I don't remember the first Titanfall having bunny hopping? I remember you maintained some momentum after doing fast wallruns so you could tribes-surf a little and maintain some speed
I don't remember the first Titanfall having bunny hopping? I remember you maintained some momentum after doing fast wallruns so you could tribes-surf a little and maintain some speed
Nah if you tapped jump the second you hit the ground without holding forward you basically lost zero momentum, and it has the common source engine thing of moving in a circular arc through the air accelerating you.
It made getting jettisoned out of your mech really fun because you could fall down in a spiral pattern to build massive speed and then chain jump off into the distance.
Damn the map looks empty without grunts all over the place. Hard to believe that with how few people played player hunt, the lesson they took was "Get rid of the AI."
The Titans are largely fixed now with minimal mechanical customization. The voices are also fixed, the idea being that each titan has their own personality that matches their abilities.
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LasbrookIt takes a lot to make a stewWhen it comes to me and youRegistered Userregular
The only thing I could find that genders the titans is the intro video to this tech test refers to Ion as female and Scorch as male.
The titan section on the official site stays neutral except for Ronin which is also given male pronouns.
Haven't payed enough attention to the OS voices to see if that matches.
I'm starting to think I don't like Titanfall 2, and it's making me very sad.
I'm keeping my fingers crossed about this whole alpha being an earlier build an incorporating player feedback and whatnot though.
Yeah, the first open weekend of Titanfall I basically couldn't stop playing, the wallrunning and titans and everything just felt natural.
But this weekend neither of the maps feel like Angel City, the wallrunning opportunities are fewer, and without AI on hardpoint there's way less opportunity for fun traversal kills. The video I made above would have been way less exciting for me if an opponent hadn't jumped on the roof right as I was flying across. It was sheer luck that I had a cool moment there, whereas the density of things to kill in Titanfall 1 meant you could pretty much always get kills while flying across the map.
And Bounty Hunt doesn't really help with that, because rather than spawning all over the map the grunts drop into designated drop zones, which are just meat grinders surrounded by camping players.
The titan battery system is way too complicated and unnecessary.
At most just make rodeo reset the titans ability charge or knock a percentage off it but the whole picking up batteries off the ground thing is a wasted system.
Also something about the ads seems off. More specifically when you let go of ads it takes forever to go through the animation and let you look around at normal speed again. Plus the aim assist seems to need better tuning.
Also the on the ground run speed is way to low given how few walls there are too conveniently run on on these maps.
Disappointed to read all these negative reactions to the demo. The first game is one of the best shooters of the last few years.
God, I still remember playing Titanfall for the first time as Tokyo Gameshow. It was incredible, such a rush, such a thrill. I immediately got back in line for another go. Being stuck in Japan when the game hit bummed me out so much.
One of the first things I did when I got back stateside was order a new computer, and when it showed up the first game I got for it was Titanfall and I played the hell out of it.
Believe me if anyone wants Titanfall 2 to be good and succeed it's me. But something feels off. And I hope they can fix it before release but release being two months out I don't know how realistic this is or isn't. Though Respawn has been stressing on twitter that it is an old build and they are taking feedback very seriously.
The fact that your titan starts off without a shield suuuuuuuucks asssssssss. Especially with Ion. If you're up against enemy titans and you just spawned, it's like your titan is made of cardboard.
The TTK on the CAR SMG and the main assault rifle are kind of absurd. Makes me not want to use any other guns. Also, the aiming on the Spitfire LMG is sooooooo sloooooow, makes it impossible to win one-on-one fights.
#bringbackattrition
No really. Devs have already said that Bounty Hunt is replacing Attrition. I like Bounty Hunt a fair bit, but it just doesn't have the huge frantic feel that Attrition had.
Angel City remake or we riot
It feels like the devs listened a lot to people who didn't play Titanfall 1, which is fine! You want more people to play your new game. But it then feels that they tried too hard to attract them by almost entirely removing the AI and making the titan-vs-pilot gameplay nowhere near as interesting.
Look it wouldn't be a Call of Doot Doot Infinity Ward game if the SMG and AR's weren't the best guns.
Don't take that from them.
But yeah, I feel like just by the movement system alone I'll be on board with this game. Shame to see that bigger and better for the sequel is apparently translating into murkier and less interesting.
The fact that your titan starts off without a shield suuuuuuuucks asssssssss. Especially with Ion. If you're up against enemy titans and you just spawned, it's like your titan is made of cardboard.
The TTK on the CAR SMG and the main assault rifle are kind of absurd. Makes me not want to use any other guns. Also, the aiming on the Spitfire LMG is sooooooo sloooooow, makes it impossible to win one-on-one fights.
#bringbackattrition
No really. Devs have already said that Bounty Hunt is replacing Attrition. I like Bounty Hunt a fair bit, but it just doesn't have the huge frantic feel that Attrition had.
Angel City remake or we riot
It feels like the devs listened a lot to people who didn't play Titanfall 1, which is fine! You want more people to play your new game. But it then feels that they tried too hard to attract them by almost entirely removing the AI and making the titan-vs-pilot gameplay nowhere near as interesting.
Wait bounty hunt is officially replacing attrition?
Yeah I had assumed that attrition was just absent from this test, but bounty hunt being an actual replacement would be a huge bummer. Starting to get worried about some real misguided choices going into this game, hoping it's just a poor slice of the game being presented
Decided to try bounty hunt again, and the drop zones really kill it for me. If the mode were just, "run around the whole map killing every NPC you can find," that would work for me. But for a franchise that was all about mobility, they sure like making you stay in one place.
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DragkoniasThat Guy Who Does StuffYou Know, There. Registered Userregular
I'm not feeling these game modes.
Pilot vs. Pilot was the most fun but I actually wanted Titans in too.
Over this past weekend, we’ve heard a lot of passionate feedback from Titanfall fans. Even though the Tech Test build is a couple months old, we learned some valuable things based on your feedback. Some of these changes have already been addressed and will be updated for weekend two of the tech test, with other changes making it into the final game.
Pilot Mobility
Many players are wondering why we changed the mobility from Titanfall 1. We identified two major issues we wanted to solve in Titanfall 2. The first is that a lack of player predictability would often cause players to be shot from the back or sides. While flanking is an important part of gameplay death often felt random instead of skillful. The second issue is that close range firefights were overly chaotic due to erratic player movement. So, changes to pilot mobility stemmed from a desire to improve our gunplay, and not a desire to slow down movement.
We’ll be tuning air speed and wall-running speed to be faster.
While investigating this point, we discovered some unintended side effects that were causing players to lose momentum while wallrunning.
Players should once again accumulate and retain more speed when chaining wallruns.
Additionally, we’re testing scaling back some of the dampening factors that were limiting bunny-hopping as we don’t want these restrictions to impact normal traversal.
Titan Meter
We made some changes in Titanfall 2 with the goal of rewarding players for playing game mode objectives. However, we observed the problem that players can try to play the objective but fail, resulting in slower than intended Titan acquisition. We still want objectives to be the fastest way to get a Titan, but the goal of every player being guaranteed a Titan per match hasn’t changed.
Pilots will once again acquire a small passive amount of Titan meter every few seconds.
Titan Survivability
This is one of the more complex issues to address for several reasons.
First, we’ve changed from Titans having energy shields to a new Titan battery system which we believe improves rodeo gameplay and rewards teamwork. In Titanfall 1, rodeo was lethal to Titans, forcing pilots to disembark and engage in a 50 / 50 fight. In Titanfall 2, the rodeo pilot steals a battery and damages an enemy Titan. If they can give that battery to a friendly Titan, the Titan receives a shield and the Pilot gets Titan meter points. As players become more familiar with the system, we expect that Titans will live longer. This is an area we will continue to monitor leading up to launch.
Another factor is that the balance of Titan gameplay in the Tech Test build is heavily affected by the limited amount of content we released in the build. For example, some Titans that aren’t in the Tech Test have strong defensive abilities, certain Titan kits provide defensive upgrades, and even Pilots have a boost that can improve Titan defenses.
Lastly, there has been a lot of tuning since the Tech Test build that will tone down the amount of damage many weapons deal to Titans.
Titan Mobility
We’ve reduced the number of baseline dashes by one compared to Titanfall 1, but all Titans have access to a new Titan kit that provides an additional dash. This is to balance new mobility or defensive options available to specific Titans. The Tech Test build, however, doesn’t include our fastest Titans. Despite our confidence in our top-end speed, we have heard your feedback that Ion and Scorch feel too slow.
Titan dashes will recharge faster.
Map Design
Some of our Tech Test players have asked if the relatively flat and open design of Homestead is indicative of a new direction for Titanfall, and the answer is no. When designing maps, we strive to make them unique experiences. For example, Homestead changes things up by creating islands of Pilot gameplay where long-range weapons can be effective. This upcoming weekend a new map, Forwardbase Kodai, will be available for play. There is a wide variety of maps for the final game.
We’ll be showcasing more maps over the next couple weeks on our website, including more traditional Titanfall maps.
HUD
We’ve read feedback about the HUD feeling too busy. At launch Titanfall 2 will have menu options that allow players to turn these features on or off based on their individual preferences.
Additionally, there have been concerns about enemy outlines making players too easy to see at a distance. We think this is an important feature for friend or foe identification with the substantial amount of visual customization that will be available at launch in Titanfall 2.
We’re going to bring in the fade distance for enemy outlines so they don’t reveal pilots at extreme distances.
"The first is that a lack of player predictability would often cause players to be shot from the back or sides. While flanking is an important part of gameplay death often felt random instead of skillful. The second issue is that close range firefights were overly chaotic due to erratic player movement. "
To me this reads: We decided to remove the fun parts of our last game (the out maneuvering and the frantic pace).
Passive Titan recharge is good. I do not like that they still have their design goal having it be a "get ahead more" mechanic. The side that is achieving the objective is already winning, do you really need to reward them even more heavily so they can win harder?
"First, we’ve changed from Titans having energy shields to a new Titan battery system which we believe improves rodeo gameplay and rewards teamwork. In Titanfall 1, rodeo was lethal to Titans, forcing pilots to disembark and engage in a 50 / 50 fight."
In Titanfall 1 the best way to get a player off of your titan was to have another player kill the pilot on you. You know, teamwork. By trying to fix something that wasn't broken, you've broken it. It doesn't address the fact that being battery runner for your team is not particularly fun.
Gah, I mean, I don't want to be too negative here. These patch notes are definitely a step forward, but this is after they already took like three very large steps backwards from Titanfall 1.
I actually played a couple rounds of Titanfall 1 last night to make sure that it wasn't just rose tinted glasses souring me on Titanfall 2, and, personally, Titanfall 1 blows 2 clean out of the water so far.
I'm probably ok with most of the gameplay changes and I enjoyed a lot of my time with the game last weekend, but it is really critical for me that they have better game types in the final release. Really wish there was more definitive info about that. Just have the modes from the last game! You already had a pretty good handle on those!
"The first is that a lack of player predictability would often cause players to be shot from the back or sides. While flanking is an important part of gameplay death often felt random instead of skillful. The second issue is that close range firefights were overly chaotic due to erratic player movement. "
It felt that way to me too, though i wonder how they'd change that.
e: oh, hadn't seen the full context of this quote. Thought they were saying they were gonna tweak the MP test to make it less like this.
I didnt get a chance to play so I cant speak on any of it the systems, but reading about the change to the cooldown between Titanfalls is a bummer.
I remember a dev interview way back when for TF1 where the system was designed so even a player having a shit match would still get titans at a decent pace and feel like they are able to contribute to the team.
Turning it into a kill based system is a head scratcher and I am glad they are tweaking it.
Still, reading the feedback on the beta has left me wary.
edit: here's another actually I guess this one is prepatch, it was just using a technique to buffer a slide midair to still manage bunny hop momentum https://www.youtube.com/watch?v=HFhysHHKxFQ
Posts
Nah if you tapped jump the second you hit the ground without holding forward you basically lost zero momentum, and it has the common source engine thing of moving in a circular arc through the air accelerating you.
It made getting jettisoned out of your mech really fun because you could fall down in a spiral pattern to build massive speed and then chain jump off into the distance.
Damn the map looks empty without grunts all over the place. Hard to believe that with how few people played player hunt, the lesson they took was "Get rid of the AI."
The titans are gendered? The only thing like that in the first game was the voice, which you picked independently of everything else.
The titan section on the official site stays neutral except for Ronin which is also given male pronouns.
Haven't payed enough attention to the OS voices to see if that matches.
Steam
I'm keeping my fingers crossed about this whole alpha being an earlier build an incorporating player feedback and whatnot though.
Yeah, the first open weekend of Titanfall I basically couldn't stop playing, the wallrunning and titans and everything just felt natural.
But this weekend neither of the maps feel like Angel City, the wallrunning opportunities are fewer, and without AI on hardpoint there's way less opportunity for fun traversal kills. The video I made above would have been way less exciting for me if an opponent hadn't jumped on the roof right as I was flying across. It was sheer luck that I had a cool moment there, whereas the density of things to kill in Titanfall 1 meant you could pretty much always get kills while flying across the map.
And Bounty Hunt doesn't really help with that, because rather than spawning all over the map the grunts drop into designated drop zones, which are just meat grinders surrounded by camping players.
Plus it also encouraged efficient routing for attrition.
Half my fun in titanfall 1 was trying to get my titan ASAP with the smart pistol and good map knowledge against grunts.
Till this evening, then it starts again next friday.
The learning curve seems to be huge.
At most just make rodeo reset the titans ability charge or knock a percentage off it but the whole picking up batteries off the ground thing is a wasted system.
Also something about the ads seems off. More specifically when you let go of ads it takes forever to go through the animation and let you look around at normal speed again. Plus the aim assist seems to need better tuning.
Also the on the ground run speed is way to low given how few walls there are too conveniently run on on these maps.
You call in your titan, it has a battery, it has no overshield.
A pilot steals your battery, you get out of your titan, kill him, take the battery, get back in your titan.
Your titan now has a battery and an overshield.
You want the enemy to steal your battery.
Sweet
Maybe I'll give it a try next weekend
Steam: MightyPotatoKing
God, I still remember playing Titanfall for the first time as Tokyo Gameshow. It was incredible, such a rush, such a thrill. I immediately got back in line for another go. Being stuck in Japan when the game hit bummed me out so much.
One of the first things I did when I got back stateside was order a new computer, and when it showed up the first game I got for it was Titanfall and I played the hell out of it.
Believe me if anyone wants Titanfall 2 to be good and succeed it's me. But something feels off. And I hope they can fix it before release but release being two months out I don't know how realistic this is or isn't. Though Respawn has been stressing on twitter that it is an old build and they are taking feedback very seriously.
It feels like the devs listened a lot to people who didn't play Titanfall 1, which is fine! You want more people to play your new game. But it then feels that they tried too hard to attract them by almost entirely removing the AI and making the titan-vs-pilot gameplay nowhere near as interesting.
Don't take that from them.
But yeah, I feel like just by the movement system alone I'll be on board with this game. Shame to see that bigger and better for the sequel is apparently translating into murkier and less interesting.
Wait bounty hunt is officially replacing attrition?
Man that might be a deal breaker for me.
PSN: Robo_Wizard1
The rumor going around is that Bounty Hunt is the only mode with NPCs in it.
Well if Bounty Hunt is the only mode with NPCs in it, then that means attrition must be gone.
Also it means I am definitely not buying Titanfall 2 if it's true, which makes me real bummed!
...
Maybe I'll go play some Titanfall 1 soon to feel better.
Steam: MightyPotatoKing
Pilot vs. Pilot was the most fun but I actually wanted Titans in too.
I hope Attrition isn't gone.
I wonder if going to the PS4 meant that they had to rework it.
Also, I like that they made Amping a hard point a thing. Gives you a reason to defend and a way to come back from a point deficit.
Also, when I looked at the "networks" on Xbox the most popular one was [HMB] Harambe. And I was like "of course, Internet. Of course. "
Still don't like Bounty Hunt.
To me this reads: We decided to remove the fun parts of our last game (the out maneuvering and the frantic pace).
Passive Titan recharge is good. I do not like that they still have their design goal having it be a "get ahead more" mechanic. The side that is achieving the objective is already winning, do you really need to reward them even more heavily so they can win harder?
"First, we’ve changed from Titans having energy shields to a new Titan battery system which we believe improves rodeo gameplay and rewards teamwork. In Titanfall 1, rodeo was lethal to Titans, forcing pilots to disembark and engage in a 50 / 50 fight."
In Titanfall 1 the best way to get a player off of your titan was to have another player kill the pilot on you. You know, teamwork. By trying to fix something that wasn't broken, you've broken it. It doesn't address the fact that being battery runner for your team is not particularly fun.
Gah, I mean, I don't want to be too negative here. These patch notes are definitely a step forward, but this is after they already took like three very large steps backwards from Titanfall 1.
I actually played a couple rounds of Titanfall 1 last night to make sure that it wasn't just rose tinted glasses souring me on Titanfall 2, and, personally, Titanfall 1 blows 2 clean out of the water so far.
Wish I wasn't so nervous about this game now
PSN: Robo_Wizard1
e: oh, hadn't seen the full context of this quote. Thought they were saying they were gonna tweak the MP test to make it less like this.
I remember a dev interview way back when for TF1 where the system was designed so even a player having a shit match would still get titans at a decent pace and feel like they are able to contribute to the team.
Turning it into a kill based system is a head scratcher and I am glad they are tweaking it.
Still, reading the feedback on the beta has left me wary.
This didn't seem to be the case in the beta.
edit: here's another actually I guess this one is prepatch, it was just using a technique to buffer a slide midair to still manage bunny hop momentum
PSN: Robo_Wizard1