's a stomp. Or am I confusing it and it's always 300 for attrition and 400 for hardpoint?
300 for attrition and 400 for hardpoint. Oh and I hate being the last frag. Even when we are losing horribly I hate the feeling to be the guy responsible for ultimately losing the map.
One thing I do all the time now: if I am using a close range primary, kill a grunt asap and switch my secondary for their carbine, so I can play ranged and close range superiority both depending on what's needed.
Also if you kills someone who's using an amped weapon, you can grab it and it's amped for you too. The other day I was running around with an amped CAR with an amped hemlok backing it up for range.
Yeah, I never really paid any attention to stuff like that, but I'm trying to change so that I can do that. I wish weapons were easier to see, though. Right now, you just suddenly get the prompt while running, and you have no idea where the weapon used to be.
On April 21 2014 01:09 ZapRoffo wrote: One thing I do all the time now: if I am using a close range primary, kill a grunt asap and switch my secondary for their carbine, so I can play ranged and close range superiority both depending on what's needed.
Also if you kills someone who's using an amped weapon, you can grab it and it's amped for you too. The other day I was running around with an amped CAR with an amped hemlok backing it up for range.
didn't know AI dropped weapons
pretty sure you can switch between Pilot Loadouts while spawned in though
On April 21 2014 01:09 ZapRoffo wrote: One thing I do all the time now: if I am using a close range primary, kill a grunt asap and switch my secondary for their carbine, so I can play ranged and close range superiority both depending on what's needed.
Also if you kills someone who's using an amped weapon, you can grab it and it's amped for you too. The other day I was running around with an amped CAR with an amped hemlok backing it up for range.
didn't know AI dropped weapons
pretty sure you can switch between Pilot Loadouts while spawned in though
Grunts drop carbines and spectres drop compact smgs usually. The ones that melee battle each other I think drop shotguns? I feel like I've seen a shotgun drop from ai before, but it might have just been left by a player. Or if they have it out, they drop the archer rocket instead.
Also has anyone done really well with the compact smg? It has an attractive TTK with scatterfire, but I'm not sure if it's not possible to shoot accurately enough or I'm just doing a bad job controlling it (I've been using it a lot cause I'm on that generation challenge). Otherwise it just seems like the CAR (esp with counterweight) is way better.
At essentially the end of this video the player states that minions only spawn near pilots. Is this true? Even if it is, this seems like a very broad statement. We're talking on the same quarter of the map or within 50 feet? I've never noticed this and if it is true i am not sure how I didn't notice it.
On April 21 2014 22:59 Zvenn3n wrote: Minions generally spawn near pilots, yes. So with Minion Detector, it's easy to see where pilots are at due to the mass amount of red dots there.
What I definitely notice with minion detector up is if I'm in a part of the the map with no minions around at all (like they are all past the minimap border), there's basically never a pilot nearby.
On April 21 2014 22:59 Zvenn3n wrote: Minions generally spawn near pilots, yes. So with Minion Detector, it's easy to see where pilots are at due to the mass amount of red dots there.
What I definitely notice with minion detector up is if I'm in a part of the the map with no minions around at all (like they are all past the minimap border), there's basically never a pilot nearby.
My fun and awesome titan loadout right now: Strider, Plasma Railgun ex mags, Esmoke, can't decide between rocket salvo and cluster missile (need a pilot killing one though), Fast Autoloader, Big Punch.
It's extremely fast paced, does huge damage at long range and in people's faces, chases and escapes very well, and is both aim-skill and thinking intensive (the playstyle involves a lot of railgunning while in the middle of dashes which is necessary to make this build any good--and I think make the railgun in general any good, and also knowing when to run, when to bait and when to fight). Some of the time you are basically doing all travel by dashing while staying zoomed.
People think they can rush you since you are a strider with a railgun, but punish that with ordnance, smoke, dash+zoom shooting backwards (preferably diagonally backwards to make you a bit trickier to hit) and to cover (any cover in the middle of the fight lets you get more charge up, just don't let them shield recharge, hit them with whatever charge level you can to stop that), and big punch (it's really freaking strong for this along with giving extra mobility).
On April 24 2014 14:11 ZapRoffo wrote: can't decide between rocket salvo and cluster missile (need a pilot killing one though).
I'd go for the Cluster Missile, mainly because it works wonders at chipping away at titan, and if a Pilot rodeos you and your Smoke is down, just cluster a wall and give yourself a nice back-scratch.
War Games looks fly as hell, but I'm not sure if I can justify 3 maps for 10 dollahs. Maybe if something extra is thrown in the mix, but I doubt they will.
On April 24 2014 14:11 ZapRoffo wrote: can't decide between rocket salvo and cluster missile (need a pilot killing one though).
I'd go for the Cluster Missile, mainly because it works wonders at chipping away at titan, and if a Pilot rodeos you and your Smoke is down, just cluster a wall and give yourself a nice back-scratch.
Yeah that's the benefit of clusters, plus area denial/discouragement and teamwork potential. Benefit of rocket salvo is you can follow moving targets and it does more damage to titans that are aware and don't stand in cluster explosions, so it's more of a straight up fighting power improvement.
Ok so I criticized this game earlier in this thread based solely on a few hours of youtube videos I had watched. Since several friends of mine had bought the game (xbox 360) I decided to give it a try (till Destiny comes out yay). Currently I am level 43 gen 1. I think the game is really exciting with the additions of parkour, and the 6v6 with minions surprisingly enough works well with this game. I know some are partial to the minions, but they give me something to shoot when I am against really good pilots in attrition. The maps arent great, but arent bad either. I definitely like this game more than Halo 4, despite the fact I have never liked COD (this game is COD with parkour) ever.
My criticisms are simple, too many over powered things.
Smart Pistol This gun is ridiculous when someone gets the drop on you. If my opponent is in front of me and we engage I usually have no problem, but this gun takes no skill to use if I dont see my opponent before he sees me.
R101C with suppressor This is the "try hards" favorite combo. The gun alone is IMO the best overall, and the suppressor just makes it stupidly good without enough consequences.
Triple Threat/Arc Cannon Only OP in Last Titan Standing game mode. Takes little skill to use, and wrecks Titans in no time. There is a possibility that the couple of opponents that used the Arc Cannon were hacking. I was getting hit while behind buildings/rocks. This was only in a couple games, and both had Arc Cannon users wrecking my entire team while everyone on their team sucked ass (outside of the Arc Cannon guys). So my opinion of that might be tilted because of that.
The Kick The biggest and largest flaw in this game. Absolute BS. "Oh let me kick your ankle and kill yo ass". So many people just sprint around and jump kick while cloaked. Usually accompanied with the smart pistol. IE, if they see you and you dont see them -> smart pistol. If you are shooting at them -> run around while cloaked and jump like a jackass then kick when close.
LMAO Campaign I thought this was so lame and lazy. While playing in a multi player match there is a story going on? The game is so fast and intense I dont even know a thread about the story. I quit the "campaign" after 4 levels ( I know about the titan chassis you can unlock).
Overall I think the pros outweigh the cons in Titanfall. The game is fun and dynamic enough that the COD lameness can be overlooked. I would like to see a more BF approach with how quickly you can kill opponents. I typically die when my opponent sees me, and I dont even have time to react. Usually I win 65% of head to head engagements unless I am at point blank vs a shotty lol. I didnt appreciate or use my Titan much when I first started. I usually kept it in guard or follow mode while I ran around. But at some point around level 25 I really focused on spending as much time in my Titan as possible, and I now love being in my Titan. I hate it when some parasite tries "rodeoing" my Titan. When that happens, my gloves come off.
My favorite setup for attrition is:
Pilot R101C with suppressor and Holosight. Arc grenade Cloak Power Cell Warpfall Transmitter Mag Launcher
Titan Chaingun with Accelerator. Vortex Shield Auto Eject
Overall rating: 7.5/10. Very fun, with a few obvious exceptions (COD style mechanics and game play). Solid game with the added parkour and minions (kinda like a fps version of LoL or Dota).
I really wish there was a way of vetoing maps, at least for the one where you'll load into. I've done everything to make sure game runs as smoothly as possibly, but water maps (Looking at your fucking face, Lagoon) makes it hard for me to aim because it's just not running smoothly. If I could veto 3 maps, it'd be Lagoon, Smuggler's cove +1, because water always fucks me over big time.
On April 26 2014 05:14 Zvenn3n wrote: I really wish there was a way of vetoing maps, at least for the one where you'll load into. I've done everything to make sure game runs as smoothly as possibly, but water maps (Looking at your fucking face, Lagoon) makes it hard for me to aim because it's just not running smoothly. If I could veto 3 maps, it'd be Lagoon, Smuggler's cove +1, because water always fucks me over big time.
Yeah Lagoon messes up my FPS, I've started lowering all my graphics settings at the start of games on it.
Someone was complaining about the R-101 suppressed and a developer commented the following:
Your main point of the R-101 being too strong at long ranges is something we're looking into. The suppressor is in-line with our other suppressed weapons in increasing the bullets required to kill by 1, so I think it will feel better once we tune the base weapon.
Your main point of the R-101 being too strong at long ranges is something we're looking into. The suppressor is in-line with our other suppressed weapons in increasing the bullets required to kill by 1, so I think it will feel better once we tune the base weapon.
Your main point of the R-101 being too strong at long ranges is something we're looking into. The suppressor is in-line with our other suppressed weapons in increasing the bullets required to kill by 1, so I think it will feel better once we tune the base weapon.
If someone has a satchel it seems like you can't even get out of your titan to engage them. It makes smoke necessary for me since I'm not good at avoiding rodeo.
On April 27 2014 07:07 unteqair wrote: If someone has a satchel it seems like you can't even get out of your titan to engage them. It makes smoke necessary for me since I'm not good at avoiding rodeo.
My trick (which is more of a mindgame, but people haven't really caught on and countered it yet) is I immediately turn around on my double jump out of the titan and get right back in, since you are invulnerable while getting in. Of course it can be beat by them never jumping off. No one's done it to me before though, and I suppose if you turn around and real quick see them still sitting on it you could not get back in.
Also I haven't used the carbine in a while, cause starburst all day; hemlok is my best gun by far now.
IDK how you do that, Zap, I suck ASS with the Hemlok. I did try the G2A4 some couple of days ago, though, and managed to get some nice headshots in with that, might give it more of a whirl soon-ish.
On April 27 2014 21:40 Zvenn3n wrote: IDK how you do that, Zap, I suck ASS with the Hemlok. I did try the G2A4 some couple of days ago, though, and managed to get some nice headshots in with that, might give it more of a whirl soon-ish.
For the hemlok with starburst there's a fairly important thing that I think a lot of people don't do. You can't use the same habits as a semi-auto gun: fire and straight away re-adjust aim for the next shot--after your trigger pull you have to keep tracking their movement for as long as the burst goes for (which with 5 shots is longer than I think is usual). So the rhythm is shoot-track-readjust, shoot-track-readjust. With just a little downward compensation for recoil (though if you see their whole body you can just shoot the chest to start and let it drift up to the head).
With G2A4 I think its only real advantage is fast firing 1-shot headshots, that's the style it plays for, I haven't really found success except against lower level people with it cause it's too difficult for me to consistently headshot good players who play at a fast pace.
My new toy that after playing with a bunch I'm starting to see some good potential in is R-97 compact with scatterfire. The key being it's more of an aiming weapon than the CAR. It's too out of control if you spray it, and the CAR is better if you are going to rush around and try to dump clips in people, but its ROF is so fast that even if you fire really quick bursts, those bursts still put out like 5+ bullets. So the aim feels really shaky, but before it even feels too shaky you've already put out potential killing or almost killing damage if you were on target to start. Then finish with another burst. If they do get right on top of you, that's the time to spray them down, you kill them really fast. Just don't vs. shotguns at the right on top of you range. They win.
Yeah, I played some r-97 to unlock all attachments with it, and the RoF was fucking INSANE. Totally underrated because people just use the car counterweight all the time, it seems to me.
What is the best sight for the hemlock with starburst?
Maybe it was in my head, but it felt like it kicked differently with different sights - or at least I had trouble controlling it more with the HCOG than with the Holosight, which you'd think would be the other way around.
On April 28 2014 08:25 unteqair wrote: What is the best sight for the hemlock with starburst?
Maybe it was in my head, but it felt like it kicked differently with different sights - or at least I had trouble controlling it more with the HCOG than with the Holosight, which you'd think would be the other way around.
I don't notice that difference, so I think HCOG or Holosight personal preference. The AOG zoom is unnecessary and slow, and the ironsight has terrible view obstruction. I use HCOG, cause I feel like I have the best control & vision combination with it.
Have been using the Spitfire for my Gen 6 challenge, with the HCOG it's surprisingly good in close/mid range, since the HCOG reduces its ADS time by 0.5 seconds I can acquire targets really really fast, and equipped Slammer it's ripping every Titan apart, if it's not at full health I can even bring it down before the smoke kills me.
Also on R101C: it's weird that R101C is the only weapon in the game that don't have its unique mod, like the Starburst to Hemlok or Slammer to Spitfire, maybe they can add a special mod to it while nerfing it's versatility. Something like Heavy Barrel?
On April 29 2014 12:45 udgnim wrote: started using G2A4 rifle for Gen 7 challenge
definitely pales in comparison to Carbine
playing more Attrition so I can complete the challenge and get back to Carbine faster
noticed there are players out there that still try to camp in TF. guessing they'll eventually go back to playing CoD or BF
Active radar is pretty effective for nullifying camping.
can't deal with the visual overload of Active Radar when it's in use
I don't really care if I get killed by a camper because more than likely, they'll be a bottom 3 player
I do care that people try it though because it's a very poor strategy in TF. 6v6 matches, maps designed for parkour movement & Titans, more Titanfalls due to actively seeking out Pilot / AI kills
only time camping might be appreciated is that if they can't play run & gun at all and camping will at least reduce their death count. it's still not playing to get better in a game like TF though.
I hear you on that one udgnim. I can't use AR either, it just fucks with me too badly.
Only time I camp myself is when I gots a DMR and want to go for some headshots, because I feel like a lazy douche :D. (Only do it when I know my team will crush, though!)
On April 30 2014 15:48 ZapRoffo wrote: In hardpoint and pilot hunter power cell active radar yo
And Shotgun yo.
I actually think the R-97 might be better with that setup (if it is in any). With the pre-knowledge that lets you set your aim, it just kills lightning fast, and lets you stay at its ideal range (and lets you outrange people rushing around the corner with a shotgun themselves). But you can also reach further than with the shotgun, so you can take advantage of knowing more positions, and it's just more versatile (but harder to use) in general. Shotgun is better for reaction and fighting from positions that are not good, but its ability to take advantage of the information is more limited and I think loses a lot of its beastliness without stim.
On April 30 2014 15:48 ZapRoffo wrote: In hardpoint and pilot hunter power cell active radar yo
And Shotgun yo.
I actually think the R-97 might be better with that setup (if it is in any). With the pre-knowledge that lets you set your aim, it just kills lightning fast, and lets you stay at its ideal range (and lets you outrange people rushing around the corner with a shotgun themselves). But you can also reach further than with the shotgun, so you can take advantage of knowing more positions, and it's just more versatile (but harder to use) in general. Shotgun is better for reaction and fighting from positions that are not good, but its ability to take advantage of the information is more limited and I think loses a lot of its beastliness without stim.
I hear people talk about the Arc Cannon being good from time to time, but in my experience its the weakest of the titan weapons. Is there a trick to using it effectively? When I experimented with it I tried waiting for max charge before firing, spam firing with no charging at all, and charging about half way, none of it seemed particularly effective compared to the other weapons.
On May 06 2014 11:31 imJealous wrote: I hear people talk about the Arc Cannon being good from time to time, but in my experience its the weakest of the titan weapons. Is there a trick to using it effectively? When I experimented with it I tried waiting for max charge before firing, spam firing with no charging at all, and charging about half way, none of it seemed particularly effective compared to the other weapons.
Arc Cannon + Capacitor
try to always pre-charge Capacitor
Arc Cannon is good for Attrition since arc does significant AoE damage on hit confirm
Arc Cannon can be used for Titan dueling but requires good consistent aim otherwise 40mm is the better choice imo
I tried playing some MW3 today. Couldn't do shit, because I was too used to Titanfall
Back to the awesome wallrunning and double-jumping it is!
Edit: Just played the most wicked game. Got thrown into a game of Attrition against a party of 5 (was at least 5 because that was the number rocking clantags and similar faggotry) whilst it was going on. The score is close as hell the entire time, I can't even count how many times I heard "We're in the lead, Pilot, you're doing well!".
Ends 300-298 in our favor. Holy hell, was it close, though. Really thought we were done for when I died and left my titan in no-mans-land, but managed to get back in and score the winning termination! Now THAT was a good game.
On May 06 2014 11:31 imJealous wrote: I hear people talk about the Arc Cannon being good from time to time, but in my experience its the weakest of the titan weapons. Is there a trick to using it effectively? When I experimented with it I tried waiting for max charge before firing, spam firing with no charging at all, and charging about half way, none of it seemed particularly effective compared to the other weapons.
For titan fighting you want capacitor, and keep the charge almost full (by alternating holding and letting it go without letting it get full), then let it make it to full when you want to make your shot on a titan. Combine this with ducking behind cover and/or particle wall (the best tactical for the weapon) while waiting for charge. It's pretty effective, but if you just straight up fight (aka take shots while you are charging up) you lose to other weapons. You have to only be taking shots when you are ready to release yours.
For infantry/pilot fighting you want no capacitor so you can let go right when you have your shot (you should be constantly charging and releasing). It's very good for attrition, getting your core, and for killing pilots cause the aim doesn't have to be as precise as other weapons.
It also has the bonus of the auto-titan actually being quite deadly with it vs. pilots (even without guardian chip) and npcs.
The problem is that capacitor really compromises your pilot fighting and farming ability, and non-capacitor really compromises your titan fighting ability, so you are going to be specialized and just making do the best you can in other areas.
Yeah, when I believe the enemy team is going to have a lot of titans up and I need to take them down, my Capacitator Arc Cannon Titan class is my go-to choice for that game.
But I agree, before I knew just what the capacitator could do, I thought the weapon was REALLY lackluster, nd just not good enough compared to other weapons. However, I've wizened up since
To be honest, most of the game's weapons are balanced pretty well. However, with Amped Titan weapon cards entering the scene, all hell's gonna break loose, I can almost feel it.
On May 10 2014 05:21 Zvenn3n wrote: Yeah, when I believe the enemy team is going to have a lot of titans up and I need to take them down, my Capacitator Arc Cannon Titan class is my go-to choice for that game.
But I agree, before I knew just what the capacitator could do, I thought the weapon was REALLY lackluster, nd just not good enough compared to other weapons. However, I've wizened up since
To be honest, most of the game's weapons are balanced pretty well. However, with Amped Titan weapon cards entering the scene, all hell's gonna break loose, I can almost feel it.
The amped Mag launcher is the weakest Anti titan weapon card imo, the only good thing is you can fire it from cover but it still can't kill titans fast enough, on the other hand, oh boy the amped Archer packs a big punch, takes down a full health Stryder in like 2 shots, 3 tops.
I'm still coming back and playing a round or two of this every other day, which I think is testament to how solid a game it is. CoD paled quickly and just generally got boring within a few days, but TF combat is so dynamic and there are so many strategies/counterstrategies going on that it just stays enjoyable.
I really hope the sequel irons out some of the other issues with the game and we get something that really takes the genre up a step.
On May 10 2014 11:51 cLAN.Anax wrote: Amped Archer's mid-air speed is incredibly slow. Yes, it'll knock out tons of a Titan's health, but it will take forever to get there.
Yeah it depends on the map, get a bit up close and personal and use cloak in maps that has open areas, which means it can't dodge, or fire from afar which they won't be notified being locked.
Patch update: renaming loadouts and mode specific loadouts better challenge sorting Private match customization, including tuning difficulty of minions. More stats like time spending on modes and campaign levels. PC will have higher fps cap to 144. bugfixes like dropship wont receive damage from Titanfall.
New maps in Expedition DLC: Swampland, Runoff and Wargame.
Oh man when did they change CTF so you drop the flag when you get into a titan?! This is so much better!!! You can't return the flag from inside a titan either! Huge improvement to that game mode
On May 17 2014 06:17 imJealous wrote: Oh man when did they change CTF so you drop the flag when you get into a titan?! This is so much better!!! You can't return the flag from inside a titan either! Huge improvement to that game mode
They took away CTF playlist though , that was my go to. Also I got used to titan flagging in CTF (or I got used to blowing up titan carriers really fast and being prepared to defend against them) so I didn't mind that.
On May 17 2014 06:17 imJealous wrote: Oh man when did they change CTF so you drop the flag when you get into a titan?! This is so much better!!! You can't return the flag from inside a titan either! Huge improvement to that game mode
They took away CTF playlist though , that was my go to. Also I got used to titan flagging in CTF (or I got used to blowing up titan carriers really fast and being prepared to defend against them) so I didn't mind that.
Oh my god.. you're right Jesus wtf are they doing?!
Yeah I understand why they did it, but its one thing to remove pilot hunter which is basically the same thing as attrition. Even if the que times are god aweful, its better than not having the game mode at all.
completed Gen 9 challenges for Smart Pistol, Hemlok, & Kraber
went back to using Carbine. aim was so off.
part of it was probably due to change in scope since I was last completing Kraber with 4.5X/6X scopes. other part was that I forgot how to simply point & shoot with Carbine after using Smart Pistol, Hemlok, & Kraber.
I have been absolutely loving this game! Discovered a couple good video series that talk about strategy here; Loadouts: http://youtu.be/MX1ggV_lkI8
Parkour/routes: http://youtu.be/v_xWv4t9TjI
Also, playing the Variety Pack game mode that puts you through all the modes is great,I would highly recommend it. Keeps the game fresh, emphasizes customizing your loadouts more than playing a single mode.
So apparently Respawn has removed the ability to play both Capture the Flag and Pilot Hunter modes on PC, except through the Variety option (which picks your mode at random) or Private Match beta (which pretty much requires that you have eleven friends all waiting to play with you).
Yesterday we removed CTF and Pilot Hunter as separate playlists in the PC version of Titanfall [...] CTF and Pilot Hunter have not been widely used modes on the PC version. Players trying to access these modes had overlong wait times to find other users and it was making for a poor experience. We want to make sure that not only is there compelling content in the playlists we offer, but that the experience of joining a match works well. We’re tracking what playlists players are choosing, and we’re going to continue to look at unpopular playlists and add new ones on both platforms.
[...] We will still rotate Pilot Hunter and CTF in for future playlists as well as adding new riffs on game types that Respawn is currently working on. Our goal is to have a wide variety of playlists that are popular and changing. That said, we will not remove modes from Private Matches, so there will always be the option to select them for competitive and personal play. Thanks for your understanding as we try to make Titanfall a better experience for everyone.
Some how removing a mode all together is better than having to wait 5 minutes to get in that mode.
Aim loadout I'm fooling around with, but I find it actually quite good:
G2A4 Rifle Wingman (the Wingman is more like the primary though) Charge Rifle
Stim (Radar for hardpoint often) Satchels Run'n'gun kit Dead man trigger
The theory and play: The G2A4 and Wingman have great synergy because 1 wingman shot + 1 rifle shot is a kill, and also because they do similar things but cover different ranges, wingman covers the close range and rifle covers the longer stuff. Since the wingman can straight up win fights vs. primaries, why not use it to bring superior mobility to cover that weakness of the rifle.
Basically most of the time I have the wingman out like it's my primary, especially since it has max movespeed and g2a4 has a slow movespeed, and then add run'n'gun (up close it doesn't affect accuracy that badly even) to make the wingman a fully mobile close range weapon. Of course, it has a low magazine, so the rifle is there to back you up, and if you landed 1 wingman shot on a target but then go dry (somewhat common) or they go behind cover (even more common), you just need to pop them with 1 rifle shot. And you can switch to the rifle any time you want to control outdoor space or go rooftop to rooftop.
And then satchels are self-explanatory, but even more, sometimes the situation just isn't letting you hit accurate shots so you need that fallback.
Does anyone know how health regen works? The description for stim says that it provides increased health regeneration, which leads me to believe there's at least some base regen, but I'm not sure how much, whether it's out of combat only, goes up to max health or what.
On May 20 2014 11:32 udgnim wrote: anyone play PC Titanfall on a controller?
I'm pretty sure I know how to identify a controller user because when they ADS the auto aim kicks in and helps center the reticle on the target
I don't but it should be pretty easy to setup especially if they ported the inputs. Probably as simple as getting your controller of choice to function as 360 to the PC. (I use a PS3 controller for my gamepads on PC when Im playing old console games using Motionjoy and setting it as a xbox 360 controller through the motionjoy settings.) I would be very interested to see if autoaim kicks in on PC when a user changes the config to his controller.
I play with a controller, to be fair on certain weapons controller can feel like cheating, especially the semi-auto one, namely shotgun, G2A4 and Hemlok, the aim assist is hard so you don't need a lot of effort to keep tracking moving targets, in close range the controller suffers from slow turn speed though.
The game is like monkeys jumping around throwing their explosive satchel poop at each other.
Is this on PC or console? I've found the occasional satchel spammer on PC, but most people seem to rely on CAR, carbine and smart pistol. Satchels come into play mostly in the hardpoint mode where people booby trap points with them.
It might have something to do with satchels being more forgiving than normal guns on console.
The game is like monkeys jumping around throwing their explosive satchel poop at each other.
Is this on PC or console? I've found the occasional satchel spammer on PC, but most people seem to rely on CAR, carbine and smart pistol. Satchels come into play mostly in the hardpoint mode where people booby trap points with them.
It might have something to do with satchels being more forgiving than normal guns on console.
I haven't played as recently, but during my time in beta/my 70 hour run at release, I loved using satchels. Throw them in someone's general direction and explode them before they even touch the ground. It's like a controlled cooking without the need to hold it for a few seconds.
On May 20 2014 11:32 udgnim wrote: anyone play PC Titanfall on a controller?
I'm pretty sure I know how to identify a controller user because when they ADS the auto aim kicks in and helps center the reticle on the target
I don't but it should be pretty easy to setup especially if they ported the inputs. Probably as simple as getting your controller of choice to function as 360 to the PC. (I use a PS3 controller for my gamepads on PC when Im playing old console games using Motionjoy and setting it as a xbox 360 controller through the motionjoy settings.) I would be very interested to see if autoaim kicks in on PC when a user changes the config to his controller.
realized I could use the controller in training mode
I was wrong about the below but controller users are very apparent when they turn in a Titan
I'm pretty sure I know how to identify a controller user because when they ADS the auto aim kicks in and helps center the reticle on the target
when just strafing back and forth and not doing anything with the view stick, aim assist kicks in and makes it sticky / slower to get off the target
can switch between controller & mouse & k/b pretty seamlessly
another thing, I think using the controller on its lowest sensitivity is still higher than the mouse sensitivity I play TF at
The game is like monkeys jumping around throwing their explosive satchel poop at each other.
Is this on PC or console? I've found the occasional satchel spammer on PC, but most people seem to rely on CAR, carbine and smart pistol. Satchels come into play mostly in the hardpoint mode where people booby trap points with them.
It might have something to do with satchels being more forgiving than normal guns on console.
Don't forget turrets. And doors. And random hallways.
Satchels are pretty ridiculous, damage wise. I've been using them with dead man's hand on hardpoint. Instant vengeance is so satisfying, though I'm not sure it's strictly better than radar pulse.
Do people use the Atlas much? Since unlocking the other two I haven't really used it, but it seems like there could be good uses for the mid range chassis.
On May 29 2014 08:06 Lobotomist wrote: Satchels are pretty ridiculous, damage wise. I've been using them with dead man's hand on hardpoint. Instant vengeance is so satisfying, though I'm not sure it's strictly better than radar pulse.
Do people use the Atlas much? Since unlocking the other two I haven't really used it, but it seems like there could be good uses for the mid range chassis.
Atlas is probably most powerful just because it's damage-centric and doesn't sacrifice speed majorly like the Ogre does. Stryder is fun, but it's a glass cannon that will get shredded if your opponent knows how to aim well.
Also most people have been running Atlas (that I know of) since you have to beat the campaign to unlock the other frames and campaign lobbys take about 3 decades per mission.
The game is like monkeys jumping around throwing their explosive satchel poop at each other.
Is this on PC or console? I've found the occasional satchel spammer on PC, but most people seem to rely on CAR, carbine and smart pistol. Satchels come into play mostly in the hardpoint mode where people booby trap points with them.
It might have something to do with satchels being more forgiving than normal guns on console.
PC. I know it's not only satchels, but it seems like satchel use is heavily correlated with success, almost all the time I have trouble with a team it's when they are using satchels more than the average.
One guy I keep running into in games, his name is ILoveFutanari, it seems like he's gotten 20-40 pilot kills every game I've seen him in vs. noobs and decent guys at G8/9/10 alike, and the way he plays is with a shotgun, but just throwing a satchel at everything that's outside of direct shotgun range (and he acts like a troll while doing it), but he's pretty much one of the top 3 most effective players I've run into yet at dominating a game.
Feels like the only way to beat good satchel players is either stay far away or throw a better satchel first.
CTF is back! I actually quit playing for a few weeks when they took it away, apparently they brought it back a week later with looser match making restrictions to help the match finding compensate for the smaller player base.
Everyone seems to whine about team balance based on skill levels, but that's not my gripe. It's that like 80% of the games I seem to play now have uneven numbers, and for some reason they think it's ok to have games start as 6v3 or 5v3 or whatever. The entire night I've been on a quest to get in a game that wasn't numerically lopsided.
Then the last game it was 4v4 CTF for almost all the game, and it was 2-2 then in the last 2 minutes a fifth player added to the other team and they won 3-2, and I was like, fuck that shit, I'm out. I always liked how in quake if a joining player makes teams unbalanced it would make them sit out until a counterpart joined for the other team. Why don't other games do that?
On June 07 2014 14:29 ZapRoffo wrote: Everyone seems to whine about team balance based on skill levels, but that's not my gripe. It's that like 80% of the games I seem to play now have uneven numbers, and for some reason they think it's ok to have games start as 6v3 or 5v3 or whatever. The entire night I've been on a quest to get in a game that wasn't numerically lopsided.
Then the last game it was 4v4 CTF for almost all the game, and it was 2-2 then in the last 2 minutes a fifth player added to the other team and they won 3-2, and I was like, fuck that shit, I'm out. I always liked how in quake if a joining player makes teams unbalanced it would make them sit out until a counterpart joined for the other team. Why don't other games do that?
Why, indeed. If that's been known about since Quake, I don't see why it wouldn't be implemented more often. My guess is it prevents joining players from instantly getting into the fight.
On June 11 2014 19:04 lagbzz wrote: I have 2 questions for you guys:
1)Is the expedition DLC any good? Is it worth its price?
2)Is there an active esports-like community? I'm asking about low-mid skill level teams mostly.
3)Can you make custom games? Or is the game just "click play now and enjoy pub server randomness"? This question is kind of tied to the second one.
I'm upgrading my PC and need to assess what new games are what I'm looking for
I haven't really evaluated the DLC for worth it, but normally I don't think they are, I just bought it to support the game because I really like the game and out of curiosity and to not miss stuff.
Yes you can make custom games. But there is no server browser for them. They have to be arranged.
I'm not sure about the e-sports like community, haven't really participated, but there are fledgling attempts at it I know. There are definitely clans around that I've played against that have not top skilled players, but I don't know how involved they are in organized games.
In pub games this is like the least talky game I've ever played though (I sorta like it cause usually I don't want to be bothered by crazy people), in many games not a single person talks.
Patch was good, fixed many of the gripes and added cool new burn cards (titan weapons etc.), but it was WAY too fucking late. Too many people have left the game, and the game doesn't have half of the community it used to have, unfortunately.
The patch is awesome, fixed like almost every one of my top gripes with the game and then some. Don't have so much time to play anymore, but I'm still rocking it here and there.
The game is such a rush, still in love with the gameplay.
Playing some right now. Carbine and 40mm got nerfed hard, it feels like, since those were my go-to guns. Plus, it's been months since I've played. It's a wonder I'm not getting more stomped than I am, lol.
On July 16 2014 05:06 cLAN.Anax wrote: Playing some right now. Carbine and 40mm got nerfed hard, it feels like, since those were my go-to guns. Plus, it's been months since I've played. It's a wonder I'm not getting more stomped than I am, lol.
Cant believe games have degraded to being dead 3 months after release nowadays.
Shit, games used to last a minimum of a year or two before they even started declining heavily.
On July 16 2014 05:06 cLAN.Anax wrote: Playing some right now. Carbine and 40mm got nerfed hard, it feels like, since those were my go-to guns. Plus, it's been months since I've played. It's a wonder I'm not getting more stomped than I am, lol.
Cant believe games have degraded to being dead 3 months after release nowadays.
Shit, games used to last a minimum of a year or two before they even started declining heavily.
I don't consider the games to be the problem; Titanfall servers should still be massively populated these days. Look at the community instead. Gaming culture has shifted from emphasis on greater personal skill to who has the newest title first. A majority of players want quantity rather than quality. :-\
The game is still very very active on Xbox one, probably one of the most played MP title there, just not so populated on PC, which is common for a genre like this, heck I'd say Titanfall sticked longer than recent CoD did on PC population wise, Ghosts (which is an awful game) dropped like a rock in its first month.
Titanfall developer Respawn Entertainment is adding a wave-based co-op mode called Frontier Defense to the game, the studio announced today in a Twitch stream.
Frontier Defense is a Horde mode-esque battle that pits four players against increasingly difficult waves of AI enemies, including "a bunch of different enemy types" that are entirely new to Titanfall, said designer Jason McCord during the livestream. Frontier Defense will be playable on all 24 of the game's maps; the livestream consisted of a few rounds on Angel City. A Harvester was drilling for resources on behalf of the Militia, and the players had to defend it from IMC attackers. Players can place turrets around the map to assist them, and switch loadouts and replenish ammo in the middle of a match at loadout crates. And those who die will return to battle in a dropship, and can rain down damage during the flight.
Respawn showed off some new Titan types in Frontier Defense. Arc Titans are Striders equipped with Arc Cannons, and they're also surrounded by a ball of electricity that quickly drops the shields of any opposing Titan — and of the Harvester. Mortar Titans sit back on the outskirts of the map and fire shells at the Harvester. They're joined by plenty of grunts and Spectres, including Suicide Spectres, which rush players and explode. Teams will get a rating from one to three stars depending on how well they do.
Frontier Defense, the first of three new modes, will arrive in Content Update 8. The others are Deadly Ground (Nov. 5) and Marked for Death Pro (coming Nov. 26). In the former mode, the floor is electrified smoke, which "encourages players to really use wall-running abilities," said Respawn community manager Abbie Heppe. According to McCord, the studio had "kind of jokingly talked about" implementing something like the mode for a while.
Content Update 8 will also introduce Ranked Play, a new system of level progression in the main game aside from Generations, the game's prestige mode. It doesn't apply to Frontier Defense, but in other modes, you'll earn points with good performance that go toward tiers in a ranking system that resets on the 1st of every month. Other features coming in the update include sudden death in capture the flag mode, a score-based grading system with stars for every map, new graphics quality settings on Windows PC and improved load times. Check out the blog post from Respawn for all the details.
This will make me give the game a spin again. I really enjoyed it for about 2 months, but the new modes sound fun.
On October 31 2016 07:26 gTank wrote: Not going to buy that game because of the smart pistol and the probable bugs that will occur now. Maybe if it goes on sale.
Well to be fair, the pistol only unlocks at level 35 or something like that, which is going to take awhile to unlock, ive only seen it once in about 10 hours of multiplayer. As for bugs, i have not seen any that would effect gameplay, in fact i can't really think of any bugs other than a very minor sprint bug, which makes your gunna sway really fast until you stop sprinting, its so minute i feel bad mentioning it.
On October 29 2016 11:52 ETisME wrote: How come no one is talking about titanfall 2? imo it is on par with titanfall 1 but the game feels even faster than before
Im really sad right now, because they chose to release this game around the same time as CoD and BF1, and because of that the game wont get the attention it deserves. Its incredibly fun to play, runs great, plays great, but my only fear is that the player base will not be big enough to sustain for the long term. However, they did announce that there will be no season pass, all DLC and new content will be free for everyone, so the player base will never be split. Its really cool of them.
I watched BF1 streams and TF2 streams and decided to go with this. No regret. Game runs amazing and multiplAyer is awesome. I won't even mention COD because it's the same recycled shit.
Playing on Titanfall 2 on the PS4. Pretty fun multiplayer though I am awful.
I hate the three starting Titans you get in multiplayer, they're really not my style.
I also can't figure out how to alt-fire and I just realized to eject, you need to press: Up + Square + Square + Square. Neat sequence, just wish they told me earlier.
Multiplayer UI is pretty weak though:
- If I search Variety, it will put me in a separate queue than if I just searched for Attrition. Why not just make Variety plug into the search queues of the other games? The playerbase is smaller, but it's bigger than it appears depending on the:
1. Server Ping you are connected to 2. Game mode you are searching for
Seriously guys I need people I know to play with and have fun with. That's how good this game is. It's the brood war of shooters. It's seriously that amazing.
What game mode are you playing that keeps you entertained?
I'm so on the fence about this game... I love the new arsenal of weapons and abilities for pilot mode but feel like the titans just feel 'dumb' compared to the previous game. I like how much more cinematic Attrition feels with the more advanced enemy types, but I feel like each match ends right when it starts getting good and all that matters is how big a lead you can get in the opening race to first wave of titans.
Pilots vs Pilots was actually pretty cool for the few days it had enough players to get a game going but its been what 3 weeks and there's already 0 players in queue for anything but Attrition, Bounty, and the variety packs.
On November 17 2016 08:45 Psyonic_Reaver wrote: Seriously guys I need people I know to play with and have fun with. That's how good this game is. It's the brood war of shooters. It's seriously that amazing.
I'm sabinblitz188. Should I make a TL group?
The broodwar of shooters is definitely counterstrike
On November 17 2016 08:45 Psyonic_Reaver wrote: Seriously guys I need people I know to play with and have fun with. That's how good this game is. It's the brood war of shooters. It's seriously that amazing.
I'm sabinblitz188. Should I make a TL group?
The broodwar of shooters is definitely counterstrike
On November 20 2016 10:29 ramon wrote: tone and legion feel strongest, but I wouldn't be surprised if ion had a high winrate as well, also depends on the mode you play
anyone playing on pc in eu?
I really want the fire guy to be strong - He has a really cool way of playing, but they gimped him in a lot of ways and reduced his range.
On November 17 2016 08:45 Psyonic_Reaver wrote: Seriously guys I need people I know to play with and have fun with. That's how good this game is. It's the brood war of shooters. It's seriously that amazing.
I'm sabinblitz188. Should I make a TL group?
The broodwar of shooters is definitely counterstrike
On November 17 2016 08:45 Psyonic_Reaver wrote: Seriously guys I need people I know to play with and have fun with. That's how good this game is. It's the brood war of shooters. It's seriously that amazing.
I'm sabinblitz188. Should I make a TL group?
The broodwar of shooters is definitely counterstrike
I'm playing on Xone, so if theres someone willing to play with me. PM me ;-)
Although I'm more of an "oldschoolgamer" (played CSS competitively and was very succesfull in BF2142), I really do like this game. Which is surprising since todays shooters are too fast for me but TItanfal is great. There are only two things I dislike:
- Too many game modes, I'm not sure if we really need like 8 or 10 game modes. Plus I would like to see the "mixtape" changed. I feel like it would be better if you could just choose the game modes you want to switch between instead of having every single mode in there...
- Invisibility, 90% of the players play this game with this invisible soldier -_-