http://www.titanfall.com/
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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.
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:
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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
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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/