Titanfall game - Page 32
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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 28 2014 12:57 cLAN.Anax wrote: They will mean less and less as time goes on, but as mentioned earlier, for these first few weeks, they're a semi-reputable indication of skill from pure experience. Level 50 for life!! ![]() You say that, but when Gen 7s and 8s are getting stomped, it's really not. It just means they grinded the fuck out of achievements. | ||
cLAN.Anax
United States2847 Posts
On March 28 2014 13:16 Judicator wrote: You say that, but when Gen 7s and 8s are getting stomped, it's really not. It just means they grinded the fuck out of achievements. Bad players will still be bad, lol.... ¯\_(ツ)_/¯ | ||
ZapRoffo
United States5544 Posts
I am doing quite well at last titan standing, but of course I find it the least fun, and pilot hunter the most fun probably. Also my favorite anti-titan weapon is the mag-launcher by far, cause you can just pop off a bunch of grenades real fast and from relative safety to help the titan battling almost any time. | ||
imJealous
United States1382 Posts
On March 28 2014 16:51 ZapRoffo wrote: Anyone have any tips for aiming? I'm basically only doing well with the shotgun or smart pistol, I keep missing whole magazines on people with the smgs or the carbine, especially the ones that jump and sprint pretty constantly (the last server I played in for a while had a couple guys doing this with the smart pistol, which seems really strong cause you can build locks while full speed dodging and jumping, and I just wasn't even close to good enough to shoot them down until I switched to one of the two easy weapons.) I am doing quite well at last titan standing, but of course I find it the least fun, and pilot hunter the most fun probably. Also my favorite anti-titan weapon is the mag-launcher by far, cause you can just pop off a bunch of grenades real fast and from relative safety to help the titan battling almost any time. Consider turning down your mouse sensitivity. If that doesn't help, maybe try playing with the DMR for a while to force yourself to work on your aim. You won't do well, but afterward the carbine will feel much easier to use. Also, maybe you're aiming down sight too often or maybe you're hip-firing too often, try forcing your self to use one or the other for a while and see if you see any situations where it works better than what you were doing before. I love the mag launcher as well. There are lots of situations where you can get player kills with it too in lieu of grenades. | ||
Omnishroud
1073 Posts
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Divine-Sneaker
Denmark1225 Posts
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Judicator
United States7270 Posts
On March 28 2014 16:51 ZapRoffo wrote: Anyone have any tips for aiming? I'm basically only doing well with the shotgun or smart pistol, I keep missing whole magazines on people with the smgs or the carbine, especially the ones that jump and sprint pretty constantly (the last server I played in for a while had a couple guys doing this with the smart pistol, which seems really strong cause you can build locks while full speed dodging and jumping, and I just wasn't even close to good enough to shoot them down until I switched to one of the two easy weapons.) I am doing quite well at last titan standing, but of course I find it the least fun, and pilot hunter the most fun probably. Also my favorite anti-titan weapon is the mag-launcher by far, cause you can just pop off a bunch of grenades real fast and from relative safety to help the titan battling almost any time. Find a sensitivity AND mouse setup that works for you comfortably. In this game though, you might want to heavily consider the ability to do at least a 180 uninterrupted. What you could do is to set a baseline mouse sens/dpi and then tweak it bit by bit. Idiots that jump around without parkouring are easy kills, the jump trajectory can only be changed 2 ways in this game, by going off a wall which is the best since you have wall hang options from there or the second jetpack based jump which is only so-so since you are stuck until you land. So keep that in mind to predict where they are going next. It's less about reacting but more about predicting, you want to pre-aim where they are going to be, and not aim to where they already are. SMG/Carbine is more about the reloads if you want to be dominant with them, I have ran away from fights that I know I can win because the reload will certainly get me killed. Trading 1 for 1 is weak :D | ||
Zvenn3n
Sweden1196 Posts
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Judicator
United States7270 Posts
On March 29 2014 05:41 Zvenn3n wrote: I actually really enjoy the Gen system. Only issue with challenges so far was gooser, and of course they announce they're changing it to 5 instead of 50 the same frickin' day I complete the challenge. Only hope is that I get some form of recognition for it, because that shit was tough =/ The funny thing about that achievement when I saw it was not if I can pick them ejecting, its what do I for all the dumbfucks who won't eject. Also, something I hope they fix in the future. It's is too damn easy to melee a pilot attempting to mount you in a Titan, I don't think I have missed once when someone tries to mount. | ||
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digmouse
China6326 Posts
On March 29 2014 06:31 Judicator wrote: The funny thing about that achievement when I saw it was not if I can pick them ejecting, its what do I for all the dumbfucks who won't eject. Also, something I hope they fix in the future. It's is too damn easy to melee a pilot attempting to mount you in a Titan, I don't think I have missed once when someone tries to mount. Yeah the Titan's melee has some really hard aim assist there, you feel this even harder if you play with a controller. | ||
imJealous
United States1382 Posts
1. Reduce the shotgun's rate of fire 2. Reduce the carbines damage at long ranges 3. Prevent the smart pistol from firing without a lock unless aimed down sight | ||
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digmouse
China6326 Posts
On March 30 2014 08:16 imJealous wrote: In terms of gun balance they really need to: 1. Reduce the shotgun's rate of fire 2. Reduce the carbines damage at long ranges 3. Prevent the smart pistol from firing without a lock unless aimed down sight Agree with the Shotgun, for the rest, how about buffing G2A4 and Hemlok instead? Nerfing is never fun. Smart Pistol is fine imo. Been working on my Gen 4 to 5 challenges, the RE45 challenge is surprisingly easy, this little gun wrecks balls in close range, I manage to get 50 pilot kills in 4 games including a 18-1 stomp purely with it. Now time to move on to the DMR... | ||
imJealous
United States1382 Posts
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Divine-Sneaker
Denmark1225 Posts
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digmouse
China6326 Posts
On March 30 2014 09:34 imJealous wrote: Then that would continue to leave the LMG, DMR, and Kraber still needing some tweaks to become relevant. Its a simpler fix to just reduce the carbine's damage at extreme range so there's still a point to the DMR, G2A4, and Hemlok (which I agree does need its own buff regardless). There's no place large enough for you to strategically position yourself outside of carbine range except for a couple niche positions on a couple maps, and you usually can't contribute anything meaningful to your team from those positions anyway. And hell, they could buff the carbine's hip fire accuracy or damage a close range to compensate for all I care. The Carbine currently is a 50-40 weapon, which means it's 5 shot kill at long range, lower it to 30 or 35 damage which is 7 shot seems reasonable enough, this also means if you put a suppressor on it will become a 8 shot kill at long range, which is almost useless. But I'd say it's fairly reasonable, Carbines (shorter barrel variation of Assault Rifles, or firing intermediate rounds) are never meant to be used for long range combat even in real life. For other weapons the LMG is a incredible close range and rodeo weapon, it fits its role well imo, the DMR is tricky but put a AOG on it it's a fairly useful mid range weapon, much better than the entirely embarrassing G2A4. Kraber is completely useless tho, there is no place for a weapon like this in the game. | ||
cLAN.Anax
United States2847 Posts
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digmouse
China6326 Posts
On March 30 2014 10:28 cLAN.Anax wrote: TB said during the beta that the Kraber managed to do some worthwhile damage to Titans' health. Don't know if that remains the case, but probably not viable given the other primary weapons at everyone's disposal. Still useless if not rodeoing. Totally not firing "AP" rounds. It's a 500 damage weapon against human targets but only 200 vs Titans, FYI the Stryder has 5500 health, the Ogre has 10500. | ||
ZapRoffo
United States5544 Posts
On March 30 2014 10:42 digmouse wrote: Still useless if not rodeoing. Totally not firing "AP" rounds. It's a 500 damage weapon against human targets but only 200 vs Titans, FYI the Stryder has 5500 health, the Ogre has 10500. There's the amped Kraber which has explosive rounds it says, but I don't have one right now to test if it actually does anything decent, and is probably still a terrible card even if it does some damage to speak of. I guess if it's significant damage and you want to go for a full anti-titan loadout, I guess I could see it. | ||
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