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Titanfall 2 Multiplayer Technical Test Impressions (XB1/PS4)

Anyone know when one can start to download on PS4 North America? I know it opens up tomorrow but I thought I heard you could pre-load. I apologize if this has been covered.

Super excited to get back in a Titan! Just scared to try this Bounty mode with all the negative impressions :/
I think it will go up in about 4 hours
 
I want to like this game but man Im not digging the level design on these two maps or the changes to the titans weapons/equipment setup :(
 
Really looking forward to the new mode, Bounty Hunter isn't bad but I feel like having 2 AI spawns is a bit too much considering one team just farms one side while the other team farms theirs.
 
maybe you happened to pick up / master TF1 quickly [which is incredibly surprising], but the learning curve towards mastery was a schlog.

Uhh no it wasn't

Nothing about Titanfall was super competitive or hard to learn. I never said I was a master, but that game isn't that hard to understand man. The whole "it's Call of Duty with mechs" is still a valid way to describe that game.
 
Rayme, can you comment on:
* Lower TTK.
* Extremely bright glowing player outlines (combined with above...). Again this seems to punish people trying to traverse the map since you stick out like a sore thumb.
* Slower (floatier) jumps making you an easier target when parkouring.
* Reduced forward velocity when you change look direction past a certain angle while wallrunning.
* Eliminating sequential godhops..
* Slower / lower ejections (making gooses much easier than ever).
* Stunlock from arc grenades affecting your turn speed (literally the most annoying thing ever).
* Flinch on getting hit.
* Parkour chaining seemingly capping out velocity very quickly (esp. w/o stim).
* Map designs featuring wide open areas w/o parkour opportunities (and where objectives are placed in Bounty) and fewer even surfaces in general.
* No boosting from the impact of a titan fall?
* Removal of bots from most game modes? I loved the feeling of chaos and noise they brought and it's a damn shame if it's true they are gone.
* Stim becoming much more a situational boost rather than a general purpose utility ala grappling hook and pulse blade.

The first game was best played hard and fast and this game seems to completely shun the philosophy instead rewarding playing the game as a stop and pop shooter (AKA more CoD with Mechs than Quake). The changes to movement seem to be introducing a set of shackles on what was a very free system in the first game.
Couldn't agree more. Right now it sadly feels like Cod with mechs :(
 
Uhh no it wasn't

Nothing about Titanfall was super competitive or hard to learn. I never said I was a master, but that game isn't that hard to understand man. The whole "it's Call of Duty with mechs" is still a valid way to describe that game.

Pretty sure easy to play hard to master fits the bill.
 
(Going to copy/paste what was intended as a PM reply. Sorry for wordiness.)


Worry that titans not having regen shields is lowering a skill ceiling or that titan combat has become "one-dimensional" is, I think, premature. But it'll be a good discussion to have, especially as everyone gets more hands-on time through the weekend.

While the buffer of constant regen shields in the previous game could be comforting (and you'll get that with a battery boost in this game), having them as a constant element also made combat a lot more squishy. Situational awareness wasn't nearly as important (could often just stomp around and ignore incidental damage or lone pilots), and in any major encounter there was a constant strong pull to disengage asap (to find cover and regen that protection). Under those shields was a health bar that would only ever get reduced; there was no path to restoring your titan to full (or > full) combat effectiveness. Those strategies now exist; both for lone-wolves and through teamwork.

The titan-v-titan combat itself, with the suite of titan abilities, is arguably deeper now than the last game. Choosing when & how to combo your powers (especially in concert with teammates), or how to nullify an opponent's moves, is more important and with a higher reward potential. Lopsided fights (2v1, 3v2, etc) were often just a basic numbers game of health attrition (ahem). Now a skilled or lucky player can come out of those on top, sometimes unscathed, because they've outsmarted/outmaneuvered their opponents. There were elements of all of that in the last game (and I think some here were worried that it'd been lost), but it's much more solid now & the state more readable.

The problem is now that the incidental damage really adds up, extremely quick if you're playing against a team that has two or three people taking pot shots at you. The Titans don't really have the maneuverability to avoid most of those shots so you're getting nicked to death. Players are also more likely to do that incidental damage now too as there's no shields so you feel like a pincushion as opposed to T1 where you could focus primarily on the other Titans when you were fighting. With Homestead you could be sniped by a laser half the map away and there's really nothing you can do about it.
 
Generally better or worse than the original?

I think better and worse in different ways. What it'll come down to for me in the final release is map and mode quality. If Attrition is in and there are a decent number of maps that have similar verticality and player mobility options like 1, then it'll be as good/better then 1. But if all the maps and modes at launch are like this tech test, much worse then 1.

Edit: Amped Hardpoint doesn't seem interesting. I'm literally just sitting in a corner in my base keeping it amped to get double points. Haven't seen a single enemy because the maps are big and player count is only 12 in this mode and there's no AI running around.
 
Not liking Amped Hardpoint. Both of the maps are too open for it and the games go by too fast. I think the map design in this game so far is definitely my largest complaint and is keeping me from buying it this Fall; it doesn't even feel like Titanfall anymore.
 
Amped Hardport needs AI, feels completely empty and I haven't seen more than one or two people get a Titan at all during my matches. If most of the modes in the game don't have AI honestly that would be one of my bigger complaints currently.
 
The problem is now that the incidental damage really adds up, extremely quick if you're playing against a team that has two or three people taking pot shots at you. The Titans don't really have the maneuverability to avoid most of those shots so you're getting nicked to death. Players are also more likely to do that incidental damage now too as there's no shields so you feel like a pincushion as opposed to T1 where you could focus primarily on the other Titans when you were fighting. With Homestead you could be sniped by a laser half the map away and there's really nothing you can do about it.
Shields also made mech combat different enough that it was like the game has two styles of gun combat, and it will sadly be missed.

As said, no shield regen means you can be scraped by anything and everything and it makes the mechs feel fragile, shields gave a buffer to react, it also made your Titan feel powerful compared to grunts and pilots shooting you without a special weapon, this was such a nice feeling and it's gone now.
 
Not liking Amped Hardpoint. Both of the maps are too open for it and the games go by too fast. I think the map design in this game so far is definitely my largest complaint and is keeping me from buying it this Fall; it doesn't even feel like Titanfall anymore.

As one who preferred the tighter maps in TF1... I'm worried as everyone seems to be complaining about how open these two maps are. I've been on media blackout so haven't seen them. Are they really that wide open? God I hope not!
 
Generally better or worse than the original?

I think its worst because the movement, maps and some design decisions are pretty bad, if the removal of attrition is true, it'll be terrible for me but you can already find on this topic what people dislike about it.

but at the same time, i can see the game being fun with the hook and some new stuff here and there, if the maps are right, if they fixed some issues the game has right now, I can see it better at the end, we'll see how it goes in the future...
 
Shields also made mech combat different enough that it was like the game has two styles of gun combat, and it will sadly be missed.

As said, no shield regen means you can be scraped by anything and everything and it makes the mechs feel fragile, shields gave a buffer to react, it also made your Titan feel powerful compared to grunts and pilots shooting you without a special weapon, this was such a nice feeling and it's gone now.

The AI taking pot shots at you now too in your Titan is infuriating to deal with when you're already in the middle of a fight. The minimap doesn't help things easier.
 
Amped Hardport needs AI, feels completely empty and I haven't seen more than one or two people get a Titan at all during my matches. If most of the modes in the game don't have AI honestly that would be one of my bigger complaints currently.
They changed how you get titans as well, haven't seen anyone mention it but I don't like it. There's no timer counting down with kills etc getting your titan faster, it's based on how many kills/objectives (?) you get only.

Would like the timer to come back as it takes too long to get your titan sometimes especially with the bigger maps. Plus it only encourages noobs to camp and makes game with good players even more one sided. Not sure if I'm alone on this though.
 
Amped Hardport needs AI, feels completely empty and I haven't seen more than one or two people get a Titan at all during my matches. If most of the modes in the game don't have AI honestly that would be one of my bigger complaints currently.

I'm really curious if MS helped Respawn with their Azure bill and now that Respawn is on the hook for all 3 platforms full price they were forced to cut back.

Most the maps feel empty without AI fighting it out.
 
Thoughts: Lack of Titan shields is bad, but batteries are neat. Batteries + shield = good. Make the battery like an over shield and you have a brilliant idea.

Rodeo is... Interesting, but I understand. Instead of quickly burning a Titan with an amped spitfire, you need to board multiple times to get that kill. But still takes out some interesting strats, like clustering a wall to kill the rodeo.

Titan customization. A let down. Being able to fine tune your Titan's loadout was awesome. Quad Rocket auto fire Stryder? You got it. Ogre with Arc Cannon? Why not- try it out. Mix and match, find what suits you.

Pilots. Pilot customization is good. More in depth than TF1, and based on Rayme's post, will be bringing a lot more to the table.

Maps. No where near as good as R1 (I guess that's what we call it). The beta maps of TF1 were brilliant, he'll all the maps were. With decent hop lines, and brilliant Titan movement design, they were a blast. And even if I didn't bother to learn the names, they were all fucking fun. Boomtown is the better of the two, the other one I'm getting sniped across the map.

Spawns. I spawned in the same spot 3 times and got burned by the same guy every time. Maybe it's because of that outline enemy pilots have. Which is a stupid crutch anyway. I don't like it, and it promotes finding a spot where you can just wait for someone to zoom across your screen in red.

Overall, I like it. But it's not R1. And that makes me sad. Would post more, but my break is over and I'm back to work :U
 
As one who preferred the tighter maps in TF1... I'm worried as everyone seems to be complaining about how open these two maps are. I've been on media blackout so haven't seen them. Are they really that wide open? God I hope not!

If you can, play the Tech Test before preordering/purchasing. Homestead is incredibly open to the point where I wouldn't even recognize it as a Titanfall map, and Boomtown is like a Titanfall map that is much less vertical and has very predictable areas of movement. Instead of everyone moving around the map, people tend to camp out on rooftops and fire down on objectives. There is only movement when you are flanking campers.
 
Keep in mind that a LOT is going on behind the scenes with servers, datacenters, matchmaking, "Networks", etc. You can't see it, but we have a bunch of super-smart people in a war-room right now basically 24/7, who are making some shit happen. Barely 20 minutes ago a major issue was caught, brainstormed, fixed, and deployed w/ almost nobody noticing. They're amazing. Again, that's what this is all for; discovering insane issues and solving them. Expect more weirdness, because that's some 4d-chess shit. =)




So you're right about it being op, but... all of them are, in their own ways. They all do things that the others don't. This will always come down to playstyle & preference, and sometimes game mode (you're going to see a lot more of the pulse-blade ability when people start playing Amped Hardpoint, I think). My own loadouts tend to have Stim or
REDACTED
, depending on how I feel like playing that match. Everyone will have different favorites. We have some Holo Pilot savants here that routinely humiliate me...



This is all just a small sample, with very (very) little of the full game's customization or loadout/mode/etc choices. Maybe we should have hinted at that more in the menus (had guns & mods & options grayed-out or etc). But yes, there'll be more than one assault rifle in the game, for example. =)



It will in the real game. Different color for their names, etc. Done already in our mainline, just wasn't in time for this branch. I miss it too.



If you're interested, I wrote this earlier in the thread, re: titan shields & combat:
thank you so much for the reply. Always feels awesome to know secs are reading. What you're saying feels reassuring. I guess I was basing my thoughts off the titanfall 1 beta where everything looked very similar to the way it ended up releasing. I hope there's a lot of variety in the launch maps. The forest dlc maps were so awesome.
 
I'm really curious if MS helped Respawn with their Azure bill and now that Respawn is on the hook for all 3 platforms full price they were forced to cut back.

Most the maps feel empty without AI fighting it out.
That's been the lingering question with me. Was the bots sacrificed due to multiplatform? Maps are a graveyard. Even the bots in Bounty are sparse.
 
anyone knows how much left for the beta to come out on PS4 NA or EU ?? really bored and want something to play
 
My first Amped Harpoint match sure was... uh... not very interesting. Just sitting at base keeping it amped seemed like the best strategy to win. And it worked. And wasn't very fun.

28459416473_de837f775b_o.gif
 
My first Amped Harpoint match sure was... uh... not very interesting. Just sitting at base keeping it amped seemed like the best strategy to win. And it worked. And wasn't very fun.

Just like Bounty Hunt, it promotes squatting. BO3 players will adjust just fine, but R1 vets won't.
 
The only real problem I have with the game is the kill times. Good god, it's gotta be nearly twice as fast as it is in the original. One of the biggest mistakes of the last couple gens in shooters is to minimize ttk, imo. It reduces the interesting firefights tenfold.
 
The only real problem I have with the game is the kill times. Good god, it's gotta be nearly twice as fast as it is in the original. One of the biggest mistakes of the last couple gens in shooters is to minimize ttk, imo. It reduces the interesting firefights tenfold.

Yea I've played two games and you die instantly. Hopefully it gets more comfortable the more I play.
 
Just like Bounty Hunt, it promotes squatting. BO3 players will adjust just fine, but R1 vets won't.

Yeah Bounty Hunt is just sitting in one area spawn killing AI and then hoping when you go to deposit all your cash that there aren't a few human players just sitting there waiting to kill you. I really don't like it. The first game it felt like I could just run around like crazy and that there were little battles going on everywhere and there was just an incredible sense of chaos and then beauty in the movement and I am getting basically zero of that from 2. Which is a shame because I like the added weight, I really like the Titans in this, I like the expanded sandbox. I love the grappling hook. But map and mode design in this tech test is extremely off putting.

Super hyped for campaign but this test has really reduced my excitement for multiplayer.
 
Yea I've played two games and you die instantly. Hopefully it gets more comfortable the more I play.

Is it just me or is it incredibly hard to find out where you're getting shot from? I have no idea a lot of the time but I could just be missing out on something. Usually the radar is going crazy so I can't really base of off that.
 
I don't know why you people keeping saying this.

Titanfall was pretty damn casual.
Now that's some shit right there. Dude, the game had the most insane skill curve and a non existent ceiling.

Alright; look.








...the noob-lust conspiracy crafting here is crazytown insane. Debate and disagree with what you're playing and the decisions themselves, but nothing in the design of this game has come from a "because teh casuals" place.
.
But Rayme, guy, we have Vince on camera in an interview saying that very thing. That they wanted the game slowed so people could pick it up easier. I mean, he's ON CAMERA SAYING THIS. And there's nothing wrong with it at all, if that's the philosophy that's the philosophy.

Main menu hit x on Xbox do you have the Midwest azure server I think that's the Chicago one. Closest server is Virginia on ps4 and I live in Ohio hopefully this isn't the full server list for ps4. Would be great if a Dev could comment. I miss the Azure servers on Xbox.
Yeah i had to do a reboot. it wasn't showing up.
 
Kinda laggy, but I guess only a couple hundred people in matchmaking will do that.

I really don't get how they have these huge maps, yet I still get people spawning behind me.
 
Played a few matches, I'll be skipping this. I wasn't a huge fan of the first either, but this one feels slower than I remember the first being.
 
My first Amped Harpoint match sure was... uh... not very interesting. Just sitting at base keeping it amped seemed like the best strategy to win. And it worked. And wasn't very fun.

GIF

Some people on this board got buttmad when RespEnt reduced defend bonus for Hardpoint if I remember correctly. So I guess this is Respawn's response to that. They didn't want people to stay buttmad.
 
Uhh no it wasn't

Nothing about Titanfall was super competitive or hard to learn. I never said I was a master, but that game isn't that hard to understand man. The whole "it's Call of Duty with mechs" is still a valid way to describe that game.

Ok, starting to think you didn't even play it.

/ignore
 
Just about confirms my suspicions I had about the game when they revealed they removed titan customization and messed with player mobility a while back in an article.

Titanfall 1 was great because while it had some tingling similarities to call of duty, the game as a whole felt different and unique. This is like the complete reverse. We got neutered velocity and reduced wall-running combat at the cost of the grappling hook which really isn't that great. I feel like I'm spending more time trying to hook onto something than I am actually going forward and playing.

The lack of bots which I felt was a huge part of the gameplay flow and immersion of 1 is also really disheartening.
 
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