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

There were so many bad burn cards in tf1. I really wish theyd think it through better. It kills competitive

Competitive doesn't always mean more fun. MW2 was not competitive at all, but it was one of the best MP experiences of the last decade. Burn cards were tremendously fun in TF1 - I don't need every shooter to be super serious.
 
No mention of TTK. It's nice to see progress, but I can't actually pretend I'm going to be happy playing a game that basically gives auto kills for looking in the general vicinity of a player.
 
No mention of TTK. It's nice to see progress, but

....there is literally a section titled Time to Kill in these patch notes that you're reading.


TIME TO KILL
Amped Weapons Boost now unlocks at 80% of the earn meter instead of 50%.
Charge Rifles now have damage falloff at cross map distances.
Slightly increased cloak visibility for other Pilots.
We think the abundance of Amped Weapons is a large contributor to lower time to kill. We’re still adjusting individual weapon balance for ship.
https://forums.titanfall.com/en-us/...alpha-tech-test-weekend-2-patch-update-x1-ps4
 
....there is literally a section titled Time to Kill in these patch notes that you're reading.



https://forums.titanfall.com/en-us/...alpha-tech-test-weekend-2-patch-update-x1-ps4

Sorry, meant to say "no significant mention of TTK". Amped weapons aren't the cause for the low TTK and everybody knows that. It's not even just an "I die too fast" thing, it's a "but I barely shot that guy and he died" thing.

Those listed changes are just beating around the bush of the real problem.
 
Patch notes sound good but I'm not sure about the amped weapons thing. 80 percent seems like an awkward time to unlock a pilot perk with your Titan about to rain down. You should probably turn the servers on 12 hours early so we can all properly test it.
 
"We think the abundance of Amped Weapons is a large contributor to lower time to kill. We’re still adjusting individual weapon balance for ship."

That may be part of it, but the kill times are still pretty damn fast without it.

For a game that stresses mobility so much, I think such quick ttk's can have the opposite effect that was probably intended by the developers. If longer ttk's were scratched off the list because developers realized it would be too easy for very skilled players to attack and evade (or for another sensible reason maybe), then that's all fine and good, but the problem is it contradicts that idea of "predictability" that was aforementioned by Respawn. When you have longer kill times, the predictability comes at being able to assess the gunfight that has been started by either you or the opposing team and then dealing with it accordingly. It also let's you have more of an undpredictable map design like Titanfall 1, but still have the actual predictability during the battle regardless, since getting the first shot or getting jumped won't be as important of a factor in coming out victorious. So basically, reduced ttk leads to way more unpredictability. This is a reason COD pisses me off. The map designs are ultra simple, but getting shot in the back is constant, and it's really hard to be able to do anything about that.

Without that time, there's compromised "battle" strategy and more of a stress on twitch aim and good map positioning. In my mind this partially contradicts core strengths of a high mobility fps, namely the ability to utilize that mobility in order to come out victorious during (and not only before or after) a fire-fight.
 
I'm excited to play this again over the weekend. I've said multiple times I'm on the fence for this game. It is Ok. Not bad or great. I'm hopeful with some tweaks I'll really enjoy the heck out of this.
The patch notes regarding pilot mobility will also affect the TTK, in a good way of course. Now just get rid of that silly red glow :D
I believe they mentioned that this outline is being adjusted as well, especially for targets at a long distance. Not sure by how much or if it is part of this weekend's update (doesn't look like it). But either way, it is good to know they will make changes to it.
 
"We think the abundance of Amped Weapons is a large contributor to lower time to kill. We’re still adjusting individual weapon balance for ship."

That may be part of it, but the kill times are still pretty damn fast without it.

For a game that stresses mobility so much, I think such quick ttk's can have the opposite effect that was probably intended by the developers. If longer ttk's were scratched off the list because developers realized it would be too easy for very skilled players to attack and evade (or for another sensible reason maybe), then that's all fine and good, but the problem is it contradicts that idea of "predictability" that was aforementioned by Respawn. When you have longer kill times, the predictability comes at being able to assess the gunfight that has been started by either you or the opposing team and then dealing with it accordingly. It also let's you have more of an undpredictable map design like Titanfall 1, but still have the actual predictability during the battle regardless, since getting the first shot or getting jumped won't be as important of a factor in coming out victorious. So basically, reduced ttk leads to way more unpredictability. This is a reason COD pisses me off. The map designs are ultra simple, but getting shot in the back is constant, and it's really hard to be able to do anything about that.

Without that time, there's compromised "battle" strategy and more of a stress on twitch aim and good map positioning. In my mind this partially contradicts core strengths of a high mobility fps, namely the ability to utilize that mobility in order to come out victorious during (and not only before or after) a fire-fight.

Agree, I went back to black ops 3 and I was killing almost as fast as I could look in their direction. It's very shallow. I don't see how it continues to do so well year after year, but to each his own. TF1 always felt perfect in regards to ttk and never cheap. I guess I'll wait and see how things pan out this weekend.
 
call me an elitist but the kill times seem pretty close to the original in terms of actual damage. There are a few other factors that make TTK seem shorter


  • pilots easier to spot
  • health slower to regenerate
  • better netcode and hit detection
  • more servers with lower pings for players
  • tacticals like stim taking longer to activated and use
  • the amped weapons (as mentioned)
  • more accurate hipfire
  • player model movements less visibly jarring, so easier to focus on and hit

Competitive doesn't always mean more fun. MW2 was not competitive at all, but it was one of the best MP experiences of the last decade. Burn cards were tremendously fun in TF1 - I don't need every shooter to be super serious.
There were game breaking burn cards though. Starting a match with the other team using burn cards to drop titans right off the bat wasn't fun.
 
So I hit play on the tech test and just watched the video since the test is not up right now. When the speaker started to speak about the maps she mentioned Boomtown was a dense urban city. I felt bad for starting to chuckle.

And yes Rayme, the notes mentioned amped weapons, but I I think a lot of us felt the Time to Kill was too low without amped weapons. That being said, it is better to take baby steps when rebalancing, so I I'm looking forward to seeing how all of the changes combined affect Time to Kill.
 
GAMERS WIN!

What is this weird attitude? They're doing it for you, bro. This isn't a conflict.

Sounds like this will address everything original TF fans were worried about while not alienating newcomers. Also good to see Respawn listening and being communicative. Everybody wins.
 
Really cool to see some changes already in the pipe for this weekend. The last weekend didn't end up grabbing me like I'd hoped, but I do want to give it more time with these changes. The quick reaction is a pretty great sign.

Now we need an actual PC beta. :p
 
I dunno, Titan burn cards weren't really a problem (after the CTF patch, that is).

The horrible one was definitely Wall-Hack. Map was fine, but fuck Wall-Hack.
 
So, Im pretty excited for the single player. I hope Respawn can make a SP shooter as good as COD4.

Dont really think I liked MW2 though :/
 
Rodeos were pretty fun in the original, but I'm not getting the rose-colored glasses hindsight here. Back against the wall look up electric smoke is pure cheese. So is abusing invincibility on a cluster backscratch. But at least that one wasn't a guaranteed kill and left you vulnerable to attack from someone else. And there were some rock paper scissors things that I didn't love. My go-to for dealing with rodeos was Atlas crouch-exit and pick 'em off before they realize they're in danger. But the hard counter to that was satchel guy. If satchel guy was doing his satchel thing I was just going to be instantly dead and my Titan as sure to follow momentarily. Luckily there just wasn't that much of satchel guy.

I'm not completely sold on the new rodeo model, but I can see some of the reasons why they're doing it, and I'm open to change. Right now I think the combination of the "he's got my battery" wallhack and the predictable 180 degree escape trajectory makes it a bit too easy for the Titan.

The biggest problem with Pilot vs Titan in the original, IMO, were the hitscan weapons. Chaingun and Arc Cannon are just too good against pilots. I like how it plays out with Ion and Scorch so far. Ion clearly has better anti-pilot weapons but nothing as easy mode as Titanfall 1. I'm hoping no hitscan main weapons is a design philosophy for titans that will extend to the remaining 4 classes. I hope Ion is the strongest anti-pilot option. Anything stronger than that and I think the Pilot vs Titan will suffer.

This tracks remarkably close to my own rodeo and pvt experiences, among experienced players and absent any "house rules".
 
I saw the balancing they did to speed isn't affecting training to keep gauntlet runs fair or whatever. But it seems odd since now someone can't use training to learn movement as it is in the MP game.


call me an elitist but the kill times seem pretty close to the original in terms of actual damage. There are a few other factors that make TTK seem shorter


  • pilots easier to spot
  • health slower to regenerate
  • better netcode and hit detection
  • more servers with lower pings for players
  • tacticals like stim taking longer to activated and use
  • the amped weapons (as mentioned)
  • more accurate hipfire
  • player model movements less visibly jarring, so easier to focus on and hit


There were game breaking burn cards though. Starting a match with the other team using burn cards to drop titans right off the bat wasn't fun.

How much more accurate is hipfire? I love accurate hipfire. I'd imagine it's not dirty bomb levels but I'd love to be able to land shots consistently at medium range from the hip.
 
I saw the balancing they did to speed isn't affecting training to keep gauntlet runs fair or whatever. But it seems odd since now someone can't use training to learn movement as it is in the MP game.




How much more accurate is hipfire? I love accurate hipfire. I'd imagine it's not dirty bomb levels but I'd love to be able to land shots consistently at medium range from the hip.

At medium-close range full hipfire is viable, the CAR is basically a laser gun firing from the hip.
 
call me an elitist but the kill times seem pretty close to the original in terms of actual damage. There are a few other factors that make TTK seem shorter


  • pilots easier to spot
  • health slower to regenerate
  • better netcode and hit detection
  • more servers with lower pings for players
  • tacticals like stim taking longer to activated and use
  • the amped weapons (as mentioned)
  • more accurate hipfire
  • player model movements less visibly jarring, so easier to focus on and hit


There were game breaking burn cards though. Starting a match with the other team using burn cards to drop titans right off the bat wasn't fun.

Sure it was - I'd usually kill that Titan pretty quickly. Not even close to game breaking.
 
The first weekend beta felt pretty disappointing to me, after i enjoyed the pace and "chaos" of the first Titanfall i had high expectations for this sequel...gonna try this second beta tonight and hopefully it'll give me a better impression, at least seems like they figured out what has to change. Anyway i still think i'm gonna get it day one, my brother wants it too much and we share all games, also the single player campaign looks interesting, so...
 
How much more accurate is hipfire? I love accurate hipfire. I'd imagine it's not dirty bomb levels but I'd love to be able to land shots consistently at medium range from the hip.

Slightly too much to be honest. They should tweak it down a little. Especially the C.A.R, that gun is ridiculous. It's practically more accurate from the hip than from ADS.
 
I saw the balancing they did to speed isn't affecting training to keep gauntlet runs fair or whatever. But it seems odd since now someone can't use training to learn movement as it is in the MP game.




How much more accurate is hipfire? I love accurate hipfire. I'd imagine it's not dirty bomb levels but I'd love to be able to land shots consistently at medium range from the hip.
Most guns good short-mid range. The CAR however is damn near dirty bomb levels and almost has no deviation or spread.
Edit: smgs in general have this property.
 
The changes to the speed aren't that crazy. It's just slightly better. The TTK is fucking ridiculous but i still think that's because of the health regeneration being insanely slow and the amped weapons don't help. I"m so sick of getting hit by 1 bullet and dying after i just out dueled someone.

Seriously, if they're not going to replenish tacticals faster wtf is the point of using power cell??? health regeneration boost is going to be the only thing anyone ever uses

Stim takes an insane amount of time to replenish even with the pointless powercell perk, and even when you pop it, it doesn't seem to actually require more bullets to drop you, you still drop quickly as hell.

The red outline is slighty better but it's still there and it's still ridiculous. It prevents PARKOURING . Why can't they understand some of this? The new map is decent but it's a small map, and people tend to want to post up and not move.

I'm losing patience. There is no question they made a conscious effort to appeal to the COD crowd. It's abundantly clear here. I just hope the final game isn't totally like this, and the maps,modes, and play style is closely aligned with the first game. The gunplay is what keeps me enjoying the game.
 
call me an elitist but the kill times seem pretty close to the original in terms of actual damage. There are a few other factors that make TTK seem shorter


  • pilots easier to spot
  • health slower to regenerate
  • better netcode and hit detection
  • more servers with lower pings for players
  • tacticals like stim taking longer to activated and use
  • the amped weapons (as mentioned)
  • more accurate hipfire
  • player model movements less visibly jarring, so easier to focus on and hit


There were game breaking burn cards though. Starting a match with the other team using burn cards to drop titans right off the bat wasn't fun.

People complaining about a lower TTK is something I can't jive with.

Despite all my personal complaints about the direction they've gone with this game, TTK seems no different than Titanfall 1.
 
I'm losing patience. There is no question they made a conscious effort to appeal to the COD crowd. It's abundantly clear here. I just hope the final game isn't totally like this, and the maps,modes, and play style is closely aligned with the first game. The gunplay is what keeps me enjoying the game.

This has been the biggest problem that I've noticed. They stopped marching to their own beat and are trying to copy CoD's.
 
This has been the biggest problem that I've noticed. They stopped marching to their own beat and are trying to copy CoD's.

That's the strangest thing because they pioneered Titanfall.

Maybe somewhere along the way they lost track of what Titanfall was.
 
OK. I know this is anecdotal and I GUESS a small sample of the community, but I promise you guys that the many people who posted on the official TITANFALL forums asked for more aesthetic customization in pilots and titans. Just wondering why they haven't addressed this.

I know it's not a big deal but in CoD you could unlock gun skins by prestiging a certain number of times and customize a lot of things. What's it going to take to have that kind of stuff in titanfall?

Would love to customize titans with stripes or other types of options. The more varied, the better. Could be very beneficial to keep people around and keep the game alive. DLC could be added with Gundam or Transformers or other special types of skins of titans.

The thing I don't want is for aesthetic customization to be a paid DLC thing. How savage would that be.
 
At medium-close range full hipfire is viable, the CAR is basically a laser gun firing from the hip.

Slightly too much to be honest. They should tweak it down a little. Especially the C.A.R, that gun is ridiculous. It's practically more accurate from the hip than from ADS.

Most guns good short-mid range. The CAR however is damn near dirty bomb levels and almost has no deviation or spread.
Edit: smgs in general have this property.

Sounds great. People complain about the game feeling less mobile but they skip this tidbit entirely. More accurate hipfire is going to make the game way more mobile than faster wall run speed ever will, or even map design to be frank.

It is incredible that I am only learning of this change now. How are people not talking about this change more? Of course, the internet focuses on negativity.
 
More titans is great, but the problem with the new timer is that alot of players not doing the objective, are all earning Titans at the same rate. So what happens? In many matches most of the team all earn the Titan at nearly the same time instead of the titanfalls being spread out.

Seen so many matches now where you will have 2-3 of your own team or the opponenets Titans dropping at the same time. And in many cases, both sides are getting their titans around same time, so you suddenly get a map jammed with Titans suddenly. With attrition and such, players would earn the Titans at more varied rates.
 
I just had the chance to play a full match of bounty hunt.

I liked it. Felt good. I still think the grappling hook should be apart of everyone's load out though.
 
I feel like they had a focus test, but the entire focus group hated everything that made Titan Fall special.

I had hoped that the tweaks to movement would alleviate all my concerns, and that I was wrong about my assumption that all of the maps would be designed around flawed philosophies....

Now I'm not concerned- I'm becoming - apathetic.
 
More titans is great, but the problem with the new timer is that alot of players not doing the objective, are all earning Titans at the same rate. So what happens? In many matches most of the team all earn the Titan at nearly the same time instead of the titanfalls being spread out.

Seen so many matches now where you will have 2-3 of your own team or the opponenets Titans dropping at the same time. And in many cases, both sides are getting their titans around same time, so you suddenly get a map jammed with Titans suddenly. With attrition and such, players would earn the Titans at more varied rates.
So maybe they up the amount of points you get for pilot kills a tad. Having the TF1 effect of good players earning first. Then all the Nancys like me gat them later.
 
More titans is great, but the problem with the new timer is that alot of players not doing the objective, are all earning Titans at the same rate. So what happens? In many matches most of the team all earn the Titan at nearly the same time instead of the titanfalls being spread out.

Seen so many matches now where you will have 2-3 of your own team or the opponenets Titans dropping at the same time. And in many cases, both sides are getting their titans around same time, so you suddenly get a map jammed with Titans suddenly. With attrition and such, players would earn the Titans at more varied rates.

Well, that's what the titan timer kind of did before as well.

Anyways, i'm just holding out hope that what they're showing here is mainly to appease COD fans, and people that maybe got turned off by certain elements of the first game and the end product will be more in line with what fans of the first game expect and want.

But a few things that absolutely have to be adjusted

* get rid of amped weapons all together, it fucking sucks. Make it an anti-titan thing or something
* the glow needs to be reduced even more
* stop dappening the bunnyhop please, PLEASE
* replenish tacticals faster
* increase health regen across the board
* allow for Titan tactical multitasking: i hate feeling like a retard because i have to vortex or load and i can't deploy a tactical. serioussssly why the hell was this even changed from the first game?
 
Well, that's what the titan timer kind of did before as well.

Anyways, i'm just holding out hope that what they're showing here is mainly to appease COD fans, and people that maybe got turned off by certain elements of the first game and the end product will be more in line with what fans of the first game expect and want.

But a few things that absolutely have to be adjusted

* get rid of amped weapons all together, it fucking sucks. Make it an anti-titan thing or something
* the glow needs to be reduced even more
* stop dappening the bunnyhop please, PLEASE
* replenish tacticals faster
* increase health regen across the board
* allow for Titan tactical multitasking: i hate feeling like a retard because i have to vortex or load and i can't deploy a tactical. serioussssly why the hell was this even changed from the first game?

This is a good list. Titan multitasking is sorely missed. Also the bunny hop dampening.

That said, I'm probably not buying it if it only had 6 maps :-/
 
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