Pilot, your Titanfall Thread is ready. Steam boost activated.

I never played TF1, so I can't really compare. Just find myself feeling like I'd like more options for where to go at any particular moment.
 
I mean shoot nobody's noticed that Respawn modified Angel City a bit to cut down on the porousness (windows that were open in various places to the main buildings in TF1 are now closed in TF2 for ~mysterious reasons~), so I feel like the major thing everybody actually misses from TF1 is the sense of verticality rather than the actual openness. :V
Not really. A few closed windows doesn't change that the basic nature of Angel City is a great example of the kind of map I described; you've got a central open courtyard surrounded by a loose wall of buildings with a bunch of roads and alleys and the underneath of the central building serving as exit routes, then the outskirts of the dockyard, scrubland, etc beyond that wall. It's very much a roaming map.

And yeah, I take your point about how that map style set the table for good players like yourself, and me at one point, to stomp all over people who don't know what's going on, but I feel like a lot of that is because TF1 didn't really have a great tutorial. It tought the control schema, how to move and how to fight, but it did nothing to teach you how to play the game.

More to the point, while simplifying a game to make it more accessible is to some extent a good thing, I feel like when you're doing so in a way that cuts back on a central source of the fun, you're Doin' It Wrong.
 
See the thing is, that never really got used in vanilla Angel City here, most people go where the action is and the action tends to collate itself at a few points on the map, like yeah in theory it has the potential for everybody to go roaming around, but in practice nobody does that since nobody likes running around without meeting anybody for several minutes.

Which probably explains why I disliked some of the TF1 maps when they didn't have modes that forced you to go around to a few locations, since I recall them not being like Angel City where everybody naturally gravitated to a few spots and thus playing attrition on them was basically "hahahahaha fuck this". :V
 
See the thing is, that never really got used in vanilla Angel City here, most people go where the action is and the action tends to collate itself at a few points on the map, like yeah in theory it has the potential for everybody to go roaming around, but in practice nobody does that since nobody likes running around without meeting anybody for several minutes.
Uh... Speak for yourself please? I had plenty of roaming games on Angel City. You're badly overestimating the time it took to encounter another player, given the speed of parkour.
 
Last edited:
Welcome to Why You Should Be Afraid Of Benchy 102. A 23-16 match is nothing to write home about, right? Try a 23-16 match where he only calls in one titan, and at all other times uses a hipfire-only DMR.

 
Hey Exposure, remember that game we had on Angel City where I decided "fuck this" and basically walked the perimeter in a doomed NorthStar for like three minutes clustermissiling spawns and punching you when you tried to rodeo me? :p
 
Hey Exposure, remember that game we had on Angel City where I decided "fuck this" and basically walked the perimeter in a doomed NorthStar for like three minutes clustermissiling spawns and punching you when you tried to rodeo me? :p
Yes but it was on CTF tho. :V

(Although I will admit that "hiding and/or maximizing advantage against the deathbot" is a valid reason to use those areas.)
 
*Public service announcement*

When playing on crash site, if you spawn at the top of the hill, please please please do not run down it! My team had ended up losing the game in the first few minutes because half the team decides to Omaha-beach their way down that hill towards the entrenched enemies there and feed them points.

Please, I'm begging you.
 
*Public service announcement*

When playing on crash site, if you spawn at the top of the hill, please please please do not run down it! My team had ended up losing the game in the first few minutes because half the team decides to Omaha-beach their way down that hill towards the entrenched enemies there and feed them points.

Please, I'm begging you.

Similarly, if you spawn at the bottom, do not rush up into the pre-prepared killzone.
 
Basically, hope the game Crashes when Crash Site loads so that it'll be meta and you won't have to play the map :V
 
Speaking of maps that should be better than Crash Site:

Stand by for details on the next #Titanfall2 content drop from @Respawn Where: http://www.titanfall.com When: 10 AM PST.

edit:

FNN 1-13-2017 said:
In our next content drop coming soon, we'll be introducing a brand-new mode called Live Fire: a lightning fast 6v6 Pilot only mode that brings competitive, close quarter combat to the forefront. A round-based best of 5 mode with no respawns, you will have one minute to eliminate the opposing team in order to win the round. You can also win the round if your team is holding the neutral flag when the round timer ends. It's fast, frantic, and sure to help hone those teamwork and mobility skills. We're also introducing two brand new maps designed specifically for Live Fire: Stacks and Meadow. Playable only in the Live Fire playlist, these two maps are tight, enclosed death boxes designed specifically for the fast-paced, intense nature of the mode.

In addition to Live Fire and the two new dedicated maps for that mode, we're also going to be introducing a brand-new Coliseum map called Columns, as well as another Pilot execution (wait until you see this one!), and multiple new Commander intros for each Faction. We'll have more details on when you'll be getting your hands on this soon and everything in this update will be free for all Titanfall 2 players.

We've also been working on a significant update to our playlist interface. We agree with much of the feedback that having game modes split between two screens is not an ideal user experience. The team has been working to introduce a brand new interface for the next content drop on consoles and possibly a bit earlier on PC so we can test it out. Below you can check out our work in progress to give you an idea how it will change.

Our goal is to allow players to create their own 'mixtapes' and choose which modes they want to be matched in. Would you like to match in just Attrition, Amped Hardpoint, and Last Titan Standing? Simply select the modes you want and hit play. We'll talk more about this and more in the coming weeks.
 
Last edited:
Gah, more pure pilot v pilot modes GO AWAY RESPAWN


It's Last Titan Standing crossed with Pilot v Pilot and Capture the Flag, aieeee.
 
Last edited:
Thank god they're adding more faction intros.

"First we fight, then we drink."
"First we fight, then we drink."
"First we fight, then we drink."
"First we fight, then we drink."

GAAAAAAAHHHH!!!
 
Gah, more pure pilot v pilot modes GO AWAY RESPAWN

It's Last Titan Standing crossed with Pilot v Pilot and Capture the Flag, aieeee.

Honestly given that Titanfall has 3-lane design for most of its maps and AIs, they should have done a MOBA mode where you escort like, specialized Grunts/Spectres to take objectives. Call it "Assault" or something.

Tbh most of the modes would be much better with AI around to, at the very least, harass the fuck out of people. The TF1 AI goons didn't do much damage, like the TF2 ones, but they served a valuable game balance purpose in that they'd reveal your position if they saw you (and they had reasonably decent awareness) by shooting in your direction.

I think their loss is part of the reason why camping has become much more viable in this game.

That and the Sentry boosts. I wish Respawn would take them out and replace them with some straight-up more interesting things, like, idk, robot escorts or something.

Remove those, and Amped Weapons, and I will be a happy non-camper.
 
Last edited:
Seriously, fuck Sentries. Just because they can die in one melee hit and has a limited firing arc doesn't change the fact that it severely restricts player movement and has a ludicrous aimbot.
 
That and the Sentry boosts. I wish Respawn would take them out and replace them with some straight-up more interesting things, like, idk, robot escorts or something.

Clearly replace them with dropped in Robo Pilots, that are to a real pilot like a Reaper is to a Titan. Instead of getting a dependable camping turret with pinpoint accuracy, you have an erratic robopilot that roams the map, thus negating the camping power of sentries.
 
I'd go for a dropped-in Stalker squad to take up positions somewhere. Stalkers are bastard tough, but offensively their main advantage would be acting as a kind of flare signal.
 
That sounds kinda trash. Pilot sentries gave me some trouble initially but it didn't take long to learn to deal with them. Grenadier weapons trivialize them.
 
Crash site is scary, there's way too many places where you can be locked in between the kill zones and the awkward wall runs it's pretty easy for a titan to lock down an escape route(god help you if you're stuck in that ship).

Instead of a turret perhaps a specter squad call in? A superior version of the Stalkers that can actually pressure a pilot along with some possible soft anti titan damage.
I can't really remember but didn't the tf1 stalkers have anti titan weapons? Or at least one member of the squad with one.
 
Back
Top