banana
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Post by banana on May 27, 2014 16:00:51 GMT -5
^
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mannon
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Post by mannon on May 27, 2014 16:36:56 GMT -5
Very good in many ways, though some people aren't as into it.
High mobility, TTK slightly longer than CoD, epilogue is brilliant, parkour is fun, the maps are great. Most of the weapons are pretty standard, but the shooting mechanics are pretty solid, and should be familiar to any CoD player.
Some things take getting used to. Campaign is bleh and if people drop you may have to start over just to get through it and winning or losing doesn't even matter. Game modes other than attrition are sometimes a ghost town, which becomes self reinforcing as people gravitate to attrition just to avoid waiting for matches. There's no way to play the maps alone just to learn them unless you have a friend to private match with as private matches require 2 or more players. It can be frustrating if you get steamrolled by nearly a full team of enemy titans and is pretty much impossible to come back from in pubs. Parkour learning curve means you will get hung up on things when you meant to do something else, you will miss jumps, and you will wall or ledge grab when you didn't want to. (But it's worth learning.)
I dunno. My gripes with the game are mostly minor. Like the in game Oragin overlay doesn't work if you're running fraps. *shrug* Some people have difficulty running the game as well, although I don't know why. It runs really smooth for me except for the long load times. I don't know why the long load times either. Even moving the game to my SSD did almost nothing to the load times so it's not really a disk read issue. I say give it a try, it's fun and sufficiently different to be worth a go.
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Den
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Post by Den on May 27, 2014 19:14:03 GMT -5
It has a high learning curve, especially if you've been teething on the console shooters of the past decade. It has way more in common with the high mobility shooters of the late 90s than say Call of Duty. A lot of players I see in Gen1 and Gen2 complain a lot about how the game isn't like what they're used to, but pretty much everyone who can stick it out and come to understand the game all enjoy the heck out of it.
While most of the Pilot weapons are straightforward conventional weapons like machineguns, Some of the weapons as well as most Anti-Titan weapons and Titan weapons are more exotic and have a lot of subtle nuance to their function and effectiveness. The arsenal is smaller in number compared to bloated arsenals of COD and BF's long list of machineguns that all do the same thing, but Titanfall's armory is way bigger in variety and situational strengths.
It's the most fun I've had with a shooter since near the turn of the century. And despite the requirement to use Origin to play it (primary gripe next to the matchmaking system), the PC is the only way to play Titanfall. Discussions I've had with xbone Titanfall players who see PC gameplay think its a completely different game given how much faster and maneuverable the average PC player is over the average console player. PC users chaining together lengthly wall runs, hardly touching the ground and maintaining the roughly 25+ MPH maximum speed as often as possible, only stopping to take an accurate shot, flying over and treating the minions roaming the map like ants. The average console player running on foot, hardly using any verticality besides climbing on to roofs and tactical loitering, minimal wallrun chains being used and because they're grounded so much, they focus way more on the grunts that litter the ground.
The load times are lengthly, most likely due to the matchmaking system having to prepare a server that then loads the map before anyone can even start getting in, hence why installing on an SSD and/or having a very powerful system and/or using low texture settings doesn't do much for load times on your end.
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Will
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Post by Will on May 27, 2014 20:22:25 GMT -5
And being fully capable of stringing my wallruns on console, I love being able to take advantage of the "average console player" that Den mentioned. I don't think I have gone a single match without being the MVP since like G2. (I am now G10).
I don't think it's technically much harder to do awesome parkour combos on console, I just think the average console player is a COD fanboy that can't wrap their mind around a new movement system.
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Dumien
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Post by Dumien on May 28, 2014 3:57:14 GMT -5
Anything that reminds me in the slightest of Gunz: The Duel has to be a good game.
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mannon
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Post by mannon on May 28, 2014 8:49:39 GMT -5
I didn't realize XBone community was so different. Even on PC in most games it seems like I always see a couple of ground skuttling muggles. ;3 Not that I'm one to talk. I try to parkour as much as I can, but I'm still having difficulty learning routes without being able to load up 1 player private matches to practice in. hmmm...
Den's right about the titan and anti-titan weapons being more varied and nuanced. I thought about mentioning it, but felt I was being too wordy as is. ;p I guess the only notably different pilot weapon is the smart pistol. Some players deride it for being nooby, but it looses to anything else in a strait up fight, I'd say even including vs out of the shotgun's effective range as you still have to be fairly close for the lock and with the mobility in this game that guy with a shotgun can either break your lock or close the distance before you finish locking unless caught completely out in the open. Vs pilots it's definitely an ambush weapon. Though you can still get a good number of pilot kills when you play to it's strengths. And of course it eats minions like goldfish crackers. ;3 I switch to my smart pistol loadout just for a change of pace or when I just want to sprint nonstop and parkour (Run N Gun). (For that matter I think it will start a lock-on while you're sprinting even without run n gun and only have to stop sprinting to shoot, but I don't recall.) I don't bother silencing it anymore as the lockon time vs pilots is abysmal when silenced, but you don't fire it full auto anyway. I just keep moving. Some anti-titan weapons can also be used effectively vs pilots and minions (situationally) as well, something I often tend to forget.
Here's hoping they keep the game alive and kicking as well as constantly improving for a while. I'm also having more fun with it than I've had with a multiplayer shooter in ages.
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Post by Pegasus Actual on May 28, 2014 8:49:56 GMT -5
I'll echo that console players are true potatoes. A lot more guys that just sit in a window mashing the cloak button waiting for someone to run by. The problem for them is that classic COD tactical loitering tactics are less effective in this game by design. Kind of sad, some of these guys. I think one problem with them figuring out the mobility is that a Bumper Jumper variant isn't the default. You either need that or you need to be Claw guy if you really want to nail the movement. Once XIM4 launches the good times will really roll on Xbox One with this game. If you're looking at the PC version, it's cheaper if you buy it while logged into a mexican proxy, and it has gone on sale a few times, so chances are you don't have to pay full price if you're at all patient. I think the Xbox One disc version has been on sale a bit here and there as well. Anyway, easily the most fun I've had online with a shooter since at least MW2.
I'll also say I'm really enjoying the first map pack. It shows they understand what aspects of the maps are working for the game, and also that they're willing to try some new things (dat tree parkour).
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mannon
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Post by mannon on May 28, 2014 9:18:07 GMT -5
Yeah tactical loitering in windows is not really recommended. You cover the doorways in and peeps be coming through the windows. You think being on the second story makes the windows safe... nope. Or they'll just toss an arc grenade or two in at you.
I have found that there are at least some locations that actually are pretty decent for prolonged tactical loitering (as opposed to 1 to 3 kills then move style tactical loitering). Most of these locations seem actually designed for it, and require parkour to reach them. Map knowledge is definitely rewarded as is parkour skill. Though even those locations have vulnerabilities. I think most players just don't know about them.
I have to agree about the map pack. The standard maps are all quite good. There's a couple that seem a little too flat and open making them more problematic as a pilot once the titans come out, but once you learn some parkour and find some zip lines you can usually mitigate that. The new maps seem even better, though.
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Post by daftpunk on May 28, 2014 12:33:25 GMT -5
XB1 gamer here , love the game , havent played COD since this game came out , pretty much what all the chaps above said...
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wittyscorpion
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Post by wittyscorpion on May 28, 2014 13:57:16 GMT -5
Below is what I posted in the "longevity discussion" thread, regarding fun to be had in this game:
Each of these aspects is distinctive enough for its own fun, and if you can chain them together throughout the game the fun will be multiplied.
Titanfall does have a high learning curve. For a new player, 1 or 2 "generations" (equivalent to prestige in CoD) are usually needed to have a solid grasp of all the aspects mentioned above. Fortunately, Respawn tried their best to make this easier, by
1) offering the best (or the easiest to use) weapon/ability options right off the gate; 2) populating the maps with minions for you to find and shoot; 3) giving you Titans no matter how bad you are doing; 4) letting you run Titans in auto mode if you don't feel comfortable playing in Titans at the beginning;
There are plenty of complaints about the game, but none of them are about the fun of core game play. These complaints are usually revolved around one central theme: "there is not much to play for beyond run and gun":
1) Player stats are private so can't brag. As an extension of this, it is not a great game for YouTube/Twitch, so there are much less "player generated" advertisement; 2) No weapon customizations (e.g. camo) to grind for; 3) Not much weapon/ability variety to experiment (and have fun) with by tweaking loadouts;
In a nutshell, if you want to play a game just for the pure run & gun fun, Titanfall is a great option. If you want things beyond that (bragging rights, customizations, loadout variety, etc), you'll probably feel bored after playing for a few weeks.
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Will
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Post by Will on May 28, 2014 21:11:03 GMT -5
Anything that reminds me in the slightest of Gunz: The Duel has to be a good game. Dat slashshot doe. Man I sure do miss that game. Dungeon was such a sick map.
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Dumien
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Post by Dumien on May 28, 2014 21:38:44 GMT -5
Yeah I loved the mix of PvP and Co-op. Once you got good enough to solo boss fights like that big homing missile guy...you really felt badass.
Also Attack&Defense was awesome. It was my SnD before I knew SnD was a thing. That was back when you could have community generated/enforced gametypes because the community wasn't necessarily toxic.
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wwaa
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Post by wwaa on Jun 3, 2014 3:47:06 GMT -5
I played T for 3 hrs a month ago. 1st game I was 30-3 or similar. I thought I was 3-3, lol, a lot of long range kills not confirmed clearly enough ....
First impressions v good. MW2 environment on steroids. Movement, action, explosions.
I play solo cod-shooters for challenges (camo, unlocks, emblems, titles, etc) and stats, rarely for wins as vary rarely I get a team that wants to win at any cost, if so I join them. I ignore all friend-invites: real warriors do not read books and have zero friends.....
I do not get this "titan" idea, how to swap? I tried and failed to use anything but my assault rifle. Keyboard buttons: a mess... When my kills do not matter, win conditions are vague, titan thing is strange, stats do not exist, no challenges in sight, what is this game all about? Running as a giant robot around? No wonder I almast forgot Titanfall still being installed...
Couldn't devs remove robots and offer a plain vanilla shooter?
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Tl,dr: I do not undestand Titanfall and cannot play it; looks much too complicated, although it is 10*better than any BF I 've played till now....
Without dev's reorientation on individual stats&challenges I have v little interest to play (l2p) Titanfall again.
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mannon
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Post by mannon on Jun 3, 2014 9:44:53 GMT -5
30-3 is pretty decent, though I'm guessing that was not 30 pilot kills but total kills. If it was pilot kills that's really damn good.
There are some unlocks in TF, but not as many as CoD, though some people are enjoying the regen system so that adds longevity to the progression.
Titans aren't as complicated as they seem. Everyone's titan is on a timer. The game will tell you how many minutes until your titan is ready. Kills then earn you time off that timer so you can get it quicker. I haven't played objective modes much, but objective related stuff like capturing and defending might earn time off the timer as well. When your titan is ready you hit a key to call it down, the default is V. Or you can respawn in it if it is available but not deployed when you die. To get in your titan get close and hold down your use key. The default is E and there is an on screen prompt. You can also get out again by holding it down, and you have fresh ammo everytime you do. When your titan is "doomed" it WILL die and soon and you can spam E 3 times to eject, or you can hit X first and spam E 3 times to eject at any time, which is quite useful if you want to go nuclear unexpectedly and also robs enemies of a titan kill. I recommend a macro programmed to do "XEEEEE" for instant ejects. If you're on food hitting V toggles guard mode which makes your titan stay put facing the way you're looking and it will defend that spot instead of following you.
The assault rifle is by far the easiest weapon to use, especially for new players. It's okay to stick to it for a while as you get the hang of it. I did for quite a long time and still use it sometimes. If you have trouble with a weapon grab minion detector and hunt the minions while you get used to it. This is also what unlocks most of the attachments and sites. Most of the weapons are less versatile than the carbine, but serviceable. The CAR and shotgun can do some serious work as well, but you gotta get close. Sniping is not easy at all. Put it off until you've learned the maps and such.
I've found most of the keys pretty decent, though I always change my movement keys to my standard WESD. You can just rebind everything you want including hold or toggle aim, crouch. I recommend delayed autosprint. It beats tapping Shift every 2 seconds to make sure you're sprinting. ADS cancels sprint anyway and it only autosprints when you move forward. Sprinting is a bit more forgiving than CoD so you want to be doing it a LOT more often.
Your kills absolutely do matter. Every kill you get, in fact every bit of damage you do helps get your titan out faster. As for win conditions most game modes are fairly strait forward. You've got your standard capture points style mode, CTF, Last Titan Standing is self explanitory. I think Pilot hunter is just normal team deathmatch where only pilot kills count. Attrition is slightly more vague, but only because there's so much going on it's hard to pay attention to all the information the game gives you during a game. In attrition it's the attrition points that win the game, and those are earned by killing pilots, minions, and titans, and they are worth different amounts so just murder everything you can as fast as you can and try not to die too much and feed the enemy team. This is where manual eject can be great as doing it before your titan gets doomed robs the enemy of a lot of points. Unfortunately the scoreboard shows your deaths, but not how many titan kills you give up. Any time you have a hard time in attrition just switch to farming minions. It helps your team, unlocks stuff, earns XP, speeds up titan availability, and builds your skills. So that's always better than zerg rushing the same few pilots over and over. The game will display the points you earn every time you do something that earns attrition points.
There are some stats. It's not super robust, but it's there. May have to level up to unlock the stats menu, I don't recall. Challenges also unlock after a couple levels and are the means of unlocking weapon attachments. They can also earn you lots of great burn cards.
As for what the game is about... It's about a power fantasy where you get to be a fast moving gun ballet badass with your very own giant badass robot as well. The game isn't terribly deep, but it is very well put together.
It's not a terribly complex game, but it does have nuances to it. Some other things to keep in mind: Learn to parkour for fun and profit, but don't bother trying to get too fancy with a kill when someone is already shooting at you, this is not the Matrix and wallrunning does not make bullets automatically miss you. Hack turrets and Spectres for defense, and their kills count for you. Even if they only kill Grunts that's decent. Cloak is better vs titans, but they can see your jets so watch your parkour if a titan is after you. Silenced weapons are good for minion farming and ambushing pilots, but tougher to fight head to head with so ajust tactics as needed and don't overcommit to engagements you probably won't win. Use the ziplines to gain some more fast routes. Rodeoing a Titan is cool, but dangerous. Watch for electric smoke or for the titan to kneel and stop moving as the latter means the pilot is probably getting out to deal with you, and be especially careful of approaching from the ground as you have to get quite high to avoid being crushed. Your own titanfall can't hurt you or teammates so it's safe to stand right where it's dropping. Use your burn cards! Letting your deck get full will cost you lots of really good cards. Discard anything you won't use. Don't ignore the smart pistol. Yes it's an auto aim weapon, but it's not just for noobs. It's for minion farming and ambushing pilots while parkouring around the map like a madman and the most mobile weapon in the game. Play the tutorial, it doesn't explain everything, but it's a start. Try watching some vids. It can be hectic trying to learn everything while playing live matches. Sometimes if you sit back and watch you pick up on things you otherwise might miss.
If you have any specific questions just ask.
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wwaa
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Post by wwaa on Jun 4, 2014 4:30:52 GMT -5
Great, thank you,
I played Attrition; game says I should try it first, but this gamemode is a mess.... No bloody idea what is going on.... Two batallions of creatures fighting each other ...
I 'll try to find more kill-oriented games, TDM style..... Or even FFA. 1GB download yesterday, maybe some new stuff added....
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mannon
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Post by mannon on Jun 4, 2014 7:22:38 GMT -5
Attrition actually is kill oriented, it's just that killing everything counts, not just other players. You shoot everything that moves. It's a big mess of a battle, but still roughly TDM, especially since a lot of players ignore the minions and just go for pilot kills. There's so much mobility that teams don't really tend to take and keep territory, though. At least not until the titans are out. But watch the minion spawns. Pilots usually spawn in the same areas as well.
Definitely try some other game modes if you want more structure. Or even campaign as it's kind of a grab bag. I don't know if there is a FFA. But then I've really only played two game modes so far. I usually just hop on attrition as it's the easiest to get a game and I like it decently well.
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wittyscorpion
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Post by wittyscorpion on Jun 4, 2014 13:42:07 GMT -5
wwaa: if you hate minions and Titans at the beginning, you can play hardpoint. Just patrol around the flags (the ones not accessible by Titans) and you'll have a much higher number of encounters with pilots. However, I would suggest to throw CoD mentality out of the window because you'll miss a lot of fun. It has a lot more dimensions (parkour, Titan vs. Titan fighting, Titan vs. Pilot, rodeo duels, etc) than CoD and initially you may feel your mind is too "crowded". But if you can hang in there and play the game long enough (like through the 1st generation), you'll start seeing more and more attractions of the game. Every dimension mentioned above can become much more fun once you are more experienced with it, and in games where you can chain them all together into a seamless flow experience, the fun is multiplied, like: 1) Beginning phase: parkour-enhanced high speed rush to the clusters of minions to kill minions and pilots; 2) Lots of quick kills from 1 earn you a quick Titanfall; 3) Own the battlefield with you Titan by crashing other Titans and ants-like foot soldiers (which will earn you "Core Ability" that turns your Titan into super Titans); 4) When you are not in your Titan, rodeo enemy Titans so your team can establish and/or maintain Titan superiority. With Titan superiority, patrol the maps in parkour-enhanced high speed and hunt down enemy pilots who are afraid to move; If I were to give a single advice to new players, it would be "don't judge only after you play through the first generation". Things you complain now could very well become enjoyable later when you have a better understanding of how the game plays.
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mannon
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Post by mannon on Jun 4, 2014 14:20:33 GMT -5
Yeah the game definitely changes the more experience you get. I spent the first half of my first gen being very conservative and cautious and I felt like I had to use suppressed weapons nearly all the time to avoid being pwned by pilots left and right.
Now I barely ever use silenced weapons, and could give a huff. Instead I focus on movement. I play more like a fighter pilot. I start by getting height, and speed, both of which are to your advantage, then I patrol. Unlike CoD most of the time when I spot a pilot there's not an immediate engagement, but rather a moment where I decide how to engage, preferably flanking without revealing myself before the attack. Of course if they see me as well, but we're both still outside our preferred ranges then there's a bit of a dance to see who can engage effectively first. If you have the height and speed advantage usually you can dictate the engagement or disengage if you're at a disadvantage, (something really important to learn with the smart pistol). Of course it all happens really fast and that's also the point. TTK is a bit longer than CoD, but I don't get in many knock down drag out fights. Engagements are usually over quickly, and if I'm still alive I get moving again immediately and watching for pilots drawn to the radar blip.
But even this barely scratches the surface. I usually treat minions as targets of opportunity, but I don't ignore them and sometimes it's worth focusing on them.
Pilot vs Titan is an interesting game of cat and mouse where both are hunter and hunted. Pilots on foot have to be clever and agile, and pilots in titans have to be aware of their surroundings and quick to react. It can be extremely tense when a titan is gunning for you, and extremely rewarding taking one down. Then of course titan v titan is usually an all out slugfest, but does have it's own nuances as well.
Definitely forget CoD as most of the lessons from CoD will get you murdered in TF, but hang in there. The game is even more fun when you've got the big picture and some parkour skills.
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wittyscorpion
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Post by wittyscorpion on Jun 4, 2014 14:50:54 GMT -5
Yeah the game definitely changes the more experience you get. I spent the first half of my first gen being very conservative and cautious and I felt like I had to use suppressed weapons nearly all the time to avoid being pwned by pilots left and right. Now I barely ever use silenced weapons, and could give a huff. Instead I focus on movement. I play more like a fighter pilot. I start by getting height, and speed, both of which are to your advantage, then I patrol. Unlike CoD most of the time when I spot a pilot there's not an immediate engagement, but rather a moment where I decide how to engage, preferably flanking without revealing myself before the attack. Of course if they see me as well, but we're both still outside our preferred ranges then there's a bit of a dance to see who can engage effectively first. If you have the height and speed advantage usually you can dictate the engagement or disengage if you're at a disadvantage, (something really important to learn with the smart pistol). Of course it all happens really fast and that's also the point. TTK is a bit longer than CoD, but I don't get in many knock down drag out fights. Engagements are usually over quickly, and if I'm still alive I get moving again immediately and watching for pilots drawn to the radar blip. But even this barely scratches the surface. I usually treat minions as targets of opportunity, but I don't ignore them and sometimes it's worth focusing on them. Pilot vs Titan is an interesting game of cat and mouse where both are hunter and hunted. Pilots on foot have to be clever and agile, and pilots in titans have to be aware of their surroundings and quick to react. It can be extremely tense when a titan is gunning for you, and extremely rewarding taking one down. Then of course titan v titan is usually an all out slugfest, but does have it's own nuances as well. Definitely forget CoD as most of the lessons from CoD will get you murdered in TF, but hang in there. The game is even more fun when you've got the big picture and some parkour skills. Exactly my recent experience as well, very well said. Once you are capable and feel comfortable of running around in high speed, you do get that "eagle" like feeling when you are in the flow: constant movement, examining the battlefield from superior positioning and strike when opportunity presents themselves.
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tiesieman
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Post by tiesieman on Jun 4, 2014 15:27:19 GMT -5
I don't know, it wasn't able to captivate me longer than 20 hours or so.
The parkour is definitely the best part of the game, but I still felt like something was off. Due to how maps have to be set up to support both small dudes as well as titans running around, I never felt really going nuts with the parkouring and that every gunfight essentially takes place with both feet on the ground
Which leads to the biggest problem I have with TF; the gunplay. It's pretty garbage. It's basically a Call of Duty-ish gunplay setup adjusted for slightly higher paces and I don't think it really works. Every weapon feels bland and floaty. They were much to conservative here. Can't expect things like spinfusors of course (god I miss tribes) but I feel like parkouring and that style of gunplay clash
I don't know what the playerbase numbers are like now, but they've been lowering and I think that can be attributed to the complete lack of a metagame. There's challenges and prestige, but with how small the playerbase was, I didn't feel compelled to play anymore after playing around a bit with every gun and titan combinations and stuff. There's just not much to the game aside from the gameplay itself. It's a weird argument I know, but I think it truly matters nowadays
Besides that, there's definitely fun to be had if you just want a solid shooter. Hope Respawn improves alot though, if there's even gonna be Titanfall 2.
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mannon
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Post by mannon on Jun 4, 2014 16:11:40 GMT -5
The game definitely needs... more. More guns, more unlocks, customization would be great, ect. And most of the pilot primary and secondary weapons are pretty bog standard. Though I don't feel like they are floaty at all. The longer TTKs felt odd at first, but I've gotten the hang of it and I like it. You can still kill or die very fast, but it's usually not quite so instantaneous. I think the weapons need tinkering, more to make them interesting than anything.
I feel like the weapons start to make more sense the more you get the hang of the game, though. When I first started the maps felt rather awkward to me with such open spaces for the titans to fight in and parkour didn't really seem to fill the gap. What was missing, though was map knowledge and player skill. Now I usually find ways of traversing even the most open maps without having to resort to clodding around on foot between buildings, and on many maps I don't touch the ground unless I want to, or screw up, especially the DLC maps.
Some of it can get a bit samey samey without a tone of weapons and attachments and not really very many game modes, ect.
Personally I'm still really enjoying the game and I actually quite like a lot of the weapons, though they aren't particularly unique. The guns are definitely familiar to CoD, and seem to use the same mechanics. But they also seem to have set them up just a little differently to suit the game. I really like how you can have a game with so much more openness to the maps with really great medium and long range weapons, and yet still have the mobility to make shorter ranged weapons viable and fun.
It won't appeal to everybody, but it's definitely my new favorite shooter and I'm quite looking forward to the sequel whenever it comes around.
(As for dat spinfusor, hells yeah. I loved Tribes 2, and even rather enjoyed the FTP Tribes: Ascend, though I just haven't played it enough. I would definitely like to see TF get more experimental with the weapons and maybe learn from Tribes as well.)
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wittyscorpion
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Post by wittyscorpion on Jun 4, 2014 16:12:40 GMT -5
tiesieman: your impressions regarding Gun Play are pretty typical for 20 hours in from a CoD veteran. I did feel similar when I was at that stage, and I heard the same from some of my friends on XBL. Too bad the game is not captivating enough to keep you playing longer, because I am sure that your opinion would change if you put in more time. I'll offer three aspects that back up my arguments of why opinions about gun play can change: Aspect #1: Gun play in Titanfall is meant to be built on top of movement, which mannon and I attempted to explain with our earlier posts. A strong Titanfall pilot is alway on the move, constantly surveying the environments to figure out the best way to maintain the high speed and the best route to reach desired destinations without losing momentum. Desired destinations can be game objectives, intel from mini map, and clues from audio. This style of movement is the foundation for effective Pilot vs. Pilot gun play (as well as the map design, another issue you have with the game that you would need a bit more time to appreciate). This is hard to explain with words. Check out the pilot weapon series of this guys YouTube channel to see what I mean: www.youtube.com/channel/UCP66nnrsoxc01bZEh1UKEFQWhen played this way, it is my opinion that the gun play is more exciting than CoD. Yes, it still has a fast TTK, but a skilled player has a significantly higher chance to win gun fights (using evasive maneuvers while shooting), and when in trouble, a much higher chance of a successful escape. Aspect #2: the weapons. Once you truly experienced aspect #1, the choice of pilot weapons suddenly become richer than they seem to be (at the beginning I can only use Carbine with suppressor, but now I feel comfortable of most weapons without suppressor). Each weapon has its place if used properly, attachments often bring in unique new experience, and the amped version is fresh and powerful when compared with the base version. I never felt weapon variety is a problem in Titanfall. Aspect #3: Titan vs. Titan gun play. This is a completely different experience and is often hated by CoD players at the beginning (mainly because constantly getting killed by other more experienced Titans or rodeo pilots), but they are really fun once you got a hang of it. The weapon variety + defense ability variety + chasis style difference + the smart usage of Core Ability can give you lots of different ways to play.
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mannon
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Post by mannon on Jun 4, 2014 16:24:48 GMT -5
The titans are amazing and a great change of pace. I've got more kills with the Triple Play, (the 3 bomb firing grenade launcher titan weapon) than any other weapon in the game and I just adore it. Mixing it up in the titans is great and tactically deeper than it seems at first.
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tiesieman
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Post by tiesieman on Jun 5, 2014 3:59:54 GMT -5
Actually, the last CoD game I've really played is Black Ops (and a bit of blops 2 I guess) so I wouldn't see myself as a cod veteran by any means
I just feel like there's games that tie movement with a combat system muuuch better than Titanfall did. Like Gears did with its cover system which could be abused/used to do some flashy moves while shooting. Or like Tribes with its great speeds and verticality contrasted with slow moving projectiles and splash damage. In those two examples there was great depth to the gunplay, blue plating somebody (hitting a dude mid-air with a slow moving disc) was truly satisfying. Titanfalls floaty gunplay doesnt really create those kind of moments
The titan on titan gameplay is significantly better though
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wittyscorpion
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Post by wittyscorpion on Jun 5, 2014 12:43:41 GMT -5
I see, so you are not comparing Titanfall's gun play with CoD.
In Pilot vs. Pilot gun play Respawn did not deviate much from CoD. It is not surprising because 1) they are coming from CoD roots, and 2) they want to attract CoD crowd and gun play is the only aspect that can make CoD players feel at home. Their plan is to lure CoD players over with familiar gun play, and hopefully get them excited about other aspects once they are in.
As I mentioned earlier, if just comparing gun play of Titanfall vs. CoD I strongly prefer Titanfall. Partly because of the dedicated servers, partly because of the slightly longer TTK, and partly because of the much richer evasive maneuvers: in Titanfall if I lose a gun fight I know I got outplayed (for the vast majority of the cases), unlike in CoD there are just too many WTF moments.
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mannon
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Post by mannon on Jun 5, 2014 13:41:17 GMT -5
TF gunplay doesn't really feel floaty to me. I got a little bit of that at first due to the longer TTK and more hits to kill with some weapons, but got used to it, and I think the TTK's and HTK's are appropriate for the game. The gunplay actually feels quite solid to me, but everybody has their preferences.
Sounds like you're more of a Treyarch man, and that may have something to do with it. Gunplay in Titanfall is very similar to CoD, but more in the Infinity Ward vein of things, naturally. Personally I couldn't stand most of the gunplay in BO with the exception of a few things like the M60. I think Respawn has also tweaked the gunplay a bit to work better with TF. Most weapons don't have a huge amount of viewkick, but pretty much everything has some spread, even when ADS and that keeps you from sniping across map with every weapon. Though the spread is small enough in ADS that you don't really notice it within the usual engagement range.
Having said that, no TF is not Tribes, that's for sure. But that's a game built around a whole other style of play and marksmanship. There's almost no hitscan weapons in Tribes:Ascend in fact. Hopefully they will take more chances with weapon variety in future games, but I still enjoy what they did give us quite well, and there are so many other things they got almost exactly right IMO.
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wittyscorpion
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Post by wittyscorpion on Jun 5, 2014 14:55:31 GMT -5
To better illustrate what I mean by in Titanfall your gun play should be built on top of movements, check out this video:
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wwaa
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Post by wwaa on Jun 6, 2014 6:29:55 GMT -5
PC: I'm level 7 prestige 0 (generation 1?), so I do not even know what all buttons do ; ) but TF has, from my perspective, almost 7Y in cod:mp, almost half million kills, very decent advantages over any cod:mp before:
1. I see hacking is not an issue so far, maps are huge, movement is important, typical cod's diseases like wallhack or aimbot seem less dangerous(gamebreaking) even if applied, Why hack? Game design does not seem to reward hacking, not much to gain, but maybe I 'm wrong here.... God-mode-titan? It 'd be a problem....
2. Lack of stupid scorestreak system, what a relief!, after MW2: scorestreak rewards became more childish, gamebreaking and stupid than I would ever suppose/imagine in 2010.... TF/titan reward system seems like a logical expansion of MW2: chopper gunner/ac130 for everyone! Lodestar/Swarm & Co. has been a total complete Mistake, the highest point in cod:devs incompetence till now, IMO ofc. (Reward 3%of players and 100% of hackers, reward dedicated campers, piss off 97% of community, how stupid one must be to implement it at all?) Dogs, owls and gryphons (total ROTFL) are of similar stupidity, but less/not gamebreaking... - 'We're stupid, we'll multiply scorestreaks from mw2, it should work!' - 'We're stupid, we'll multiply perks from mw2, it should work!'
3. tactical loitering? Well, not really an issue...
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Question abt sniping: is it worth to have a dedic class for sniping or it does not work? What abt dlc? Worth buying /3maps/ or for fans only?
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Den
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Post by Den on Jun 6, 2014 7:33:34 GMT -5
I've seen players make use of the DMR with deadly accuracy, and the G2 rifle is a very effective weapon, they just need to be in their element (the game does really well at creating balance through utility, weapons having genuine strengths and weaknesses at different ranges). Typically though, unless it is at very long range or you are well hidden, a 101 is going to be better than the rifle in most scenarios.
The only sniper rifle that can be seen as a novelty more than someone's weapon of choice is the Kraber due to its use of a projectile as opposed to a simple hitscan. Running with a sniper or at least a weapon other than the 101 or R-97 can be a good thing since you can always kill an enemy minion soon after you spawn and put his rifle/SMG in your secondary slot, rounding out your combat ability and letting you specialize.
- The DLC is a good deal so far. The three new maps are better designed around how players actually make use of the wallrunning. The experience on them is greater than most of the stock maps. Even though it is only three maps per pack, it is also only ten bucks, so that comes out to a better value than the common "$15 for 4 maps" (or when it comes to those Season Pass things, $25 for 9 versus $50 for 16). Not to mention that the maps are huge and very well detailed both in visuals and layout.
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wittyscorpion
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Post by wittyscorpion on Jun 6, 2014 9:56:14 GMT -5
Weapon wise, below is my suggestion: 1) Start with Carbine + silenced when trying to get familiar with the maps and wall running; 2) Once you feel comfortable about the maps and no long feed silencer is must-have, experiment with Carbine un-silenced, CAR (some argue that this is the best weapon in the game, especially if you can run and gun), EVA. These 3 are arguably the top tier weapons of Titanfall; 3) The rest are less popular but have their niches. I recommend leave them until at least Gen 2 or even Gen 3; (see the link below for how to use guide) 4) True sniping is nearly impossible in Titanfall, but DMR and Kraber can be used in high mobility style as well; (see the link below for how to use guide) Check out the pilot primary weapon guide of this YouTube channel: www.youtube.com/channel/UCP66nnrsoxc01bZEh1UKEFQ
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