wittyscorpion
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Post by wittyscorpion on Jun 6, 2014 10:32:42 GMT -5
Regarding hacking: hack heavy turrets is very worth doing, these things are useful in 1) helping T v T fights, 2) (to lesser extent) discover where the pilots are;
I have not tried to hack spectres yet. It is probably more of a fun thing to do than game changing. If you hack a spectre, the other near it will turn friendly too, give you a small army to distract enemy with.
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mannon
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Post by mannon on Jun 6, 2014 11:52:51 GMT -5
I love to hack turrets near a zipline then take it away. When I see somebody hacking it to the other side just zip back in and ambush them. Good times fighting over turrets. Even worth getting out of a titan for a moment to hack for the backup and extra warning, plus if a pilot starts hacking it BOOM, easy kill.
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mannon
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Post by mannon on Jun 6, 2014 12:02:02 GMT -5
I think it's worth experimenting a bit with the other weapons even on first gen, though there's definitely a steeper learning curve with most of them. It's probably worth keeping a class for grinding weapon unlocks at least, though, for the XP and burn cards you earn from completing those challenges, which are mostly just killing minions anyway. Plus farming minions is a great way to learn the weapons.
I recommend adding the smart pistol to the Carbine, CAR, and EVA list of weapons to use and focus on early. It's not sexy and gets some hate due to the autotargeting, but it's a legit choice. It is not OP vs pilots since you will likely get gunned down before you get enough locks, but it is a spectacular ambush and farming weapon. Maximize your mobility and smart pistol can compete with anything. But move off the silencer training wheels ASAP. The lock time on pilots takes ages silenced. Once you get it go for advanced targetting unless you're just minion farming then mebbe emag. I usually only use it when I get a bit bored with gunfights and just wanna parkour, but I've MVPed with it many times. Also, it's great for earning quick titans which should be a major goal.
Also, I found the smart pistol useful early on for pointing out enemies and grenades and things and just helping me to learn the visual language of the game. Starting out it can be confusing what is a pilot or a grunt, friend or foe, ect... and the smart pistol helps make those distinctions more clear.
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wittyscorpion
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Post by wittyscorpion on Jun 6, 2014 12:27:09 GMT -5
I have not used smart pistol yet but can now see it as an excellent weapon to use early on, it will help you to
1) focus on the movement aspects of the gun play, since a) the aim aspect is trivial with the big aim box, and b) while waiting to get a lock on you'll need to move frantically to get the opponents to miss his shots, skill that can pay great dividends when using other weapons especially CAR.
2) even if you suck at pilot killing, you can still help the team greatly by minion farming. Also, minion farming gets you to drop Titans faster, force you to get into Titan plays;
In a sense you can say that Smart Pistol is both the easiest and hardest weapon to use. I have nothing but respect to smart pistol players who can rack high pilot kills.
In general: get into the game play aspects of movement and Titan play early might cause you to suffer a low Pilot vs. Pilot KD at the beginning, but it can make you a better Titanfall player much faster by getting out of CoD comfort zone from the start.
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wwaa
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Post by wwaa on Jun 7, 2014 7:19:01 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 gosh darn golly gee whiz good. LOL, ofc, you're right, I killed a lot of bots, not other players, LOL, I did not understand final stats ... I was not aware there were bots everywhere around ...
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mannon
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Post by mannon on Jun 7, 2014 13:02:11 GMT -5
Yeah it takes a little getting used to. But killing them is still good, both for score and reducing titan timer. Plus giving away your position can lure in a pilot.
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wwaa
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Post by wwaa on Jun 8, 2014 12:59:35 GMT -5
ok, tks,
- any 1-2 HK weapon available in this game?
I find 3HK semi auto DMR quite strange vs so mobile pilots ....
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tiesieman
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Post by tiesieman on Jun 8, 2014 15:37:14 GMT -5
It's 2hk when its not silenced, right?
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Post by lazy on Jun 8, 2014 16:27:31 GMT -5
^ yes and the other sniper rifle is a one hit kill (two when silenced).also on a different note for me the tactical abilities add a different spin to how you can play the game. i feel the latest CoDs with the pick a million perks sounds great but in reality just makes every setup feel the same. so yes this game is marvelous but you have to give it a bit of time,and there is definitely enough guns and other things to swap out to give plenty of variety.
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mannon
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Post by mannon on Jun 8, 2014 16:52:16 GMT -5
Most weapons are about 1 extra hit to kill vs CoD, though there are still a few low HtK weapons... Kraber 1, DMR 2. G2A4 is 3 up close or 1 headshot, but I've not had much luck with that. Have had some more luck with the Hemlok which can 2 burst kill or 1 burst with starburst, range depending. Silencer adds 1 HtK to everything so it really hurts the low HtK weapons, I recommend you don't use it and just stay mobile once you've gotten hang of things.
Also EVA can 1HK if you use your mobility to get into position before you pull the trigger, and even 2 hitting isn't bad with it.
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Post by lazy on Jun 9, 2014 4:47:30 GMT -5
also you don't really gimp yourself by using the DMR or Kraber on most maps, you can still come out with a good score, but this might only be on XB1 as has been mentioned we don't seem to get as much use out of parkour as the PC bros do, but then again it could be due to map knowledge. as has already been said before the best weapons for playing early on are the R101 carbine emags or silencer and the R97 emags is also good. i also found the quick reload kit quite helpful early on especially with the anti titan weapons but maybe that was just me. really the main thing is choose anything that lets you have fun.
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mannon
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Post by mannon on Jun 9, 2014 9:17:03 GMT -5
I'm not in practice enough to have the confidence in my aim to be a good sniper... (still too much hesitation and missed shots, sniping it seems to me is 50% actual aiming skill and 50% just plain confidence and taking the shot instead of waiting)
But, I've had a couple games that went semi-okay sniping. I think the DMR in particular can be deadly, especially if you change out the optics and perfect your double tap and/or get good at headshots. Yes the pilot mobility can make it a challenge on the one hand. On the other hand there are lots of open areas and if you're good with the weapon a pilots movements during a high jump are actually quite predictable most of the time. Not quite as floaty and slow as Halo, but the same principle. Most people wall run predictably as well. The main thing is you gotta get your shots off quickly before pilots break line of sight, and they can close the distance to you quickly so snipers need to move around a lot and switch to secondaries as needed, but it's doable. I just wouldn't recommend it for new players.
Personally I also don' like the pulse thing that highlights people through walls and such. I find the overlay impairs my ability to predict player's movements when I have direct line of sight on them as the glowing pulse occludes them if they haven't moved a lot since the last and if they have I didn't get any warning of it so it's too late to capitalize on it. That and it's horribly distracting. I prefer using it only with closer range weapons where it's easier to keep an eye on the actual pilot. I REALLY wish that the effect would change and be more muted when you actually have line of sight, plus that would be great as I still sometimes get confused over whether I'm seeing a pilot through walls or have line of sight on them until I waste time ADSing on them.
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wittyscorpion
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Post by wittyscorpion on Jun 9, 2014 13:40:53 GMT -5
Abilities like Active Pulse is always in danger of OP, so I think that they intentionally made it UP by having long cool down even with Power Cell. As a result, I find it difficult to compete with others in evenly matched games or when your team is dominating. Also, it is pretty much useless when most of the players on the enemy team are in their Titans. That said, I found it useful for weapon challenge grind . Some games need some grind to get used to, and having a clutch like Active Pulse helps reducing the growing pains.
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n1gh7
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Post by n1gh7 on Jun 9, 2014 18:12:40 GMT -5
Active pulse is directly countered by Cloak and soft countered by Stim allowing players to move faster, past their position when it "pulses". I think the balancing in the abilities is really cleverly done.
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wittyscorpion
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Post by wittyscorpion on Jun 9, 2014 19:09:21 GMT -5
Active pulse is directly countered by Cloak and soft countered by Stim allowing players to move faster, past their position when it "pulses". I think the balancing in the abilities is really cleverly done. That's true. After having played with some hard campers today, I realized that for aggressive players Active Pulse is situational for locating and removing campers. It is especially effective in Hardpoint and CTF (which I did not play much), where defenders lurking in the shadow waiting for prey. They have Active Pulse or Cloak too, making an interesting cat and mouse game.
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mannon
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Post by mannon on Jun 10, 2014 11:25:13 GMT -5
Yeah I think it's decently well balanced as is, especially with the delay between pulses limiting the information you get. My only beef with it is that the visual effect is both distracting and obscuring when you have direct line of sight on a pilot and I think that is unnecessary.
I would greatly prefer the effect be 50% of it's transparency when you have direct line of sight with no obstructions or even absent, though that would be a partial nerf and smoke should be considered an obstruction in said case unless it was intended to counter. (Hmm... Come to think of it some kind of smoke grenade could have interesting uses in this game, just obscuring and lock breaking, not electric... but that's fairly OT.)
With some practice I'm sure it's possible to get used to it so that it's not such a pain in the arse, but I find that I'm not really motivated. I so rarely play the other game modes because when I do get to play I generally am playing in off peak times and don't have time to wait for matchmaking so I just opt for attrition. I'll have to experiment with it some more, though.
Hell I went nearly my whole first gen using cloak pretty much exclusively because I had no damn luck with anything else, but I've started using stim a lot more and now I prefer it on my CQB loadouts. Plus it gives me something to use ghost squad burn cards on... which are damn near god mod if you're careful.
I'm still finding all the things I hated early on are actually quite cool guys down the road.
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wittyscorpion
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All warfare is based on deception.
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Post by wittyscorpion on Jun 10, 2014 14:59:35 GMT -5
The more I played this game, the more fascinated I feel about the depth of its combat sandbox. I am at the end of the Gen 7 (need 15 more Stryder squeeze to regen again) and still feel that there are many areas where I barely scratch the surface. The regen challenges keep pushing me out of my comfort zone to find new ways/loadout configurations/action sequences to play the game.
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Post by iw5000 on Jun 10, 2014 15:28:16 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. Trying to catch up on these threads, but Witty is right. If you can get past G1, go further.... you start to feel the nuances of the guns and how they relate to gameplay. I also feel there are plenty of guns. I have never understood this weird CoD fetish with needing 80 Foxtroting guns in the game, to make the game engaging. Why? We don't need seven shotguns. One is fine. That's the thing, there are plenty of guns in Titanfall and enough to keep the game engaging. And from what I have found, once you get past G1, into G2, you start to feel your way around. I'm loving the shotgun right now, for example. I'm having some of my best games with it. I never saw this early on though, felt like it would be impossible to get around the map with a shotgun. It's not. Not at all.
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