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Titanfall 2 Multiplayer Technical Test Impressions (XB1/PS4)

rackham

Banned
I honestly don't understand how aiming on the wall is a perk now.. Can someone from respawn explain that too? So many poor decisions.
 
Pilot vs Pilot is absolutely COD Lite.

TitanFall proper, with the Titan/Pilot interplay and maps that make that interplay work, is much more than simply a sci-fi COD knock-off. It's its own unique, special thing.

Yeah, the lack of dedicated maps especially hurt PvP, but even without that massive problem you're stuck with an extremely limited infantry-dedicated combat feature set. Wall-running by itself doesn't somehow compensate for having very few weapons and viable (for PvP) perks. It's (arguably) a fun change of pace, but nothing that could sustain a dedicated community.

Titanfall as a franchise absolutely should be focused on its unique features, which includes AI characters and large, intricate maps. It's a shame they seem to be backing away from that so heavily for this sequel.
 
I know people who wanted loadouts and killstreaks in Halo, doesn't mean they were worth listening too.

I'm aware Pilot vs Pilot was added to TitanFall, and it did what exactly to expand the audience or the competitive life of the game?

Players that gameplay appealed to almost immediately left for Advanced Warfare.




Pilot vs Pilot is absolutely COD Lite.

TitanFall proper, with the Titan/Pilot interplay and maps that make that interplay work, is much more than simply a sci-fi COD knock-off. It's its own unique, special thing.

You're aware that the original had pilot vs pilot, but did you know it was planned to be available from the start, especially since they wanted to have private rooms with customizable options?

Acknowledging a fact and then disregarding tells a lot about your argument. You just have a sole vision of what makes titanfall titanfall, and what makes it unique or belongs or whatever. It's just an egocentric argument at it's finest.

And the game suffered from a number of reasons why any big competitive scene could pick up, especially lacking private rooms and dedicated servers. Lots of things went wrong and to blame a single one, like advanced warfare (lol sure) doesn't even support your argument that pilot only mode is not titanfall.

I don't see the point of bringing up halo. Everyone knows the developer changed after halo 3.

You're claiming the game is more like COD now, even though it's always been like COD. It is pretty silly to claim otherwise. And I would call it COD plus, but I've never played any CODs past BO2 so I really don't know where that series headed, nor do I care.
 
Saying 'I don't think this mode should be in the game' is obviously no more egocentric than demanding a mode be in the game.

Ultimately it's up to the developers to make the call, but I maintain it's a sum negative as far as the game trying to build up its own, committed, long-lasting audience.

Titan Fall has always had some genetic heritage with COD and that has come through in elements of the gameplay, particularly the 'feel' of the infantry shooting. They were meshed and balanced with others to create it's own unique gameplay loop. And changes that shift the game further toward standard infantry combat is a move away from Titan Fall's unique experience and back towards the chalk of COD.

As far as Halo, its simply an example of a franchise that opted to chase the COD fan, rather than focus on the core pillars of it's own gameplay model. With obvious and predictable results.


It's quite simple.

If you're trying to stand out, you double-down on what makes you different. You don't double down on what makes you the same as the other guys.
 

SwolBro

Banned
I have never once felt fatigued from R1, in fact, I suffered from "one more game" syndrome.
But i get what they're talking about though. I just played a few CTF and Attrition matches. That shit can get insane lol. It's literally sensory overload sometimes.

Half the other team quit in an attrition match, they were getting destroyed by our teams titans. They had no chance to come back. I can only imagine what it must feel like for some of these players that are coming back to Titanfall after not playing it for a long time just because they were playing the tech test and now want to see what the original was like.

There's a few things i'd like to point out between Titanfall 1 and Titanfall 2 tech test

  1. The visibility is pretty bad in the original. This does help with movement but it can get to a point where someone could literally be in the corner and you might miss them.
  2. The TTK is actually the same. What separates the two are the things i've pointed out before: Visibility, player models easier to hit, amp weapons, less mobility, less a.i, less frequency of popping stim
  3. Stim in the new one is a lot funner though the utility of the original stim is way better, It's more valuable and it contributes to the skill curve a lot more
  4. The new game has far more floaty and forgivable controls. The original game feels "heavier" but more responsive.
  5. I momentarily forgot how to bunnyhop, maybe because i didn't use it in the new game? but i can see how hard it is for newcomers to pick this up. It's literally impossible for anyone that doesn't put significant time into the game to master the bunnyhop from the original. And i mean the real bunnyhop where your gun doesn't bob.

Overall, i'd say the new Titanfall has serious promise. They only have to tweak a few things to make it a quality successor. In my honest opinion those things would have to be:
  • Less dampening on the bunny hop and overall movement
  • No Amped weapon killstreak perk
  • No bright red outline on player models
  • More a.i
  • Better parkour maps
  • Multitasking Titan abilities (shooting tactical while reloading,etc)
  • Titan shields at start

That's about it i think. I may be forgetting something but at the core if those changes can be made the new game could live up to the original.

You're claiming the game is more like COD now, even though it's always been like COD. It is pretty silly to claim otherwise. And I would call it COD plus, but I've never played any CODs past BO2 so I really don't know where that series headed, nor do I care.

Maybe true but this game feels a bit more COD than the first, that's not really debatable. Now, is that a good thing or a bad thing? i dunno. If they make the right changes it could be the best of both worlds and reach a wider audience.
 

deadlast

Member
The more I think about the Network function, the more I like it. I like the idea of being able to jump into the a match with people from GAF or another set of friends without trying to coordinate anything.


Also, progression is too fast.
 
Saying 'I don't think this mode should be in the game' is obviously no more egocentric than demanding a mode be in the game.

Ultimately it's up to the developers to make the call, but I maintain it's a sum negative as far as the game trying to build up its own, committed, long-lasting audience.

Titan Fall has always had some genetic heritage with COD and that has come through in elements of the gameplay, particularly the 'feel' of the infantry shooting. They were meshed and balanced with others to create it's own unique gameplay loop. And changes that shift the game further toward standard infantry combat is a move away from Titan Fall's unique experience and back towards the chalk of COD.

As far as Halo, its simply an example of a franchise that opted to chase the COD fan, rather than focus on the core pillars of it's own gameplay model. With obvious and predictable results.


It's quite simple.

If you're trying to stand out, you double-down on what makes you different. You don't double down on what makes you the same as the other guys.

I was saying that your claims that pilot v pilot is not titanfall because it doesn't fit with your vision of what titanfall is egocentric. Since titanfall has pilot v pilot it's not egocentric to think there should be that mode in TF2, since it's going by the developer's vision of what titanfall is, evident by the first game.

And personally I like the game with titans. I never really got many games of pilot only in because the community was not big enough. I bought the game day 1 too. When I did get some games in, it was because of variety playlist, I learned that mode was great in the few matches I played.
 

E92 M3

Member
Saying 'I don't think this mode should be in the game' is obviously no more egocentric than demanding a mode be in the game.

Ultimately it's up to the developers to make the call, but I maintain it's a sum negative as far as the game trying to build up its own, committed, long-lasting audience.

Titan Fall has always had some genetic heritage with COD and that has come through in elements of the gameplay, particularly the 'feel' of the infantry shooting. They were meshed and balanced with others to create it's own unique gameplay loop. And changes that shift the game further toward standard infantry combat is a move away from Titan Fall's unique experience and back towards the chalk of COD.

As far as Halo, its simply an example of a franchise that opted to chase the COD fan, rather than focus on the core pillars of it's own gameplay model. With obvious and predictable results.


It's quite simple.

If you're trying to stand out, you double-down on what makes you different. You don't double down on what makes you the same as the other guys.

Yep, that is ultimately what I want them to do - just double-down on everything that makes TF special.

But i get what they're talking about though. I just played a few CTF and Attrition matches. That shit can get insane lol. It's literally sensory overload sometimes.

Half the other team quit in an attrition match, they were getting destroyed by our teams titans. They had no chance to come back. I can only imagine what it must feel like for some of these players that are coming back to Titanfall after not playing it for a long time just because they were playing the tech test and now want to see what the original was like.

There's a few things i'd like to point out between Titanfall 1 and Titanfall 2 tech test

  1. The visibility is pretty bad in the original. This does help with movement but it can get to a point where someone could literally be in the corner and you might miss them.
  2. The TTK is actually the same. What separates the two are the things i've pointed out before: Visibility, player models easier to hit, amp weapons, less mobility, less a.i, less frequency of popping stim
  3. Stim in the new one is a lot funner though the utility of the original stim is way better, It's more valuable and it contributes to the skill curve a lot more
  4. The new game has far more floaty and forgivable controls. The original game feels "heavier" but more responsive.
  5. I momentarily forgot how to bunnyhop, maybe because i didn't use it in the new game? but i can see how hard it is for newcomers to pick this up. It's literally impossible for anyone that doesn't put significant time into the game to master the bunnyhop from the original. And i mean the real bunnyhop where your gun doesn't bob.

Overall, i'd say the new Titanfall has serious promise. They only have to tweak a few things to make it a quality successor. In my honest opinion those things would have to be:
  • Less dampening on the bunny hop and overall movement
  • No Amped weapon killstreak perk
  • No bright red outline on player models
  • More a.i
  • Better parkour maps
  • Multitasking Titan abilities (shooting tactical while reloading,etc)
  • Titan shields at start

That's about it i think. I may be forgetting something but at the core if those changes can be made the new game could live up to the original.



Maybe true but this game feels a bit more COD than the first, that's not really debatable. Now, is that a good thing or a bad thing? i dunno. If they make the right changes it could be the best of both worlds and reach a wider audience.

First, I agree with your list - those changes would be nice. And it's funny, I always thought TTK seemed very similar to the first game, but since everyone was saying it's lower, I figured that I might be mistaken lol.

The game may be sensory overload, but there was nothing like it on consoles ;)

The more I think about the Network function, the more I like it. I like the idea of being able to jump into the a match with people from GAF or another set of friends without trying to coordinate anything.


Also, progression is too fast.

I want to unlock my shit as soon as possible. Who has time for a grind? Video games should be compatible with real life.
 

Rayme

Member
I honestly don't understand how aiming on the wall is a perk now.. Can someone from respawn explain that too?

If by "aiming on the wall" you mean wall-hang (holding LT to stick in place to the wall you're on), partly because most want to have ADS available instead as they continue their run unbroken. But it can also be powerful in the right hands, in the right situations; so as a loadout option it makes a lot of sense.

So many poor decisions.
no u
 

E92 M3

Member
If by "aiming on the wall" you mean wall-hang (holding LT to stick in place to the wall you're on), partly because most want to have ADS available instead as they continue their run unbroken. But it can also be powerful in the right hands, in the right situations; so as a loadout option it makes a lot of sense.


no u

I have been using the wall hook since day 1. Sucks that it takes a slot now, but I gots to have it.

Saved my ass plenty of times.
 
...guys; they're not a bunch of physical boxes sitting around our office. They're on-demand datacenter ("cloud") resources. Why would we ever kill that? To fuel the Illuminati's secret Indignation Engines?
I don't know, Microsoft killed their Project Spark servers or whatever. Maybe you could argue that they had to curate user content or whatever and that took manpower. Then they killed Xbox Fitness. Maybe maintaining the rights to stream workout videos was too much of an issue? So who knows, maybe whatever the sweetheart server deal Respawn got as part of the exclusivity has an expiration date?

And since Titanfall 2 runs on all sorts of shit through some kind of third party server management, which definitely isn't cheap, you can't blame people for wondering about how long they'll actually be allowed to play these games online.
 

SwolBro

Banned
I have been using the wall hook since day 1. Sucks that it takes a slot now, but I gots to have it.

Saved my ass plenty of times.

you can stay leaned on the wall long enough to fool whomever you're trying to fool without actually hanging on it. try it.

the ability to bounce backwards on to a wall not breaking momentum or hanging by accident when engaging the ADS is a much welcomed change to the mechanics.
 
I find that its a bit too fast for my taste or maybe the weapons make too much damage compare to the little life, I prefer those games like Bad Company 2 were you can atleast turn to see your attacker and begin to fight with him even when he has the advantage for start shooting first.

I liked how it works when you fight titan with titan..
 

rackham

Banned
If by "aiming on the wall" you mean wall-hang (holding LT to stick in place to the wall you're on), partly because most want to have ADS available instead as they continue their run unbroken. But it can also be powerful in the right hands, in the right situations; so as a loadout option it makes a lot of sense.


no u
why not have both? Tapping aim could keep you moving while holding it stops you in place. Either way, using it as a perk slot just seems like wasted space.
 

SwolBro

Banned
why not have both? Tapping aim could keep you moving while holding it stops you in place. Either way, using it as a perk slot just seems like wasted space.

dude, it's not. if you absolutely need the wallhang then equip it. if it's that important to you then it's worth occupying the slot. i've only ever seen it useful in hardpoint, literally nothing else.
 
Yeah, one of the worst challenges in the original was the Flyswatter thing. You had to play hardpoint, and it was a god damn scavenger hunt. It's pretty rare to see people using that ability, and the way it's implemented inhibits the movement. They could have gotten rid of it completely and it would be justified, yet they let you pick it as a kit.

I don't get it. It seems like the pettiest of complaints.
 

SwolBro

Banned
This is an EA game so I dont think the reviews will be too harsh but man, you just get the feeling this game is going to flop and it was a sure fire hit.

you get that feeling because you read a few peoples initial reactions? the fact that people are so passionate about it should tell you something about the franchise.
 

Arrrammis

Member
Personally, I had a lot of great moments with the hover perk. Grapple a titan, steal its battery, jump off and hover in the air above them. 9/10 they looked around completely confused, then kept doing whatever they were doing. Even when I gave into temptation and kept shooting the MGL at them while hovering, they still have no idea. You'd think in this game of constant movement and climbing, people would look up more :p
 

dugdug

Banned
This is an EA game so I dont think the reviews will be too harsh but man, you just get the feeling this game is going to flop and it was a sure fire hit.

Press has been super positive up on TF2 up to now. Wonder how their opinions will change once they see the generally unhappy opinion most seem to have.
 

BigTnaples

Todd Howard's Secret GAF Account
You spelled "Respawn" incomplete-ly. That said...



...guys; they're not a bunch of physical boxes sitting around our office. They're on-demand datacenter ("cloud") resources. Why would we ever kill that? To fuel the Illuminati's secret Indignation Engines?



Ah sorry. Assumption on my part.


Well that's great news. I still have sadness in my heart that I'll never play Chromehounds again.


Love Titanfall, and as long as I can, I'll be booting it up.
 
If by "aiming on the wall" you mean wall-hang (holding LT to stick in place to the wall you're on), partly because most want to have ADS available instead as they continue their run unbroken. But it can also be powerful in the right hands, in the right situations; so as a loadout option it makes a lot of sense.


no u

I have to unlearn switching out of ADS for wall bounces lol.
 

SwolBro

Banned
a few other things after playing a few hours tonight in Titanfall 1 that i ABSOLUTELY DID NOT FUCKING MISS during the tech test

  1. Arc grenade spam
  2. SMART PISTOL
  3. Arc cannon+capacitor OP nonsense in LTS
  4. Screen taring like a mothafucka
  5. Terrible netcode/hit detection
  6. horribly uneven teams
  7. Attrition plagued with nothing but nuke titans
  8. CTF plagued with nothing but kids that don't know what their doing (besides the occasional good player)

People need to get their nostalgia goggles off. TItanfall 1 has a lot of horrible design decisions in it. Really, besides the bunnyhop/wall bounces, fast replenishing stim, and titan shields, i don't really miss the game all that much after the tech test.
 
a few other things after playing a few hours tonight in Titanfall 1 that i ABSOLUTELY DID NOT FUCKING MISS during the tech test

  1. Arc grenade spam
  2. SMART PISTOL
  3. Arc cannon+capacitor OP nonsense in LTS
  4. Screen taring like a mothafucka
  5. Terrible netcode/hit detection
  6. horribly uneven teams
  7. Attrition plagued with nothing but nuke titans
    [*]CTF plagued with nothing but kids that don't know what their doing (besides the occasional good player)

People need to get their nostalgia goggles off. TItanfall 1 has a lot of horrible design decisions in it. Really, besides the bunnyhop/wall bounces, fast replenishing stim, and titan shields, i don't really miss the game all that much after the tech test.

Be grateful the CTF playlist has players. Tonight was one of those special blood moon type occasions where we had a mostly full lobby of experienced players on PC and it was a sight to behold.

I was also reminded that the maps make that game, and the absence of swiss-cheese escape routes (and places to lose pursuers) was sorely missed in the tech test.
 
People still going on about the first person vs third person... there's no question they are taking a hard look at it

cLgrc02.png
I really did not expect them to even consider the first-person view. I really hope they go back with it. At this point, I think what I miss the most---more than the movement fluidity---is the immersion on the battlefield. I'm trying to keep faith that a lot of that will be in the final build. But the entrance into a titan is an important piece. I feel bad for Respawn because on paper I think they had an awesome idea. Even in the trailers it looked cool. But in play? It's pretty jarring.
 

Izuna

Banned
I would have thought at least someone in this thread would have mentioned the electric smoke thing.

No, it's not a problem at all. You get it when you get about 20-30% charge towards your core ability. You hit a Titan a couple of times etc. and get it.

There is even a perk that gives you20% as soon as you get in, as well as jumping in your Titan with a battery giving you another 20%.

Respawn may let us start with smoke, but honestly it would be unnecessary. The ability to Rodeo a lone Titan at least once to take its battery is important. More likely than not, the Titan will have earned a smoke by the second time it has something rodeo it.

Not to mention the fact that smoke is very powerful against Titans now. ;)

--

Edit: Since it was mentioned... Please don't give Titans multitasking. What a terrible suggestion, and I don't say this lightly. Ability management is one of the few things left that gives an experienced player the edge to take out another Titan 1v1 and survive.
 

SwolBro

Banned
Edit: Since it was mentioned... Please don't give Titans multitasking. What a terrible suggestion, and I don't say this lightly. Ability management is one of the few things left that gives an experienced player the edge to take out another Titan 1v1 and survive.

Really? It's in Titanfall 1 now, and it's a vital part of the gameplay. It adds another layer of ability to out gun and out smart your opponent.

Very weird thing for you to say considering everything else you've complained about. Removing the multitasking dumbs down the Titan play considerably.

How it is now you're either on defense or offense, no real in between, especially with the vortex shield.
 

Trup1aya

Member
a few other things after playing a few hours tonight in Titanfall 1 that i ABSOLUTELY DID NOT FUCKING MISS during the tech test

  1. Arc grenade spam
  2. SMART PISTOL
  3. Arc cannon+capacitor OP nonsense in LTS
  4. Screen taring like a mothafucka
  5. Terrible netcode/hit detection
  6. horribly uneven teams
  7. Attrition plagued with nothing but nuke titans
  8. CTF plagued with nothing but kids that don't know what their doing (besides the occasional good player)

People need to get their nostalgia goggles off. TItanfall 1 has a lot of horrible design decisions in it. Really, besides the bunnyhop/wall bounces, fast replenishing stim, and titan shields, i don't really miss the game all that much after the tech test.

It's not nostalgia goggle's. People are very aware that TF1 had flaws. But we had a general expectation that TF2 would build upon the successes of TF1 and fix the flaws. Instead, it appears the baby was thrown out with the bath water. TF1's core gameplay loop is superior to TF2's at the present.

Love parkouring around the map? Great here's a bunch of open fields with no cover and no walls to run on.

Love feeling empowered as a pilot v Titan ? Great, we've locked rodeors into a canned animation that is easily exploitable by Titan users

Liked having a standard set of abilities that would allow you to be effective regardless of your loadout/kit? Great, because we designed the maps so that only people with the proper gear selected can excel.

Liked the chaos associated with having AI liven up the battlefield. Good, we've made then scarce.

Loved the immersion of the excellent first person presentation. Great we now transition to 3rd person, and it's predictably disorienting at times.

They took 1 step forward, two steps back. This game would have been much better if they just fixed the things you listed.
 

Mafro

Member
Well he's not wrong really, going by what reactions have been like over the past two weekends from people that played the first game.

a few other things after playing a few hours tonight in Titanfall 1 that i ABSOLUTELY DID NOT FUCKING MISS during the tech test

  1. Arc grenade spam
  2. SMART PISTOL
  3. Arc cannon+capacitor OP nonsense in LTS
  4. Screen taring like a mothafucka
  5. Terrible netcode/hit detection
  6. horribly uneven teams
  7. Attrition plagued with nothing but nuke titans
  8. CTF plagued with nothing but kids that don't know what their doing (besides the occasional good player)

People need to get their nostalgia goggles off. TItanfall 1 has a lot of horrible design decisions in it. Really, besides the bunnyhop/wall bounces, fast replenishing stim, and titan shields, i don't really miss the game all that much after the tech test.
Went back and played Titanfall 1 yesterday and the only thing I missed from TF2 was the grappling hook and sliding. Everything else in the first game just feels soooo much better and I'm totally with the people saying the first game feels like the sequel. Has it been proven that TTK is the same in both games because it definitely doesn't feel like it and amped weapons becoming available too quickly wasn't the problem.

The amount of horrible designs decisions in that tech test dwarf those in Titanfall 1 and were more than enough to convince me not to buy the game.
 

Matt Frost

Member
a few other things after playing a few hours tonight in Titanfall 1 that i ABSOLUTELY DID NOT FUCKING MISS during the tech test

  1. Arc grenade spam
  2. SMART PISTOL
  3. Arc cannon+capacitor OP nonsense in LTS
  4. Screen taring like a mothafucka
  5. Terrible netcode/hit detection
  6. horribly uneven teams
  7. Attrition plagued with nothing but nuke titans
  8. CTF plagued with nothing but kids that don't know what their doing (besides the occasional good player)

People need to get their nostalgia goggles off. TItanfall 1 has a lot of horrible design decisions in it. Really, besides the bunnyhop/wall bounces, fast replenishing stim, and titan shields, i don't really miss the game all that much after the tech test.

I got to play the first one at a friends house and I agree with some things here. TF2 is much better from a design standpoint. Clear to see if you dont use the nostalgia googles.
 
I was saying that your claims that pilot v pilot is not titanfall because it doesn't fit with your vision of what titanfall is egocentric. Since titanfall has pilot v pilot it's not egocentric to think there should be that mode in TF2, since it's going by the developer's vision of what titanfall is, evident by the first game.

And personally I like the game with titans. I never really got many games of pilot only in because the community was not big enough. I bought the game day 1 too. When I did get some games in, it was because of variety playlist, I learned that mode was great in the few matches I played.

Pilot vs Pilot was not in Respawn, the game's creator's original vision, and adding them later into the game did nothing because, guess what, the players don't like it that much. Also if "competitive players want pilot only game", then why competitive TF1 is CTF and almost CTF only? That is a pretty baseless claim, almost every non-TTF centric personality that said "no Titan no AI is awesome" gets shut off instantly by the TTF community. Pilot+Titan+AI interplay is Titanfall and lacking any aspect would simply demake the game.
 

Alx

Member
a few other things after playing a few hours tonight in Titanfall 1 that i ABSOLUTELY DID NOT FUCKING MISS during the tech test

  1. Arc grenade spam
  2. SMART PISTOL
  3. Arc cannon+capacitor OP nonsense in LTS
  4. Screen taring like a mothafucka
  5. Terrible netcode/hit detection
  6. horribly uneven teams
  7. Attrition plagued with nothing but nuke titans
  8. CTF plagued with nothing but kids that don't know what their doing (besides the occasional good player)

People need to get their nostalgia goggles off. TItanfall 1 has a lot of horrible design decisions in it. Really, besides the bunnyhop/wall bounces, fast replenishing stim, and titan shields, i don't really miss the game all that much after the tech test.

Some of those aren't that bad. You can't really spam grenades unless you're using a burn card, and the arc grenades aren't that effective against pilots. Smart pistol is an old debate, but I don't meet that many players using it, showing that it's not the ultimate weapon in the game (I only use it myself when I want to farm bots more than kill pilots).
I think the arc cannon is more effective without the capacitor (you have more control on your shots), and I don't think nuclear explosion is that effective either (you usually have more than enough time to run for cover and avoid it).
 

Izuna

Banned
Really? It's in Titanfall 1 now, and it's a vital part of the gameplay. It adds another layer of ability to out gun and out smart your opponent.

Very weird thing for you to say considering everything else you've complained about. Removing the multitasking dumbs down the Titan play considerably.

How it is now you're either on defense or offense, no real in between, especially with the vortex shield.

I'd argue that it adds strategy, rather than removing it. Titans are too slow now to be able to dodge all of the opponent's stuff at once. I feel like both Titans will get Doomed in a 1v1 most of the time.

Titans do have more variety of attacks all at once here. It's not directly comparable.
 
Pilot vs Pilot was not in Respawn, the game's creator's original vision, and adding them later into the game did nothing because, guess what, the players don't like it that much. Also if "competitive players want pilot only game", then why competitive TF1 is CTF and almost CTF only? That is a pretty baseless claim, almost every non-TTF centric personality that said "no Titan no AI is awesome" gets shut off instantly by the TTF community. Pilot+Titan+AI interplay is Titanfall and lacking any aspect would simply demake the game.

So now we know what their original vision entails? Give me a break. We also knew they intended to have custom lobbies from the start where you could disable titans and AI, so I think you're entirely wrong anyway.

And I never said all competitive FPS players want pilot only. That's a strawman argument.

You're going to far lengths to define the game the way you prefer to see it. And TF1 does have pilot v pilot and tf2 has pilot v pilot, you're arguing against facts you can't overcome.
 

Izuna

Banned
If anything, the smart pistol contributed to people never getting decent at Titanfall. That weapon was only really good for minion kills and Rodeo kills (it did a ton of damage to Titans).
 
I've said before that the time to kill is not factually different from titanfall 1, but a result of the slower movement and auto aim, as well as the increased visibility on players, and the maps having more wide open spaces that are meant to be dangerous to be in on purpose.

Pilots were really hard to pick out from the environment in titanfall 1 for new players. It was pretty frustrating to get killed by players you didnt notice.
 
Quick question, did they take out using your weapon to damage the Titan while you rodeo? Was there a specific button to press while the animation is process to stay on?
 

Lulu23

Member
I still had loads of fun in the tech test, even though I agree with a lot of the criticism.

If BF1 doesn't completely shit the bed I'll get it later down the road, if it does, I'll get Titanfall day one instead.
 

Trup1aya

Member
I'd argue that it adds strategy, rather than removing it. Titans are too slow now to be able to dodge all of the opponent's stuff at once. I feel like both Titans will get Doomed in a 1v1 most of the time.

Titans do have more variety of attacks all at once here. It's not directly comparable.

I've got to agree with Swol here. Multitasking doesn't remove the need for ability management- if anything it increases it, as the pilot needs to remain aware of multiple cool downs. It amplifies the need for good strats and tactics.

The current system leads to 1 dimensional firefights.
 

Izuna

Banned
I've got to agree with Swol here. Multitasking doesn't remove the need for ability management- if anything it increases it, as the pilot needs to remain aware of multiple cool downs. It amplifies the need for good strats and tactics.

The current system leads to 1 dimensional firefights.

If I can shoot my gas, primary and flame wall all at once, giving me enough time to dash away and use smoke, I can wait until they all recharge again. The fact that I have activation time to use each is the only thing that stops me from utterly destroying a Titan all at once.

I don't know, Titan's being 1 dimensional is more to do with the Primaries and slow movement.
 

E92 M3

Member
I would have thought at least someone in this thread would have mentioned the electric smoke thing.

No, it's not a problem at all. You get it when you get about 20-30% charge towards your core ability. You hit a Titan a couple of times etc. and get it.

There is even a perk that gives you20% as soon as you get in, as well as jumping in your Titan with a battery giving you another 20%.

Respawn may let us start with smoke, but honestly it would be unnecessary. The ability to Rodeo a lone Titan at least once to take its battery is important. More likely than not, the Titan will have earned a smoke by the second time it has something rodeo it.

Not to mention the fact that smoke is very powerful against Titans now. ;)

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Edit: Since it was mentioned... Please don't give Titans multitasking. What a terrible suggestion, and I don't say this lightly. Ability management is one of the few things left that gives an experienced player the edge to take out another Titan 1v1 and survive.


Smoke has been a hot issue for me. I would rather they keep it on a separate cool down because I am rather conservative with my core ability and hold on to it.

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On a lighter note: someone teabagged me in a Titan and I was laughing for 15 seconds straight. Shit was hilarious.
 

Izuna

Banned
Smoke has been a hot issue for me. I would rather they keep it on a separate cool down because I am rather conservative with my core ability and hold on to it.

--

On a lighter note: someone teabagged me in a Titan and I was laughing for 15 seconds straight. Shit was hilarious.

I use my core ability on Minions. I'm mental like that. (tbh it's only really worth using Scorch's on a TItan if they're nearly dead. Small burst damage, either enough to doom or steal a bounty).
 
So electric smoke drains for the core ability? Still confused about this. When I played I didn't even know titans had smoke, I thought one had vortex and the other the fire shield.

On another note, the core abilities this time around are a lot stronger. I'm not sure I am a fan of that.
 
So electric smoke drains for the core ability? Still confused about this. When I played I didn't even know titans had smoke, I thought one had vortex and the other the fire shield.

On another note, the core abilities this time around are a lot stronger. I'm not sure I am a fan of that.

I like how the non-custom titans allows them to balance them better and give them clearer advantages and disadvantages. The titans work more like a weapon than a separate player you transform into.

Scorch is a damage monster and really can fuck up other players and Titans, but he's slow as balls and useless at longer/mid range.

Ion is more balanced with a dash and effective long range options but at close range he loses to scorch easily.

And if you're thinking Titan fights are just 1 dimensional and dooming at the same time you're not using batteries, or using your auto titan to distract and do damage while you either rodeo the other Titan or use your Titan weapon to deal damage as well.

Theres a lot of ways to approach it depending on the situation. Sometimes it's best just to not engage if there's multiple titans around.
 

E92 M3

Member
I use my core ability on Minions. I'm mental like that. (tbh it's only really worth using Scorch's on a TItan if they're nearly dead. Small burst damage, either enough to doom or steal a bounty).

Yeah, I just stomp minions. The juicy core ability is used for heavy Titan damage.

I like how the non-custom titans allows them to balance them better and give them clearer advantages and disadvantages. The titans work more like a weapon than a separate player you transform into.

Scorch is a damage monster and really can fuck up other players and Titans, but he's slow as balls and useless at longer/mid range.

Ion is more balanced with a dash and effective long range options but at close range he loses to scorch easily.

And if you're thinking Titan fights are just 1 dimensional and dooming at the same time you're not using batteries, or using your auto titan to distract and do damage while you either rodeo the other Titan or use your Titan weapon to deal damage as well.

Theres a lot of ways to approach it depending on the situation. Sometimes it's best just to not engage if there's multiple titans around.

I think only bad players trade Titan kills. They can't be played the same as the pilots. That's why this franchise is so great - two games in one basically.

And yes, not engaging is probably one of the best skills anyone can learn. So many times I'd retreat instead of just getting destroyed by 2 Titans.
 
Wouldn't mind certain TITANFALL 1 maps to come back like Boneyard, Angel City, the forest map in the DLC pack (forgot the name).


I wonder why the dropped ziplines or haven't shown any gameplay of them. Have they mentioned why it's gone?

Ziplines are in other maps, confirmed by Shiring in a tweet.
 
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