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Titanfall game

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karazax
Profile Joined May 2010
United States3737 Posts
Last Edited: 2014-03-18 20:37:14
October 01 2013 23:41 GMT
#1
I'm surprised I couldn't find an existing thread for this already. Titanfall is a first person shooter made by the original creators of the Call of Duty series, which features a mix of Mech combat and jump pack infantry play.
http://www.titanfall.com/
[image loading]






Game is scheduled to be released in the spring on PC and xbox

http://www.rockpapershotgun.com/2013/09/30/heres-why-titanfall-stole-the-show-at-eg-expo/

http://www.theguardian.com/technology/gamesblog/2013/sep/09/titanfall-vs-destiny-future-of-shooters

Developer Respawn Entertainment calls its main mode 'campaign multiplayer' – groups of players compete against each other through a linear series of missions, all bookended by story cut-scenes explaining the context of the combat. As a participant, you can save your progress at any point and come back to the campaign whenever you like, so it works just like Single player. And when matches begin, each environment is filled with AI troopers, who join in the combat but also provide little choreographed set-pieces within the action, perhaps hiding out in hidden locations or attacking very specific enemy targets. So again, it feels like a Campaign – just one with human allies and enemies.

It's all about the refreshing new cadences that come out during combat. While playing as a ground soldier, or pilot, the game's double jump and wall-running features allow you to traverse the map as a totally three-dimensional environment, sprinting along the sides of buildings, leaping onto rooftops and along catwalks or straight through windows. There's a real sense of freedom, of kinetic possibility, that contrasts massively with the familiar sprint and cover rhythm of the military shooters.

And then, at fixed time points in each match, you get to call in a titan mech, which drops onto the map with a whooshing crash, then waits for your command. You get in, and the combat completely changes – now it's about attrition and pummeling force. You're swatting pilots like flies, you're pounding in to explosive battles with other 'bots – like the tank fights in Battlefield, but with swarms of exotic missiles and defense measures. The cockpit feel is nice too, with visible instrumentation, and the fact you're looking through an HUD screen not glass, so everything distorts when you get hit by fire. Then, when the damage reaches critical, you can eject and join the action again as a foot soldier, bringing these vast new action beats to the experience.

According to producer Drew McCoy, Respawn started with an interesting question: what would be the FPS version of mixed martial arts? So they started looking at classic titles and sub-genres, pulling in ideas from Doom, Counter Strike, Battlefield and more. "We went through a long prototyping process," says McCoy. "Our guys were trying all sorts of crazy stuff. It was all really rough, but it gave us an inkling of what could be good. And early on, one of the key things was movement, which has evolved into wall-running and double jumping - that sense of verticality. The other thing was survivability in a multiplayer game.

"The current trend is high lethality, one shot and you're down. It's popular, but if you go back 10 years, you had health and armour in Quake and Unreal, you could shoot guys 50 times - we wanted to try play with that, to lengthen the player's life without upsetting that quick kill balance. That's where the titans came in. They act as a kind of second life for you - you can take damage then eject out. Also you have AIs running around which are often easy to beat, so you get that quick kill loop."

There's also an ambition to add longevity to player vs player encounters, to get out of the twitch core rut that some well-known military shooters have ploughed. "The movement and face-off gameplay was influenced by Doom, especially the rocket launcher and plasma gun," says McCoy, "Those were projectiles that you could see coming, that you could dodge - there was this really cool back and forth dynamic. So Titans bring in a lot of that - they shoot a LOT of projectiles. And with the dash move, you can get in and out of cover real quick. This way, you're really fighting someone. It's not 'I shot first so you're dead', it's knowing the environment, knowing how to flank - we looked at a lot of old games for that."

Cleverly each Titanfall mission culminates with an intense Epilogue sequence. At the end of every team match, the losing side is given 45 seconds to get to a drop ship and evac – if they make it they get extra XP, a sort of consolation prize; but if the winning team takes out every member of the defeated squad before they make it to the craft, the XP gift goes their way. It turns out this was a last minute addition. "We were marching toward E3 and all the pieces were coming together, we had the story stuff, the narrative things happening during the game then we had this sign coming up saying 'victory' like every other games does. It just felt wrong. We thought, that's not how a campaign multiplayer ending should feel - you have an invading force thats just lost, now they've got to get out of Dodge!"

In Titanfall, players start each match by selecting a character class for their pilot (currently Assault, Tactical and CQB) and their Titan. These come in three flavours. The main battle titan is equipped with an XO-16 battle rifle and defensive vortex blocker that acts as a shield against enemy fire; the heavy weapons titan gets a 40mm cannon and electrical smoke to hide in; and the high explosive titan boasts a rocket launcher that fires multiple spirally projectiles that'll pummel other mechs into robot heaven. Mixing and matching pilots and titans should provide an intriguing little twist, allowing players to build diverse roles for themselves, taking on stealthy roles as pilots, but transmogrifying into apocalyptic denizens of fiery death when in the titan.



Beta tips:





More useful tips and tricks:

+ Show Spoiler +

More useful infos:


Originally Posted by Reddit.com/r/titanfall

You can nuke the dropship when the enemy team is evacuating! And it does a HUGE amount of damage if you're close enough! This works best at dropship sites where the dropship is close to the ground

If you're using cluster missiles or smoke, deploy them, get up near a wall, face away from it, crouch, and look up. The pilot will be right up against the wall and won't be able to disembark!!

Draw enemy titans into a corner and nuke them so they can't get away! It doesn't have to be perfect--just make sure they only way they can get out is if they move past you!

The ABSOLUTE latest you can eject and still escape at evac is "leaving in 8 seconds!"

You can predict enemy pilot spawn locations by looking at where enemy minions are spawning! Usually the spawns change location when an area is no longer "safe" so pay attention to new spawns!

USE ZIPLINES on maps that have them! You can pretty much "teleport" from one hardpoint location to the next! They're also super fast transport on ctf!

Found the most amazing camping spot at hardpoint A on Boneyard! It revolves around sitting on a tiny vent sticking out near the ceiling! You basically get to the back of the room and jump up to the dark part of the ceiling and you'll find it!

http://www.reddit.com/r/titanfall/co.../bunch_o_tips/


Originally Posted by Reddit.com/r/titanfall
Looking to create a simple and advanced list of tips and tactics. Here's some things Ive found and can think of while I'm not playing. Some are repeats and some are new. Anyone with new ones feel free to add.

-Fully charged charge rifle kills pilots in one shot. Great for taking out camping snipers across the map.

-In LTS having one pilot up high sniping titans with charge rifle almost always results in a win. Charge rifle is the eater of shields. This keeps groups of enemy titans from advancing on your allies and gives your team the opportunity to push forward and take down health.

-Make sure to aim for red parts on titans. Critical hits do major damage, especially with pilots' anti titan weaponry.

-Adding a silencer to your weapon makes it so you kill in one additional bullet. This rule of thumb does not apply to the smart pistol. Smart pistol is a three shot kill from all ranges, doing 67 damage.

-When using the smart pistol don't wait for the locks to go from yellow to red. Once you see the third lock acquire you can pull the trigger and get the instakill. This is especially helpful during combat head on with other pilots where split seconds matter.

-R-97 with scatterfire is the hip fire king. Beats everything close range. With the exception of being one shotted with a shotty up close.

-Leadwall is the best attachment for the shotgun since it gives you better accuracy which results in making more contact on targets at range, slight increasing the distance you can get shots that do major damage.

-When wallrunning you don't have to continue running in one direction, you can turn around mid run.

-Nothing beats titan chaingun and cannon for damage per second. The other titan weapons aren't as effective in dooming.

-When engaging in titan on titan fights, save you ordinance for when you reload since this is when enemies will try to retreat to replenish shield. Taking pot shots with homing missiles keeps enemies shields down until you have a full clip

-If you have a knack for flanking enemy titans who stay in the background relatively still trying to snipe, sneak up behind them and unleash smoke and a cluster missile. This does massive damage if they can't get out fast. Ogres especially vulnerable.

-ADSing the carbine up close beats hip firing. The carbine's hip fire is decent but it pales in comparison to almost all other guns. You can get the kill extremely fast if you ADS the carbine up close, which makes up for not being very mobile.

-Don't forget about your sidearms. These can drop pilots quick when accurate, espcially when they have been wounded. Wingman is a killer. Two shot kill, with a hip fire that's better than the smgs, so if you can follow a moving target, don't bother ADS.

-When rodeoing a titan until its doom, the ejecting pilot will ALWAYS be in front and slightly below you.

-When being rodeo'd disembark, turn around jump and kick for a OHK on that cowboy.

-When rodeoing a titan and the pilot disembarks jump off, throw a satchel in front of the titan and detonate.


-Call your titan down on kneeling titans, be it auto titans or titans in the animation of picking up their pilot.

-Beat down pilots in the animation of entering their titans. THEY ARE NOT INVINCIBLE during this animation. Too many people wait for them to enter to engage. When you see a pilot running for his titan follow and beat his buns.

-If you don't use your tactical ability constantly, its not worth taking the power cell. Chances are you'll have it when needed. Quick reload and run n gun are very useful on loadouts, so pick your perks wisefully.

-Bunnyhop. This is when you jump right after landing. You will not lose momentum.

-Burst fire your SMG when engaging enemeies outside your range. This greatly increases your chances of getting the kill before having to reload and letting that pilot get away.

-On the map overlook, there is a main corridor where all the action takes place. You can wall run around all the walls to get a good height above titans and pilots. Equip the smartpistol and get to a good height and wall hang and lock on to enemies running down this hallway for easy kills. People never look up, especially when its not a rooftop.

-On the map Rise, if you can't cap the flag in less than twenty seconds than you aren't wall running enough.

-Longbow DMR sniper is a two shot kill. Although using this gun kills most mobility so prepare to play stationary.
Questions? Anyone have good strategies for the mag launcher? This weapon does not do enough damage, and has such a small clip. Only benefit i know of is that it allows to you to fire from behind cover. Hemlock, whats the flipping point? Looks cool but it absolutely sucks in comparison. Yes people can do well with it but those are dedicated burst lovers. They will always be able to do better with the carbine, so I ask you what does it excel at?

http://www.reddit.com/r/titanfall/co...ipsstrategies/


GTR
Profile Blog Joined September 2004
51676 Posts
Last Edited: 2013-10-06 08:04:48
October 06 2013 08:04 GMT
#2
and I thought The Last of Us was the best game ever made...
Played this yesterday, and man, it was good.
Commentator
seequeue
Profile Joined March 2007
United States47 Posts
Last Edited: 2013-10-06 16:24:34
October 06 2013 16:21 GMT
#3
has more potential than a lot of games, but i'm sure low ttk garbage combat and a ridiculous unlock system will probably ruin it.

edit: i see that they address that in the OP, but frankly i'll believe it when i see it. So far, I have yet to see any dev impress me with their knowledge of fps design and how to implement what they talk about.
xDaunt
Profile Joined March 2010
United States17988 Posts
October 06 2013 16:41 GMT
#4
"The current trend is high lethality, one shot and you're down. It's popular, but if you go back 10 years, you had health and armour in Quake and Unreal, you could shoot guys 50 times - we wanted to try play with that, to lengthen the player's life without upsetting that quick kill balance. That's where the titans came in. They act as a kind of second life for you - you can take damage then eject out. Also you have AIs running around which are often easy to beat, so you get that quick kill loop."


Thank God. Someone finally is going to do something different all of the indistinguishable military shooters out there. Maybe I won't have to wait for the next UT.
maartendq
Profile Blog Joined December 2010
Belgium3115 Posts
Last Edited: 2013-10-06 16:46:55
October 06 2013 16:42 GMT
#5
Seems like it uses the same engine as COD as well.. Which I find a good thing. It's tried, tested and proven and allows for some insanely fluid gameplay.

Edit: goddamn this game looks awesome!
Tobberoth
Profile Joined August 2010
Sweden6375 Posts
October 06 2013 17:22 GMT
#6
The game looks fantastic, but I have to wonder if it will actually be all that fun in practice. I would worry that the titans are problematic in the same way I find vehicles in Battlefield problematic.. I think there's a huge risk that you will feel that the game is unfair when you're pwned by people in titans. Then you get your titan and get into a shitty situation so you're forced to leave it immediately, and you go back to being pwned by other titans.

I think there's always a potential issue when you let players have ridiculous advantages over each other during the game.
hootsushi
Profile Joined August 2010
Germany3468 Posts
October 06 2013 17:32 GMT
#7
On October 07 2013 01:42 maartendq wrote:
Seems like it uses the same engine as COD as well.. Which I find a good thing. It's tried, tested and proven and allows for some insanely fluid gameplay.

Edit: goddamn this game looks awesome!


Titanfall uses a heavily customized source engine.
Divine-Sneaker
Profile Joined August 2010
Denmark1225 Posts
October 18 2013 16:20 GMT
#8
Very much so looking forward to seeing how this turns out. From everything they've shown so far it looks promising.
karazax
Profile Joined May 2010
United States3737 Posts
October 18 2013 20:41 GMT
#9
Twenty minute Titanfall presentation made at the recent EB Games Expo in Australia:

SigmaoctanusIV
Profile Blog Joined April 2010
United States3313 Posts
October 18 2013 21:03 GMT
#10
is the PC version a Port from the 360/PS3? that could be a major annoyance. Other than that it looks really awesome.
I am Godzilla You are Japan
cLAN.Anax
Profile Blog Joined July 2012
United States2847 Posts
October 27 2013 15:52 GMT
#11
The more I see of this game, the more I'm convinced it stands a chance at becoming the most popular mutliplayer FPS on the market this season. Dutifully awaiting preorder.

Stephen Barton, composer of the soundtrack for Call of Duty 4, is composer for Titanfall too. There's a trailer on his site teasing at the storyline that I can't find on YouTube.
┬─┬___(ツ)_/¯ 彡┻━┻ I am the 4%. "I cant believe i saw ANAL backwards before i saw the word LAN." - Capped
maartendq
Profile Blog Joined December 2010
Belgium3115 Posts
October 27 2013 16:12 GMT
#12
On October 07 2013 02:32 hootsushi wrote:
Show nested quote +
On October 07 2013 01:42 maartendq wrote:
Seems like it uses the same engine as COD as well.. Which I find a good thing. It's tried, tested and proven and allows for some insanely fluid gameplay.

Edit: goddamn this game looks awesome!


Titanfall uses a heavily customized source engine.

I'm even more interested now!
Reaps
Profile Joined June 2012
United Kingdom1280 Posts
October 27 2013 16:13 GMT
#13
It does look good, Just a shame that the combat looks too much like Cod/Bf. (yes I knows its from some of the guys that made cod) I geuss I just miss the arcade style shooters like RTCW/ET and quake where it required you track your aim on target instead of point and shoot, made the skill cap so much higher.

But im most likely gonna buy this nonetheless.
PineapplePizza
Profile Joined June 2010
United States749 Posts
Last Edited: 2013-10-27 16:25:08
October 27 2013 16:22 GMT
#14
This is kind of weird.

Console players hated stuff like Reach because jetpacks interrupted the usual theme of equip BR -> spam right trigger by making it harder to tell where people come from. In a game that tries to copy the modern-day 'Instagib w/ Machine Guns" trend, I can't imagine them feeling any better about jetpacks.

Am I missing something?
"There should be no tying a sharp, hard object to your cock like it has a mechanical arm and hitting it with the object or using your cockring to crack the egg. No cyborg penises allowed. 100% flesh only." - semioldguy
cLAN.Anax
Profile Blog Joined July 2012
United States2847 Posts
October 27 2013 16:40 GMT
#15
On October 28 2013 01:22 PineapplePizza wrote:
This is kind of weird.

Console players hated stuff like Reach because jetpacks interrupted the usual theme of equip BR -> spam right trigger by making it harder to tell where people come from. In a game that tries to copy the modern-day 'Instagib w/ Machine Guns" trend, I can't imagine them feeling any better about jetpacks.

Am I missing something?


Based on the response from the gaming community, Titanfall delivered great gameplay with jetpacks. They operate differently than any other form of jetpack-use in a video game (Reach, Star Wars: Bounty Hunter, for examples) by combining it with the wall-jump mechanic (Screw Attack from Metroid Prime series). Don't know how many surfaces will be "wall-jump-able," but it seems pretty free by the look of it.

That said, I would guess they'll pass on making environments destructible in order to keep the gameplay consistent.
┬─┬___(ツ)_/¯ 彡┻━┻ I am the 4%. "I cant believe i saw ANAL backwards before i saw the word LAN." - Capped
rezoacken
Profile Joined April 2010
Canada2719 Posts
Last Edited: 2013-10-27 17:52:13
October 27 2013 17:50 GMT
#16
My main problem with the fps I've played these last year is that most of the time it boiled down to running fast one shoting people in the back (or before they react) until I got insta killed at one point in the same way. Respawn, same shit in loops. And then a whole system where I have to do that for 20hours to unlock a weapon I want to try...
As a result I often get bored quickly and move on never to play again. Not gonna mention how they also look all the same.

Doubt this game would change my mind and make me feel back what old school shooters had. But I guess we'll see after release how MP ends up.

But at least if there is something I like about Xbox is that the games usually also end up on PC :p
Either we are alone in the Universe or we are not. Both are equally terrifying.
cLAN.Anax
Profile Blog Joined July 2012
United States2847 Posts
October 27 2013 18:04 GMT
#17
On October 28 2013 02:50 rezoacken wrote:
My main problem with the fps I've played these last year is that most of the time it boiled down to running fast one shoting people in the back (or before they react) until I got insta killed at one point in the same way. Respawn, same shit in loops. And then a whole system where I have to do that for 20hours to unlock a weapon I want to try...
As a result I often get bored quickly and move on never to play again. Not gonna mention how they also look all the same.

Doubt this game would change my mind and make me feel back what old school shooters had. But I guess we'll see after release how MP ends up.

But at least if there is something I like about Xbox is that the games usually also end up on PC :p


PC release is confirmed, but I don't know if the date is the same. I think it'll be out for Xbox first.
┬─┬___(ツ)_/¯ 彡┻━┻ I am the 4%. "I cant believe i saw ANAL backwards before i saw the word LAN." - Capped
cLAN.Anax
Profile Blog Joined July 2012
United States2847 Posts
November 04 2013 14:38 GMT
#18
Titanfall is confirmed to be on Origin. Release date (tentative?) is March 11th, 2014. I should've known better; it's an EA game, so no Steam. -.-'

Proofs:

+ Show Spoiler +
[image loading]


+ Show Spoiler +
[image loading]
┬─┬___(ツ)_/¯ 彡┻━┻ I am the 4%. "I cant believe i saw ANAL backwards before i saw the word LAN." - Capped
-Archangel-
Profile Joined May 2010
Croatia7457 Posts
November 05 2013 13:10 GMT
#19
On October 28 2013 02:50 rezoacken wrote:
My main problem with the fps I've played these last year is that most of the time it boiled down to running fast one shoting people in the back (or before they react) until I got insta killed at one point in the same way. Respawn, same shit in loops. And then a whole system where I have to do that for 20hours to unlock a weapon I want to try...
As a result I often get bored quickly and move on never to play again. Not gonna mention how they also look all the same.

Doubt this game would change my mind and make me feel back what old school shooters had. But I guess we'll see after release how MP ends up.

But at least if there is something I like about Xbox is that the games usually also end up on PC :p

There is always the best FPS out there: Counter Strike (any version)
Latham
Profile Blog Joined May 2007
9589 Posts
Last Edited: 2013-11-05 13:41:05
November 05 2013 13:38 GMT
#20
This is definitely one of the games I'm looking most forward to in 2014
It just gives off the BF2142 vibe which I loved so much. It's also a HUGE plus that it's not modern setting nor WWII.
The wall-scaling jetpack ability + well balanced anti-mech weapons could make for a good dynamic balance despite the lack of destructible terrain.
Too bad its on Origin, but I guess I'll put up with it just like I did for BF3.
I just hope to God it will not be inspired too much by CoD... i.e. mechs being rewards for killstreaks like choppers etc. -.-
For the curse of life is the curse of want. PC = https://be.pcpartpicker.com/user/LathamTK/builds/#view=CrqmP6
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FISSURE Playground #5
BLAST Open Fall 2026
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