Titanfall 2 | PS4/XB1/PC | Out Now

Liquid

Superstar
WOAT
Joined
Apr 30, 2012
Messages
37,122
Reputation
2,625
Daps
59,900
Movement just feels clunky for some reason, which is a shame because the first one had all time great fluidness
?

I think it's still as fluid in terms of movement and actually like the slide addition more than I thought I would.
 

GoldenGlove

😐😑😶😑😐
Staff member
Supporter
Joined
May 1, 2012
Messages
58,969
Reputation
5,536
Daps
138,941
?

I think it's still as fluid in terms of movement and actually like the slide addition more than I thought I would.
Chaining moves together and increasing your speed via parkour just isn't as smooth as it used to be. It probably is the map design holding the movement back.

I remember being able to just skate around freely without interruption. Now it's like something is always in the way that prevents me from a clean double jump more than I like
 

Liquid

Superstar
WOAT
Joined
Apr 30, 2012
Messages
37,122
Reputation
2,625
Daps
59,900
Chaining moves together and increasing your speed via parkour just isn't as smooth as it used to be. It probably is the map design holding the movement back.

I remember being able to just skate around freely without interruption. Now it's like something is always in the way that prevents me from a clean double jump more than I like
It's the map design definitely. It's terrible that they designed it this way.

No more starting a match and being able to chain together wall runs + double jumps to get across the map in seconds :camby:
 

Dominic Brehetto

Rest In Piss To Your Cousin
Supporter
Joined
Jun 14, 2012
Messages
31,723
Reputation
4,291
Daps
88,459
Reppin
Family
It's the map design definitely. It's terrible that they designed it this way.

No more starting a match and being able to chain together wall runs + double jumps to get across the map in seconds :camby:
It's 100% the maps. Clunky was a bad way to put it. The Controls are smooth and fluid.

It's satisfying sliding into a group and gunning them all down.


But yeah theirs parts of the map where you can string together a few moves and be across half the map in seconds. But theirs too many open areas where you can't do that at all.
 

Nomadum

Woke Dreamer
Joined
Dec 23, 2014
Messages
4,622
Reputation
-705
Daps
9,074
Reppin
Nothing
?

I think it's still as fluid in terms of movement and actually like the slide addition more than I thought I would.

I agree, I haven't had an issue except for the initial test last weekend when the movement speed was low, but patch notes indicated they upped the speed by 20% when traveling on walls and sliding.

Using Sliding, double jumps and the stim in the right manner and you punching pilot's dead in they shyt before they know what happened :banderas:
 
Last edited:

Liquid

Superstar
WOAT
Joined
Apr 30, 2012
Messages
37,122
Reputation
2,625
Daps
59,900
It's 100% the maps. Clunky was a bad way to put it. The Controls are smooth and fluid.

It's satisfying sliding into a group and gunning them all down.


But yeah theirs parts of the map where you can string together a few moves and be across half the map in seconds. But theirs too many open areas where you can't do that at all.
I am hoping at this point these are just test maps that don't make the final game.

It just feels so different compared to the first game and that shyt is odd. A lot of my game was jumping all around and trapping people with satchels (or dropping them on top of titans :lolbron:)

You seem to like Bounty Hunt which is fine, but Attrition was a better way to keep track of it all. Attrition was just a simpler method to get to the end goal. Grunts/Spectre = 1 Point, Pilots = 4 Points and Titans = 5 Points. Maybe I won't care once I see the other maps, but I preferred the easier scoring system as I think it was easier to keep track of and not confuse casuals coming in as to what the objectives are (get as much attrition points as possible).

BTW, my training time is down to sub 40 seconds in that final run. I don't know if I can shave off another 10 seconds or so to beat that 29.05 mark :huhldup:
 

Versa

American Weirdo
Joined
May 23, 2012
Messages
17,683
Reputation
4,011
Daps
54,212
Reppin
Jersey
me and my friends cant play a game together...why?

i invite them to play and it wont let them even join my game....they get no notifications
 

Nomadum

Woke Dreamer
Joined
Dec 23, 2014
Messages
4,622
Reputation
-705
Daps
9,074
Reppin
Nothing
me and my friends cant play a game together...why?

i invite them to play and it wont let them even join my game....they get no notifications

The servers is situated to test stress on it via players, bandwidth as well as mechanics of the game far as player movement, weapon damage timetokill, etc.

The friend feature wont be active until official launch on the 28th of Oct.
 

Versa

American Weirdo
Joined
May 23, 2012
Messages
17,683
Reputation
4,011
Daps
54,212
Reppin
Jersey
The servers is situated to test stress on it via players, bandwidth as well as mechanics of the game far as player movement, weapon damage timetokill, etc.

The friend feature wont be active until official launch on the 28th of Oct.

Nah man I'm talking about inviting people in the network
 

Nomadum

Woke Dreamer
Joined
Dec 23, 2014
Messages
4,622
Reputation
-705
Daps
9,074
Reppin
Nothing
Nah man I'm talking about inviting people in the network

It's all connected breh.

The ability to add friends or other players to a game or a network falls under those types of services which weren't enabled for this test.

(not talking to you like you're dumb so don't take the following as that)

But when it comes to Servers you have to enable or disable services. services are the things a Server allows a user to do or what it can provide for the user. in this testing phase they didn't test those friend add features because to them it was more important seeing how the game runs as well as if the networking components to allow for low latency was up and running.

When the game launches it will be enabled breh then breh's can get mob's going.
 

Spliff

Godzilla got busy.
Joined
May 1, 2012
Messages
11,374
Reputation
2,128
Daps
37,176
Reppin
Jersey
First chance i got to play in both weeks. It's not as doom and gloom as some made it seem.

Stim still destroys.

HUD sucks.

Rodeo system needs to revert back to TF1. Batteries :ld:

I'm liking the speed (wasn't around last weekend to compare). Not being able to stim as often and no zip lines hampers the overall experience. :francis:

Maps need a redo. The middle isn't condensed enough. TF1 had wide open areas along the perimeter, while the middle of the map had tightish lanes. It's almost as if they made the TF2 maps to fit the grappling hook play-style rather than parkour.

Don't have a problem with parkour outside of some areas where spacing favors grappling.

Bounty is lit when everyone knows how to play. Depositing gets tense as fukk.

Hardpoint is hardpoint.

Attrition's needed.

IDK how people love Pilot only modes. :mjlol:

So far not TF1 level, but I'm still buying :manny:
 

Dominic Brehetto

Rest In Piss To Your Cousin
Supporter
Joined
Jun 14, 2012
Messages
31,723
Reputation
4,291
Daps
88,459
Reppin
Family
I feel like this franchise just can't win in the publics eye(well...internet eye anyway) and it's actually making me defend it :jbhmm:


I was guilty of it myself for the first game but my legit problem with it was no single player and that's an automatic no buy from me no matter the game.

But people are complaining about stuff missing from this game that they complained about being in the first game :patrice:


And relative to the hype and how quickly the community died off in comparison to its competition I can't fault Respawn for trying to at least listen to the complaints with the sequel :manny:
 

Dominic Brehetto

Rest In Piss To Your Cousin
Supporter
Joined
Jun 14, 2012
Messages
31,723
Reputation
4,291
Daps
88,459
Reppin
Family
I am hoping at this point these are just test maps that don't make the final game.

It just feels so different compared to the first game and that shyt is odd. A lot of my game was jumping all around and trapping people with satchels (or dropping them on top of titans :lolbron:)

You seem to like Bounty Hunt which is fine, but Attrition was a better way to keep track of it all. Attrition was just a simpler method to get to the end goal. Grunts/Spectre = 1 Point, Pilots = 4 Points and Titans = 5 Points. Maybe I won't care once I see the other maps, but I preferred the easier scoring system as I think it was easier to keep track of and not confuse casuals coming in as to what the objectives are (get as much attrition points as possible).

BTW, my training time is down to sub 40 seconds in that final run. I don't know if I can shave off another 10 seconds or so to beat that 29.05 mark :huhldup:
Bounty hunt is alright.

My problem with it is killing the other team is almost pointless you gain so little from it other than ruining their chance to deposit.

Thing is I barely bother depositing unless I got at least 5 stacks because it's better just to camp by the places the bounties spawn and mow down the brain dead grunts and shyt. The ai titans are fun to fight because they have more health than the average titan and if it's you and an enemy and the ai it's chaotic.


But the problem is they always spawn the same places. And the deposit banks always spawn the same places too. They should randomize it.

And they should make killing the other team give you more cash.
 
Top