How is this done?!?!?!!?
Titanfall game - Page 28
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KadaverBB
Germany25649 Posts
How is this done?!?!?!!? | ||
karazax
United States3737 Posts
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oob
Sweden630 Posts
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PandaCore
Germany553 Posts
The advanced parcour perk lets you hang longer, I'm not really sure how long though. Indefinitely shouldn't be possible though. I usually just switch walls every now and then when I hang around in an area for a longer time. | ||
Derez
Netherlands6068 Posts
On March 18 2014 22:44 oob wrote: Hold right-click. Don't have to hold, right click once to hang once to release. | ||
PandaCore
Germany553 Posts
I think that's quite adequate and achievable for most dedicated players. Doesn't take too long and it's not too fast either. Considering the life cycle of the game is at least a year (judging by their plans for expansion packs), I'll take my time with the game though. Unless of course it just dies off randomly after a couple of months. Source: http://www.gamespot.com/articles/one-titanfall-player-has-already-hit-the-maximum-level/1100-6418353/ | ||
Baske
United States20 Posts
On March 18 2014 22:50 Derez wrote: Don't have to hold, right click once to hang once to release. It just depends if you have aim set to toggle or not. Default is toggle so you don't have to hold it down. | ||
cLAN.Anax
United States2847 Posts
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karazax
United States3737 Posts
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/ | ||
HackBenjamin
Canada1094 Posts
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Judicator
United States7270 Posts
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JinDesu
United States3990 Posts
On March 19 2014 06:39 Judicator wrote: Addendum to the Hemlock, Hemlock burn cards are the best period, a burst will guarantee a kill thanks to auto aim. Very efficient compared to the others. Applicable only to Xbox when referencing the auto-aim, correct? | ||
Judicator
United States7270 Posts
On March 19 2014 06:43 JinDesu wrote: Applicable only to Xbox when referencing the auto-aim, correct? Nope, its apparent and noticeable in PC version. I notice it a lot when trying to fine aim at long distances with the sniper rifles. Less apparent with the carbine but still there. I am coming from a CS/GO/TFC/TF2 background. You can test this very easily, just try to track a target moving running horizontally across your screen, then either stop or pull the opposite direction, you'll notice a little stickiness to the aim. It doesn't surprise me since I notice this in original Modern Warfare (never really played much of the others in multiplayer). Edit: This is why movement is king in this game, you have to break line of sight somehow, either jumping over them, not using your jet pack too quickly (Scout players from TF2 will notice this very quickly) or you're just an easy kill since you can't change your trajectory. First I thought I was better on maps like Angel City (more urban ones) because it was in the beta, but nope, I just know where I can take duels with angles. | ||
JinDesu
United States3990 Posts
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Judicator
United States7270 Posts
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cLAN.Anax
United States2847 Posts
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Judicator
United States7270 Posts
On March 19 2014 07:39 cLAN.Anax wrote: I didn't have any good fortune with the Hemlock. Was essentially the Carbine with a slower rate of fire in my hands. May pick it up again, but right now I'm rocking the Smart Pistol or silenced Carbine and raking in minion kills. Oh I think its worse than the Carbine, but the burn card version is very good at snowballing for you. | ||
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KadaverBB
Germany25649 Posts
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digmouse
China6326 Posts
On March 19 2014 07:39 cLAN.Anax wrote: I didn't have any good fortune with the Hemlock. Was essentially the Carbine with a slower rate of fire in my hands. May pick it up again, but right now I'm rocking the Smart Pistol or silenced Carbine and raking in minion kills. Hemlok kicks too much past mid range, even worse with the Starburst mod, if not for challenges and regen I'd stick to R101C all day. | ||
Judicator
United States7270 Posts
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