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.
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.
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.I have never once felt fatigued from R1, in fact, I suffered from "one more game" syndrome.
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.
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.
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
- 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.
- 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
- 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
- The new game has far more floaty and forgivable controls. The original game feels "heavier" but more responsive.
- 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.
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 honestly don't understand how aiming on the wall is a perk now.. Can someone from respawn explain that too?
no uSo many poor decisions.
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 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?...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 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.
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.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.
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.
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 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?
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
a few other things after playing a few hours tonight in Titanfall 1 that i ABSOLUTELY DID NOT FUCKING MISS during the tech test
- Arc grenade spam
- SMART PISTOL
- Arc cannon+capacitor OP nonsense in LTS
- Screen taring like a mothafucka
- Terrible netcode/hit detection
- horribly uneven teams
- 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.
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.People still going on about the first person vs third person... there's no question they are taking a hard look at it
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.
a few other things after playing a few hours tonight in Titanfall 1 that i ABSOLUTELY DID NOT FUCKING MISS during the tech test
- Arc grenade spam
- SMART PISTOL
- Arc cannon+capacitor OP nonsense in LTS
- Screen taring like a mothafucka
- Terrible netcode/hit detection
- horribly uneven teams
- 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.
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.no u
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.a few other things after playing a few hours tonight in Titanfall 1 that i ABSOLUTELY DID NOT FUCKING MISS during the tech test
- Arc grenade spam
- SMART PISTOL
- Arc cannon+capacitor OP nonsense in LTS
- Screen taring like a mothafucka
- Terrible netcode/hit detection
- horribly uneven teams
- 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.
a few other things after playing a few hours tonight in Titanfall 1 that i ABSOLUTELY DID NOT FUCKING MISS during the tech test
- Arc grenade spam
- SMART PISTOL
- Arc cannon+capacitor OP nonsense in LTS
- Screen taring like a mothafucka
- Terrible netcode/hit detection
- horribly uneven teams
- 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.
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.
a few other things after playing a few hours tonight in Titanfall 1 that i ABSOLUTELY DID NOT FUCKING MISS during the tech test
- Arc grenade spam
- SMART PISTOL
- Arc cannon+capacitor OP nonsense in LTS
- Screen taring like a mothafucka
- Terrible netcode/hit detection
- horribly uneven teams
- 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.
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.
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.
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?
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.
replaced by taking out batteries and putting in 'nades
yeah, you were forced off too =(
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.
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.
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.
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 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).
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.
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.