Reading the FNN
Loved this ! lol
TF1 music
TF1 weapons
TF1 map
makes the game better
I'm seeing a pattern here
All we need now are 1st person animations .... amirite?
Reading the FNN
TF1 music
TF1 weapons
TF1 map
makes the game better
I'm seeing a pattern here
Play for 1.5 hrs....lose every match to a pubstomping. Is this the ps4 climate now? GAF network is fucking empty....
Yeah, it usually is (gaf group being empty that is). A friend and me are playing if you want to group up though (PSN is the same as my Gaf name), makes it much more fun.
We wont know exact changes until the patch hits, but the hottest of takes
- Unnecessary Volt changes. It really should be the baseline
- Flatline tweaks were needed but doubtful they're anything significant. RNG will get you when youre behind a wall anyway.
- 201/101 buff... why? Its maybe the most balanced gun in the game lol
- Devotion will never be where it needs to be. Should have never been created. Spitfire mod that made it behave like the XO16 Accelerator would have been preferred. Ramp up, harder to control, most effect at close-ish range.
- DMR nerf... I guess? The small percentage of people who use sniper rifles when theyre bored are probably upset.
- P2016 nerf... pocket G2 no more? Too bad the G2 didnt receive any attention.
- R-97 SMGs shouldnt be as effective as they in medium to long ranges. Its like a damn laser when hipfiring
- Tactikill Mod tweaks are unnecessary. Balancing the Pilot abilities would have been better. Still baffled that the A-wall has more health than a Boost or Phase Shift has two charges lol
- Melee... so nothing changed
- Ion should have had his Laser Shot charge up to fire. Reduced damage or more energy, both seems a bit much.
- Titan core meter changes are unnecessary considering they had already nerfed it
- Titan executions no longer blocked by shields is another dumbing down
So
No G2 changes
No Phase Shift changes
No A-wall changes
No melee fixes
Some melee fixes are mentioned. But r97 is going to more nerfing, G2 needs it badly (damn controllers and their aim assist...), and grappling needs to drop the flag in CTF.
What is the 24 peak playerbase nowadays on Xbox One?
Past few days when I log on it's around 10,000 - 11,000.
I was online today around 1-2 pm, population was around 11,200.
Wow, ps4 seems to be around 6-8k when I've played 1-4p PST past couple days.
Also funny that the two "anti-dev" posters are banned and yet the Respawn devs haven't returned.
I'm pretty sure I'm not the only one who hasn't left. Us not saying anything doesn't mean we're not reading.
Which one of these
- Fixed issue with melee attacks not hitting near corners.
- Improved hit accuracy when there is a height difference between players.
does this fit under?
Unless the guy really is Jesus Christ then something may be broken
I'm pretty sure I'm not the only one who hasn't left. Us not saying anything doesn't mean we're not reading.
Flatline was good pre-buff anyways.How you gonna nerf the Flatline damage, that's fucked up Respawn what'd I do to you.
I imagine the constant "respawn pls do X" and complaints have something to do with it.Also funny that the two "anti-dev" posters are banned and yet the Respawn devs haven't returned.
Flatline was good pre-buff anyways.
I imagine the constant "respawn pls do X" and complaints have something to do with it.
Modern Warfare 2 was an unbalanced glitchy mess with tons of bullshit deaths and a TTK that's way too fast.Listening to people that ask for nerfs puts the game into a worse state. Just buff what's lagging behind and let everyone have fun.
There is a reason that Modern Warfare 2 was one of most fun shooters ever released.
Modern Warfare 2 was an unbalanced glitchy mess with tons of bullshit deaths and a TTK that's way too fast.
No ty
Yeah, that's why it was one of the most popular shooters ever and incredibly fun. Not everything needs to be super serious and trying to neuter Titanfall due to "balnce" issues will not end in a happy playerbase.
Yeah or commando or noon tube oma or any of the other stuff. It wasn't a feature lolI don't think it was incredibly popular because everything was OP.
The game was popular for a few reasons. One it was coming off the incredible well acclaimed CoD4. Two it had a great marketing and tons of hype behind it. Three at that point people were tired of WW2 games. Four, the game had lots of content and was accessible.
People weren't happy about the balance, at least not that I can remember. I sure didn't like getting cross mapped with Model 1887s or the other balance issues in the game.
You literally jumped into their line of fire, right into center crosshairs. And they _did_ track you. You can argue that aimassist helped them not oversteer, but this is the most on-a-silver-platter you could have made yourself without hovering in place.Exhibit A of how incredibly gross aim assist is right now:
https://gfycat.com/DeliciousWeeIchneumonfly
The sticky aim tracks me the whole way through with minimal effort.
You can compare the actual controller movement to the aim assist motion sure to the stopping points in the latter. I'm not saying I shouldn't have died, but the aim assist is a massive boon when fighting high velocity targets. Most KB/M players would not have landed every shot in that scenario, since jumping into the line of fire does not result in ludicrous accounts of computer assisted tracking. If I wanted to play the have just to rack up kills, controller is my best option because it is a soft aimbot. Surviving against KB/M players is about keeping high velocity and unpredictable movement, but neither does anything to increase survivability against the aim assist on controllers since it almost perfectly and instantly compensates for both and is fundamentally detrimental to the gun fights in the game. It's honestly laughable at how much easier it is to track with controller. Any veteran TF player has and will attest to this.You literally jumped into their line of fire, right into center crosshairs. And they _did_ track you. You can argue that aimassist helped them not oversteer, but this is the most on-a-silver-platter you could have made yourself without hovering in place.
You can compare the actual controller movement to the aim assist motion sure to the stopping points in the latter. I'm not saying I shouldn't have died, but the aim assist is a massive boon when fighting high velocity targets. Most KB/M players would not have landed every shot in that scenario, since jumping into the line of fire does not result in ludicrous accounts of computer assisted tracking. If I wanted to play the have just to rack up kills, controller is my best option because it is a soft aimbot. Surviving against KB/M players is about keeping high velocity and unpredictable movement, but neither does anything to increase survivability against the aim assist on controllers since it almost perfectly compensates for both and is fundamentally detrimental to the gun fights in the game. It's honestly laughable at how much easier it is to track with controller. Any veteran TF player has and will attest to this.
I'd suggest reading this:
https://www.reddit.com/r/titanfall/comments/5yuyl9/why_aim_assist_does_not_belong_on_pc/
And specifically this:
https://www.reddit.com/r/titanfall/comments/5yuyl9/why_aim_assist_does_not_belong_on_pc/deudyz6/
Fundamental misunderstanding of the problem. The problem isn't dying, the problem is the frustration created by the game having a built in significant imbalance in a competitive setting.I think you're making a big deal out of nothing. Veteran players will still dominate, while beginners will have an easier time getting into it.
It's nothing that needs to be changed.
Fundamental misunderstanding of the problem. The problem isn't dying, the problem is the frustration created by the game having a built in significant imbalance in a competitive setting.