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.
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.
No the burn card version does not do anything noticeable to titans either. I think the 'explosive' element is a slight AoE.
So, the "Improved matchmaking" has been live for Attrition and Hardpoint on PC for a while now. What are you guys' thoughts about it?
I think that it takes a wee bit long to find games, and despite being "Improved" there are still games that are stomps, mainly because it's very difficult to analyze what player will do well consistently, due to the various generation challenges (looking at you, Hemlok & Kraber challenges for Gen 9). So what it's done feels to me that it has raised queue times for these modes and put regen'ed players against one another more often, but that's about it.
I've found myself steering towards Pilot Hunter some times, because I don't always have the time it takes to find a game of Attrition or Hardpoint, and just want to find games fast. It'd be nice if there was an option to disable the Improved MM in favor of shorter queue-times, although if everyone did that, what would be the point of Improved MM?
I haven't noticed a significant change in queue time. I see lobbies lasting longer without half the losing team backing out after each mach which is leading to better map variety (cycling through the whole list instead of playing one game then getting merged into another lobby and playing the same map again) which is really making it more fun for me to play.
Does anyone have the numbers on Stim's HP regen versus the explosive damage taken by using the 2nd anti titan item while rodeoing? Kind of curious if I can get around the dying to myself business.
On April 05 2014 03:03 Judicator wrote: Does anyone have the numbers on Stim's HP regen versus the explosive damage taken by using the 2nd anti titan item while rodeoing? Kind of curious if I can get around the dying to myself business.
Experiment I guess.
One thing that's bugging me. The burn card with pre-loaded titan core is completely broken in last titan standing, and it's not even rare.
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.
I am owning right now with the Longbow DMR with the 2x scope (and auto-pistol secondary for the really tight stuff), it's great as long as you remember spacing (and you can even shotgun with it in a pinch). G2A4 is indeed terrible though, the reward for the aim required is weak, no reason to pick it over Longbow. Haven't given the Hemlock a good attempt yet.
Kraber, could be good in theory if you have super pro aim I guess?
Also an underrated aspect of Longbow: you can farm grunts really, really well, just pop 4 quick shots, 4 kills, and you can do it from away from the fray where it's hard for pilots to approach you without you knowing and the aim skill required is not very high. And if pilots try to approach, if you place yourself properly in open areas they basically have to expose themselves to open shots to approach. Just gotta beware of titans from a long way away to take cover in time.
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.
I am owning right now with the Longbow DMR with the 2x scope (and auto-pistol secondary for the really tight stuff), it's great as long as you remember spacing (and you can even shotgun with it in a pinch). G2A4 is indeed terrible though, the reward for the aim required is weak, no reason to pick it over Longbow. Haven't given the Hemlock a good attempt yet.
Kraber, could be good in theory if you have super pro aim I guess?
Also an underrated aspect of Longbow: you can farm grunts really, really well, just pop 4 quick shots, 4 kills, and you can do it from away from the fray where it's hard for pilots to approach you without you knowing and the aim skill required is not very high. And if pilots try to approach, if you place yourself properly in open areas they basically have to expose themselves to open shots to approach. Just gotta beware of titans from a long way away to take cover in time.
hypothetically, if Titanfall was a competitive esport FPS, imo the top 2 weapons to use would be DMR & Shotgun
On April 06 2014 01:05 udgnim wrote: hating the Charge Rifle challenge
309 shots fired with 51% accuracy
only have 8 crit hits so far while having 5 pilot kills, 7 titan kills, and 8 auto titan kills
just completed this, although I played against Campaign level competition to make it easier to focus on Charge Rifleing Titans
ended up with 649 shots fired, 57% accuracy, 8 Pilot kills, 19 Titan kills, 24 Auto Titan kills and took me 5H 34M
On April 08 2014 00:55 imJealous wrote: Wow I just unlocked starburst for the hemlock and its actually not too bad now... Its a two shot kill.
If you hit all the shots it's 2 click kill without starburst (or if you headshot one of them you can get 1 burst kill I think), 1 click kill with starburst (its damage is 4-5 shots to kill), which is why it's good, at close range you can practically insta-kill. But it's quite tricky to use, you need to have good discipline and do some recoil control at range. If you use it right though it has better TTK than the carbine at any range (by far if you are getting 1-burst kills).
Also the amped version kills in one 3-shot burst at closer ranges.
I don't like the hemlok at all without starburst, but with it I see potential with it, I'm doing all right and feel like I could do a lot better with more practice.
This is the most interesting video I've seen recently though:
So the Hemlock and Kraber, once thought to be relatively useless weapons to the all-purpose carbine and ever-powerful shotgun, are made viable based on differing playstyles. Love it.
IMO the big thing going for the carbine is that it's the one ranged weapon with good synergy with the suppressor, which I think is really useful in this game. People rely a lot on minimap dots I think. And it's really terrible on any other gun that shoots distances.
Stryder chassis is a lot of a fun, I've got a factory issue Quad Rocket, Cluster Missile, and Electric Smoke, with Mega Punch. It's easy to get in and out of brawls. I live longer in the Stryder than I do in an Atlas!
Any good Stryder builds/strats that you guys have had success with?
On April 10 2014 00:42 HackBenjamin wrote: Stryder chassis is a lot of a fun, I've got a factory issue Quad Rocket, Cluster Missile, and Electric Smoke, with Mega Punch. It's easy to get in and out of brawls. I live longer in the Stryder than I do in an Atlas!
Any good Stryder builds/strats that you guys have had success with?
I usually go very similar to that (either quad or 40mm), though I like core accelerator better than punch, cause dash core just wrecks. And dash quickcharger for the other kit.
(Vote): Attrition (Vote): Last Titan Standing (Vote): Hardpoint (Vote): CTF (Vote): Pilot Hunter
I would like hardpoint, but the somewhat overpowered stuff (shotgun, satchels, infinite arc mine camping) are especially dominant in this mode, so it's like abuse or be abused.
Private Match (beta) - This is the first public test of our new Private Match mode. This gives you a way to organize matches with and against your friends, for casual or tournament play. Some features are unfinished or not yet implemented, and we welcome your feedback. A few highlights:
• Private Match supports 2 to 12 players, with 1 to 6 players on each team. • You can start a new Private Match lobby by choosing it on the main selection screen (alongside Campaign, MP, and Training). Invite your friends in or have them join you at any time. • Choose any of the game's maps or modes (CTF, Pilot Hunter, etc.) to play in. • Choose which team you're on. • There is no XP gain, challenge progress, or achievement unlocking while in a Private Match. For this beta, the Last Game Summary screen will display what you would have earned in normal play outside of Private Match, but be aware that this progress will not be recorded to your lifetime total. • For this beta, there is no concept of a "lobby leader"; any player can change game options in the lobby or start/stop the match countdown. • All Private Match games are still played on dedicated servers via Xbox Live Cloud Compute, just like normal matches. • New options like round time, score limits, and much more will come in future updates.
Party Colors - Your party members and their titans now show up on the mini-map with green colors, instead of the normal blue colors that other friendlies use. Their names are also drawn in green on your HUD, the obituary text, and in the pre-game lobby. This helps you figure out where your friends are and what they're up to, especially in the heat of combat.
Auto-Titan Color in Obituary - Your auto-titan's name now shows up in the obituary with the gold color that your own name does. Previously it had the same blue color as any other friendly. This makes it easier to keep tabs on how your titan is doing.
Removed Wall-hack Exploit - PC cheaters were able to modify their local configuration files to enable a sort of wall-hack cheat using legit game code. We've closed the exploit that they were using.
Menu Changes - "Play Multiplayer" is now the default (top) option on the private lobby menu, if you've completed both the IMC and Militia campaigns. It has also been renamed from "Play Classic", since the term "classic", which we used internally, proved to be confusing to some players.
Game Version on Main Menu - The main menu now displays the game's version in the bottom-left corner. Now you don't have to wonder if you really do have the latest version of the game, and we can use that to double-check things if support is helping you troubleshoot issues.
NEW FEATURES (Xbox One)
Party App Shortcut in Menus - Added a shortcut on all menus that opens the Xbox One's "Party" app by pressing Left Trigger on the controller, similar to the existing Right Trigger shortcut that invites friends. You can then press 'B' to close it when you're done, or leave it up. (This is much easier than the manual method of going to the Home screen, opening "My games & apps", selecting Apps, scrolling a few screens over to the "Party" app, and opening it.)
GAME BALANCE CHANGES
The Gooser Challenge - Based on recent feedback from fans of the game, the Gen 5 challenge requirement 'Gooser', requiring players to kill 50 ejecting pilots, will be reduced to 5 total. We had a couple of design goals for Regeneration. One was to give players a structured way to discover and experience ways of playing the game they might not have otherwise tried on their own. The second was to recognize players' mastery of various skills, going beyond just 'time played'. We went a bit too far with this challenge, especially considering the unique conditions that have to be met just to have the opportunity to get a kill on an ejecting Pilot. We understand some players have already completed the challenge, or have already earned more than the new requirement so we will be internally noting those players so we can recognize their accomplishments in a future game update.
40mm magazine capacity for default and Extended Mag – The default magazine size was making the 40mm too powerful. It is intended to be the only weapon that can take a Titan down without reloading, if used skillfully. However, 20 rounds per magazine were proving to be too high and overly tolerant of indiscriminate fire. We’ve reduced it to 12 rounds per magazine, which still allows players to take a Titan down without reloading, but helps balance it out against other Titan weapons. The extended mag has also been dropped from 25 to 16, with the same design principles applying to this change.
Titan Quad Rocket mag size change – During development, there was a time when the Quad Rocket was too powerful. We made a lot of changes to pull it back before shipping (lessened the screen shake impact, lessened the duration of the first person impact FX, lowered the magazine size, pulled the damage back, etc.) It currently can struggle against other Titan weapons and going back to the 5/6 (default/extended mag) magazine sizes helps balance the weapon and allows players to miss a few shots and still be effective. It was 4/5, now its 5/6.
Titan Quad Rocket damage vs Titan shields – It was taking too long to drop a Titans shields with the Quad Rocket (5 shots). This meant you had to reload before you could even drop an enemy Titan’s shields. This was the only Titan weapon that had this issue. We’ve now upped the damage against Titan shields so that it can drop a shield with 4 shots. Combined with the increased mag size, this damage increase effectively gives you one more volley in the mag to deal serious direct hull damage.
Titan Quad Rocket 'Rapid Fire' Mod's mag size change – We upped the magazine size for the Quad Rocket's Rapid Fire Mod to help it compete with the changes made to the extended magazine (from 5 to 6). The Rapid Fire Mod’s magazine size is going up from 16 to 18.
Amped Kraber Titan damage change – We upped the damage that the Amped Kraber Burn Card does to Titans. It is now the only significantly effective “small arms” weapon against Titans. Note that this only applies to the Amped version of the Kraber. The damage goes up from 100 to 800. We added this to give the Kraber Burn Card a little bit more character, as well as to give you something to shoot if you have a hard time hitting those little Pilots with the Kraber. So snipe away at those Titans…before they kill you!
Hardpoint Domination scoring changes – We wanted to reward and encourage players to go out and capture enemy hardpoints. As important as defending a hardpoint is, capturing them is more important and a tougher task, generally speaking. We did not want to completely remove points for defending, but attacking players were getting too little credit for their efforts. Here is a breakdown of the changes: • Capturing a hardpoint from 150 to 250 • Assisting in capturing a hardpoint from 75 to 100 • Neutralizing a hardpoint from 50 to 150 • Assisting in neutralizing a hardpoint from 25 to 75 • Killing a player inside an enemy hardpoint from outside (nearby) from 75 to 50 • Killing a player inside an enemy hardpoint from outside (far) from 75 to 50 • Killing a player inside an enemy hardpoint from inside the hardpoint from 75 to 50 • Killing an NPC inside an enemy hardpoint from inside the hardpoint from 25 to 10 • Killing a player outside of a friendly hardpoint whilst inside of a hardpoint from 75 to 50 • Killing a player inside of a friendly hardpoint whilst inside of a hardpoint from 75 to 50 • Killing an NPC outside of a friendly hardpoint whilst inside of a hardpoint from 25 to 10 • Killing an NPC inside of a friendly hardpoint whilst inside of a hardpoint from 25 to 10 • Defending a hardpoint now goes from 75 to 25
CTF scoring changes – We wanted to make sure the big payoff in CTF came from capturing the flag. Killing the carrier and then returning the flag was worth 400 points (combined), while capturing the flag was worth 500 points in comparison. These changes are meant to reward players who capture the flag a bit more than those who kill the carrier and return the flag. Defense is still a very important aspect of CTF so we wanted to make sure to keep defending points high enough to still encourage playing defense. Here is a breakdown of the changes: • Capturing a flag from 500 to 400 • Returning the flag from 250 to 100 • Killing the flag carrier from 150 to 100
BUG FIXES (All Platforms)
• Fixed an issue where a Titan firing ordnance would not show on the minimap correctly. • Fixed a rare bug with Pilot health pools that would make them virtually invincible. • Fixed rare cases where Titans could be called in through solid geometry. • Titan shields now protect friendly rodeo players from explosion damage (such as from an Arc Cannon). • Fixed a case where a Pilot could embark a Titan through walls. • Spitfire LMG and XO-16 firing sounds will no longer sometimes cut off before the gun is finished firing. • The Archer now locks onto the top of a heavy turret rather than the base of the turret. • The Archer’s rockets now home in on Titans correctly when those targets are kneeling. • Fixed shadows incorrectly shimmering on a particular area of Lagoon. • Fixed Satchel Charges and Particle Walls causing pilots to permanently rodeo other pilots. • Fixed certain characters not rendering properly in French and other languages. • Fixed an issue where "Initializing..." would be displayed if a server wasn't found. • Fixed being unable to scroll to the top of the datacenter list after scrolling down. • Greatly reduced the bandwidth used when connecting to a server. People who previously could not progress past the load-screen when connecting to servers should be able to play now. • Grunts now show up on the minimap when they shoot.
BUG FIXES (PC)
• Fixed issues with Asian fonts. • ‘-nojoy’ command-line parameter now disables gamepad input. • All anti-aliasing modes should now properly be displayed in the video settings menu. • Fixed graphics corruption and some GPU underutilization for SLI and Crossfire configurations. • Fixed a crash in the options menu when toggling between Low and Medium shadows. • Mouse buttons can now be used for voice chat in lobbies. • Titanfall will no longer override your Windows microphone volume setting when it is launched. • Fixed the Smart Pistol reticle so it scales properly based on the Field of View setting. • Fixed crashes on machines with 32 or more cores.
BUG FIXES (Xbox One)
• Fixed a rare full-screen blue/red flash. • Audio should no longer overlap after going to the Xbox dashboard and back into Titanfall. • Fixed a crash when saying "Xbox go back" on certain menus.
Liking the change to 40mm and Quad Rockets, making it less of a no-brainer what weapon one should use.