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Post by Pegasus Actual on Aug 19, 2016 15:18:30 GMT -5
It's live and open to a all on PS4 and Xbox One now through Sunday, and again next weekend so if you want a little Titanfall 2 preview, now's the time.
Sorry, no tech test for PC master race.
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Den
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Post by Den on Aug 19, 2016 18:38:01 GMT -5
Well, this Tech Test sure is a thing.
Overall, the game does feel a lot slower, both in general base movement and in top speed. And it's not just because I'm playing the console version. Top speed seems to be capped to about 50~ KPH, so probably no more idTech circle strafe speed boosts letting you leap across the map in a single jump. Bunny hopping still appears to be effective to keep some of your speed if you touch the ground.
Pulse Blade is a fun and effective replacement for the debilitating vision of Pulse Radar. However, the Grapple is so absurdly advantageous that I can't see not using it.
Why the heck was Wallhanging made into an equippable skill? Who would ever take that over the other two in the Tech Test, let alone whatever else may be in the full game? Not only is it dumb, but T2 has far stronger natural wall control with the ability to almost instantly change directions, allowing you to basically stick to a wall with a bit of manual back and forth.
The returning weapons all feel nearly identical to the previous game. I've yet to reach a high enough level to unlock any of the sequel's new weapons, however pickups from grunts let me try out the Alternator and Mastiff for a while. Alternator's a hell of a little gun. What is up with this game and double barrel weapons? There's three guns that have two barrels, yet they're among the slower firing weapons. Mastiff is amazing, it's like someone took Doom 1's flat-spread shotgun and put it in here. Cuts people in half.
So far nearly all of my matches have been a real pain when it comes to teams. I always see something like 4v2 or 5v3, matches seem to start with fewer than the maximum number of players, and then one team loses somebody and that smaller team is pretty much screwed in PilotvPilot or Hardpoint. Even a difference of just one person is staggering. As such, I've kept to Bounty Hunt where things aren't centralized and I can play a more sneakily to carry an outnumbered team.
It's a shame that you only get AI in Bounty Hunt, and their presence is just to be drop pod canon fodder as opposed to the subtle environmental force multiplier of the first game that spawned and moved relative to the positions of enemy pilots. Perhaps other game modes will have more open grunt warfare like the first game.
Now, why ever did they change from the Three Weapon loadout to this Two Weapon System? Secondary lumped together the sidearms and the Anti-Titan weapons. That is to say, the secondary slot is the Anti-Titan Weapon slot. Speaking of AT Weapons, it's somewhat interesting that they give primary guns infinite reserve ammo, but AT weapons, even the Charge Rifle, have a limited number of shots (resupplied on entering a Titan as usual?). Titan v Pilot balance is definitely much different than it was in the first game.
Not a fan of the locked Titan loadouts, even if both Ion and Scorch are pretty good. Their fixed gear is clearly for the purpose of allowing more interesting synergies between pieces of equipment that wouldn't work any other way. Still, this kind of thing will usually mean that folks will flock to one or two top tier giant robots that simply outperform the others. Some may go nearly unused. The lack of an overshield on your Titan makes being a Titan more challenging, but the same sort of challenge is put on to Pilots.
Rodeo is more difficult to pull off from ground level, and almost 100% impossible to do so if the titan is facing you (Grapple trivializes it however). AT Weapons do not appear to be as powerful as they were in the first game. In lieu of the overshield, the Battery system is really neat, a nice way to give better synergy between your titan and allied pilots. Steal "health" from the enemy robots and plug it into your robots.
Most of all, being a not-console-shooter player, my god is the aim assist in this game "generous". It's almost singleplayer levels of aim assist - point in their general direction, raise sights and you're locked on to an enemy pilot for a few solid seconds even if they're soaring at 50KPH in the sky. Quickly understanding the mechanic, my past several matches have had my score measure several times greater than anyone else both on my team and the enemy team.
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Post by Pegasus Actual on Aug 20, 2016 1:45:52 GMT -5
Well, this Tech Test sure is a thing. Overall, the game does feel a lot slower, both in general base movement and in top speed. And it's not just because I'm playing the console version. Top speed seems to be capped to about 50~ KPH, so probably no more idTech circle strafe speed boosts letting you leap across the map in a single jump. Bunny hopping still appears to be effective to keep some of your speed if you touch the ground. Best way of preserving speed on a bunny hop is to preload a slide right ahead of your bunny hop. The gauntlet thing in the training has a speedometer, not sure if the speeds are the same between the single player and multi but it feels close. I'm pretty annoyed that I failed to unlock the final ghost to race against. But according to the thing at the end I think I maxed out at 43.8kph. I seem to get max speed right off the wall jump and it's usually 41 or 41 kph. Doing a stim eject definitely gives you more speed than you can get from wallruns though. Do you recall what it was in the original? The tech test is clearly too slow, I'd say borderline game breaking. It doesn't feel like there are cool wallruns that you can chain across the entire map, and the speed at which you go is slow enough to where it has the Black Ops 3 problem where you're just going to die to some asshole tactical loitering a headglitch. The only decent mode here is Bounty Hunt. Hardpoint is completely broken because the titan rate it too low, which should be fixed for next weekend, but the mode will still be boring trash so who cares. 8v8 pilot only sucked in the original and probably sucks here, I just haven't gotten around to trying it to confirm. I will have to steal a Mastiff off of a grunt, good tip, that shit is way too much of a grind to unlock.
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Will
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Post by Will on Aug 20, 2016 17:58:03 GMT -5
Feels way closer to BO3 than Titanfall. My hype boner is flaccid
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Post by lazy on Aug 20, 2016 21:25:04 GMT -5
Nice video Pegasus. While I've been playing I haven't wallrun once, there doesn't seem to be any need or anywhere to go maybe in the pilot v pilot mode it's better,the grapple hook is all I've used to fly around the maps it seems to get you around pretty fast. As previously mentioned the grunts are missed, and last but not least I'm not really enjoying the titans at the moment I can't think of one good thing to say about them. What we need is a Titanfall 1 HD remake and for them to throw the map packs in for free. Oh wait we've already got that. I will probably buy T2 when it comes out, the full game might be better if not I do like the look of Battlefield 1.
Wow I just read through what I wrote and think I needed some paragraphs or something but I've just come in from work and it's time for bed so it will have to stay as it is.
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Gamma
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Post by Gamma on Aug 21, 2016 4:43:41 GMT -5
Enemy pilot footsteps are more audible
Stim use requires cooldown even after respawning
Annoyingly, like the first game, the one who lands the final shot gets the titan kill.
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Post by volgon on Aug 21, 2016 16:44:43 GMT -5
No attrition no buy
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Den
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Post by Den on Aug 21, 2016 16:57:55 GMT -5
Now that I've had a lot more time with this Tech Test, even if it's only the PS4 version, I'm really looking forward to it. Going to have to finally upgrade my four year old video card.
Despite first appearances, compared to the first game, I find it extremely easy to be able to maintain a single Titan from beginning to end of a round in Titanfall 2. The Battery system lets me sap the enemy, perform upkeep on my guy and most importantly do the same for my allies. I can heal 100% of my Titan's health compared to only regenerating ~30% in the form of shields. My latest few matches, I spent the majority of the time Grapple Hooking all of the titans, snatching and recharging. In (Enhanced Chip) Auto-Titan mode, my iron giant was kicking ass alongside me, not being so whimsical as to do spins to avoid projectiles like they used to in the first.
Now that I've had a lot of time with both Ion and Scorch, I'm positive towards their fixed loadouts. Both are really good and their themes effectively allow for more variety in tools. Conceivably closer to fighting game characters than say a class of soldier. With them fixed, there are clear strengths and weaknesses, but neither of the two feel gimped in any way. If they weren't fixed, you can easily see how some equipment would go unused over others.
Trying my best to Foxtrot around on Boomtown and not get shot, I've been able to keep off the ground across the whole map (sometimes with help from the trusty Grapple). It's challenging to reach higher speeds on these particular maps, but I was going pretty fast.
My only gripe is the change from Titan Timer that goes down with almost any action (especially simply dealing damage even if you don't get a kill), to a meter that only builds up with kills or dealing damage to Titans.
Just give me Attrition & CTF with grunts actually navigating the map relative to player presence and I'm all in.
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Gamma
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Post by Gamma on Aug 21, 2016 17:34:54 GMT -5
Just give me Attrition & CTF with grunts actually navigating the map relative to player presence and I'm all in. I was strangely addicted to Frontier Defense; I truly hope it returns. Purely out of interest, did Respawn ever state why they went with the Source engine for TF, opposed to the Quake III Arena engine?
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Den
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Post by Den on Aug 21, 2016 18:41:12 GMT -5
Source and Quake III (idTech3) are both based off of idTech2. At their core, they are extremely similar despite so much of it being rewritten. Source is an up-to-date engine, and the way it works is familiar enough to the devs that they could begin working immediately (after ripping its guts out to put in their own tech) instead of needing to learn a different system.
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Will
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Post by Will on Aug 21, 2016 20:36:56 GMT -5
compared to the first game, I find it extremely easy to be able to maintain a single Titan from beginning to end of a round in Titanfall 2. I'm finding the exact opposite, to be honest. Perhaps I simply have not mastered the battery-stealing mechanic (which is very cool, by the way), but I find my Titans do not survive for any time at all. Whereas in the first Titanfall, at least half of the matches I played I would get my first Titan and stay in it for the entire match (I avoided pilots and other Titans, just grinded grunts to keep my Win/Loss maxed, the entire way to Gen 10). It seems silly that our Titan comes in with no shield, but then if someone removes the battery and we take it back and put it back in, it has a shield? Huh? Titans should start with a shield. Taking the battery should disable the shield. BOOM - keeping the awesome new mechanic, while restoring Titans to their original glory, and solving all of the complaints currently seen online. I find that the severely gimped speed/momentum in this game is making the grapple hook an absolute necessity, and if launched as is, we would find 95%+ of pilots using the grapple hook exclusively. As it stands, the movement feels slow like Black Ops 3, and nothing at all like Titanfall. Very clunky. If they restored the movement of the original title, we would see much more variety in the abilities picked by other players, the grapple hook would no longer be the only one used. Also, one of the most common complaints I am seeing is that they reduced the TTK. I don't actually think they did this, it still seems to be the same BTK a pilot (probably still 200 HP), but the ridiculously slow COD-like movement makes it seem like a faster TTK, because it's easier to track moving targets. In the original, a skilled pilot would be flying around so quickly that it would be very difficult to hit him with enough consecutive bullets to kill him. That is no longer the case, slow pilots = whoever sees their target and shoots first usually wins the engagement, just making this another Call of Duty. (stolen from reddit)
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Usagi
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Post by Usagi on Aug 21, 2016 21:58:34 GMT -5
Strider did that execution, not Atlas.
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Post by Deleted on Aug 22, 2016 0:42:33 GMT -5
My hype meter just dropped from 100% to 10% after reading through this thread.
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Gamma
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Post by Gamma on Aug 22, 2016 2:18:32 GMT -5
My hype meter just dropped from 100% to 10% after reading through this thread. When you get acclimated to the changes you'll see the game is still rather good
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qupie
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Post by qupie on Aug 22, 2016 3:50:46 GMT -5
I really think a lot of it boils down to map design. I really hope the other maps are better. It is fine to have a smallish town map and a vast open map, as long as there are some big maps with loads of buildings like angel city as well.
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Post by Pegasus Actual on Aug 22, 2016 7:06:39 GMT -5
I don't think this game is terminally ill but the movement speed has to get buffed significantly. There are actually some decent wallruns on these maps, but you just get picked off by rooftop camper guy. Which is where repopulating the game with AI would also really help. The Titan build mechanic is a bit of a step back. The only time it was bad in Titanfall 1 was if you were playing Pilot Hunter, which fucking sucks anyway, but just hiding indoors and waiting out the clock to call in a full wave of Titans was just too strong, obvious, and lame of a strategy.
Titan combat in 2 is actually pretty awesome. If they get the balance right on the six titans it's going to be fantastic. The new guardian chip is pretty deadly which is great, because your titan will have your back when you hop out to reclaim your battery. Sure, it really doesn't make much sense that a pilot stealing your battery, then you getting it back nets you your health back plus full shields.
Pilot vs titan was also pretty good. It's hard to say since we obviously don't have all the weapons, but mag launcher seemed to be the strongest anti-titan out there if you're a decent shot. It works well with a mobile playstyle, mixing it in with YOLO stim runs at Titan for rodeos was highly effective. No hitscan main weapons on the two titans made the whole thing feel more fair than Titanfall 1 where sometimes it was just "whoops he had a chaingun so I'm just dead". The Ion shoulder laser (which is awesome btw), was probably the best anti-pilot weapon but at least it forces you to make a shot. And the titan kit thing that makes crit shots with the primary recharge the sniper laser faster was great. Scorch was also pretty fun to play, but his weapons were a bit hard-mode compared to Ion.
They are reportedly taking all the negative feedback they've been getting on the tech test into account, so we'll see what happens.
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qupie
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Post by qupie on Aug 22, 2016 7:14:33 GMT -5
Doesn't that perk give you health back with unzoomed primary fire? At least that is what I thought... But the description is pretty vague
I thought the laser can be used every time you want, there is no cooldown?
Also, does anybody have any idea if holding down the laser does increase its power? Or is it just to make aiming easier?
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Dumien
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Post by Dumien on Aug 22, 2016 7:15:09 GMT -5
I loved the tech test. Right off the bat I knew I would have fun with the grapple. It exceeded my expections. The grapple is AMAZING once you get a feel for it. I played so much of the tech test that I actually had a grapple dream last night/yesterday morning. I initially thought I was going to hate bounty hunt... "Why isn't this attrition???" ...however I was excited when I started seeing Bounty Hunt as Respawn truly embracing their MOBA elements from their first game. Bounty Hunt is a great game mode. I was thinking to myself that I would have liked to see it in TF1 with those maps. I'll share my somewhat refined strategy for consistently getting 3K-4K point games! I know this probably won't apply to the final version of the game, but I'm optimistic that it should translate well. First, I set up a class with the pulse dagger. Seeing the grunts through their smoke is key to nabbing points in the first round. I am convinced that Round 1-2 is the most important stage of the game. Instead of hunting pilots or flying high, I stay on the ground near the grunts and lob electric smoke at freshly spawned mob canisters for multikills. I usually pick a spot with good cover and my back to a wall. Sound whoring is actually really good in this game and I have no trouble using it in these early stages without super loud titan stomping. The big key here is to not actively seek out pilots and to instead focus on grunts/spectres and your own safety. Once you hit 50% finish off your magazine and pop amped weapons (free reload!!!) to increase your TTK on everything. On a good run I can finish building my timer halfway into wave 1. The next part is counter-intuitive (I think). I hold on to my titan until 3/4 of the way into banking round 1. Pilots can eat a titan alive and you don't want the enemy team to get their titan off of your titan. The goal here is to laser core and secure the titan bounty in round 2. I tend to play this round really aggressively focusing just on the enemy titan. I also tend to purposefully sacrifice my titan at the end of banking round 2 because you can get a fresh titan really fast in the double zone grunt rounds. The key is to deprive the enemy of getting damage on the titan...because as I will get to...it is super easy to get your titan by killing a titan. On Round 3-X I use the same kit but with the grapple. High mobility is very important and the grapple lets you do some really meaningful things that (I think) translate to more points than any of the other abilities. If I'm not depositing in bank rounds than I am actively hunting down enemy titans with my pilot. The best method I've figured out is a mix of rodeoing and amped mag launchering. The latter is almost assuredly superior, but the former will reward you with batteries for your team. With the mag launcher you don't actually need line of sight to do damage and it seems to get you your titan very very quickly. Rodeoing is good for teamfights and I almost always try to go for a rodeo if I have a near-to-full health friendly titan nearby. Smart grappling makes pilots much much more dangerous that titans in the little alleyways of boomtown. One of my best techniques is to swing around enemy titans ala Attack on Titan. You can cancel grapples with B and regrapple the same titan to pull off some nasty momentum shifts (you can also grapply straight down to "cancel" an ejection if there is a tall enough structure.) The goal as a pilot should be to nab a battery and land of a teammate. On Friday I finally got to play with a team and wow did communication open up a whole new level of awesome. I remember a few instances when I asked my friend in a titan to "play defensively" while I stole the battery from a nearby enemy titan. See... when you grapple from a friendly titan you get this meaningful vertical boost out of nowhere. It makes attaching yourself to another titan super easy. Your goal in Round 3-X should be to always pressure the objective. Doing so will always get you your titan faster that any other means. Getting in your titan means you get to mop up the objectives faster. In particular, Ion's Laser core is exceedingly good at destroying the objective titans. I went into the beta hoping that flame core would be my favorite since I love that whole sumo theme and Ogre was my favorite TF1 titan. However, Ions kit just seems better in this tiny metagame. You can outrange flamebot with your ion gun. You have a shoulder-mounted goose machine. You have the best bounty collecting weapon in the game in the form of flame core. I couldn't stop using it. Now to talk about the rest of the game! I missed LTS and the grunt mayhem of Attrition. Hope those make it to the full game. I can't wait for CTF. The grapple is going to make for some really memorable moments. The flame titan is really satisfying when it works. Getting up close and melting their face off with the flame shield is probably the coolest thing a titan can do in the tech test. Currently, focusing on pilot kills in Bounty hunt isn't good. I like that, but I think some people might have a problem with it. The build timer killstreak thing is interesting and very fun if you abuse it properly. However, I've heard a few of my buddies dislike it. I could just say "git gud," but I think they have a point. The build timer just doesn't go up naturally so in practice it ends up being just one or two people having a blast and getting their titan, while everyone else just sits around and shoots pilots. This does look like a MOBA...with one person being ADC and having "support" players, but I wonder if the FPS community can get behind that. I'm willing to bet NO. The hover ability is amazing. I only played one game of pilot hunter and I attribute my success to being able to cut my momentum mid jump with hover. In combination with grapple you can do some zany things. I can't think of a good reason to use ticks. The amped weapons are just really really good. Amped Hardpoint is still super boring. I just hung out at the not-the-B flags all game and it was super boring. Super boring. Pilot hunter is bad and you should feel bad for playing it. The game is called Titanfall 2. Titanfall. Titans. Ions should laser is really really satisfying to get pilot kills with. People saying "oh pilots are just way better than titans" are using titans at the wrong time and aren't getting gud with the shoulder laser. Montage coming out....soonish???
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Will
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Post by Will on Aug 22, 2016 14:00:14 GMT -5
Awesome tips Dumien, I'll have to try them out. I've never been meta enough to consistently swap classes in a shooter, I always stick myself with one class, to my own demise.
I don't get all of the complaints about not getting Titans for an entire match. I haven't played the other game modes, but in Bounty Hunt I always get my first Titan less than a minute into the match, just by heading straight to the grunt zone and farming them. I guess nobody else plays the objective? I still think the Timer-reduced-by-doing-stuff from the first game was better, but this is a non-issue.
Also, what the hell is with the bright orange glow on all pilots? This game is like a sniper's wet dream come true. Slower movement combined with a permanent, always-active orange glowing wallhack? Easy pickings. There are a lot of talks (from actual reporters with the likes of Forbes, GameFaqs, etc.) about potentially pushing the release back to March. That would be a good move, as releasing this game 1 week after Battlefield 1 and just before COD:IW is a terrible move that is sure to help it flop. It would let them fix all of the core issues people are having with this pre-alpha beta. My key fixes I need to see in order to buy the game on release:
- Attrition and faction-specific grunts - Restore pilot movement to what it was in Titanfall 1 - Buff Titans (best way would be to have them land with shields again. Keep the battery mechanic, that is cool) - Get rid of that dumb orange glow on pilots - Option to turn off the 3rd person animations. This isn't a must, but what the Foxtrot? Kills my immersion - After the battery has been removed, subsequent rodeos should function the same as Titanfall 1, rather than an automated animation - Maps as epic as the first game. Large, with infinite parkour loops to traverse the entire map, doable without the grapple (or make the grapple default)
If they don't fix these things, or push the release to March, I'll just wait until the game is $20 in the bargain bin in November to play the campaign. Gears of War 4 and Battlefield 1 will tide me over until then.
This is coming from someone who has hundreds of hours in Titanfall and tons of Titanfall merch all over my house, including toys, statues, posters, etc. I want this game to win, but what I saw this weekend is not going to win.
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Den
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Post by Den on Aug 22, 2016 14:12:09 GMT -5
Yes, Titans in Bounty Hunt is easy because you have Grunts to kill, other ways to build up your Titanfall meter than fighting pilots. In Hardpoint however, you must score kills to build any Titan meter at all. It's not like the first where simply doing damage would help cut down the time. I wonder if they'll respond to the feedback by making it a Build Timer again rather than a killstreak meter. --- Having reinstalled Origin and Titanfall 1 last night, and now playing the two side-by-side (Tech Test still letting me get into the Training map)... they're the same. Run speed is identical. If anything, T2 is slightly faster as a result of all weapons in T2 being 100% speed, no longer are the big guns slowing you down. Basically T2's base move speed is about 1.05x that of T1. The Training room speedometer runs in line with the data from the first game. Important thing to note: Titanfall 1 (at least on PC) has a Field of View of 70 (can be bumped to 90). Titanfall 2 (at least on console) has an FOV of 60 or so. Because of that difference of perspective, a higher FOV makes it appear as though you move faster when you really aren't. T2 appears slower, but you are moving at exactly the same speed. The wall running has the same physics, with a smooth arcing path that is affected by inertia to some degree (ie falling down before hitting a wall will slide you down it before accelerating laterally). It's nothing like BO3's hard attachment to a wall and then a straight line run. Here is the one difference between T1 and T2 is: T1: Maximum wallrun speed was about 2x that of your sprint speed, which would often take at least two consecutive wallruns to reach. The acceleration to get to that took a moment, and you would inherit the speed that you built up on the wall. If you didn't build up the speed on the wall, you weren't going to go at full speed. T2: The first wallrun will immediately push you to about 1.5x your sprint speed assuming you hit the wall at a proper angle, and the jump-off would give you that 2x speed. Hitting the wall again will set you back to 1.5x. That is to say, half of your speed is gained on hitting the wall and the other half when you jump. Given the near immediate speed boosts, you only need be on the wall for a moment and then jump off again to hit 42KPH. Ultimately, the game has changed wallrunning so that it is faster when you're just starting wallruns and there isn't such a heavy reliance on consecutive wallruns since you can almost immediately get to the 2x speed. --- It would be nice if they were to toss the entire list of the first game's maps into this one. Don't let all of those great maps go to waste like some other shooter series that drop the last game's maps only to remake a few. T1's maps could easily be transplanted right into T2 with no facelift needed. Since I have Titanfall installed again, may as well play some rounds.
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Will
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Post by Will on Aug 22, 2016 14:22:10 GMT -5
Thanks for clarifying the movement speed changes Den! I don't think footspeed on the ground is what anyone was complaining about when they said pilot movement is slower. If you are running on the ground in Titanfall, you are playing it wrong. Although, the horrible map design in these 2 maps we've seen does require it a lot if you are not using the grapple. Here is the one difference between T1 and T2 is: T1: Maximum wallrun speed was about 2x that of your sprint speed, which would often take at least two consecutive wallruns to reach. The acceleration to get to that took a moment, and you would inherit the speed that you built up on the wall. T2: The first wallrun will immediately push you to about 1.5x your sprint speed assuming you hit the wall at a proper angle, and the jump-off would give you that 2x speed. Hitting the wall again will set you back to 1.5x. That is to say, half of your speed is gained on hitting the wall and the other half when you jump. Immediately. So I guess that is the issue I am feeling then, and why is feels so slow and "clunky" (combined with the FOV change you mentioned). In Titanfall 1, I was consistently at 2.0x speed (always chaining stuff together with wallruns and bunnyhops, I rarely stopped moving), whereas in this game it does a strange switch back and forth between 1.5x on walls and 2.0x in the air? I don't like it. I guess I'll get used to it, but it still feels so clunky to me. I much preferred the smooth momentum-building of the first game.
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Den
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Post by Den on Aug 22, 2016 14:48:20 GMT -5
Yes, pretty much the only difference is that wallrun speed is capped to 30KPH versus the first game allowing you to keep the 40KPH speed after touching another wall. You'll keep fluctuating between 30 and 40. Noticeably jarring when you're going along some of the straightaways on Boomtown.
If they're really listening to feedback (they had already reduced the Build meter for Hardpoint on the last day of this weekend's Tech Test), I would want 3 things.
1. AI in ALL game modes. Get those Grunts in there to serve as the subtly informative battlefield flavor and walking item pickups they deserve to be. Nobody cares about Pilot v Pilot. 2. Titan Meter is changed back to the Build Timer. Let the Amp Boost stay on the "killstreak" meter but don't go crippling lesser players' access to Titans. 3. Wallrun Speed isn't capped to 30KPH, let the pilot keep their full 40KPH momentum when they start chaining together wallruns.
Besides those, I'm content with everything else.
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Will
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Post by Will on Aug 22, 2016 16:06:32 GMT -5
Come to think of it, even if they don't fix the movement, I'll probably bite the bullet and buy the game anyways (was planning on getting the collector's edition for dat cosplay helmet). I'll just have to git good and learn how to exploit the new mechanics (specifically, do horizontal bunnyhops off of walls to keep myself airborn, rather than chaining lengthy wallruns)
Mind if I share your findings Den? So that people actually know what the heck they are upset about
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Den
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Post by Den on Aug 22, 2016 16:25:31 GMT -5
Sure. The effect of losing momentum with consecutive wallrunning rather than maintaining the whole of it is glaringly stand-out. If everyone can focus on identifying exactly what the issue is, then it is more likely to see change.
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Dumien
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Post by Dumien on Aug 22, 2016 17:56:19 GMT -5
Oh yeah! I forgot about the pilot glow. I like it. I feel like it was designed more for attrition. BUT WHERE IS ATTRITION??? I typically have trouble with spotting people long range, but the glow makes it really easy to use the aim assist trick that Den was championing earlier in the thread or use the should laser.
But yeah...good work Den. A good amount of people are complaining about that wallrunning feeling less smooth and I think those changes you mentioned really add a reason to the outcry. I also noticed something that other people did...that running around on the ground isn't necessarily the worst strategy.
Do you have any speed numbers for the grapple? I've used the grapple to bunny hop on purpose and I noticed that shorthop -> grapple at floor far ahead of you -> grapple connects -> boost results in a great deal of maintainable forward momentum. I feel like because of the short cooldown of grapple you are getting more juice out of the grapple in terms of sheer speed.
I also found myself wallrunning to climb great deal less since grapple vaulting is generally superior.
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Post by frothyomen on Aug 22, 2016 18:19:22 GMT -5
Sure. The effect of losing momentum with consecutive wallrunning rather than maintaining the whole of it is glaringly stand-out. If everyone can focus on identifying exactly what the issue is, then it is more likely to see change. Speaking with the developers, this loss of momentum is at this point in time intentional. They are developing the game with a system of "diminishing returns" on basically all of their mobility options. They want you to mix things up and not repeatedly use the same move over and over to go fast. This is the reason traditional bunny hopping doesn't work, and the reason why wallruns don't repeatedly accelerate your guy like they did in the first game.
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Den
He's That Guy
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Post by Den on Aug 22, 2016 18:21:22 GMT -5
Unfortunately no Grapple in Training and no control environment nor speedometer in active matches.
However, I had gotten pretty good at "Slingshots" over walls to send myself soaring a good distance. Hook the top of a wall, double jump just before hitting it and pressing Grapple again to release, vaulting over the wall and going fast.
From the general feel of it, the Grapple has a slow acceleration rate on the initial catch, but it ramps up to pull you in at a speed of at least 40KPH. Can't be certain, but I think the Double Jump at the end of a long grapple may kick you above 40KPH. Not by much, 50KPH at best (and succumbing to airspeed friction, slowing down over time?) if you jump at the very end of a long range hook.
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Post by frothyomen on Aug 22, 2016 18:24:18 GMT -5
Grapple meta is to grapple low and either double jump very early or do it right before cresting a wall/titan/whatever so you get sling shotted over it. Swinging around corners is very slow and yucky, but max range flying over objects with the grapple definitely gets you to 45KPH or greater. Velocity of the pull definitely increases the longer you are being pulled by the hook without hitting another object on the way there. Hitting a titan that's dashing away from you easily pushes you above 50KPH when you slingshot over properly.
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Dumien
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Post by Dumien on Aug 22, 2016 18:26:36 GMT -5
Hmm I actually thought that the optimal time to jump was immediately after the grapple connects. I might need to experiment with your technique more.
Edit for clarity.
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Post by frothyomen on Aug 22, 2016 18:36:02 GMT -5
It depends on what you're doing, early double jumps are really good on shorter grapples becuase it swings you over stuff with decent speed. If you're just trying to break the speed cap though, gotta get a max range hook and jump late from what I've found.
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