wittyscorpion
True Brorange
All warfare is based on deception.
Posts: 8,598
|
Post by wittyscorpion on Jun 3, 2014 14:27:40 GMT -5
Parkour / wall running is definitely one of the most fun part of Titanfall. Ideally, a pilot should be always on the move at high speed, to
1) reach desired target location quickly (e.g.: objectives, minion farming, enemy red dots, etc); 2) become a very difficult target to kill; 3) make it much easier to rodeo Titans;
Unfortunately this is also an aspect that is difficult to discuss using words. Maybe a good way is to share good videos that you saw or made?
To get things started, below is a video promoted by the Titanfall official twitter, a pretty good starting point from my point of view:
|
|
wittyscorpion
True Brorange
All warfare is based on deception.
Posts: 8,598
|
Post by wittyscorpion on Jun 3, 2014 14:31:25 GMT -5
|
|
wittyscorpion
True Brorange
All warfare is based on deception.
Posts: 8,598
|
Post by wittyscorpion on Jun 3, 2014 14:46:30 GMT -5
Some quick tips in words (this post will be updated constantly):
1) Stop thinking about going in a straight line. In Titanfall, straight line is often not the fastest way to go from point A to point B. This is probably the #1 mental trap that prevent a pilot from walling running effectively; 2) Avoid "ledge grab", this is arguably the biggest momentum killer of wall running; 3) Use double jump wisely and scarcely. It is another momentum killer; 4) With momentum, "bunny hopping" can be faster than sprinting on the ground; 5) Air strafing to change directions (e.g.: use two perpendicular walls);
|
|
mannon
True Bro
wordy bastard PSN:mannonc Steam:mannonc XB:BADmannon
Posts: 15,371
|
Post by mannon on Jun 4, 2014 11:54:08 GMT -5
Chain wall runs as much as possible to build speed, but you need to chain from one wall to another wall. Trying to chain back to the same wall is tricky and will result in losing height. Double jumping back to the same wall results in being unable to connect to it until about the same height you jumped off of it from. I don't know the specific mechanics at work here, but chaining from wall to wall allows height gain while using a single wall results in zero net gain in height and a gradual loss of height unless timing is perfect. Whether double jump is used or not doesn't seem to affect the height at which you can reconnect to the same wall. It's still the same height you left the wall at.
- During a wall run you are still able to change direction and even stop, (though you will slowly slide down). - You can wall run around both convex and concave curved surfaces - You can wall jump off of even small objects with good aim and timing. - When you jump off a wall you launch yourself perpendicularly away and up, but also keep your forward momentum if you have any. - If you need a moment aim while wall running to wall hang instead. It kills your momentum, but preserves your height so you can take a moment to scan your surroundings before continuing on without having to drop to the ground. - Don't spam jump. Your jumps and double jumps should be controlled and timed. Spamming jump will just result in poorly aimed wall jumps and wasted double jumps, and consequently a lot of time spent on the ground or getting yourself stuck. - Look for routes. The maps are designed not just with freestyle parkour in mind but many specific routes. In particular look at each spawn. There is almost always a means of starting a very fast parkour route to the other side of the map and other locations right at the start. Discover and practice these openers and you can surprise your enemy by getting to them faster than they imagined, or even get behind them right at the start of the match and begin the game with a massive flank when they most think they are safe. Just be wary of making yourself an easy first blood.
Some interesting things you can do: - In Swampland you can jump onto a tree and then run around it to choose pretty much any direction you wish to leap away at. - If you get into a corner you can climb up it from wall to wall indefinitely or even hold position high up the corner by simply doing a small jump every few seconds. Mix with wall hanging as desired. - If on a roof of a building you can quickly check windows below by jumping off and double jumping directly back to the roof without grabbing the ledge. - You can chain a wall run around even a 90 degree corner with a double jump. It's easier if you run off the edge instead of jumping, as that pushes you away from the corner, and if you're moving too fast you won't be able to counter all your momentum. The slower you go off the corner the more height you can preserve. - In an engagement on a roof you can drop off of it, grab the wall, then jump and double jump back on top to surprise people. Mix with wall running horizontally or even going around corners before popping back up to flank, or grab the ledge and wait for them to come to the edge or drop off after you.
|
|
wittyscorpion
True Brorange
All warfare is based on deception.
Posts: 8,598
|
Post by wittyscorpion on Jul 4, 2014 1:41:34 GMT -5
A couple of useful videos:
1) More detailed instruction on how to do bunny hopping on XONE/X360 (think of it like stone skipping across water):
This one requires significant amount of practice to master
2) EJecting air strafing: this is a great way to take advantage of Ejection and "glide" towards the area you want to go:
|
|
wittyscorpion
True Brorange
All warfare is based on deception.
Posts: 8,598
|
Post by wittyscorpion on Jul 8, 2014 6:29:42 GMT -5
Zipline is a great tool and this video shows all of them on the Stock maps:
|
|
|
Post by Pegasus Actual on Jul 8, 2014 11:34:56 GMT -5
I need to work on my zipline use. I end up feeling like I'm too exposed and easy to shoot when I'm on them. When I'm wall-running I feel like I'm bouncing around a lot more, being a lot more unpredictable, and thus harder to shoot. In reality there's probably enough fuck-ups where I kill my momentum and thus get myself killed. I really only consistently use the ziplines on Rise to get up to the wall running heights, and maybe Training Ground to get at the roof.
I did play a very frustrating CTF game the other day where a guy on the opposing team was getting ninja caps by using the zipline route, seems like a good one.
|
|
wittyscorpion
True Brorange
All warfare is based on deception.
Posts: 8,598
|
Post by wittyscorpion on Jul 8, 2014 11:39:12 GMT -5
I need to work on my zipline use. I end up feeling like I'm too exposed and easy to shoot when I'm on them. When I'm wall-running I feel like I'm bouncing around a lot more, being a lot more unpredictable, and thus harder to shoot. In reality there's probably enough Foxtrot-ups where I kill my momentum and thus get myself killed. I really only consistently use the ziplines on Rise to get up to the wall running heights, and maybe Training Ground to get at the roof. I did play a very frustrating CTF game the other day where a guy on the opposing team was getting ninja caps by using the zipline route, seems like a good one. Zipline usage is "optional" on kill based game modes (Attrition, Pilot Hunter, Marked for Death), but seems to be extremely important in objective game modes (Hardpoint, CTF). I was playing Attrition most of the time, now I finally reached Gen 10, I am planning to switch to variety pack. Mix them up provide another dimension of freshness of playing this game.
|
|
wittyscorpion
True Brorange
All warfare is based on deception.
Posts: 8,598
|
Post by wittyscorpion on Jul 8, 2014 14:42:32 GMT -5
Advanced ejection techniques:
|
|
mannon
True Bro
wordy bastard PSN:mannonc Steam:mannonc XB:BADmannon
Posts: 15,371
|
Post by mannon on Jul 9, 2014 9:51:19 GMT -5
Zip lines can be useful in attrition as well, particularly at the start of a match as you can get yourself into position early or as I have a couple of times flank the entire enemy team and start picking them off from the rear as they run towards your team spawn. Sure, you are exposed and on a predictable trajectory. But I haven't found them to be all that dangerous. Probably that's due to the fairly high velocity and sparsity of pilots on the map. I usually find the only real threats when I'm on a line come from around the area I'm heading towards, but it's a good idea to stay aware and be ready to jump or drop off, shoot back, and/or pop your cloak or stim.
You can also jump off the line and reconnect to the same one to reverse your direction. There's some good line routes to be made use of often right near the spawn. In fact there's at least one line you can grab directly from spawn on Rise without ever touching the ground and it takes you strait into the high wallrun lanes.
|
|
|
Post by zanderstar on Jul 17, 2014 16:13:39 GMT -5
Ever notice after wall running and then double jumping you can't wall run on that wall. Try doing a 360. This allows you to continue on the same wall with some momentum.
|
|
Dumien
True Bro
Black Market Trader
No engrams. Only disappointment.
Posts: 3,292
|
Post by Dumien on Jul 17, 2014 16:18:21 GMT -5
oooh more reasons to set my sensetivity on max?
|
|
mannon
True Bro
wordy bastard PSN:mannonc Steam:mannonc XB:BADmannon
Posts: 15,371
|
Post by mannon on Jul 17, 2014 16:24:13 GMT -5
I must test. If this is as exploitable as it could be I may be upping my, (already fairly high) sensitivity some more. heh
|
|
mannon
True Bro
wordy bastard PSN:mannonc Steam:mannonc XB:BADmannon
Posts: 15,371
|
Post by mannon on Jul 17, 2014 16:25:03 GMT -5
Prolly not gonna max it though. On PC, with my razer mouse, max sensitivity would probably be unplayable with anything but the smart pistol. heh
|
|
mannon
True Bro
wordy bastard PSN:mannonc Steam:mannonc XB:BADmannon
Posts: 15,371
|
Post by mannon on Jul 19, 2014 16:30:57 GMT -5
Ever notice after wall running and then double jumping you can't wall run on that wall. Try doing a 360. This allows you to continue on the same wall with some momentum. Can you describe this in a bit more detail? From your text I'm guessing we're talking about doing a horizontal wall run, jump, double jump, then spin 360, and back to wallrun on the same wall? Is is the spin before the double jump? Or is this not even close to what you're talking about? I tried doing some testing with wall running up a wall instead of across it to see if I could spin to regrab it and use this to wallrun/jump up a single wall, but I couldn't get anything useful out of it. Best I can do on a single wall is to grab back on and jump again over and over, but every slight timing mistake loses height. This seems to be true with both wall jumping and double jumping, though with the double jump you can boost yourself back against the wall and scrape along until you fall to the same height you jumped from and then you'll grab it. With simple wall jumps it takes all of your air acceleration to cancel the push away from the wall and you contact the wall at pretty much the same spot you jumped away from. I was just doing this for testing, it's pretty useless in actual combat. Trying to use a spin both before and after double jumping didn't seem to let me grab the wall any sooner.
|
|
|
Post by zanderstar on Jul 19, 2014 19:10:34 GMT -5
It's for those situations that you come off a wall and don't wish to go to ground level. The game won't let you reattach to even wall hang. It's after the double jump or anytime you can't get back on. The momentum isn't there though every now and then you can get it going again. Dependent on the wall. I use it alot on run off. For some reason I get caught falling alot. The a iLife to wall hang to collect yourself and use a double jump to another wall instead of just falling into enemy line of sight or loosing time falling to ground level to reclimb. Only pc max setting players are gunna be able to really get what your looking for. And that's a guess as I play x1. Sorry if my post was misleading but it does allow you to reattach.
|
|
mannon
True Bro
wordy bastard PSN:mannonc Steam:mannonc XB:BADmannon
Posts: 15,371
|
Post by mannon on Jul 23, 2014 17:24:47 GMT -5
I'm not sure the 360 spin is actually necessary. There are times where it seems like there are sections that would be one continuous wall but the game will let you grab and wall run again anyway. I suspect these are specific locations in maps where for some reason segments of walls are split as far as the parkour mechanics are concerned. It's probably possible to learn these locations and reproduce the double wall runs.
It is also quite possible to grab the same wall over and over again anyway. The catch is that you can only seem to reconnect to the wall at the same height you jumped away from it at. This is both with and without a double jump, the double jump just lets you get much higher on the wall, but then you can't connect to it until you slide down to the height you jumped away at. If you're touching the wall at that point you will reconnect again, however.
How the game decides you're trying to grab the same wall or what I don't know. The fact that you reconnect at the height you jumped away at whether you double jump or not does suggest that the effect is tied to height rather than time.
I think I'd have to see a video of what you're talking about to form any other theories on it. Is the parkour code visible? Maybe we could reverse engineer some of the mechanics.
|
|
|
Post by zanderstar on Jul 25, 2014 6:48:38 GMT -5
I've used the 360 to climb a wall straight up by jumping into te wall. Jumping off that initial bounce like a double jump, during this jump 360 to wall hang again. Jump 360 wall hang
|
|