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Respawn details Titanfall 2 changes due to feedback (Speed, Titan acquisition, more)

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.

Frothy brought up some good points but it's important to keep in mind he rolls at the highest skill level with a crew of people.

And while he's going over this whole thing he's literally chasing down a pub teammate with a battery to hand it off. Not exactly the best defense for the rodeo/shield changes.

Especially when we have no system in place to say hey give me that battery. Respawn claims they have other systems to alleviate the shield mechanic and I hope that's the case.
 
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.

Which is why I am willing to see Bounty Hunt through. There are amazing things about it that I really enjoyed. The things I enjoy about it don't exist in the other modes. Its probably the reason neither me or any of my friends could stand AI-less modes. The mobility changes might offer a more Action-Packed feeling to these modes that might help extend the use of otherwise useless portions of the maps. I have high hopes for this game and hope that Respawn leans hard into whatever they do, rather than half-assing it, and it seems like they are really going for it, in a positive way, from these few changes alone.
 
My biggest problem is the new crap rodeo system. Why? why did it need to be gutted and simplified. It wasn't broken.
 
"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.
 
Hey man you don't know what you got till you lose it.
Edit: Pilot V Pilot mode in TF1 was terrible.
It was very terrible but this new Pilot vs Pilot played much better.

Everything about this is so wrong and you are the worst.
Attrition is shit though. He speaks the truth.

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.
It is, and it actually pushed a lot of people away.

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.
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.

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.
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.
 
"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.

I 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.
 
Thank god. So there is a mode with bots in it isn't there? Attrition is out though, that was standard TDM w/ bots right?
 
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.

What was better about this pilot v pilot? I didn't try that particular mode.
 
What was better about this pilot v pilot? I didn't try that particular mode.
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.
 
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.

I'll check it out this weekend. They say if they're using the same modes or not?
 
But theres still batteries and Pilot vs Pilot... (of course I know this garbage is here to stay, sigh)

Its a start Respawn. Unfortunately my hype has deflated and I can wait on purchasing this one.
 
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
 
oh wow look at here exactly what i said they'd do to the movement... they aren't crazy!!!

will the nonsense stop now?

There is no nonsense but legitimate concerns. It's good that Respawn is listening to feedback but I'll check out the game from afar for a few weeks after release before I make a purchase decision.
 
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

This was a Pre-Alpha tech test.
 
Happy changes are being made but its going to be the map design which will be the ultimate factor. Otherwise what do the other changes really matter?

Not gonna throw my pom poms up yet. Skeptical on map design since these have to be finished with the game launching in two months. Hoping for the best though.
 
Definitely a step in the right direction, though probably not enough for me to get the game day one. Will have to see if people like it and how the PC version runs when it's released.

Really wish there was a PC tech demo too, I was playing like utter shit on the PS4 last weekend.
 
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.

That's fine if you're given enough time to react but the problem with twitch shooters is that you'll drop dead seemingly out of nowhere.
 
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 next line is so painful to read, considering that's all the smart pistol was about.

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.

Most of the time when you get shot from the back or side, you can react and still win. Not against the smart pistol. Why did that never get a proper treatment?
In another interview Steve said this:
I know that gun has received a lot of negative feedback, and we’ve been working on that to make sure that it is a more balanced experience for all players.
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.
 
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.

It's not weird at all. Great FPS maps have a lot of predictability baked into them, which allows for heavy amounts of strategy and improvement over time. If things are just completely random, it can be very difficult for someone to rap their head around improvement over time. If people get frustrated on that front, it could lead them to stop playing.

Of course there is still going to be unpredictability, and likely more than most shooters since every character has access to wall runs and verticality, as well as tools like the grappling hook and stims. I don't have a problem with them trying to approach map design different, as well as making more variety which could promote settings up different loadouts on each map.

I wouldn't even call it making the game more casual. I've played lots of great FPS that have much simpler yet still intelligent map layouts, that also happen to be considered very hardcore.
 
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.
 
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.


I preferred hard point but attrition is literally the only mode with a playable population these days. So it is kind of baffling that they would remove it.



Really though. If they add back in grunts and spectres, I'll be getting the game again.


If they add back in Titan shields, first person animations, a built in Anti-Titan weapon, and let us shoot open the battery hatch during a rodeo instead of just grabbing the Handel that for whatever reason is not locked, then this game will be the sequel Titanfall deserves.
 
Very good to hear the changes being made.
I really enjoyed the tech test last weekend and wasn't so mad about changes because I've never played TF1 honestly.

Especially happy they brought a Titan timer into it because treating them as COD kill streaks was ridiculous for a game focused on giant robots.

That's all awesome, but still no mention of grunts and spectres and the empty feeling of the maps.

Or first person animations.

Agreed with these two as well.
Respawn pls!
 
My biggest problem is the new crap rodeo system. Why? why did it need to be gutted and simplified. It wasn't broken.

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.
 
How much can they really change for the better since release?
Realistically?

A lot the concerns were more based on gameplay settings. Not macro elements like tech, visuals, gunplay/controls and map design. I'll take Respawns word that the other maps are more titanfall 1 like.

Changing things like titan aquisition rate seems like an easy thing to alter game design wise. Same thing with pilot movement speed. At the end of the day respawn can just copy and paste that shit from titanfall 1 if they can't a solution unique to titanfall 2.
 
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.

Find a wall, shoot a cluster missile to scratch your back, jump out of your Titan immediately, done. (Titans won't receive self-damage when you are out of it).
 
Very good step. I'm going from not interested to interested again. Need a few more changes in the right direction - maps, grunts - to make it a buy though.
 
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.
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.

I don't see the harm in bringing the mode back, rather than forcing the players to go play modes they didn't like as much.
 
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.

I don't think it's fair to say attrition was bad or that it turned people away. It was the game's most popular mode. Not having it would turn people away.

If people didn't like attrition, and were turned away by the game, it's because the game didn't offer much in the form of alternative.

Add content. Don't replace content with inferior content.
 
Some nice changes there, shall give it another shot at the weekend. I don't expect a lot of the core changes I'm not keen on such as battery/rodeo system but I guess it's far too late to change that. I do hope they change Amped Hardpoint to just Hardpoint and have it like it was in TF1. Amped Hardpoint is fucking awful, just add a lot of AI and get rid of the amping part, it's not fun.
 
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.

After watching the video, I agree. I know people want X thing to be the same, etc. But again, bear in mind that the first one's player base dropped off, and while it sold a lot, EA and Respawn expects it to sell more.

It's not just "It needed more content and that's it!!!" either, since if I'm not mistaken, they gave everyone free access to the maps and such, right? It's understandable that Respawn feels and maybe knows that something has to be made gameplay-wise for people to stick around.

Regardless though, the changes the studio will be making are all good ones. I gather, once they add Attrition back as a free update, then the only complaints would be the rodeo mechanic (which is fine to some), and maybe Titan shields? That said, the battery thing does add a bit more layer of strategy to the Titans that involve the Pilots.

Again, the game is nowhere near as bad as some make it out to be. It's definitely not Battlefield or even Call of Duty. It's a different kind of multiplayer that has a little Call of Duty in it and mechs.

Definitely hope some of the changes will be implemented in the next tech test. Heck, if I was Respawn, I'd roll out a full-on demo right before launch just to snag some of the people who got turned off and such just to show them "hey, we changed X thing, go try it out again!"
 
I'm sure this post will not be seen by Respawn but I hope this gets addressed is bounty mode needs random spawns or moving spawns for the banks. Already the strategy is for people to spawn 2 Titans at each bank and camp the banks on foot. Making them random / mobile walking around would alleviate camping which is what TF is designed to prevent for the most part.
 
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.

You still got rewarded in Titanfall 1. If you played well then you got a Titan faster since it took down your Titanfall time.

The first game had a perfect flow with a lot of back/forth action and the second game completely ruins it. I play games to have fun -- not to constantly feel "rewarded". Titanfall 1's Titan system (based on time) was the perfect combination of "fun" and "reward" in my opinion as better players still got Titans faster while at the same time everyone in the match got a Titan (due to Titanfall being timed based).

The changes in the Titanfall 2 test completely ruined the constant action that made Titanfall 1 enjoyable and addictive to play in my opinion.

Yeah, the bad players still got Titans but it took them a longer time to get Titans (usually the full two minutes) and they usually weren't in those Titans for very long since they were bad players. There was nothing wrong with that format in my opinion.

Therefore, the assumption that the people who are complaining about not getting Titans fast enough are bad players is completely wrong considering the fact that the GOOD players in Titanfall 1 usually got Titans in less than one minute 30 seconds.
 
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