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Titanfall 2 Multiplayer Technical Test Impressions (XB1/PS4)

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.

Truth right there... was talking to a friends while we were playing about it. I knew about the scorch shield but didnt play much of scorch. Out in the open rodeo is dangerous.

Heres a video of last night of test shenanigans Dude wheres my battery?
 
Okay, I'm uploading a full Bounty Hunt match. I played to win so it's kinda boring but that should be my final clip I'll upload. Raw gameplay, no music and all.

Mad disappointing you know. I just don't understand why Respawn took their masterpiece and fucked with it. Did they accidentally delete their internal build or something?

For someone who doesn't seem to enjoy this game, you sure have played a heck of a lot of it ;)
 
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.

Nice post, man, and yeah, valid points.

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.

Same. I saw a few ones who literally were not paying attention to radar since I killed someone close to them and they were still there, sniping away. I had fun with one by throwing the gravity star thing before shooting at him. Haha!

The original game launched with 15 maps. Out of those 15 maps 6 of them were pretty crummy parkour maps.


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?

If I had to guess? 10-12, which is the standard nowadays. Then again, we're going to get free maps, so it shouldn't be a concern. :)

Mash it when you're doomed (uh, 2nd health bar?)

Also, you can eject like that any time by pressing up on the d-pad first.

Did not know this! Thanks! Titan tutorial should teach this, no? (assuming there's one, which it needs).

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.


This mechanic seems unchanged from the original. You just have to connect with a melee on a titan that's been doomed. Easy cheesy.

Yeah, this is needed. I only found out or knew about the meters on the side by checking Reddit and watching that Frothy (YouTuber) vid that was posted here.

Downside is, I am super colorblind, which means I have a hard time checking the crit spots for Titans. I didn't even know they had one. O_o

aaaand another happy hour done (^____^)

I don't know what to say really... I mean, it seems at this point like I'm very much in the minority, but I truly did adore what I played.

Seriously, I probably put well over 10 - 15 hours into the tech-test alone and I just couldn't stop playing.
The gameplay hook is still very much there and if Respawn goes back and adds that signature Titanfall flare IE: chaos, AI, attrition, etc., then this will be amazing

Yeah, same. I hit level 15 like a full day prior and kept playing. Testing other loadouts, Titans and whatnot. And I don't think you're in the minority that much. You can see other people here chiming in that they enjoyed it, but aren't as vocal. I mean, it's understandable that those with more complaints will post more, right?

What do others think? TDM with or without AI?

Definitely, definitely with AI. That adds to the chaos, which is fun, and something that no other shooters do. TDM with AI mode? That's the only mode I'll play! Haha!

Sad the alpha's gone. Might go back to Overwatch again. I think maybe a proper demo should be rolled out before release with maybe a look at a few different maps, hint at other skills, abilities, new Titans and maybe a new mode? Should help loads since people who like it, already will buy it, but those having second doubts, it could change their mind.
 
TITANFALL 2 BOUNTY HUNT GAMEPLAY (14:15, full match)
- https://www.youtube.com/watch?v=7_PTYa9cKWo -

Match summary:
23 Kills, 2 Deaths
$3821 Bounty
3 Scorch Executions
1 Scorch Goose
Epilogue Ship Destruction


--

Full Impressions:

First and foremost, this game is more frustrating and less entertaining than the original Titanfall. I want to list the improvement first before going onto what's broken and what needs to change:

- Mathmaking is quick, and Networks are cool -- albeit putting players in in-session, unwinnable games way too frequently

- Grappling hook is aight -- except the fact that it wouldn't be necessary if the maps weren't doodoo

- Starting a Rodeo isn't as laggy anymore

- Sliding is nice

- Weapons have more effective variety now

That's it. Those are, in my opinion, the only improvements that actually make any real difference. Now there are bunch of changes between the original and this sequel, but most of those are customisation, UI etc. or new weapons don't do much to change the experience.

Onto what's problematic and/or needs changing:
  • EPG-1 is OP.
  • Pilots are forced off Rodeo
  • Camping is far too encouraged
  • All maps so far are too open, Pilot gameplay is dire
  • Movement is slower and worse. Wall jumps push the player too far in another direction
  • Stim recharges slowly, doesn't replenish on respawn
  • Exiting Titans doesn't replenish ammo (you can run out of Anti-Titan ammo quickly)
  • Grenades don't recharge while in a Titan
  • Close-quarters combat causes too many effects on screen, so you can't tell how much health an enemy Titan has
  • UI isn't informative enough, I don't know how many Spectres or Grunts I have killed
  • Red glow around Pilots is bad (though this is apparently getting fixed)
  • Third-person animations (entering/exiting a Titan) is extremely jarring and causes many camera issues
  • "View-shaking" is far too great at the moment, causing ADS-use to be jarring
  • Amped Hardpoint scoring not accounting for Pilot kills is outright silly
  • It's too difficult to distinguish Minions from Pilot players with the Radar (Titanfall 1 had different sizes for Minions and Pilots)
  • Many Titan attacks can't deal any damage into interiors. I understand why this was done, but it's unnatural and sometimes it's difficult to tell when there is an invisible wall or not
  • There are too many places that are considered to be "out of bounds" in the middle of the map
  • Inability to look at a full breakdown of stats after the end of a game (cannot see number of deaths etc.)
  • Pilots don't reward nearly enough $ in Bounty Hunt if they aren't carrying
  • There is no more sense of changing scale when entering a Titan
  • Maps feel empty in comparison, no more Boneyard craziness
  • No rewarding sound/message for special kills, such as Goose, dropping a Titan on another etc.
  • Grenades don't do enough damage to Minions
  • Charge Rifle does far too little damage to Titans
  • and so on

I don't mean to sound like I am making a list of demands, but without Attrition, I don't really want to play Titanfall 2. Bounty Hunt has many flaws (as you can see in my full-match video) and Pilot vs. Pilot is simply not Titanfall. Perhaps I could justify paying full price if the Campaign appears good and Bount Hunt has better maps to play on, but that's a big maybe.

Respawn... Please show the world a beta or demo that proves that this Tech Test really is a Pre-Alpha of sorts. Because right now, this is underwhelming. I still love you for Titanfall 1 however. I always will... (until you deactivate the servers).

Final Note, here's my Alpha Montage: https://www.youtube.com/watch?v=vgw5-xrnSYE
 
I'm in agreement, Cobalt. If they could fix those things Titanfall 2 will be a great sequel. The maps is the most demanding change, but you're right, they need to accommodate Pilot traversal better than they currently do.
 
This is why i like Tech/Beta tests before games come out. This literally filled any curiosity i had with TF2 and then some. I no longer need to buy the game because i don't see any longevity for myself with this game.

Pilot vs pilot is pretty boring.. might as well play a BO3 to get that.
Bounty is .. alright? Little bit of cat n mouse cause you wanna rob them before they deposit into the bank
Hardpoint*? ...... lol
 
I find it hilarious how Cobalt and I pretty much use Scorch the same way. Except, I didn't use the ignitable gas as much as I should have haha.
 
Onto what's problematic and/or needs changing:
  • EPG-1 is OP.
Nah.
  • Pilots are forced off Rodeo
I'm putting the chances that they just say fuck it and go with the TF1 rodeo mechanic as 0.00000001%
  • Camping is far too encouraged
Camping isn't that effective in Bounty Hunt. It's more effective in Pilots vs. Pilots but that's kind of inherent to the mode. But being mobile in that so far is so much better than it was in the crappy tacked on version from the original that I can't complain too much. But hey if the ticks happened to have really good sensors for noticing players that aren't moving and making a bee-line for them... that would be a good tweak.
  • All maps so far are too open, Pilot gameplay is dire
The maps could be better, but the pilot gameplay is awesome.
  • Movement is slower and worse. Wall jumps push the player too far in another direction
After the tweaks it feels faster and better to me.
  • Stim recharges slowly, doesn't replenish on respawn
It's a little slow, but it's awesome. I do want it fresh on respawn though. And I mean, if they could find it in their hearts to trim off like 5 seconds of cooldown I wouldn't complain or anything.
  • Exiting Titans doesn't replenish ammo (you can run out of Anti-Titan ammo quickly)
That is awkward. You should be able to replenish. If they don't want to go infinite ammo, then maybe just one complete refill per titan?
  • Grenades don't recharge while in a Titan
Sounds pretty minor. Grenades charge pretty fast. At least the frags, which are awesome.
  • Close-quarters combat causes too many effects on screen, so you can't tell how much health an enemy Titan has
Didn't really notice that. I never had a problem having an idea of a titan's condition, with maybe the exception of giving a titan a scorch shield burn. But I think difficult vision in that scenario is intended, and I don't have a problem with it.
  • UI isn't informative enough, I don't know how many Spectres or Grunts I have killed
So better scoreboard? Yes I'm hoping for a better scoreboard. With ping. And post game with a breakdown of what I did in gruesome detail. Gruesome. Give me all the stats Respawn.
  • Red glow around Pilots is bad (though this is apparently getting fixed)
I'm trying to decide if it's helping low mobility players draw a bead on me more than it helps me acquire them. I'm thinking it probably helps me more. Their forthcoming tweak sounds fine though.
  • Third-person animations (entering/exiting a Titan) is extremely jarring and causes many camera issues
It's not going away, and I mean, it's not like the first person camera was perfect with regards to glitches. I do prefer first person but it's not worth getting hung up on in my opinion.
  • "View-shaking" is far too great at the moment, causing ADS-use to be jarring
Not completely sure what this refers to. Camera viewkick as in recoil? When you're getting hit? I've been living in mostly hipfire life in this game. When I do ADS though I haven't really noticed a problem.
  • Amped Hardpoint scoring not accounting for Pilot kills is outright silly
It didn't count pilot kills in the original did it, so who cares? Apparently Battlefield 1 has changed their signature tickets (which drained for control points and also for deaths) to pure control points, and I think that's kind of a shitty change for that game. But capture the three things in Titanfall? Nah.
  • It's too difficult to distinguish Minions from Pilot players with the Radar (Titanfall 1 had different sizes for Minions and Pilots)
Yeah, this is problem. Nobody cares if grunts are shooting at them. If AI starts showing up outside bounty zones this will be pretty glaring.
  • Many Titan attacks can't deal any damage into interiors. I understand why this was done, but it's unnatural and sometimes it's difficult to tell when there is an invisible wall or not
Hmm? I shot scorch shots through windows and stuff. I didn't notice invisible walls, but if they're there, I'm definitely against them.
  • There are too many places that are considered to be "out of bounds" in the middle of the map
Non-issue. I say bringing back the 10 second timer would be good enough.
  • Inability to look at a full breakdown of stats after the end of a game (cannot see number of deaths etc.)
So is this different to the other point above? Did you want a running tally of spectre and grunt kills in-game? Meh.
  • Pilots don't reward nearly enough $ in Bounty Hunt if they aren't carrying
Sure they do. The objective isn't to kill opposing pilots. Why would they do anything to encourage it? PTFO.
  • There is no more sense of changing scale when entering a Titan
I disagree.
  • Maps feel empty in comparison, no more Boneyard craziness
I hope they ramp up the AI and skybox activity big league. Big league.
  • No rewarding sound/message for special kills, such as Goose, dropping a Titan on another etc.
I have to think that all that shit is coming in the polishing phase. TF1 was really good at telling you how great you are <3
  • Grenades don't do enough damage to Minions
Nah, they're fine. The electric smoke seems to do the trick. Frags have small range, and grunts disperse fairly quickly. It's not a bad thing that you can't just throw one at each drop pod and clean the whole bounty zone out IMO.
  • Charge Rifle does far too little damage to Titans
Nah, cheesy hitscan headglitch anti-titan weapon. It should be fairly weak. MGL being the new apex anti-titan gun is a breath of fresh air. More skill, more satisfying. Good change.
  • and so on
You know what they say about feedback, it's all contradictory. Hopefully they sift through it all and get it right.
 
Sunk a few matches into this on Saturday. Here are a few points.

Pro:
  1. Looks real sharp.
  2. Gun play felt good, if a tad CoD.
  3. Sticky sonar is good.
Contra:
  1. Getting thrown into losing matches - very bad.
  2. Weapon levelling is copy and paste from CoD.
  3. Time to kill is very CoD.
  4. Everything looks like CoD now.
  5. Badly explained network systems.
  6. Conflicted about the banking system.
As it stands, I will not be among the day one players. Might pick it up later on once I get bored.
 
Watching your video now, Cobalt. Love the TF1 music.

Haha thanks. I encoded it with the music muted and I decided to wait until it was done again. TF1 has some nice music.

Terrific gameplay and writeup cobalt

<3

--


I'll go over the points where there seems to be a little confusion or minor contention.

That is awkward. You should be able to replenish. If they don't want to go infinite ammo, then maybe just one complete refill per titan?

I think one refill per Titan is how it worked in the original iirc.

Sounds pretty minor. Grenades charge pretty fast. At least the frags, which are awesome.

I like to use a 'nade just before jumping in my Titan, so I never have one available during ejection. I shouldn't have to make the decision to keep a charge so far in the past.

So better scoreboard? Yes I'm hoping for a better scoreboard. With ping. And post game with a breakdown of what I did in gruesome detail. Gruesome. Give me all the stats Respawn.

But this, I mean when I kill multiple minions, I don't know how many I just killed. Sure it rewards me with the amount of Bounty so I can kinda figure it out, but I would prefer if it said Spectre x3 like it used to. I'm not tryna do mental maths to find out if I got them all.

Not completely sure what this refers to. Camera viewkick as in recoil? When you're getting hit? I've been living in mostly hipfire life in this game. When I do ADS though I haven't really noticed a problem.

I'm not sure, but I had to stick with hipfire guns through the test. I couldn't aim for shit when ADS but if I switch back to R1 it's all good. Maybe it's lag affecting the auto-aim or something, but my vision would jerk while trying to follow a pilot.

It didn't count pilot kills in the original did it, so who cares? Apparently Battlefield 1 has changed their signature tickets (which drained for control points and also for deaths) to pure control points, and I think that's kind of a shitty change for that game. But capture the three things in Titanfall? Nah.

I don't mean for team score, but personal score. Kills inside a Hardpoint should reward offensive or defensive score. Otherwise... The real MVP could be at the bottom of the leaderboard.

Hmm? I shot scorch shots through windows and stuff. I didn't notice invisible walls, but if they're there, I'm definitely against them.

The flame wall doesn't go indoors, and afaik the Gas will bump off invisible walls too. Like, I really get why they did this, but come on now...

So is this different to the other point above? Did you want a running tally of spectre and grunt kills in-game? Meh.

I guess you figured out what I meant.

Sure they do. The objective isn't to kill opposing pilots. Why would they do anything to encourage it? PTFO.

If anything, if it's the default mode it should accomplish what Attrition did where Pilot kills were just as good as going for minion kills. In the first wave, I have learned to basically get $100+ and then wait for the bank to open. The risk/reward for pilots kills when you have $600+ etc. makes it better to just run away. Maybe I should just wait to hear about Attrition.

Nah, they're fine. The electric smoke seems to do the trick. Frags have small range, and grunts disperse fairly quickly. It's not a bad thing that you can't just throw one at each drop pod and clean the whole bounty zone out IMO.

Well if Attrition comes back, these Minions can't be so hard to take out as a Pilot. I want to make circles around the map etc. If Attrition comes back merely as a scoring system on top of Bounty Hunt, it'd be the most trash. Spectres take 3 melees to kill from the front, like damn.

Nah, cheesy hitscan headglitch anti-titan weapon. It should be fairly weak. MGL being the new apex anti-titan gun is a breath of fresh air. More skill, more satisfying. Good change.

At the very least, it should have a higher damage output for Crit shots. It's insanely weak here, that the EPG appears to out DPS it.

You know what they say about feedback, it's all contradictory. Hopefully they sift through it all and get it right.

Good thing is, I don't think they'll change anything that'll make it any worse. Keep them patches coming.
 
I didn't play enough to level everything up but is the nuclear eject still in the game? Didn't see it while playing.

Maybe I was a little sour typing that last night but I stand by what I said, titanfall 2 is half the game titanfall was.

Well I mean it was an alpha we were playing and not all maps/modes.
 
I didn't play enough to level everything up but is the nuclear eject still in the game? Didn't see it while playing.

Hopefully not. No clue how so many people hate Martyrdom and love this worse thing. It basically deterred ever getting close to another titan, especially if you're low on dashes. I hate it so much.
 
Maybe I was a little sour typing that last night but I stand by what I said, titanfall 2 is half the game titanfall was.

You're not wrong.

Titanfall beta with Fracture and Angel City was awesome in comparison, and it still would be if it came up tomorrow.
 
Hopefully not. No clue how so many people hate Martyrdom and love this worse thing. It basically deterred ever getting close to another titan, especially if you're low on dashes. I hate it so much.
(In TF1) You can see if a Titan is about to eject and even if you cant dash you still can start your own ejection and get out safely. Going for the execution was a rsik, now its just punching like a mad man.
 
Agree with basically everything, but Izuna, I have launched Scorch gas canisters through windows.

I'd miss most of the time, but I was able to get them in a few buildings. But yeah, most windows don't seem big enough.
 
I have a feeling we'll see Angel City in TF2 and a couple other classic maps.

Maybe it's just wishful thinking.

Can we riot of they remix Angel City into a R2-type map? Like the entire centre building gone and they just have the tower?

Agree with basically everything, but Izuna, I have launched Scorch gas canisters through windows.

I'd miss most of the time, but I was able to get them in a few buildings. But yeah, most windows don't seem big enough.

Ah that's cool. I've wanted to burn Banks, so I noticed the flame wall never made it. I guess for Gas I just sucked with aiming.
 
ill per Titan is how it worked in the original iirc.
I think you would get a full reload everytime. I mean I only really used it to replenish grenades, and it never failed me for that. Running out of primary ammo was fairly rare, and charge rifle was infinite.
I like to use a 'nade just before jumping in my Titan, so I never have one available during ejection. I shouldn't have to make the decision to keep a charge so far in the past.
I feel like I always had my stim available for eject. It seems like it was recharging. Seems weird that it doesn't for grenades, especially since titans gave free grenades before. If they don't want to instantly replenish, I still don't see any reason why the cooldown shouldn't go on in the background.
But this, I mean when I kill multiple minions, I don't know how many I just killed. Sure it rewards me with the amount of Bounty so I can kinda figure it out, but I would prefer if it said Spectre x3 like it used to. I'm not tryna do mental maths to find out if I got them all.
Gotcha, now that I understand what you mean, I agree.
I'm not sure, but I had to stick with hipfire guns through the test. I couldn't aim for shit when ADS but if I switch back to R1 it's all good. Maybe it's lag affecting the auto-aim or something, but my vision would jerk while trying to follow a pilot.



I don't mean for team score, but personal score. Kills inside a Hardpoint should reward offensive or defensive score. Otherwise... The real MVP could be at the bottom of the leaderboard.
I see. Hardpoint scoring is inherently goofy. I played a fair amount of it on the Variety Pack playlist, and I can honestly say not once did I give a shit where I showed up on the scoreboard for it.

The flame wall doesn't go indoors, and afaik the Gas will bump off invisible walls too. Like, I really get why they did this, but come on now...
I would love to test it, but alas the tech test is gone. I feel like I used the gas canisters on the banks in Boomtown though.
I guess you figured out what I meant.



If anything, if it's the default mode it should accomplish what Attrition did where Pilot kills were just as good as going for minion kills. In the first wave, I have learned to basically get $100+ and then wait for the bank to open. The risk/reward for pilots kills when you have $600+ etc. makes it better to just run away. Maybe I should just wait to hear about Attrition.
I think if they weren't going to include Attrition before, they're definitely reconsidering now. Bounty Hunt doesn't work as the default mode. I hope there is a game modes and maps reveal before launch.
Well if Attrition comes back, these Minions can't be so hard to take out as a Pilot. I want to make circles around the map etc. If Attrition comes back merely as a scoring system on top of Bounty Hunt, it'd be the most trash. Spectres take 3 melees to kill from the front, like damn.
I don't recall meleeing a spectre more than once to kill them. Though there were also those upgraded spectres, I forget their name, can't recall trying to melee them. Maybe the slide melee has more power to it.

At the very least, it should have a higher damage output for Crit shots. It's insanely weak here, that the EPG appears to out DPS it.


Good thing is, I don't think they'll change anything that'll make it any worse. Keep them patches coming.
I'm not worried about the multiplayer at all. I hope the campaign gets glowing reviews and sales firmly entrench Titanfall as a top tier shooter franchise.
 
Yep, Campaign being dope is the one thing that could lasso me into buying this.

I didn't know there was a slide melee, I wish I had tried it.

Hopefully not. No clue how so many people hate Martyrdom and love this worse thing. It basically deterred ever getting close to another titan, especially if you're low on dashes. I hate it so much.

Atlas or Stryder, you always had enough dash charge to get out of a Nuclear unless you were trapped in (where the pilot would risk suicide). Ogre's had big punch, haha.

The best part of Nuclear Ejection was killing minions with it for build time. It wasn't very effective at killing other players after a certain point.
 
The best part of Nuclear Ejection was killing minions with it for build time. It wasn't very effective at killing other players after a certain point.

I actually got a quad kill with it last week after TF2 made me re-install TF1 lol.

I am torn on nuclear eject. I probably don't care if it's gone as I think about it.

I just really need a true team deathmatch with AI (Attrition). I just want to kill the opposing team without feeling like I'm hurting my team.
 
Wait just catching up, I played the alpha but maybe not long enough to know the vortex works like it does in tf1. How do u send bullets, rockets back on dual shock 4?
 
Stuff is slightly better, still the shitty maps and battery system are the biggest bummers. If the game had better maps, it wouldn't be too bad.

They need to show off more maps quick, othewise likely will cancel the CE edition preorder
 
Had great fun playing the Alpha this weekend and dominated on Pilots vs Pilots. 20 kills in a match twice.... is nice!

Will be buying day 1. Just as much fun as part 1 for me.
 
Wouldn't mind certain TITANFALL 1 maps to come back like Boneyard, Angel City, the forest map in the DLC pack (forgot the name).


I wonder why the dropped ziplines or haven't shown any gameplay of them. Have they mentioned why it's gone?
 
Maybe ignorance is bliss (never played Titanfall 1) but I thought it was a ton of fun. I sent this video of me crushing some Titans to some of my friends on PSN and they might check it out now.

I agree that the TTK was pretty quick but it also seems like the clips in some of the guns are very small as well leading to a faster TTK. Hopefully that is something that they can work on.

https://m.youtube.com/watch?v=aX2eBGJoQfo
 
I found one of the trash IGN players
maybe not
https://www.youtube.com/watch?v=YEyvxZ5llxQ&spfreload=10

yuck.. not because of skill or anything, but how much this looks like CoD. Ukknownsoldier has a montage that's basically him camping and getting the jump on Pilots.

Why is everyone so shy to show full on Titan 1v1?

Oh yeah, there aren't any.

So many people just suck at using Titans - and that's been true since the first game. Most of these CoD folk have no sense of tactical withdrawals or smart movement. They just walk straight, die and then eject lol.
 
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