Oh yeah? By sliding?
Does it matter if it pretty much achieves the same thing? You're just looking for something to get mad at now.
Oh yeah? By sliding?
Oh yeah? By sliding?
OléGunner;214802949 said:Why are titans just COD kill streaks? (some matches I'll just end up with 1 titan drop!)
Why are AI bots restricted to one mode?
Why are the maps so fucking massive?
Why is parkour not applicable on said maps?(watched old TF1 videos and parkour seemed way more applicable)
Why is TTK so quick similar to COD's hyper active bs?
.
* It's not a kill streak
* so far it's only one mode, they only showed 3 modes
* these maps are the same size or smaller than maps in titanfall 1
* parkour is applicable in these maps just as much as some of the same styled maps in titanfall 1
* ttk by bullet is about the same, some other factors have led to a faster TTK which hopefully they address
Does it matter if it pretty much achieves the same thing? You're just looking for something to get mad at now.
How dare you try and crush the narrative that they destroyed the movement of this game! You damn well know they just gave you this gauntlet to give you a taste of parkouring and speeds you'll never need because the 10+ maps will all be huge fields with some bushes to bounce over!Went back and played through the Gauntlet a ton and it cheered me up:
http://xboxdvr.com/gamer/PrescientWolf/video/20855416
All is not woe, its still a damn fine game.
I doubt the meter will stay in it's current form and i can also see them changing third person back to first.OléGunner;214803270 said:Thanks for correcting me on some parts, I was infusing what I've played with general criticisms dotted around gaf.
But Titans do feel like COD kill streaks. You need to keep killing to maintain momentum to get your titan faster.
Wasn't it on a timer before and kills would just quicken the timer? That needs to come back.
Oh yeah and I forgot to add the 1st person entry into a Titan was way cooler than the third person jittery transition we get now.
People thought the original bunnyhop was an exploit as well.Yes, it matters. I don't think that something that seems to be an exploit should be seen as a valid alternative. It probably won't last. I doubt it is intentional. As if they reduced the effectiveness of bunny hopping only to make bouncing on your ass more effective.
Also, I want to hop from wall to wall, over rooftops and obstacles. I don't want to bounce around on my butt. It's dumb.
And for the quake fans:
https://www.youtube.com/watch?v=-7KeB0k1-kA&app=desktop
People thought the original bunnyhop was an exploit as well.
You can still hope from wall to wall, over rooftops and obstacles without ever sliding. DId you not see the video just posted above?
But obviously bunny hopping is still part of Titanfall, unlike Titanfall 2.
Thi...deb....that is what made it so great! It called back to the olden days of fast paced FPS games! Why you think so many people started enjoying the shit out of the new DOOM as well?! It stood out! It was like a mix of the few things COD did actually well but also combined it will the aerial and fast paced play of games like Unreal Tournament or Quake!Internally, we played the game and came out of the play session thinking, "That was super exhausting. That was super chaotic." Why is that? We struggled with trying to answer what it was. What it came down to was, it was difficult for players to have a predictably unpredictable kind of experience. It was difficult for players to say, "If I die here in this game mode, how do I get better?" Do I zig? Do I zag? What should I have done differently? It was hard for Titanfall players to answer that through their experience. So we went back to the drawing board so we could fix this.
Internally, we played the game and came out of the play session thinking, "That was super exhausting. That was super chaotic." Why is that? We struggled with trying to answer what it was. What it came down to was, it was difficult for players to have a predictably unpredictable kind of experience. It was difficult for players to say, "If I die here in this game mode, how do I get better?" Do I zig? Do I zag? What should I have done differently? It was hard for Titanfall players to answer that through their experience. So we went back to the drawing board so we could fix this.
Though I think Titanfall 2 is pretty much a total mess, I actually think they're asking the right question and getting the wrong answer. My primary issue with Call of Duty, especially the more recent games, is that you are rarely at fault for your deaths. Being killed in completely unavoidable ways is what those games are all about, and one has to assume that the various developers have tuned things that way because one player dying unavoidably means another player is getting easy kills. Those games are all about cycling through kills and deaths as quickly as possible. Sometimes you get a few kills in a row, sometimes a few deaths in a row, and, if you get lucky and work up to a killstreak reward, you might get a really good streak going... but on the whole against equal opposition it's a totally hectic cycle of trading kills for deaths and deaths for kills.
Unfortunately, Titanfall 2 is no different. The time to kill is too low to achieve a game where the first person to see isn't the first person to kill, and the maps are too complex to allow people to have any real certainty about where their next enemy is coming from. It sounds like, to some degree, the original Titanfall solved this by allowing you to move so quickly that gunfights ended up taking much longer: faster moving targets being much harder to hit and shooting while moving quickly being far trickier. All the same, if they want to slow the game down, they're going to have to radically alter their map design philosophy or hugely ramp up the time to kill.
Always a sad thing when devs dumb down games for the masses - especially multiplayer games. You're only killing the depth, skill ceiling, and longevity.
youd think after games like DOOM and Overwatch people would take the hint and realize we want our shooter genre to be faster not slower
Lol, ok, that I love.And for the quake fans:
https://www.youtube.com/watch?v=-7KeB0k1-kA&app=desktop
I haven't seen so many people miss the point of a game since R6 Siege's first betas.
I mean, some people like it, some don't. Ive been kneedeep in Overwatch recently. Been dying to get back to R6Siege.
I played the hell outta TF1. A dev was kind enough to give me early access to the TF2 alpha before the weekend and the "storm" started. I went in clean... and I hated it. It wasnt Titanfall, but the even more deadly sin was that it wasn't fun. To me. The changes have been well documented at this point, and I agree that they were all terrible choices. If you played it and liked/loved it, then enjoy! Its not bad, its just not the game I wanted, and even then, I didnt enjoy. And hearing what the developers are saying, this is a hard pass for me. Biggest disappointment in gaming since the sequel to MechAssault 2 (not a mech guy, sheer chance that they are both mech games).
But if you get "the point", no hate... enjoy it! Im sure theres a quality game there, just not one Im interested in.
* It's not a kill streak
* so far it's only one mode, they only showed 3 modes
* these maps are the same size or smaller than maps in titanfall 1
* parkour is applicable in these maps just as much as some of the same styled maps in titanfall 1
* ttk by bullet is about the same, some other factors have led to a faster TTK which hopefully they address
Re-installed TF1 and I really can't agree with the bolded. As always, could be wrong, but it really seemed like Pilots withstood more.
Why does it have to be compared to TF1? I get this is a sequel but didn't Respawn say something about treating the game as a new IP? The objective of the game feels different than in TF1 so the changes seem intentional.
Well it's pretty natural to compare a sequel to the game it's a sequel of. I mean, most people are probably excited about TF2 because they liked TF1.