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Titanfall 2 Multiplayer Technical Test Impressions (XB1/PS4)

Let's see how the original game modes work in TTF2:

Attrition: god knows if we'll even see it.
LTS: it will be SHIT.
CTF: it will be amazing as always.
Hardpoint: if the amped part is kept, with AIs I can see it being pretty fun, but on some maps the lack of a Titan viable point worries me (Forwardbase Kodai).
Deadly Grounds: for the love of god please keep Deadly Grounds!
Frontier Defense: keep this too, can't see this go wrong lol.
Marked For Death: the red outline straight breaks it.
 
Let's see how the original game modes work in TTF2:

Attrition: god knows if we'll even see it.
LTS: it will be SHIT.
CTF: it will be amazing as always.
Hardpoint: if the amped part is kept, with AIs I can see it being pretty fun, but on some maps the lack of a Titan viable point worries me (Forwardbase Kodai).
Deadly Grounds: for the love of god please keep Deadly Grounds!
Frontier Defense: keep this too, can't see this go wrong lol.
Marked For Death: the red outline straight breaks it.

LTS: Easy tweak to give titans a starting shield. Who knows how this mode will work in TF2, it's easy to assume it won't work but you can also assume RE will nail it just as much. Once your titan is destroyed I think you can still make a big impact on the game as you steal health and give it to your teammates. I think it is potentially even better. And I'm not sure the lack of starting shield makes a big difference because we've only seen 2 titans and only some of the tech choices.

CTF: Agreed, probably even better. Zip lines were pretty disgusting on some maps, even though they were cool as hell. And they've learned a lot from the first game and will avoid certain pitfalls they even addressed in the original. One thing they never addressed was riding on the back of a titan with the regenerating shields (always felt too strong of a tactic to me).

Deadly Grounds: Sure, but never felt like an important mode to me.

Frontier Defense: Definitely agreed.

marked for death: Eh, does it? The player marked for death is meant to be easy to find. I'm not bothered by the highlights anyway. I don't mind characters being easy to distinguish from environment and it's as much a FoF identifier.
 
The Scorch heat shield exploit against rodeoing pilots REALLY highlights the massive problem of forcing a rodeo pilot off at a certain timing. I killed like 6 guys in a row doing the same thing, and I imagine each time they saw me put up a the heat shield they knew what was coming but were powerless to stop. I think the heat shield as it is shouldn't be changed, but pilots should be able to choose when they get off the titan.

First person animations need to come back. 3rd person isn't nearly as satisfying.

Titan's need to have part of the current health pool reallocated to a rechargeable shield that depends on the presence of a battery.

Aim assist needs to be tuned way down. The current TTK / camping problems would be greatly mitigated by this IMO.

SMG hip fire should probably not be MORE accurate than ADS. That's just a bit absurd when I'm sniping dudes across the map with a hip fired CAR.

AI needs to return to game modes like hard point.

That said, there are a lot of improvements over the first game to be found here, but the current state needs some work to capitalize on those advantages and actually be a better game.
 
guess that's the end of the tech test. won't buy the game, but I would say the only positive thing this test did for me was give me the itch to play better FPS games again.
 
So, haven't played after the updates that supposedly addressed the outrage.

Did they improve it? Does it play closer to TF1 now?
 
The Scorch heat shield exploit against rodeoing pilots REALLY highlights the massive problem of forcing a rodeo pilot off at a certain timing. I killed like 6 guys in a row doing the same thing, and I imagine each time they saw me put up a the heat shield they knew what was coming but were powerless to stop. I think the heat shield as it is shouldn't be changed, but pilots should be able to choose when they get off the titan.

You can interrupt your rodeo and jump off.

That being said, no one EVER did and I murdered dozens with that trick today. Knowledge of it did not circulate quickly.

No Scorch ever did it to me, so I dunno.

Honestly, though, the problem is not that gimmick. The problem is if you go for the full rodeo, the set time and approximate direction of the jump off will get you killed. I intentionally chose Ion again tonight at the end and was still murdering rodeo pilots left and right because I'd just control where they jumped off to, spin, and kill.
 
So, haven't played after the updates that supposedly addressed the outrage.

Did they improve it? Does it play closer to TF1 now?

TF2 will never play like TF1 unless somehow the remaining maps follow the first game's philosophy. No amount of value tweaking will fix it by itself. That said, post-patch the game is a bit better.
 
Felt like some tacked on back of the box we-have-multiplayer-mode. Kind of like how lost planet multi player was fun for a little bit but had no longevity.

The mighty have fallen may he rip in peace.
 
You can interrupt your rodeo and jump off.

That being said, no one EVER did and I murdered dozens with that trick today. Knowledge of it did not circulate quickly.

No Scorch ever did it to me, so I dunno.

Honestly, though, the problem is not that gimmick. The problem is if you go for the full rodeo, the set time and approximate direction of the jump off will get you killed. I intentionally chose Ion again tonight at the end and was still murdering rodeo pilots left and right because I'd just control where they jumped off to, spin, and kill.

Doesn't matter if the pilot is aware of your presence and already has the shield up. If you jump off early, you still die (did this to a few pilots). If you wait, you will still die since you have no choice but to jump off after grabbing the battery / tossing the nade. And yes, the titan has way too much of an advantage in the rodeo.
 
Lmao okay, I'm uploading now. 1.5 hours it says.

Anyway, it's hilarious putting TF1 music over TF2 gameplay. There's fuck all going on so it's out of place slightly, but better than complete silence.
 
Well, it's over. I'm gonna miss that grappling hook.
McTF52X.png
Unlike a lot of people here apparently, I actually had a lot of fun playing the game these past two weekends. And yes, I did actually play a lot of the first Titanfall, on both Xbox 360 and Xbox One. Titanfall 2's not quite the same, but it's still a lot of fun in it's own right, and I'm definitely getting it.
 
Doesn't matter if the pilot is aware of your presence and already has the shield up. If you jump off early, you still die (did this to a few pilots). If you wait, you will still die since you have no choice but to jump off after grabbing the battery / tossing the nade. And yes, the titan has way too much of an advantage in the rodeo.

Well yeah, if the shield is up as you're going in, you're fucked :). I was more meaning after you rodeo.

But I am not disagreeing on your overall point that it's blatantly overpowered. I was just more saying even if they fix it, as Titan pilots get better, the rodeo'ng pilots are screwed because of the canned animation / directed jump offs.
 
Well yeah, if the shield is up as you're going in, you're fucked :). I was more meaning after you rodeo.

But I am not disagreeing on your overall point that it's blatantly overpowered. I was just more saying even if they fix it, as Titan pilots get better, the rodeo'ng pilots are screwed because of the canned animation / directed jump offs.

And I fully agree with this point and really hope Respawn fixes this by allowing at the very least full control of jump timing if not reintroducing ye olde rodeo and shoot.
 
The beta was fun, though not as fun as TF1. As a result, I don't see much of a reason to play it over the first game. I might still pick it up eventually when it's really cheap, assuming they improve it a good amount by that point.
 
I'm still baffled that there are people who play with default control scheme ie jump on face button. What are you doing?
Yes, especially this game. I've implored Respawn to make bumper jumper default. They're stubborn and too afraid.... like come on dudes.

Things I still haven't figured out:
- What the red/blue bar on the left of the Titan HUD means. Is it a shield? Is it the time it takes for my alternate fire modes to begin their cooldowns? (It took me a really long time to figure out that firing my primary took away some of the secondary attacks like Ion's shoulder/splitter laser)
- How do you trigger Pilot execution animations? Melee someone from the back?
- Are the red highlighted weakpoints on an enemy Titan (when you are a Pilot) susceptible to damage from a Primary weapon? (EPG not included.) This was confusing because some builds I ran didn't have an anti-Titan Secondary, meaning I wasn't sure if I was able to do damage from shooting an enemy Titan's weakpoints (when the UI suggested) if I had a Primary or Secondary like the 45-Auto Pistol equipped.
- Does your Titan's Electric Smoke damage enemy pilots who are on your Titan, in Rodeo state?
- When you Rodeo an enemy Titan and its Battery socket is empty, do you always drop in (what looks like) a Frag grenade or does it depend on the type of Ordnance you have selected in your Loadout? (Furthermore, is there a way to see when an enemy Titan can has an empty Battery socket? On the UI? On the Titan's model itself? I ask this because it'd be nice to know if you'll be doing damage or stealing a Battery when you decide to put yourself in harm's way to try for a Rodeo.)
Gonna help ya out here broseph
  • It's core time, build time.
  • Yes, the red highlights are weak spots on titans, hitting them there takes more damage off.
  • Yes, smoke in this functions just like the smoke in the original. It can kill an enemy pilot rodeoing you if he doesn't get off
  • I don't think you can tell when he's empty, not sure, but yes it's always a nade.


I was hesitant at first for a few reasons, and GAF's negativity made it worse.
The irony is that if you look up the original launch here on this forum the community here ripped the game to fucking shreds. You'll see nothing but hate about how the game didn't live up to the hype, and the whole "power of the cloud" stabs, and all kinds of toxic shit flung at this game from this very community that is now apparently comprised of people that loved the first game and is completely at odds with the second. Ironic right?

Let's see how the original game modes work in TTF2:

Attrition: god knows if we'll even see it.
LTS: it will be SHIT.
CTF: it will be amazing as always.
.
I think we'll see it, and LTS won't be shit. I'm holding out hope that the Titan play is going to end up being amazing. I had a lot of fun with both titans to be honest. Wait until the game is released man and the meta figured out.

That said, there are a lot of improvements over the first game to be found here, but the current state needs some work to capitalize on those advantages and actually be a better game.
Yes, there definitely is. And hey we got a Pilot vs Pilot game in today. Ya did better than i thought you would being a PC player on console. ;)
 
Yes, there definitely is. And hey we got a Pilot vs Pilot game in today. Ya did better than i thought you would being a PC player on console. ;)

Hey now, to be fair to myself I was trying experimental builds. Especially that first match since I just unlocked cloak and mobile sniping is hard af on controller with high sensitivities. ;)

Also an FYI, as Scorch you don't need to use the heat shield to kill rodeo pilots. You can use your main gun against a wall same as you would a cluster in the first game since the thermite falls down and burns.
 
I didn't feel much of a difference with the changes made to this weekend's tech test, but I'm okay with that because I had a blast last weekend.

Funny thing is, I actually do agree that the game has changed as the lambasters suggest, but I don't necessarily think it's for the worst... Titanfall 2 feels like a better balanced and considered game for competitive play, whereas Titanfall 1 seemed to be a game that leaned more style over substance (and I believe this is a notion that is reinforced by Titanfall's relative lack of post-release player support). I see all these gifs and clips of Titanfall 1 and remember having one hell of a fine time pulling stuff like that off myself, but then I also realize a lot of those gifs have so little player-to-player interaction, and in general I remember my Titanfall play becoming largely about avoiding other players while fulfilling objectives for my team -- and the game's systems perfectly facilitated that approach to play. If you knew your maps and your parkour well enough, for instance, you could, just like a lot of those cool clips of Titanfall, run a flag from its starting point to the goal without every running into another player, and within 30 seconds.

Titanfall 2 feels like I actually not only have to encounter other players because of its narrower, more grounded map design, but there's actually incentive to do so as well (bonus stealing). It creates an entirely different level of tension to a match, but I don't feel like some of the cooler aspects of Titanfall 1 are lost entirely, either -- wall running, double jumping, and the new slide still all feel far superior to the games that have attempted to borrow from Titanfall -- it still all feels way smoother and responsive and intuitive than the competition. And I still get to summon my Titan, and while Titan v Titan encounters seem to end a lot faster now, I think there's a much better Pilot v Titan dynamic in play, as tackling enemy Titans in Titanfall 1 eventually felt pretty non-threatening to me eventually, where in Titanfall 2 I feel like I am contributing to bringing the Titan down every time I rodeo or start taking shots at it with my anti-Titan weapon, but it doesn't feel like I can completely elude it with as much ease as Titanfall 1, either.

And, I mean, sure, there was a long gap of time where I didn't play Titanfall 1 -- I gave up on the game about 2 weeks after its third map pack launched. I reinstalled it on my Xbox One when the recent singleplayer impressions got me hyped up for the sequel, and I have had an opportunity to hop between Titanfall 1 and the 2 Tech Test within a week of one another... and I think I like 2 more. Not by a huge margin or anything, but I do think it's a more considered design that results in more invested decision-making during gameplay.

It's a similar impression I got going from Modern Warfare 2 to Black Ops -- I preferred Black Ops' lower tech, better balanced killstreaks to the absolute bombast and cool factor of Modern Warfare 2's design. MW2 wasn't a bad game in my eyes, but it was one that eventually felt like the balancing wasn't quite all there, and Black Ops came along and, to me at the time, felt far more considered, slower, and methodical.
 
Also an FYI, as Scorch you don't need to use the heat shield to kill rodeo pilots. You can use your main gun against a wall same as you would a cluster in the first game since the thermite falls down and burns.
Yeah i realized that today. The one and only match we played i think you were going grapple. It was on homestead.

Gotta cater to the cod crowd by having long sightlines for camping snipers.

Eh, but the most played maps in 'competitive' titanfall are the ones with clearer sight lines and obvious routes to run. Some of the maps in Titanfall are pretty awful. People are definitely on the nostalgia trip with the maps right now.
 
Eh, but the most played maps in 'competitive' titanfall are the ones with clearer sight lines and obvious routes to run. Some of the maps in Titanfall are pretty awful. People are definitely on the nostalgia trip with the maps right now.

You mean everything from IMC Rising?

Tell you what though, Runoff is fucking incredible and I would love to see it make a return.

--

Guys holy shit... I just realised...

2655321-6072531665-Zone2.jpg


This and Sandtrap. We should have seen this coming.

Fuck. Titanfall 2 is full of IMC Rising maps. Those garbage ass maps. Though tbh, Zone 18 is nowhere near as garbage as Sandtrap.

The worst part of Titanfall 1 is how DLC maps are more common in the rotation.
 
The people I ran across using snipers were all terrible. They stood in the open waiting to be shot or melee'd, which was hilarious. I'm scared to see how some people will get with the snipers though, especially on PC!

Post above me: thanks for reminding me TF was made in Source. Haha. I'm a level designer and I'd recognize those dev textures anywhere.
 
The original game launched with 15 maps. Out of those 15 maps 6 of them were pretty crummy parkour maps.

  1. Fracture: a completely shitty map for pilot play. Mainly an LTS map
  2. Lagoon: another shit map for pilot play. literally no parkour routes that are saved by ziplines
  3. Airbase: not many parkour routes at all if you don't know how to bunnyhop
  4. Boneyard: another god awful pilot map. overall terrible map
  5. Outpost 207: another map with literally no parkour routes. there's one or two decent routes that can be ran. overall crummy map
  6. Training Ground: a wide open map, parkour routes are ok if you know how to bunny hop but nothing so different than what we have in Homestead.

I think the problem with the parkour right now is how they're dampening it. Their forcing the engine not to allow you to gain that momentum that you could in Titanfall 1. They probably should adjust it again in order for you to be able to parkour a bit more freely and fluidly.

But the maps aren't all that bad like people have been saying. It's 3 maps out of how many will they launch with?
 
The original game launched with 15 maps. Out of those 15 maps 6 of them were pretty crummy parkour maps.

  1. Fracture: a completely shitty map for pilot play. Mainly an LTS map
  2. Lagoon: another shit map for pilot play. literally no parkour routes that are saved by ziplines
    [*]Airbase: not many parkour routes at all if you don't know how to bunnyhop
  3. Boneyard: another god awful pilot map. overall terrible map
  4. Outpost 207: another map with literally no parkour routes. there's one or two decent routes that can be ran. overall crummy map
  5. Training Ground: a wide open map, parkour routes are ok if you know how to bunny hop but nothing so different than what we have in Homestead.

I think the problem with the parkour right now is how they're dampening it. Their forcing the engine not to allow you to gain that momentum that you could in Titanfall 1. They probably should adjust it again in order for you to be able to parkour a bit more freely and fluidly.

But the maps aren't all that bad like people have been saying. It's 3 maps out of how many will they launch with?

Airbase has loads of good routes, bhop or no.
 
Tech test maps maybe weren't the best choice

2/3 have large open fields in a game based around parkour

like why

It's frustrating isn't it?

With all the mobility options, with the titans, you can do some incredible things in regards to verticle and horizontal map and level design. Underground passages, tall scalable buildings, alleyways, open roads - entry and exit points. Even put in some floating platforms to really use that grappling hook in interesting ways.

I think the biggest problem came when they didn't make the grappling hook a mainstay in all builds. The map designers then couldn't design maps that would punish those that severely not using the a grappling hook.

Because right now the map design is just so...amateur map editor - ish.

I'm still enjoying the game, because of the competitive nature, the good shooting mechanics, visuals and fast twitch based nature of the game - but I could easily get that from block Blops 3.
 
  1. Fracture: a completely shitty map for pilot play. Mainly an LTS map
  2. Lagoon: another shit map for pilot play. literally no parkour routes that are saved by ziplines
  3. Airbase: not many parkour routes at all if you don't know how to bunnyhop
  4. Boneyard: another god awful pilot map. overall terrible map
  5. Outpost 207: another map with literally no parkour routes. there's one or two decent routes that can be ran. overall crummy map
  6. Training Ground: a wide open map, parkour routes are ok if you know how to bunny hop but nothing so different than what we have in Homestead.

Fracture: Shit map for Pilot play? No way. Getting from B to C was extremely rewarding if you knew how to bhop. I absolutely loved this map. What separates it from TF2 maps we have seen are the hills, tunnels and caves that stop people from being able to snipe any other point. B was a blast in Hardpoint.

Lagoon: I know people hate this map but I loved it. The treehouse and the caves? They were awesome.

Airbase: Watch any CTF gameplay on this map, you can keep momentum throughout on this map.

Boneyard: What?! This map is one of the dopest. It wasn't good for CTF, but Attrition and Hardpoint worked perfectly. I have never heard any complaint about it before. Weird.

Outpost 207: Aight okay. I don't like this map very much. Attrition was ass on it, Hardpoint was garbage, and CTF was hilariously broken. It is however the only map I think was made for Pilot Hunter, but yeah. Trash.

Training Ground: I disagree. The only sniping spot near the turrets (which didn't cover much of the map) or the rooftop. If anyone was on the roof, they were wide open for attack. This map was dope for CTF pre-patch (flag Titans) and good for Attrition imo. Bit shit for Hardpoint though.

--

But I think when you mention parkour routes, we think of different things. I'm talking my ability to move fast without passing through the action, where avoiding it leaves me open to campers etc. Attrition itself allowed a Pilot to not really worry about the open areas, since they were effective getting Minion points or Pilot kills.

Perhaps Bounty Hunt is making the maps even worse, by forcing the Pilots into the open because that's where the $ is.

--

Damn, 45 minutes left on this video. It's not even that good, it's just me taking advantage of the fact that no one else seems to understand Bounty Hunt. nvm, I can stay awake.
 
You can interrupt your rodeo and jump off.

That being said, no one EVER did and I murdered dozens with that trick today. Knowledge of it did not circulate quickly.

No Scorch ever did it to me, so I dunno.

Honestly, though, the problem is not that gimmick. The problem is if you go for the full rodeo, the set time and approximate direction of the jump off will get you killed. I intentionally chose Ion again tonight at the end and was still murdering rodeo pilots left and right because I'd just control where they jumped off to, spin, and kill.

You can only jump off up to a certain point, a smart scorch can wait till you are stuck on there and then put up the shield to kill you before you finish the rodeo animation.
 
But I think when you mention parkour routes, we think of different things. I'm talking my ability to move fast without passing through the action, where avoiding it leaves me open to campers etc. Attrition itself allowed a Pilot to not really worry about the open areas, since they were effective getting Minion points or Pilot kills.

Perhaps Bounty Hunt is making the maps even worse, by forcing the Pilots into the open because that's where the $ is.

Anyone that knows how to bhop properly can parkour any map, that's why i said "without bhops" for some of those maps.

Hell, in titanfall 1 if you have a crate to bounce off and engage stim you can bhop half across the map, people forget this and that's the main issue with Titanfall 2. You can't really do that in this game which is a shame. They try and mitigate that with slide, grapple, and a crazy ass stim but it'd be nice if they just allowed you to bunnyhop and gain momentum.

And yeah i also think bounty hunter is screwing with everyone. It's not a good mode, and it makes everything seem worse to be honest.
 
Anyone that knows how to bhop properly can parkour any map, that's why i said "without bhops" for some of those maps.

Hell, in titanfall 1 if you have a crate to bounce off and engage stim you can bhop half across the map, people forget this and that's the main issue with Titanfall 2. You can't really do that in this game which is a shame. They try and mitigate that with slide, grapple, and a crazy ass stim but it'd be nice if they just allowed you to bunnyhop and gain momentum.

And yeah i also think bounty hunter is screwing with everyone. It's not a good mode, and it makes everything seem worse to be honest.

I could do with a TDM mode ala Pilot Hunter with no AI... But Titans NEED to contribute to the score. I hated that about Pilot Hunter...
 
I'm plenty proud of Titanfall. It was so satisfying, after working on five SP campaigns, to finally get to make a MP game. It was great to have the chance to chuck the rule book out the window and write a new chapter for shooters, while also getting to do so many new things at once. The flavor text on the Burn Cards is the vast majority of the in-game writing I've done, for example.

I would say don't judge Titanfall 2 until it is released.
Tbh I enjoyed the tech test. I'd take it as a compliment that most people's criticism is that they wanted more of the same. I'm not normally a big fan of shooters but this was a fun weekend, thanks for that.
 
- What the red/blue bar on the left of the Titan HUD means. Is it a shield? Is it the time it takes for my alternate fire modes to begin their cooldowns? (It took me a really long time to figure out that firing my primary took away some of the secondary attacks like Ion's shoulder/splitter laser)
That bar is Ion specific. It's a bit convoluted. So, that's the power/recharge meter for your shoulder laser thing. Full charge gives you two shots. But also, if you read the description, it says something about "using power to split the beam". So when you ADS with the normal gun, and it splits into multiple shots, that drains the meter continuously as well. And it also drains the ammo for the gun. Then there's a perk that lets you recharge the meter faster by shooting Titans in their red crit spot with the regular non-ADS gun.

So if I had full charge and was engaging a titan from a distance I would always lead with a laser shot or two before using my primary, so it starts recharging the meter. Up close I would do the ADS split beam thing because it seems to pump out a ton of damage. And I'd always go for crits because I used that recharge perk, then again I'm going to always go for crits regardless, which is why I picked that perk in the first place.

I wonder if Titan training will be any better in Titanfall 2. I know it's a relatively small team and a pretty quick turnaround from Titanfall all things considered (I mean look at the COD machine now on 3 year turnarounds, and they're not building their first single-player campaign of the franchise).

In the original it's like ok here's how you get into a titan, and you can get out. And you can get guard mode... and this is how your vortex shield works... now fight these titans, ok good enough.

But with these pre-made titans, and their wacky mechanics... I don't know. I hope there's at least videos that explain everything on a per titan basis. The little selection screen that lists the abilities doesn't quite do enough. But what would be really really awesome would be if there was a gauntlet for each individual titan. A little single player challenge that requires you to make use of all your tools properly in order to clear it.

- How do you trigger Pilot execution animations? Melee someone from the back?
This mechanic seems unchanged from the original. You just have to connect with a melee on a titan that's been doomed. Easy cheesy.
 
pls have good maps because these mechanics are too good to go to waste.

giphy.gif


Game grew on me more with the second weekend even if I'm still not sold on a lot of the changes still. But at the baseline--the movement felt better, the slide is (still) amazing, and even little touches like the animation when you run and gun with the smg and the gun shifting position when you slide/crouch are great.

But the maps and modes man. Urgh.
 
biggest problem is that its "not that Cool", like the only thing that stands out is the grappling hook , Titanfall 1 just looked amazing had that titan shield that would send back bullets, we could run on walls and eject from titans and be in the sky, titanfall 2 ....
 
biggest problem is that its "not that Cool", like the only thing that stands out is the grappling hook , Titanfall 1 just looked amazing had that titan shield that would send back bullets, we could run on walls and eject from titans and be in the sky, titanfall 2 ....
weird complaints.
  1. The vortex shield is still in the game and still sends back bullets
  2. You can still run on walls
  3. You can still eject and be in the sky

Like, what the hell is this? complaint just to join the herd complaining?
 
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