SomeOneInaHat
Member
Adding in the main mode that most people played is now fan service.
Can't wait for BF1 to come out with only Rush and TDM, with Conquest being released a year later as fan service.
Battlefield: Bad Company did this by the way.
Adding in the main mode that most people played is now fan service.
Can't wait for BF1 to come out with only Rush and TDM, with Conquest being released a year later as fan service.
Battlefield: Bad Company did this by the way.
People should watch this video for a good, measured response to the changes in the game.
In essence: Get good - getting titans isn't that difficult - everything you do to help your team builds that meter.
And rush, which was a fan favorite from BC2, was a mess and tossed in in name only in BF3 and BF4.. maps were not built around it at all.
And rush, which was a fan favorite from BC2, was a mess and tossed in in name only in BF3 and BF4.. maps were not built around it at all.
My biggest problem is the new crap rodeo system. Why? why did it need to be gutted and simplified. It wasn't broken.
It was very terrible but this new Pilot vs Pilot played much better.Hey man you don't know what you got till you lose it.
Edit: Pilot V Pilot mode in TF1 was terrible.
Attrition is shit though. He speaks the truth.Everything about this is so wrong and you are the worst.
It is, and it actually pushed a lot of people away.I'll admit that bounty hunt is probably a lot less brainless than attrition is. But attrition itself is the worst mode TF had to offer.
Yes, it was the introductory mode, and it was a really crummy mode to show people how to play the game, hence why majority of the attrition population are still god awful at the game, even the ones that never stopped playing. It's just not a mode that highlights what Titanfall is actually capable of.If Attrition was so bad, why was it the most popular game mode in TF1? Just because you didn't like it doesn't mean most people didn't.
The introductory "modes" because of no SP was the campaign playlist, which was a mix of hardpoint domination and attrition.
You don't like it, I get it but the fact is it's the most popular mode in Titanfall 1 because guess what? Most people do like it and you are in the minority.
I agree with pretty much everything you said besides that. I don't think it did a good job in introducing the fundamentals. Hopping into a few games right now and you'll see how little pilot mobility play the mode actually has.In every multiplayer shooter there needs to be a introductory mode to let new players learn maps, and understand the unique mechanics of the game, or just have some brainless fun. In CoD it is TDM, in Halo it is Slayer, and in Titanfall 1, it is Attrition. It is the worst mode in the game in terms of gameplay, but it introduces most of Titanfall's fundamentals really well, and does its job incredibly. Bounty Hunt is better than Attrition as a mode, but in terms as being a "training wheel", Attrition does it better.
"The first is that a lack of player predictability would often cause players to be shot from the back or sides. While flanking is an important part of gameplay death often felt random instead of skillful."
Glad Respawn understand this while COD developers seem to be absolutely clueless. I liked the Titanfall2 alpha more than the last few CODs combined.
People notice something instant like player movement but are completely blind to long term enjoyment.
Video footage of the Kodai map doesn't really look different aesthetically or design wiseI think people often forget how good RE is at map design. They act like they don't know what they are doing based off 1-2 maps they see.
It was very terrible but this new Pilot vs Pilot played much better.
Attrition is shit though. He speaks the truth.
It is, and it actually pushed a lot of people away.
Yes, it was the introductory mode, and it was a really crummy mode to show people how to play the game, hence why majority of the attrition population are still god awful at the game, even the ones that never stopped playing. It's just not a mode that highlights what Titanfall is actually capable of.
I agree with pretty much everything you said besides that. I don't think it did a good job in introducing the fundamentals. Hopping into a few games right now and you'll see how little pilot mobility play the mode actually has.
A combination of things. The gunplay being more fluid, and just better in general. The two sniper rifles being viable but not overly dominate like they were in the original pilot vs pilot. The maps, as hated as they are, actually bolstered a decent Pilot vs Pilot environment (minus the potential to spawn camp)What was better about this pilot v pilot? I didn't try that particular mode.
Or first person animations.That's all awesome, but still no mention of grunts and spectres and the empty feeling of the maps.
A combination of things. The gunplay being more fluid, and just better in general. The two sniper rifles being viable but not overly dominate like they were in the original pilot vs pilot. The maps, as hated as they are, actually bolstered a decent Pilot vs Pilot environment (minus the potential to spawn camp)
i loathed the original pilot vs pilot, but this one was tolerable and actually my favorite mode during the tech test out of the three.
Or first person animations.
oh wow look at here exactly what i said they'd do to the movement... they aren't crazy!!!
will the nonsense stop now?
They shouldn't have had an alpha if they weren't dedicated to changing the game based on feedback.
Good job respawn. You have my attention again.
Played titanfall 2 and it didn't work for me. And I loved the first one!
The news is very exciting to new
The first is that a lack of player predictability would often cause players to be shot from the back or sides
This line is still weird..that's the whole point right for a shooter? Not knowing what he/she is going to do before they shoot that's the purpose of being unpredictable.
This line is still weird..that's the whole point right for a shooter? Not knowing what he/she is going to do before they shoot that's the purpose of being unpredictable.
The first is that a lack of player predictability would often cause players to be shot from the back or sides. While flanking is an important part of gameplay, death often felt random instead of skillful.
Why, if they knew it was unbalanced, didn't they do anything to balance it in the original? Why postpone balancing a part of the game that's causing so much negative feedback? They knew it was unbalanced, but they waited for the next iteration to address it.I know that gun has received a lot of negative feedback, and weve been working on that to make sure that it is a more balanced experience for all players.
This line is still weird..that's the whole point right for a shooter? Not knowing what he/she is going to do before they shoot that's the purpose of being unpredictable.
Seems like a good stop, but doesn't address all the problems people have with the game. I'll give the test another shot, see how it goes.
Attrition still really needs to come back. Bounty Hunter is not a good replacement.
Also just baffling that they potentially removed it considering it is the most popular game mode in the first game.
That's all awesome, but still no mention of grunts and spectres and the empty feeling of the maps.
Or first person animations.
Excited to play the next test, just to see these changes in action and see if people can tell the difference.
"Some" willWill the changes be live for the new tech test already?
My biggest problem is the new crap rodeo system. Why? why did it need to be gutted and simplified. It wasn't broken.
How much can they really change for the better since release?
Realistically?
I don't see this as a negative change.
Being rodeoed in the first game was just too frustrating for titan players. If you didn't have electric smoke, you were forced to get out of your titan and deal with the attacking pilot. This slowed the pace of the game down severely, and it just wasn't fun at all.
Now, if a pilot jumps on your mech, it's not the end of the world. You can take the damage and try to avoid getting boarded a second time.
Your opinion of attrition is valid. But if I'm not mistaken, it was the most played mode of the game, and still is I believe. So some players opinions of attrition must be different than yours. Likely a majority.It was very terrible but this new Pilot vs Pilot played much better.
Attrition is shit though. He speaks the truth.
It is, and it actually pushed a lot of people away.
Yes, it was the introductory mode, and it was a really crummy mode to show people how to play the game, hence why majority of the attrition population are still god awful at the game, even the ones that never stopped playing. It's just not a mode that highlights what Titanfall is actually capable of.
I agree with pretty much everything you said besides that. I don't think it did a good job in introducing the fundamentals. Hopping into a few games right now and you'll see how little pilot mobility play the mode actually has.
It was very terrible but this new Pilot vs Pilot played much better.
Attrition is shit though. He speaks the truth.
It is, and it actually pushed a lot of people away.
Yes, it was the introductory mode, and it was a really crummy mode to show people how to play the game, hence why majority of the attrition population are still god awful at the game, even the ones that never stopped playing. It's just not a mode that highlights what Titanfall is actually capable of.
I agree with pretty much everything you said besides that. I don't think it did a good job in introducing the fundamentals. Hopping into a few games right now and you'll see how little pilot mobility play the mode actually has.
People should watch this video for a good, measured response to the changes in the game.
https://www.youtube.com/watch?v=2e3VU7y6FoM
1. Lack of AI, Titan Timer Changes
Other game modes will have AI in the final game.
Getting titans in Bounty Hunt is easy, AI is plentiful and feeds the meter.
Less skilled players who get their titans later get titan timer by hitting other titans, rodeoing enemy titans and giving batteries to the other players. Also playing the objective.
Strategically, getting your titan first or earliest isn't always the best idea either, and holding off on titanfall is a valid strategy to take advantage of other weaker titans on the field.
Being the first titan on the field, with no shield, a target to tons of pilots on the field - not the best idea.
In essence: Get good - getting titans isn't that difficult - everything you do to help your team builds that meter.
2. Mobility changes
Much footage on PC of pro play is on PC with 90FOV - has a big impact on the perception of speed. Playing at a much lower FOV on console will make the game seem slower naturally. This could be amplifying a slightly slower move speed to feel much bigger on the console tech test.
A different kind of bunny hopping does exist, and you can still go fast.
Is slower movement speed inherently a bad thing? Looking at Titanfall 2 outside of comparisons to Titanfall 1, it's still a very fast game with loads of movement options.
It's not fair to call titanfall 2 trash just because it's got slower movement than titanfall 1.
3. Time to Kill
The problem with TTK is a combination of the game looking and feeling slower - players not being as good since it's a new game, and aim assist not being tuned to the slower movement.
Aim assist in Titanfall 1 was very generous due to the fast movement of pilots. If pilots are now slower, that aim assist needs to be reduced to stay in step with the game's pilots.
These things will be tuned better in the final game and there's no reason to believe that these game tuning issues would be finalized in a build that's 4 months from release.
People really complained about not getting a Titan fast enough? Jesus you want a Titan at 2 mins into the match? The reward system in TF2 was great. Capture objectives and get rewarded. It's really that simple. Just be a teammate and get rewarded.