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Half of my point was that my intuition is not to use hip-fire if I want accuracy, so I don't really think that information does me much good because I'd actually have to put in an effort to act differently with no perceptible advantage other than maybe sparing the time it takes to go ADS.

That's pretty much why I phrased it the way I did. I'm not suggesting you or anyone else is wrong to ADS, but rather that the benefits are only to muscle memory and habit rather than accuracy in a game sense.

Yes, you should absolutely fire the smart pistol before you get a full lock. It takes 3 locks to kill a pilot, and you may be better off to fire 2 and then aim manually or fire as you acquire. The revelation in the beta that it would hit before a full "red" lock entirely changed my perception on the smart pistol.

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 The revelation in the beta that it would hit before a full "red" lock entirely changed my perception on the smart pistol.

This is what's constantly confusing me when I play. Do the lines indicate lock, or is there only a lock when it goes red? From what you've said it must mean that red = full and each blue line represents a single locked bullet. I never tested it, but when I panic and fire on a partial lock and kill someone I assumed it was my imagination and I had just got lucky with aiming. 

 

Great news. Shotgun and smart pistol will remain my weapons of choice.

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Red means you have a kill shot. When the lines converge on the target and get an orange lock, it means you'll have a shot that will hit the target (barring them making it behind some sort of cover).

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I recently figured out that you can go up zip-lines, not just down them. You can traverse the length of Lagoon very, very quickly.

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I haven't been able to make that work. Is it as simple as looking the proper direction and hitting E?

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You have to jump up and into it. Imagine if you were looking at your character model in third person, you'd be jumping in hopes of actually clipping into the zip line and then holding down E (I think, it's holding down X on the 360 controller).

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I kinda feel like I broke Hardpoint Domination. I've had a ton of success lately by just using a build that has silenced primary/cloak and just sticking to one hardpoint the whole game. It seems like, unless the opposing team is extremely coordinated, I can hold a single point the whole game unless I get killed, at which point I just head back, recap it, and hang out again. If I can hold a single point, that means my team is always focused on fighting for the other points, and we also generally have two points because I'm guaranteeing one and the rest of my team is fighting for the middle.

 

Last match, I had 4k+ defense points and 10 pilot kills with 2 deaths. I used a silenced DMR and picked up an enemy silenced carbine as my secondary. I let my autotitan distract enemy titans while I sniped from afar with my Archer missiles. 

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I don't think that's broken so much as the intended way to play. Aggressive players who only want to capture point after point instead of executing a solid defense may rack up kills, but hardpoint is essentially an XP farm if you stick to a single capture point.

 

I usually race to the nearest point and hold it for the entirety of the game, occasionally taking time to reload my shotgun.

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82 minion kills in attrition; it was a personal best. The cluster-missle is so great.

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The arc cannon can kill 5 grunts in one 1/2 charge shot. It's become my minion killer of choice.

 

In other news, I'm half way to 49, so I'm probably going to regenerate this weekend. It'll be the first time I've ever done it in any of these games, so that's kinda cool.

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The arc cannon can kill 5 grunts in one 1/2 charge shot. It's become my minion killer of choice.

 

In other news, I'm half way to 49, so I'm probably going to regenerate this weekend. It'll be the first time I've ever done it in any of these games, so that's kinda cool.

 

That's exactly where I am!

 

Cluster Missile is great, I'm loving it in Pilot Hunter where I can see a guy trying to activate a heavy turret, I can fire in the general area of it, take the heavy turret down to 50% AND kill the pilot all in one glorious shot. I'm also gaining a newfound love of the chaingun; it's ridiculous accuracy is great for making sure a Titan's shield doesn't regenerate while a guy tries to find spotty cover amongst disparate buildings. It's also nice for taking out pilots at a relative distance and targeting the red portion of a Titan specifically for lots of critical hits.

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In a pinch, if someone rodeo's you, you can fire the cluster missile at the wall then turn your back to the explosions and kill the guy on your back. It hurts quite a bit, but it's better than being slowly chipped to death.

 

The chain gun has been a pretty big favorite of mine as well, my only complaint is that it feels like it takes too many shots to take down a pilot or specter.

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So last night I finally had a reason to alter my Titan build to include the rail gun.  The enemy team was being very efficient and cagey with their titans.  This was on Lagoon, that map with the large spaceship landed in the middle of it, a prominent rock outcropping, and some village buildings.  Two or three of them would hang out in the remote corner of the map, in the water, where there wasn't much in the way of cover to approach.  They were using weapons suited to long range, and were quite good at backing off to regenerate if you managed to bust their shields.

 

It was a blood bath, and my team just kept funneling themselves into it.  The next game, on Rise, I was able to bust up some of those tactics as a fully charged railgun shot will strip the shields off anything, but it was still ultra-annoying.  Probably one of the first times I saw really coordinated, concrete tactics being employed.

 

So now I always keep a long range sniper titan build on my list, in case I need to swap to it for these scenarios.

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A well coordinated group of Titans can easily make or break a match, as in the case I mentioned earlier where 2-3 Titans were covering a flag in CTF with a handful of Triple Threats. There was just no way to convince my team to actually muster the coordination to combat that, because you easily need 3 or more Titans to match that combined force, let alone grab a flag and escort back to base.

 

I also center one of my builds around a sniper rifle for the reason you mention. It's way too easy for a group of coordinated long-range guys/stealth smart pistol guys to dominate a portion of the map, only thing that can punch a hole through that is a taste of their own medicine.

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Man, the Charge Rifle crits has been the most irritating regen challenge to date. :( 6 more to go, and it feels like a million. Gooser is going to be the one that does me in, though. The difference between that and this one is trying to get Gooser kills won't change my play style, it will just take a really long time.

 

I've been running around trying to pick crits during LTS, and then if we have dropped 3 matches I'll just stay in the Titan and win the round instead of foregoing teamwork and success for personal challenge achievements.

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Did anyone else notice that you earn 1/3 the amount of XP you used to for holding a capture point in domination? You used to get  +75, now it's just +25. I wonder how many of these kinds of game balances we'll see without a title update. Has anyone else seen changes in the XP values?

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Did anyone else notice that you earn 1/3 the amount of XP you used to for holding a capture point in domination? You used to get  +75, now it's just +25. I wonder how many of these kinds of game balances we'll see without a title update. Has anyone else seen changes in the XP values?

 

 

http://titanfallblog.com/2014/03/22/new-server-patch-for-titanfall-on-xbox-one-and-pc-rolling-out-patch-notes-released/

 

They did actually patch the game and released notes re: that patch.

 

Fun news, per Zampella on The Twitters they are going to add new game modes.

 

http://titanfallblog.com/2014/03/21/respawn-has-plans-to-add-new-game-modes-to-titanfall/

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Yeah, I Googled it after my post and realized there had been a patch with balance notes & bug fixes. I must've missed the game update the other day (sometimes I'll boot up the game and head downstairs to grab a glass of water or a snack while it loads). It wasn't another 50GB, that's for sure.

 

Either way, I'm disappointed that they ended up curbing the XP for defense as much as they did. 75 XP might've been too high, but at 25 there's not enough positive reinforcement to keep players guarding capture points so now you see the points-minded players just jetpacking off after grabbing their 75 XP capture assist.

 

Incredibly surprised there was no apparent balancing of the shotgun. The smart pistol got neutered a bit, however.

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I've just picked up Titanfall from cdkeys.com for £25.90. It took a hell of a long time to download, but I think that's mainly due to my terrible internet connection which also caused some of my games to be unplayable. But when it was working it was pretty damn fun. I got rocked pretty hard in my first few games, but once I got back into the flow of things I started to do pretty well. I'm using a class/titan build pretty similar to the default ones as I still haven't unlocked a lot of the newer stuff. The maps confuse the hell out of me still, but it's pretty fun trying to figure out how to sneak up behind people and flank a bunch of guys. I'm yet to face a bunch of people using certain tactics like you guys seemed to have done, but I'm quite looking forward to it when I do.

 

My tactic is pretty similar to most of my multiplayer tactics: I try to work out which side of the map to approach an area likely swarming with enemies, and then run in to try to catch them off guard/flank them and disappear just as quickly, which is even easier with the invisible-maker-doohickey. 

 

If anyone wants to play still my name is Dosedsam on Origin. Dosed was taken. And so was Dosed91, my other super original go to name when Dosed is taken. As usual. Apart from here. 

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Urgh! I feel like the nerf to the pistol was a little too harsh. I've really started to struggle with that gun now. The shotgun has become my armament of choice almost exclusively.

 

 

Also the charge packs are fantastic. Once I saw the tooltip in the loading screen that you can double tap E to detonate a charge, I've fallen in love with them. 

 

Neogaf seems to praise the carbine, but I just can't get the hang of it. Anyone have any tips for how to use it? I feel like I'm flailing around with it unable to hit anything. Maybe it's the fact I've never played CoD and I've played about 20 mins of BF3, but that gun just feels so difficult to use.

Who on here is using a controller rather than M&K? From what I've been reading the aim assist when plugging in a controller is amazing. Maybe that's why I suck so hard with the carbine compared to others...at least I hope so.

 

On the bright side, I finished the "campaign" which I tabbed out during all the chatter, so I have no idea how good or bad it was. Now I get to play around with fully customisable titans. 

 

At the moment I'm still preferring the standard one, but have found good niches for the ogre and stryder. 

 

The stryder is my pilot hunter. It can chase down and trample/punch pretty much any pilot and with the speed I can farm the AI grunts effectively. I've also had a good time picking off low health titans with the stryder by zipping around and punching them in the back.

The ogre is obviously the titan hunter. I'm not too great with it yet, but I've been opting for the static wall, and joining in multiple titan skirmished. I've managed to turn the tide of these skirmishes quite often by dropping the wall or simply standing in front of a friendly titan that's on fire. I struggle with one-on-one titan fights with the ogre, finding the standard or stryder to outclass it.

 

Anyone have input on titan loadouts? Considering they're meant to be game changers, I've not spent much time customising them.

 

 

Edit: Adding to the already lengthy post...

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I haven't used the smart pistol since the patch, although now I'm a bit concerned as that was my favorite go-top gun previously.  I'll be regenerating soon, and will probably swap back to it at that point.

 

I've been trying to use the RC-101 carbine, but have found it equally ineffective.  It just doesn't feel punchy enough.  I think I may have to try switching up to the Hemlock's 3-round burst, or the G4A1's semi-auto nature.  Although my next round of regeneration achievements includes the R-97 submachine gun, so it'll be a while before I switch to anything else.

 

One thing I can say about Titan Loadout.  I've been running with the Triple Threat (both grenade and mine variants) for a few days now, and I really don't like it.  A) You're quite likely to hurt or kill yourself in close combat.  B)  You're useless at long range combat.  C)  The ability to roll these into buildings or other places the titans can't go is overrated.  I haven't gotten that many pilot kills off of smoking out people in buildings.  So far I actually like the lightning cannon the most.  It does well at close and long ranges, and the charging mechanism isn't hard to manage.  A half charged shot will also jump and kill a pack of grunts easily.  And it can blow up rockets in mid-air (or so the tooltips say).

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Triple Threat is excruciatingly effective when people don't manage the density of their Titans and they get caught up on each other. I've been taken out completely because I exhaust 50% of my shields, I'm looking for cover, but one or two friendly Titans are blocking my escape and a Triple Threat Stryder drops a whole clip on all of us, killing me and severely damaging all of my teammates. It's also good on CTF and Hardpoint, where you can use it to spam a contested area or pathway that you know is a chokepoint for people.

 

I've really taken a shine to the G4A1 lately, because it just does a ton of damage and can actually be a great asset both at long distances and in close quarters. I've taken down quite a few shotgun flag runners who are only looking at the flag and fail to notice me sitting in a corner, ready to take them out with a couple well place torso shots. It's also nice for taking potshots at distant pilots and getting some assist XP. I think I've been far more effective with it than a sniper, which I find next to useless at close range unless you have an HCOG on it.

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I haven't used the smart pistol since the patch, although now I'm a bit concerned as that was my favorite go-top gun previously.  I'll be regenerating soon, and will probably swap back to it at that point.

 

I've been trying to use the RC-101 carbine, but have found it equally ineffective.

 

One thing I can say about Titan Loadout.  I've been running with the Triple Threat (both grenade and mine variants) for a few days now, and I really don't like it. 

 

I'm probably over-reacting. I just really want to like the smart pistol, but the shotgun has me enthralled. It fits my play style perfectly. I'm probably going to switch up to the CAR SMG which I just unlocked. It feels like you can hip-fire in a similar way to the shotgun, but you also get some mid range power.

 

Also I agree about the Triple Threat. I tried it, I hate it. You can't even tell if it's working. The 40mm with burst fire is incredibly boring, but feels powerful and is my go-to weapon for the titan.

 

I've really taken a shine to the G4A1 lately

 

I've not tried it, but it looks like it relies a bit too much on iron sights which I loathe. I much prefer firing from the hip and giving up range. The mobility in this game makes up for any weapon's lack of long range in my opinion.

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I recently started using the CAR SMG. It's crazy how accurate it is compared to the guns that are actually supposed to have a long range. It takes a few more bullets to kill someone, but I usually don't have a problem.

 

Well, I just regened, so I guess I better learn to love the shotgun. Ech.

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