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Post by daftpunk on Jun 19, 2014 13:31:25 GMT -5
What gen you Witty? currently Gen6 49 with about 20 rodeos til Gen7
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wittyscorpion
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Post by wittyscorpion on Jun 19, 2014 16:34:19 GMT -5
What gen you Witty? currently Gen6 49 with about 20 rodeos til Gen7 Gen 8 50, with 18 more wins to go (partying with Dumien last night helped me make significant progress on this one, we had a record of 16 wins out of 19 games), and 23 more Titanfall kills (which is arguably the worst regen challenge BTW), to be able to regen again.
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Dumien
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Post by Dumien on Jun 19, 2014 17:08:21 GMT -5
Yeah. That was some good fun. Parties are way better than solo...especially for Titanfall. You have an Xbox One daft?
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wittyscorpion
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Post by wittyscorpion on Jun 30, 2014 10:32:16 GMT -5
Interview with Respawn on the future of Titanfall (conducted right before E3): www.computerandvideogames.com/469512/interviews/interview-respawn-on-the-future-for-titanfall/Quick notes: 1) 2nd DLC is coming out in 3 months (from May, so looks like August), and the 3rd one 3 months after that; 2) At the time of the interview they were working on update #4, so the article mentioned free updates in the works. Unclear if there are more after update #4; 3) The team have been focusing on post release activities and it does not look like they have started on the "next" project; 4) The sentiment about a single player campaign is that it feels "backwards";
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Post by iw5000 on Jun 30, 2014 12:25:12 GMT -5
I just hit "Generation 2" last night.
Yay me.
Fun games yesterday Witty, when we had our group growing. Much easier than playing solo.
Regarding your earlier comments, I am still seeing a lot of players that are still G1.
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mannon
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Post by mannon on Jun 30, 2014 12:28:09 GMT -5
I don't have the source, but they recently talked about wanting to support the game as long as there's a player base, but also that they have been working on it full tilt since before launch so they are looking forward to a bit of a break for a while so I wouldn't expect another major update soon. This one seems like a pretty hefty update after having played it finally.
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wittyscorpion
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Post by wittyscorpion on Jun 30, 2014 13:42:06 GMT -5
I just hit "Generation 2" last night. Yay me. Fun games yesterday Witty, when we had our group growing. Much easier than playing solo. Regarding your earlier comments, I am still seeing a lot of players that are still G1. With Kinect-less XONE just got started, E3 revealing the fall line up of E3 games and retailers pushing hard on next Gen deals, more and more players who were on hold of next gen purchase should now be making up their mind of what to buy. If buying XONE, Titanfall is a very attractive title, because it is the #1 sold and played XONE game. As of right now Titanfall has ~40% attachment rate to XONE purchase. I am expecting a "Christmas noob" phenomena for the next a few weeks. Not sure if I enjoy it that much though, because having a teammate (like a few you / aroc / I had yesterday) who goes 0-13 on Pilot vs. Pilot with single digit minion kills really screwed up the chances of winning the game. I don't have the source, but they recently talked about wanting to support the game as long as there's a player base, but also that they have been working on it full tilt since before launch so they are looking forward to a bit of a break for a while so I wouldn't expect another major update soon. This one seems like a pretty hefty update after having played it finally. In the interview it looks like they are planning to support the game throughout this year. Of course, it is largely depending on the size of the player base. With Destiny Beta coming in a month, full release on 09/09, and a large number of next gen focused games coming out in October / November, I am guess that the player base probably will start going downhill after 2nd DLC is released. As a reference, XONE release calendar for the rest of 2014 (for titles with dates announced): www.ign.com/games/upcoming/xbox-one?filter=latest
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Post by iw5000 on Jun 30, 2014 14:10:38 GMT -5
I am still finding a few 'hit or miss' games. Where in some games I seem to get in a nice flow, finding action. Getting minion kills, plus 5 to 8 pilot kills, plus 1 to 3 Titan kills.
Then other games, I just can't seem find people. I think with those, sometimes it has to do with the other team winning, and just sitting in Titans. They control the field with them, there simply aren't many pilots to find on a big map.
Question. Other pilots show up as a big red dot at times on a map. What causes them to show up? Is it them shooting? And if so, does silencer completely hide you from the radar?
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wittyscorpion
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Post by wittyscorpion on Jun 30, 2014 14:14:38 GMT -5
Question. Other pilots show up as a big red dot at times on a map. What causes them to show up? Is it them shooting? And if so, does silencer completely hide you from the radar? Answers to both questions are yes, just like how it works in CoD. The only exception is the new "Marked for Death" mode, in which case the "mark" will always be able to see the enemy players (at least the ones close to him) on the mini-map. This design is great, putting the mark and the assassin on a leveled playing field for the upcoming very intense gun fight.
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Post by iw5000 on Jun 30, 2014 15:01:57 GMT -5
It's amazing anyone runs around without a silencer in that game, seeing how big the maps are.
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mannon
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Post by mannon on Jun 30, 2014 15:17:29 GMT -5
The maps can be a little sparse at times. Minions help, but then people getting in titans takes them off the field unless you want to go pilot v titan. The key to keeping the flow going seems to be a combination of mobility and awareness, but mostly mobility. There are some burn cards that can help with awareness, plus the minion detector and that xray vision thing that I hate, (hate using, don't care if I'm killed by it). It helps to keep tabs on the titans as well and listen for cues. You can hear minions chattering about friendly and enemy pilots all the time even if they aren't shooting. Also keep an eye out for cloaked pilots as most players run cloak and will use it to cross open areas. Also watch for turrets changing teams. Even in attrition controlling turrets can be very useful and they are great pilot bait.
Generally what works best for me is to just keep moving, though. Use those walls, soldier!
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mannon
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Post by mannon on Jun 30, 2014 15:24:03 GMT -5
It's amazing anyone runs around without a silencer in that game, seeing how big the maps are. I used to run silencer on all my classes, now I almost never use it and rely on mobility. Sure peeps will get a blip when I shoot, but by the time they get there I'm gone or waiting and ready for them. I don't find silencers pay off very well except for minion farming. At least in attrition. I'm sure even in that mode there are some niche uses, but the better TTK's and HTK's are far more valuable to me.
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Post by iw5000 on Jun 30, 2014 16:46:04 GMT -5
Is there anything that counters the XRay vision perk?
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wittyscorpion
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Post by wittyscorpion on Jun 30, 2014 17:06:53 GMT -5
Is there anything that counters the XRay vision perk? The other 2 abilities counter it, sort of. Cloak: when cloaked, players are not discoverable by Active Pulse; Stim (and in general when players are moving fast): Active Pulse won't be able to keep up with the moving player; Active Pulse is best used as a counter camp er tool. Move near a group of minions, activate it, then try to find the human players among them.
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Den
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Post by Den on Jun 30, 2014 17:34:32 GMT -5
Is there anything that counters the XRay vision perk? Going fast and/or being invisible.
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Post by LeGitBeeSting on Jun 30, 2014 17:51:45 GMT -5
Gotta go fast. Gotta speed up. Way past cool. Cmon step it up.
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mannon
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Post by mannon on Jun 30, 2014 19:02:28 GMT -5
Honestly active pulse isn't that great. The pulses can't really keep up with fast moving pilots, and it overlays on top of normal vision so it's incredibly distracting once you actually have line of sight on someone. I also have a hard time distinguishing between people in front of a wall or behind it at times and waste time worrying about/aiming at people behind walls to figure out which is which. Sometimes it's useful, but mostly I don't like it and I certainly feel that it's less useful than either stim or cloak, which are both quite useful. (In fact now that I'm a bit more experienced than I used to be I'm even thinking stim is probably the best of the three except for pilot v titan. Cloak vs pilots seems to slow down people's reactions a bit unless you're in some nifty cover and sitting still, but the combination of faster movement and regen with stim makes you hard to beat with some defensive parkour.)
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Post by volgon on Jun 30, 2014 19:07:53 GMT -5
Stim master race
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wittyscorpion
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Post by wittyscorpion on Jul 1, 2014 0:59:30 GMT -5
Honestly active pulse isn't that great. The pulses can't really keep up with fast moving pilots, and it overlays on top of normal vision so it's incredibly distracting once you actually have line of sight on someone. I also have a hard time distinguishing between people in front of a wall or behind it at times and waste time worrying about/aiming at people behind walls to figure out which is which. Sometimes it's useful, but mostly I don't like it and I certainly feel that it's less useful than either stim or cloak, which are both quite useful. (In fact now that I'm a bit more experienced than I used to be I'm even thinking stim is probably the best of the three except for pilot v titan. Cloak vs pilots seems to slow down people's reactions a bit unless you're in some nifty cover and sitting still, but the combination of faster movement and regen with stim makes you hard to beat with some defensive parkour.) Dumien would disagree. When I play with him, he seems to run with Active Pulse all the time and can manage to be the MVP of our team most of the time. I'll let him speak to how he uses it effectively.
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Dumien
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Post by Dumien on Jul 1, 2014 2:57:21 GMT -5
We will have to play some games Stone.
I think all three abilities are fantastic Witty.
I see cloak as an anti-titan ability more than anything. It isn't that great against fooling humans (read: me) and I have well below average eye-sight. The problem with cloak is you never know when it is going to actually help you unless you are intentionally playing the long range game. Stim is mainly useful in one versus multiple enemy scenarios and situations you can't plan for, but are still alive to activate it. Stim is the most fun to use and provides the flashiest gameplay. It is the only ability where you get your planned result each and every time you use it, useful against titans and pilots.
Radar Pulse is akin to having sitrep pro in MW3. It is for staying alive and ending pilot v pilot engagements before they begin (far better before the satchel charge nerf). It combos wonderfully with minion detector to parse out the real human by process of elimination. It strengthens your pilot matchup and slightly decreases your titan matchup. Know that most players rush in and cloak as soon as they get to the center of the map at the beginning of the game (attrition) rendering it useless. After that initial rush though...you are golden. Many players will be fighting for high ground. The process of elimination gets much easier... Grunts never make it to rooftops...
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mannon
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Post by mannon on Jul 1, 2014 8:54:57 GMT -5
Yeah I can see active pulse having it's uses, but for me turning it on is a buff vs all the people I can't shoot yet (through walls) and a nerf against anyone actually in my line of sight. Maybe if I use it more I'll get used to it, but aside from it being distracting I find it to be literally obstructive at longer ranges because you can't make out exactly what your target is doing behind the last pulse unless they move far enough from it. And that increases my reaction time to adjust my aim to their movements. I dunno, I just have a hard time liking it in the current incarnation. I would really prefer the effect be muted when not going xray through walls and such or something.
I think more than the others it requires an experienced player... or a shotgun. ;3 Or smartgun seems like a good fit, too.
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wittyscorpion
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Post by wittyscorpion on Jul 1, 2014 11:15:47 GMT -5
It probably goes without saying (not obvious to me at first though), the key to use the 3 abilities more effectively is to choose the right moment to activate it. Stim: at the beginning I was using this as a "super" sprint - as soon as it becomes available I activate it to get the speed boost. Later I realized that this is not the best way to use this ability, I was using it as a crutch to make up for my incompetence of wall running. As I get better at parkour, I fount it usually the best to keep this at reserve until midst of a gun flight, e.g.: 1) I got shot first, use Stim to level the playing field a little bit or simply run away, 2) in a gun fight that evasive maneuvers are the decisive factor, Stim will help both the movement and health recovery; 3) 1 v N situation, etc. Cloak: at the beginning I use this when moving through the open field. It is an acceptable way to use it, but now I don't think it is the best. For a player who has good map knowledge, decent parkour skills, and solid enough understanding of where the enemy pilots are likely to be based on the minion activities, it is not hard to choose a route where he can reach desired target area quickly and safely. If that's the case, Cloak is probably best reserved to use after a successful gun fight, along with an un-silenced weapon, to ambush red dot rushers, while taking a breather to reload and/or recover health. Active Pulse: like mannon, this is my least favorite abilities. The biggest issues I have with it are: a) it does not work all the time as explained in previous discussions, b) the cool down is a bit too long, and most importantly c) it is very good against crappy opponents, but not as effective against good opponents, so for win/loss focused players like me it is not very useful. For K/D focused players on the other hand, this might be a very good choice. Nowadays I use Active Pulse when I need to complete weapon challenges, to make up my insecurity when using a weapon that I am not extremely confident about.
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Post by daftpunk on Jul 1, 2014 12:02:15 GMT -5
It's amazing anyone runs around without a silencer in that game, seeing how big the maps are. Silencers are for the call of duty crowd , as said get good get fast and you will never be that blip on the radar The amount of idiots i kill who camp an area with a unsilenced gun must be dumb COD players..
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Post by volgon on Jul 1, 2014 12:59:05 GMT -5
I am still finding a few 'hit or miss' games. Where in some games I seem to get in a nice flow, finding action. Getting minion kills, plus 5 to 8 pilot kills, plus 1 to 3 Titan kills. Then other games, I just can't seem find people. I think with those, sometimes it has to do with the other team winning, and just sitting in Titans. They control the field with them, there simply aren't many pilots to find on a big map. Question. Other pilots show up as a big red dot at times on a map. What causes them to show up? Is it them shooting? And if so, does silencer completely hide you from the radar? You're only Gen 2 so it'll probably take you more time to determine the typical routes and hot spots. You have a good sense of game knowledge in COD so after you get enough Titanfall experience you should be just fine. Some general advice I can give for Attrition (to anyone who needs it): - The opening route you take is important in determining the pace of the game. Whichever team is first to fall has a massive advantage. Take direct opening routes and use Stim to get there first.
- To somewhat tie in with the previous point, if I drop the first titan, I like to use the chaingun. Attrition is all about momentum and pushing your titan advantage. First titan + chaingun makes you a farming MACHINE. You can build a large score gap before the other team gets their titans this way.
- Minion Detector is the best pilot perk for Attrition. It's also the only perk worth using in that tier.
- Core accelerator is the best titan perk. I think it charges 2x faster? Which is pretty significant when doing stuff like shooting titans which gives you chunks of time off the core timer.
- Silencers really aren't particularly useful. Silenced weapons are easy to hear and lose one BTK at all ranges vs unsilenced (So the carbine kills in 5-6 instead of 4-5, all the time).
- Sound whoring footsteps does exist, and nobody uses the Dead Silence perk.
If there's interest, I can make a thread detailing my opening routes/hotspots. It's one of the best times to score lots of points. Heavy minion + pilot concentration, good skill and a little bit of luck can get you a lot of points very quickly.
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mannon
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Post by mannon on Jul 1, 2014 13:19:37 GMT -5
I'm also gonna pipe in with don't be afraid to ride a buddy titan's shoulder. When you're up there you're protected by the titan's shields (while it has them) so just keep an eye on how it's doing and bail if it's gonna go. But it's actually a great combo because with you up there that titan now cannot be rodeoed and effectively has an autonomous shoulder mounted turret with both anti infantry and anti titan weapons, and potentially access to arc grenades. It's kinda amazing. I had a blast riding my brother's titan for like five minutes the end of one match last week, me with my archer missiles him in his stryder. We were unstoppable, and it was hilarious watching enemy pilots jumping around and not being able to rodeo. I could just take pot shots at them with impunity.
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wittyscorpion
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Post by wittyscorpion on Jul 1, 2014 13:54:55 GMT -5
Talking about first to fall and getting an early jump on the oppositions, I am going with the following class:
Smart Pistol with Enhanced Targeting Stim Power Cell Minion Detector
Stryder w/Arc Cannon + Quick Dash + Core Accelerator
Keys to use this set up:
1) go for hordes of minions and maximize # kills per trigger pull 2) ALWAYS swap secondary with a dropped minion weapon as soon as possible: Carbine / R97 / EVA are all excellent choices; 3) Get to Titanfall quickly, then use speed to track down and zap group of minions
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Post by iw5000 on Jul 1, 2014 13:55:54 GMT -5
Great tips!
I would be interested in the direct routes/lines to take.
for the record if I haven't said so, I like this game a lot.
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Post by volgon on Jul 1, 2014 14:52:00 GMT -5
Here is a test run, I don't record video or anything so MSPaint and text is the best I've got. If this works, I'll make a new thread and post them all there. Orange = Militia spawn, Blue = IMC spawn Primary Areas of Engagement: Hangar (red), Turret (Brown), Turret Alley (Purple) The Hangar is the main source of action from the beginning of the game towards mid game, when more titans start dropping. It is straight ahead of both factions' initial spawn points, making it an obvious area to run to at the beginning of the match. Note that the Hangar itself is made up of 3 levels: the ground floor (with one long armory room on each side of the hangar), armory roof, and hangar roof. By taking the opening routes shown in orange and blue (climbing up the storage containers, running down the path and entering the hangar on to armory roof via the windows), you'll have a wide field of view of incoming enemies, as minions pour into the Hangar at the start of the game. Areas to watch for (potential enemy pilot routes) are marked as diagonal lines in orange and blue, with each color corresponding to the areas that faction should watch out for (so orange diagonal lines = when spawning as Militia, watch these areas). Don't forget that some enemy pilots may travel down the armory side rooms on the ground floor, so you'll have to watch ahead of you and be aware of enemy pilots killing friendly minions below you. Once battle lines begin to break down and titans begin to drop, the action will typically shift towards the Militia spawn. The Militia spawn has strong titan cover (green markings) from which you can battle enemy titans at the opposite end of titan alley or coming through the hangar. The rest of the map isn't usually used for much more than travel. The IMC will use the triple landing pad route (yellow) to get a high ground advantage over Militia spawn, allowing them to fire at the turret or downward at enemy titans in Militia spawn. The roof of the fueling station (circled in grey) can be used by pilots as a high ground location for attacking enemy titans if necessary. It provides nearly complete cover from every sightline on the map except hangar roof. Overall the map's primary hotspots involve long sightlines, many of which are narrow. For pilots, I'd suggest using the R101C, Hemlok, or G2A4 due to the need for range and accuracy. For titans, I'd recommend the 40mm or Chaingun with Cluster missiles. Titans fighting on opposite sides of the hangar and turret alley are common, so you want a strong ranged weapon. Cluster missiles are useful in the cramped areas of the map where titans have less maneuverability, or for locking down chokepoints.
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wittyscorpion
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Post by wittyscorpion on Jul 1, 2014 14:54:04 GMT -5
Great post, you should make a dedicated thread for this topic.
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mannon
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Post by mannon on Jul 1, 2014 15:28:32 GMT -5
Is it just me or do those locations not match up at all with where they point to on the map? For example the Air Traffic Control Tower is pointing to the hangar on the map, Big Ramp is pointing to the Fuel Hub on map, Hanger is actually pointing at a Turret, ect... Other than that. There's a decent series on Tucker Plays Games with Parkour tips and routes for each map. Those are worth watching. www.youtube.com/user/tuckerplaysgames/videos
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