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TITANFALL 2 |G2.1| "Whatever The Fuck That Means"

Colony is still a pretty cool map.

Attrition minion detector is nice.

Did they get rid of the spawn point highlighting in PVP? That makes the mode completely unplayable. If you don't know where they're spawning, then mobile playstyle is complete suicide, and you have to headglitch an angled rooftop like everyone else. No thanks.

R101 kind of sucks because there is no iron sights option and the sights in this game are all kind of bad.

Playing solo queue LTS is a nightmare. It needs competitive matchmaking just so you can be sure you have a baseline level of competence on your team.

It looks like the patch notes haven't been pushed out to the in-game FAQ thing.
 

Nudull

Banned
Heard about the free weekend and downloading the trial now. I'm new to Titanfall, so anything I should know going in is appreciated. :)
 

Izuna

Banned
(I had asked for a 48h ban so I could study so this is a bit late)

Played ONE game of Colony because Respawn decided to put ALL THE MODES with Colony 24/7

FFS

Quit out of like 10 matches of fucking LTS and ended up in a half-done game of Attrition ~~ fucked the win rate I can't give any shit about anymore

~~

Update Impressions

-- Minion Detector

First things first, I ran this exclusively in Titanfall 1. The complaints I have had since the Tech Test are back, in full force.

1. Minion dots are either too large, or the Map needs some customization. When a drop ship comes with 4 grunts in it, it looks like a Pilot.

2. PLEASE, can we get rid of at least minion fire causing flashes on the Map? I can't see anything. Or give us transparency. The map has just become even more cluttered with this update even though Minion Detector was how I used to find Pilots easily in the first game.

Colony

1. Runs bad on the Xbox One S at 90FoV ;(

2. Had a guy sit up on the tower all game, why? Because Ronin can't do anything.

3. TTK (pilot glow, aim assist, w/e is causing it) really shows in this game. Never have I ever felt so vulnerable. No game of Attrition on Colony in the original has had me afraid to go up on the rooftops.

4. Also, because of how the weapons are in this game, the Tower is far more annoying. You're getting killed by the dude up there before you can react to getting shot at.

5. Reapers are really making this map cluttered. This map isn't working for Titanfall 2 and I'm surprised it wasn't adjusted slightly

~~

Overall, this update is solidifying my confusion over the changes made. Maybe Bounty Hunt is great in Colony but the odds seem to be against me.

I don't know why and I'm not trying to have a bad time, but I absolutely hated my experience. I'll play more after I hand in my assignment tomorrow, but I'm pretty damn bummed out.
 

Gator86

Member
(I had asked for a 48h ban so I could study so this is a bit late)

Played ONE game of Colony because Respawn decided to put ALL THE MODES with Colony 24/7

FFS

Quit out of like 10 matches of fucking LTS and ended up in a half-done game of Attrition ~~ fucked the win rate I can't give any shit about anymore

~~

Update Impressions

-- Minion Detector

First things first, I ran this exclusively in Titanfall 1. The complaints I have had since the Tech Test are back, in full force.

1. Minion dots are either too large, or the Map needs some customization. When a drop ship comes with 4 grunts in it, it looks like a Pilot.

2. PLEASE, can we get rid of at least minion fire causing flashes on the Map? I can't see anything. Or give us transparency. The map has just become even more cluttered with this update even though Minion Detector was how I used to find Pilots easily in the first game.

Colony

1. Runs bad on the Xbox One S at 90FoV ;(

2. Had a guy sit up on the tower all game, why? Because Ronin can't do anything.

3. TTK (pilot glow, aim assist, w/e is causing it) really shows in this game. Never have I ever felt so vulnerable. No game of Attrition on Colony in the original has had me afraid to go up on the rooftops.

4. Also, because of how the weapons are in this game, the Tower is far more annoying. You're getting killed by the dude up there before you can react to getting shot at.

5. Reapers are really making this map cluttered. This map isn't working for Titanfall 2 and I'm surprised it wasn't adjusted slightly

~~

Overall, this update is solidifying my confusion over the changes made. Maybe Bounty Hunt is great in Colony but the odds seem to be against me.

I don't know why and I'm not trying to have a bad time, but I absolutely hated my experience. I'll play more after I hand in my assignment tomorrow, but I'm pretty damn bummed out.

You need bans to study?

Haven't played it yet, but this sounds about right. Angel City is nothing but rooftop camping so not surprised to see that here. The 3 hallways map design has drawbacks, but at least you don't have to worry about being sniped by a G2 360 degrees around your pilot. They might need to actually go back and make new maps.
 

Izuna

Banned
You need bans to study?

Haven't played it yet, but this sounds about right. Angel City is nothing but rooftop camping so not surprised to see that here. The 3 hallways map design has drawbacks, but at least you don't have to worry about being sniped by a G2 360 degrees around your pilot. They might need to actually go back and make new maps.

It's less that I needed to request the ban, but more that it is very important I don't make any more mistakes.

~~

It's just that I wish these old maps would have OG Titanfall rules as I play them. They're better maps, for sure, but they really highly the issue that is the fact that you die in a split second by basically any player with a G2 etc.

I also think the increased Range to Nuclear ejection makes it strong on this map. I trapped a Tone in one of the areas and it couldn't escape. I know for a fact that the same place in TItanfall 1 wouldn't have done 100% health.
 

bigJP

Member
(I had asked for a 48h ban so I could study so this is a bit late)

Played ONE game of Colony because Respawn decided to put ALL THE MODES with Colony 24/7

FFS

Quit out of like 10 matches of fucking LTS and ended up in a half-done game of Attrition ~~ fucked the win rate I can't give any shit about anymore

~~

Update Impressions

-- Minion Detector

First things first, I ran this exclusively in Titanfall 1. The complaints I have had since the Tech Test are back, in full force.

1. Minion dots are either too large, or the Map needs some customization. When a drop ship comes with 4 grunts in it, it looks like a Pilot.

2. PLEASE, can we get rid of at least minion fire causing flashes on the Map? I can't see anything. Or give us transparency. The map has just become even more cluttered with this update even though Minion Detector was how I used to find Pilots easily in the first game.

Colony

1. Runs bad on the Xbox One S at 90FoV ;(

2. Had a guy sit up on the tower all game, why? Because Ronin can't do anything.

3. TTK (pilot glow, aim assist, w/e is causing it) really shows in this game. Never have I ever felt so vulnerable. No game of Attrition on Colony in the original has had me afraid to go up on the rooftops.

4. Also, because of how the weapons are in this game, the Tower is far more annoying. You're getting killed by the dude up there before you can react to getting shot at.

5. Reapers are really making this map cluttered. This map isn't working for Titanfall 2 and I'm surprised it wasn't adjusted slightly

~~

Overall, this update is solidifying my confusion over the changes made. Maybe Bounty Hunt is great in Colony but the odds seem to be against me.

I don't know why and I'm not trying to have a bad time, but I absolutely hated my experience. I'll play more after I hand in my assignment tomorrow, but I'm pretty damn bummed out.

That sounds disappointing
 
Major bug maybe?

You can drop your Titan in this little square on Colony and you cannot walk out.

6KfOxf1.png
 

Izuna

Banned
Like, I understand they have been porting Colony for a long time and probably planned for it back since before release, but it isn't working for this game. The worst parts of it are amplified like damn...
 
Major bug maybe?

You can drop your Titan in this little square on Colony and you cannot walk out.

6KfOxf1.png

You can walk out you just have to step on the barrel that's not tipped over. To the left of the gap on the western wall on your image. It's not super obvious though. Also you can walk in from outside on the.. south side by climbing up on the box and dashing in.
 

Arrrammis

Member
I really like the aesthetic of Colony, and it's not bad for LTS, but otherwise IMO just like Angel City it doesn't work well for Titanfall 2. The top of the map is just way too open, the second you peek over the top of a roof you get cross mapped by someone with a G2, Devotion, or R101/R201. Just to test it I went up the tower for a match with a R101, and went on a 12 kill streak in Pilots vs. Pilots. I didn't even die, I just got bored and felt sorry for everyone, then came down. The smooth walls are nice, very few rocks and weird geometry so it's even more frustrating that you have to be careful not to fly around at top speed.

Matchmaking taking unusually long for everyone? Use to be like seconds now it can take up to a minute at least

I wouldn't be surprised if the servers are taking a beating from the combined patch and free trial downloads.
 

Gator86

Member
Like, I understand they have been porting Colony for a long time and probably planned for it back since before release, but it isn't working for this game. The worst parts of it are amplified like damn...

This seems to be the issue with maps from 1. Angel City is maybe my least favorite map in the game. It's the only one where I switch off the Eva now because why would I bother? No one goes in the buildings, no one moves around that much. People just sit on rooftops and snipe with R-201 or G2s. It's probably going to be an issue for any map they port over honestly. And it makes perfect sense for the most part - most games wouldn't work incredibly well with maps torn from another game.

Everything about this game's support has been dumbfounding.
 
You can walk out you just have to step on the barrel that's not tipped over. To the left of the gap on the western wall on your image. It's not super obvious though. Also you can walk in from outside on the.. south side by climbing up on the box and dashing in.

I noticed that just now. The clipping is terrible in that spot.
 
How does the Alternator work, it feels like it has the bounciest recoil in the game, yet people can fire it like a laser beam w/o tap firing?

don't ADS

because ADS harms your accuracy in this game

I do hip fire exclusively on the thing, still doesn't feel accurate

Also these join in progress matches are lame, stop throwing me into them
 

Gator86

Member
Anyone noticed the font change on the "Searching for Players" bar?





I'm having that issue right now on PC

Edit: I do appreciate the changes to Scorch's fire shield and flame wall kit, makes Inferno Shield not a "must have no matter what" pick

This is a smart tweak.

All the nose arts in the new packs are the same for every Titan yet they're all being sold individually?

And yeah, it's exactly what I expected - being shot from every direction from rooftop campers with G2s or R201s.

It also feels like they nerfed the Thunderbolt really hard. Maybe I'm imagining it.
 

SwolBro

Banned
Overall, this update is solidifying my confusion over the changes made. Maybe Bounty Hunt is great in Colony but the odds seem to be against me.

I don't know why and I'm not trying to have a bad time, but I absolutely hated my experience. I'll play more after I hand in my assignment tomorrow, but I'm pretty damn bummed out.

It's the fact that EVERYONE runs amped weapons most of the time. You'll see some people run battery, but overall in most game modes it's amped weapons. In Colony you see how bad it gets. You're ripped apart from across the map in a split second. Unlike in original Titanfall where you had time to react to being shot from across the map or the tower, here there is no time to react, at all.

The fact that it can be stacked is devastating and straight up retarded lol. I mean, it's retarded no other way to say it. Why would you allow something so OP to be STACKED? It makes 0 sense. I thought for sure they'd balance this with this update but i have to remember this is Respawn, they won't realize people aren't having fun until a year in.

Amped weapons sucks for bad players more than anyone else. They don't have a fighting chance against it. It causes good players to rage because most good players realize it's OP and rather not deal with it. It's the mid-tier players that benefit the most. They get something cheap as fuck to add to their already cheap as fuck campy play style and abuse of the cheap as fuck OP weapons and abilities.
 

Gator86

Member
I've seen Grapple Hook Smart Pistol..... Pilot vs Pilot really makes me despise playing on Colony.

The idea of pilot versus pilot on Colony makes me want to uninstall.

I wound up playing two games in the Colony 24/7 list then calling it a day. I guess I'm done with TF2. Game feels pretty stale, the copy/paste maps don't fit the gameplay in this version, and there's too many amazing games out right now.
 
I wound up playing two games in the Colony 24/7 list then calling it a day. I guess I'm done with TF2. Game feels pretty stale, the copy/paste maps don't fit the gameplay in this version, and there's too many amazing games out right now.

I'm still waiting on new Titans and titan kits, there's just enough stuff for pilots to not make it stale. But titan loadouts being locked to a specific chasis this time around (on top of having no shields by default) makes it really feel limiting, a Stryder with Thermite Launcher would've been fun to do, but being locked to an Ogre feels stiff.
 

jeffc919

Member
lol the r101 is like a laser pointer. It has zero recoil.

I'm reading on Reddit and on the previous page here that it is just a re-skin of the R-201, which is kind of disappointing. I was hoping for a more long range ADS friendly, worse hip fire, version of the gun.
 
People leave almost every time I get LTS in the colony 24/7 playlist. Persobaly I wish they would add another game mode or lower it's occurrence a bit.
 

Arrrammis

Member
12 games in the colony 24/7 playlist gave me 7 LTS games, 4 Pilots v. Pilots games, and one Attrition game. Yeah, back to the old mixtape, maybe Colony will show up eventually.
 

jeffc919

Member
Got my first real TF|2 hate mail, I think i handled it well :)
Spoilered because language and insults


For context, game of live fire, killed him in the first three rounds with a direct hit every time (he just kept sitting still!), and then he left, and his team was 4 on 5 for the rest of the game.

haha....perfect
 

SwolBro

Banned
Possible upcoming DLC.
30 March 2017 - Colony Reborn

(includes server-sided changes made immediately following the Live Fire patch, and who knows how many subsequent changes made quietly)
Content and Feature Additions:

New Map: Colony
New Weapon: R-101 Carbine
"Factory issue scoped predecessor of the R-201 rifle."
Comes with an AOG in place of iron sights
Stats are identical to the R-201
New Execution: Curb Check
Prime Titan: Legion Prime
Prime Titan: Northstar Prime
Trial gameplay added for 2 SP levels
A shitton of new patches, camos, banners, etc. purchaseable and free
Ticks should now appear on the player's minimap like a normal minion
2 hot new eject lines
New options to randomly select an execution from those you've unlocked
Coin flip added for tie breaker after 3 ties in a match
Rebalancing:

All Titans

Core points earned from damage dealt to other Titans decreased from 0.01% per damage to 0.075% damage (decreased by 25%)
Electric Smoke maximum effective radius increased from 21.9 feet to 23.4 feet
Scorch

Incendiary Trap, Firewall, and Flame Core flames no longer extinguished by Electric Smoke
Fuel for the Fire kit no longer extend Firewall duration, instead decreasing cooldown from 10 seconds to 8 seconds
Thermal Shield recharge/active time increased from 3 seconds to 4 seconds
Inferno Shield kit now raises recharge/active time by 1.5x instead of 2.0x to retain its increase to 6 seconds of recharge/active time as it was pre-patch
Tone

Targeted Titans will now be notified of locked and firing tracker rockets
Sonar Pulse firing animation time decreased from 2.0 seconds to 1.5 seconds
Inactive delay after firing Tracker Rockets increased from 0.5 seconds to 0.7 seconds
Legion

Smart Core lock on time decreased from 0.5 seconds to 0.3 seconds
Dice Roll

Activation cost raised from 36% meter to 50%
Pilot Sentry

Damage scaling ranges decreased from 75-150 feet to 62.5-93.75 feet
Pilot Melee

Positional check added to prevent lunges locking onto pilots who move outside of the initiator's line of sight or way beyond reach
Lunges should no longer lock onto pilots who are in mid-air if the initiator is on the ground
Amped Wall

No longer invincible, with 1000 HP (for comparison, Hard Cover has 850 HP)
Holo Pilot

Plays an alert sound to the owner when destroyed
Displays owner HP bar and name when aimed at as if a regular player
Will randomly pulse on enemy maps every 0.5 seconds as if firing a weapon
Hemlok BF-R

Close range damage decreased from 35 to 33, far damage decreased from 30 to 25
Amped close range damage decreased from 50 to 45
X-55 Devotion

Close range damage decreased from 40 to 35, far damage decreased from 35 to 30
Mastiff

Quick Reload actually works now
Kraber

Pass-through depth increased from 32 to 64; shots can go through Reapers now
Charge Rifle

Instead of firing instantly, Charge Hack will now reduce the charge time from the base 1.3 seconds to 0.429 seconds (33%) and the cooldown time between shots from 1.0 seconds to 0.66 seconds (66%)
LG-97 Thunderbolt

First zap delay increased from 0.3s to 0.4s; does not affect zaps after it's first hit something
Zap radius against Titans decreased from 50 feet to 25 feet
Damage per zap against Titans increased from 300 to 350
Flight speed decreased from 34 MPH to 21 MPH
Fixes:

Spectres have a new property that seems to prevent them from cowering like Grunts
For whatever reason, some grappling hook related properties were removed from the base Titan datablock
Pilot levels now display during killcams
Improvements made to audio when spectatin and rapidly swapping between viewpoints/perspectives
Grappling hooks should not longer be caught in Vortex Shields
Future Content:

(note: details are somewhat speculatory based on sparse amounts of game code and text bank tokens)
Vanguards are definitely coming to MP, with new AI classes, models, weapons, and equipment kits having all been added for them
Primary Weapon: XO-16 Chaingun. "20mm armor piercing automatic rifle." You know what it is
Offensive: Rocket Salvo. "Launches an unguided rocket swarm."
Defensive: Energy Siphon (internally, Stun Laser). "Slows enemies and generates Shields. Heavily armored targets generate more Shield." Seems to be a laser shot with these effects
Utility: Rearm. "Refreshes the cooldown of your Dash, Ordnance, and Defensive Ability."
Core: Upgrade Core. "Recharges your Titan's shields and upgrades your Titan in order of the upgrades above."
Level 1
Rapid Rearm. Rearm activates in only 0.1 seconds instead of 0.5 seconds
Maelstrom. Increases Electric Smoke DPS against Pilots from 45 to 90 and DPS against Titans from 450 to 1350
Energy Transfer Field. Energy Siphon's explosion radius increases from 3 feet to 25 feet
Level 2
Multi-Target Missile System. Replaces your ordnance with the MTMS.
Superior Chassis. Details unknown.
Arc Rounds. Loads your XO-16 with electrified rounds for apparently increased damage. Details are a little vague.
Unique Titan Kits:
"Rearm": Decreases Rearm cooldown from 17.6 seconds to 10 seconds
"Missile Racks": Increases rockets fired by the Rocket Salvo from 6 to 12, and improves firing speed. Unknown how it will affect the MTMS when equipped
"Shield", details unknown, obvious guess is that the Vanguard will deploy with an overshield
"Core Meter", details unknown
"Doom", details unknown
There's even a Prime model in the item database
There are separate voice entries for "Vanguard" and "BT", I'd bet that BT will be the Prime voice
Occasionally referred to internally as "Monarch"
Coop Bounty Hunt development continues, having now been fully rebranded internally as Frontier Defense, with some new NPC classes added for the mode:
No clear indications yet what Elite Guards are; my bet's on Shield Captains, but for now it's only clear that they have a new model
Specialists seems to be using the Phase Shift pilot model, spawn with L-STARs and ticks as an ordnance
Mortar Titans and Nuke Titans seem to be returning, using Tone and Scorch as their bases respectively
There's also a "Sandbox" NPC class that is likely an AI test dummy, with a Sandbox PVE mode also added for devs
Harvester will be the defense objective once more, with entities added for it
Seems to use a MOBA-style internal leveling system, with players choosing a "path" of tactical and following upgrades to their tactical. The tacticals themselves are Phase Shift, Grapple, and... Sword Block?
Leveling the Grappling Hook in PVE will increase the effective line length, and at the maximum level charging the throw will make the hook explode on impact
Leveling Phase Shift in PVE will at the maximum level allow the player to charge their shift creating an explosion upon unshifting
Leveling the Sword Block in PVE (in general, the Pilot Sword, because I guess that'll be a thing now) increases the sword's lunge range and at the maximum level even allows damage to Titans with the sword
Previously leaked modes have had code moved into their own files from the global MP properties file, development moving along
Communications and emoticons are likely to come very soon, with an announcement text already being the in textbanks to be rolled out at any time
Seems it'll be a simple quick chat menu to point out objectives, commend teammates, and send emoji? No clue if it'll be voiced or anything
Some support added for the minimap to be zoomed in or out by the player, surprised this isn't already implemented
Seems like it'll be possible to invite friends to a network from within the game rather than having to mess with the official website
AMENDMENT - Further Monarch and FD Tactical Path details found

Apparently there's a new and completely separate text bank added chock full of details about Monarch and her equipment, as well as the leveling system in Frontier Defense, so without further ado:
Monarch

"Mid-range Vanguard-class Titan that can upgrade itself on the battlefield."

Loadout

for certain this time
Primary Weapon: XO-16
Defensive: Energy Siphon
Offensive:** Salvo Rockets**
Utility: Rearm
Core Ability: Upgrade Core
Kits

Data Siphon - Core Meter is earned 25% faster.
Shield Amplifier - Increases your Titan's max shield strength by 50%
This would mean a shield with 3750 HP rather than 2500.
Rapid Rearm - Reduces the cooldown of Rearm by 5 seconds.
Survival of the Fittest - Batteries can repair the Monarch out of Doomed State.
Apex Titan - Enables a fourth and final upgrade.
Apparently not yet implemented, with no fourth upgrade to be found just yet
No apparent fifth kit yet
Upgrade Core

Level 1
Arc Rounds - Increases ammo capacity and XO-16 rounds break through Defensive Abilities.
Increases magazine capacity from 30 to 40 and seems to go through all shields
Missile Racks - Rocket Salvo fires twice the amount of missiles.
As found earlier, 12 rockets per salvo instead of 6
Energy Field - Energy Siphon affects a large area around the point of impact.
As found earlier, Energy Siphon's explosion radius increases from 3 feet to 25 feet
Level 2
Swift Rearm - Rearm is almost instantaneous.
As found earlier, 0.1 second activation time instead of 0.5 seconds
Maelstrom - Electric Smoke is intensified, dealing more damage to Titans and Pilots.
As found earlier, increases Electric Smoke DPS against Pilots from 45 to 90 and DPS against Titans from 450 to 1350
Energy Transfer - Energy Siphon gives Shield to friendly Titans.
Level 3
Multi-Target Missiles - Rocket Salvo can lock onto Titans and Reapers. Missiles fly faster and deal more damage.
Apparently not yet implemented, I presume they are working on getting the MTMS to not lock onto human sized targets
Superior Chassis - Upgrades Monarch's health, dash, and melee capabilities.
Not yet implemented, and no numbers to be found yet.
XO-16 Battle Rifle - Unlocks the hidden power of the XO-16, increasing precision, damage, and critical damage.
Not yet implemented, and no numbers to be found yet.
Nose Arts

Predatory Nature
Ticking Time Bomb
Power Move
Fountain of Youth
Thug Life
Tranquil But Cold
Thunderbird
Psychological Warfare
I AM LEGION
Arachnophobia
Imaginary Friend
Tactical Predator
ARES Legion
Walking Lead
Flash Fight
Legionasaurus
Legion's Finish
Monster
Space Legion!
No Apologies
Carnivore
Frontier Defense

"Protect the Harvester. Survive."

Path 1 - The Ghost

Level 1 - The Ghost
Enter and Exit Phase Shift at Will
Level 2 - The Wisp
Fast Travel in Phase Shift
More specifically, you seem to be permanently stimmed when inside the Phase realm
Level 3 - The Banshee
Destructive Exits from Phase Shift
Explosions when you exit phase, with an impressive radius of 30 feet
Path 2 - The Hook

Level 1 - The Hook
Unlimited Grapple
Level 2 - The Acrobat
Long-Distance Grapple
Dramatically increases maximum line distance from 68 feet to 187 feet
Level 3 - The Devastator
Assault Grapple
As found earlier, the hook explodes when making contact with surfaces
Path 3 - The Blade

Level 1 - The Blade
Hold to Block, Powerful Melee
Gives you a Pilot Sword for your melee, and Sword Block as your tactical. Not 100% clear on how its damage mitigation works yet
Level 2 - The Assassin
Strike from Far Away
As found earlier, drastically increases melee lunge distance from the base 8 feet to 48 feet
Level 3 - The Machine Hunter
Effective Against Titans
As found earlier, the sword's power increases and become capable of damage to Titans for 1000 damage per swing
Path 4 - The Wall

No details currently available, but it doesn't take datamining to guess that this will be the Amped Wall's tactical path
Path 5 - The Hound

No details currently available, but I'm willing to bet this path will belong to the Pulse Blade
Path 6 - The Jester

No details currently available, but this should be the Holo Pilot guessing from the name

Tons of info posted on reddit from files retrieved from pc version. The 2 main things are Vanguard titan class coming, as well as frontier defense.
 

Izuna

Banned
Vanguard gunna be for the co-op mode it sounds like? Or are they really going to add a super positive feedback loop into the MP?
 

Dylan

Member
Titan feels better to me now that I've rebound my keys.

When I used Q for the lazer doodad I could never strafe as it was charging up; so I rebound it to V. Unfortunatley I would like to keep Pilot grenades on Q, but as far as I can tell you can't change the bindings for pilots and Titans separately. Anyone know if this is possible?
 

Rocketz

Member
I'm reading on Reddit and on the previous page here that it is just a re-skin of the R-201, which is kind of disappointing. I was hoping for a more long range ADS friendly, worse hip fire, version of the gun.

It's got slight differences but nothing crazy. R201 has 30 rounds while the r101 has 24 and it felt last night like it fired faster but I need to play a little more to double check that.
 

Izuna

Banned
It's got slight differences but nothing crazy. R201 has 30 rounds while the r101 has 24 and it felt last night like it fired faster but I need to play a little more to double check that.

I don't think so

look at the picture i posted, it's the same code
 
It's got slight differences but nothing crazy. R201 has 30 rounds while the r101 has 24 and it felt last night like it fired faster but I need to play a little more to double check that.

They have exactly the same stats. R201 also has 24 round magazine, you have 30 because you have extended mags equipped.
 
Pilots vs Pilots is even shittier after the no respawn zone change, it is unplayable for how out of the line chaotic it is now.

I wonder what prompted this change I liked that mechanic it keeps the game more focused. I have been playing colony 24/7 so I figured it was a bug on that map. I will have to play PvP in mix tape to try it out.
 

levious

That throwing stick stunt of yours has boomeranged on us.
Why do I sometimes get a double shot with the archer? Is it just a visual glitch?
 

Dez_

Member
It feels nice to run around Colony again, but damn, I just want to play Attrition. The playlist basically alternated between PvP and LTS for me.
 
It feels nice to run around Colony again, but damn, I just want to play Attrition. The playlist basically alternated between PvP and LTS for me.

Bleh same here. I appreciate some variety, but I got sooo many LTS games and then a good number of PvP (too many for my taste). I do wonder if LTS is actually weighted more heavily, it seemed like I got it by far the most.
 
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