Got some bad news for you... Rumours are circling that Bounty Hunter is replacing Attrition, so Attrition might not even be in the full game.After more game time with it, I'm not liking it at all, the sensitivity while aiming is very strange and I hate the options to change it, why not having a graduate bar like every fps ?, the game is slower than the first one for sure too, the game is unbalanced, the maps aren't good, the grappin hook is good though, really like it, the Bounty Hunter mode is shit, I would have prefer the attrition mode for the beta but whatever...
I'm not feeling it, not at all but It's my personal opinion.
Horrible choice. If last titan standing is gone, I fold.Got some bad news for you... Rumours are circling that Bounty Hunter is replacing Attrition, so Attrition might not even be in the full game.
Got some bad news for you... Rumours are circling that Bounty Hunter is replacing Attrition, so Attrition might not even be in the full game.
I thought when people are saying the previous game was perfect they are referring to how tight the controls felt and how great the boosting, wall running and momentum of the pilots felt. The game was bare bones in both content and customisation and I don't believe those two points conflict at all.
If that's really all they're saying, then I can't really reconcile those complaints in Titanfall 2.
I think Titanfall 2 feels incredibly great. Wall running, speed, aiming, momentum, etc. The Grappling Hook especially is a nice surprise in how it works with regard to acceleration.
Uh......
There is no way that's happening. Is there?
Bounty Hunt is not a very fun mode, in fact I occasionally hate it. There is no way a game in 2016 ships without basic team deathmatch.
I have to agree completely here. TF1 was pretty much absolutely perfect (save for the smart pistol) and just needed more stuff! More Titans, more weapons, customization, maps etc. Nothing else needed to be changed IMO.
That said i completely understand why it did. Games evolve and devs have ideas. I trust Respawn that i'll enjoy it after getting used to it![]()
Well me being a huge LTS fan and being one of the top players on PC for that makes me sad as fuck. Like they didnt need to change anything for the core mechanics.
Seems like a lot of other popular games have influenced along with whiney casual players to make the game less about core mechanics and more about gun on gun.
Which original titanfall 1 had, just not alot of content.
The bolded statements are incompatible.
This is an extremely limited technical alpha which both deliberately and by necessity omits a ton of stuff which will be in the final game. Complaints talking about "lack of boost" in titans or whatever are neglecting the fact that there will obviously be other titans which have just as much if not more mobility than anything in the first game.
You're simultaneously saying that the first game was perfect as-is, yet needed "more stuff". But that "more stuff" inherently screws with the overall balance and design of the game, which requires reworking many systems to make that "more stuff" better integrate with everything that was already there.
Maybe a lot of your complaints won't be addressed by the final game, but right now those complaints are a bit myopic. Again, you're playing an alpha of an incomplete game based off a build which could itself be months old, so it's not painting a complete picture at all of what will or won't be there in the final game. And it's not trying to do so either.
https://www.reddit.com/r/titanfall/...2_confirmed_information/d4hnwhr?context=10000
Dunno who he is but he's claiming to have dev connections, this post was a month ago. Add that in with there being no confirmation of Attrition and it not being in the beta but pilots vs pilots is even though nobody played it on TF1 and IMO it doesn't look likely.
As for basic TDM, I think that's what Pilot v Pilot is supposed to be LOL, but I'm not sure. I agree with you though, Bounty hunter is terrible.
Got some bad news for you... Rumours are circling that Bounty Hunter is replacing Attrition, so Attrition might not even be in the full game.
Keep in mind that a LOT is going on behind the scenes with servers, datacenters, matchmaking, "Networks", etc. You can't see it, but we have a bunch of super-smart people in a war-room right now basically 24/7, who are making some shit happen. Barely 20 minutes ago a major issue was caught, brainstormed, fixed, and deployed w/ almost nobody noticing. They're amazing. Again, that's what this is all for; discovering insane issues and solving them. Expect more weirdness, because that's some 4d-chess shit. =)Couple guys I was playing with last night had that problem. They closed the client and opened it back up and that seemed to do the trick.
First thing I have to say is the grappling hook is a great addition but it's so op compared to the other abilities.
This is all just a small sample, with very (very) little of the full game's customization or loadout/mode/etc choices. Maybe we should have hinted at that more in the menus (had guns & mods & options grayed-out or etc). But yes, there'll be more than one assault rifle in the game, for example. =)No gun variety. Unlocks for them feel slow. Titans having next to nothing to unlock or customize is still a bummer.
It will in the real game. Different color for their names, etc. Done already in our mainline, just wasn't in time for this branch. I miss it too.It would be neat if the minimap highlighted teammates who are in your party.
If you're interested, I wrote this earlier in the thread, re: titan shields & combat:Also bummed they did away with rechargeable shields.
While the buffer of constant regen shields in the previous game could be comforting (and you'll get that with a battery boost in this game), having them as a constant element also made combat a lot more squishy. Situational awareness wasn't nearly as important (could often just stomp around and ignore incidental damage or lone pilots), and in any major encounter there was a constant strong pull to disengage asap (to find cover and regen that protection). Under those shields was a health bar that would only ever get reduced; there was no path to restoring your titan to full (or > full) combat effectiveness. Those strategies now exist; both for lone-wolves and through teamwork.
The titan-v-titan combat itself, with the suite of titan abilities, is arguably deeper now than the last game. Choosing when & how to combo your powers (especially in concert with teammates), or how to nullify an opponent's moves, is more important and with a higher reward potential. Lopsided fights (2v1, 3v2, etc) were often just a basic numbers game of health attrition (ahem). Now a skilled or lucky player can come out of those on top, sometimes unscathed, because they've outsmarted/outmaneuvered their opponents. There were elements of all of that in the last game (and I think some here were worried that it'd been lost), but it's much more solid now & the state more readable.
I got a PS4 eu key if anyone wants it?
We have decided to add our Amped Hardpoint gamemode to weekend 1! Enjoy Pilots! We're so excited to see you this weekend on X1 and PS4.
I really would love a Q&A session with the devs to understand why they've neutered the movement, lowered the velocity on ejection, etc. It all feels designed to bring down the skill gap which is a damn shame.
how can you check the servers? i feel like an idiot here because i'm looking around and i can't find it lolI don't understand why the closest server to Ohio on ps4 is Virginia. Does Xbox one still have the azure servers in Chicago ? I miss my 20ms ping.
The ttk is low, real low. you can literally miss a guy and a few bullets hit him and he dies. it's still higher than COD but it isn't like R1 at all.. Not sure if it's the TTK, it's more like the animations are faster or some added camera shake or recoil. I don't know, but it is so hard for me to hit any pilot.
Also Bumper Jumper's Grapple placement on A button is still a nightmare, but slowly getting used to it.
justaccordingtokeikaku.png
They thought the game was too frantic for the general public.Why oh why did the movement get nerfed and the ttk dropped.
I really would love a Q&A session with the devs to understand why they've neutered the movement, lowered the velocity on ejection, etc. It all feels designed to bring down the skill gap which is a damn shame.
They just want to have a bigger CASUAL audience, that's it.
https://twitter.com/Respawn/status/766410727296872448
Bounty Hunter hasn't been doing much for me, so I'm happy to hear that I'll get to play my favorite mode from TF1 sooner.
I got a PS4 eu key if anyone wants it?
I don't know why you people keeping saying this.
Titanfall was pretty damn casual. I don't see how any of the changes made to TF2 make it more so. The game is just different, that doesn't mean they're trying to dumb it down.
Question.
Are the 2 tech tests, open to everyone or only those with codes?
Keep in mind that a LOT is going on behind the scenes with servers, datacenters, matchmaking, "Networks", etc. You can't see it, but we have a bunch of super-smart people in a war-room right now basically 24/7, who are making some shit happen. Barely 20 minutes ago a major issue was caught, brainstormed, fixed, and deployed w/ almost nobody noticing. They're amazing. Again, that's what this is all for; discovering insane issues and solving them. Expect more weirdness, because that's some 4d-chess shit. =)
So you're right about it being op, but... all of them are, in their own ways. They all do things that the others don't. This will always come down to playstyle & preference, and sometimes game mode (you're going to see a lot more of the pulse-blade ability when people start playing Amped Hardpoint, I think). My own loadouts tend to have Stim or, depending on how I feel like playing that match. Everyone will have different favorites. We have some Holo Pilot savants here that routinely humiliate me...REDACTED
This is all just a small sample, with very (very) little of the full game's customization or loadout/mode/etc choices. Maybe we should have hinted at that more in the menus (had guns & mods & options grayed-out or etc). But yes, there'll be more than one assault rifle in the game, for example. =)
It will in the real game. Different color for their names, etc. Done already in our mainline, just wasn't in time for this branch. I miss it too.
If you're interested, I wrote this earlier in the thread, re: titan shields & combat:
Because of R1's population and Black Ops 3.I really would love a Q&A session with the devs to understand why they've neutered the movement, lowered the velocity on ejection, etc. It all feels designed to bring down the skill gap which is a damn shame.
It all feels designed to bring down the skill gap which is a damn shame.
They just want to have a bigger CASUAL audience, that's it.
They thought the game was too frantic for the general public.
Alright; look.
...the noob-lust conspiracy crafting here is crazytown insane. Debate and disagree with what you're playing and the decisions themselves, but nothing in the design of this game has come from a "because teh casuals" place.
I don't mean you have to blindly accept everything we've done with blissful open arms (though I mean you should >_>), but just don't short-circuit that discussion.
Open for everyone starting tomorrow!
how can you check the servers? i feel like an idiot here because i'm looking around and i can't find it lol
So is no Attrition mode in TF2 the most egregious misstep since no arcade mode in SFV? All signs point to yes. Considering this is the mode that gets the most play on TF currently, can't understand why they'd leave it. Even if it is missing at launch, I'd be very surprised to not see it added after the out roar.
I'm not saying TF1 was hardcore or anything but it was probably still too hard for the audience the devs wanted to reach and that's probably why they deep down even further TF2.
9 AM PDT tomorrow I believeThanks!
By tomorrow you mean midnight right?![]()
Rayme, can you comment on:
* Lower TTK.
* Extremely bright glowing player outlines (combined with above...). Again this seems to punish people trying to traverse the map since you stick out like a sore thumb.
* Slower (floatier) jumps making you an easier target when parkouring.
* Reduced forward velocity when you change look direction past a certain angle while wallrunning.
* Eliminating sequential godhops..
* Slower / lower ejections (making gooses much easier than ever).
* Stunlock from arc grenades affecting your turn speed (literally the most annoying thing ever).
* Flinch on getting hit.
* Parkour chaining seemingly capping out velocity very quickly (esp. w/o stim).
* Map designs featuring wide open areas w/o parkour opportunities (and where objectives are placed in Bounty) and fewer even surfaces in general.
* No boosting from the impact of a titan fall?
* Removal of bots from most game modes? I loved the feeling of chaos and noise they brought and it's a damn shame if it's true they are gone.
* Stim becoming much more a situational boost rather than a general purpose utility ala grappling hook and pulse blade.
The first game was best played hard and fast and this game seems to completely shun the philosophy instead rewarding playing the game as a stop and pop shooter (AKA more CoD with Mechs than Quake). The changes to movement seem to be introducing a set of shackles on what was a very free system in the first game.
I'm sorry if I sound like a dick, but I hate this type of "criticism" which is so prevalent on forums. You're not trying to have a conversation here, you're trying to force a developer to explain every single detail of every single decision that a large team made over 3 years of development on something new.
If a developer on the forum is kind enough to respond to questions and gather feedback about an early Alpha product, try to imagine yourself talking to that person in real life. How would you ask your questions? What would you focus on? How might you re-frame your criticism in a way that doesn't sound insulting and abrasive in a way that essentially shuts down the conversation before it even starts?
I haven't played that much of the Alpha Test yet, but as someone who's a software developer but who's simply a fan of the first Titanfall, your list seems like mostly a bunch of nitpicks that could easily change before the game comes out, and mostly fluff to artificially increase the perception that you're trying to put forth about the game being fundamentally "ruined" even though in the grand scheme of things its core mechanics are really similar to the first game.
I don't know why you people keeping saying this.
Titanfall was pretty damn casual. I don't see how any of the changes made to TF2 make it more so. The game is just different, that doesn't mean they're trying to dumb it down.
What you're saying is just crazy to me.
Like seriously, Titanfall 1 was not a hard game to play. The game was already super casual with its killstreak rewards, almost instant death encounters, and low respawn time.
If anything TF2 is less casual with the changes they have made. Like not being able to modify Titans and not having regenerating shields like before.