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Titanfall Yes, it's an FPS

#21 User is offline   Aptorian 

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Posted 14 February 2014 - 10:02 PM

View PostPossibly Brent Weeks, on 14 February 2014 - 08:53 PM, said:

King of the Hill gameplay exists in the COD games. It isn't just a giant pyramid, but it does exist.


Are you thinking about Headquarters?

The thing about a pyramid or maybe a babel like tower, is that it would put the defenders on top in a powerful position, but it would also mean that they have to manage multiple approaches. In my mind it is mainly the "Hamburger Hill" like scenario that I find interesting.

Like watching people trying to navigate the gauntlet in the American Gladiator shows.

View PostPossibly Brent Weeks, on 14 February 2014 - 08:53 PM, said:

] How would the defenders rebuild it? By occupying a domination point or something?


That would be the more boring solution. More interesting would be if there was "drones" that did the rebuilding like in the upcoming Castle Story or if the defenders were equipped with a tool. So that the defenders have to chose between protecting the walls and exits or rebuilding what ever damage has already been caused.

View PostPossibly Brent Weeks, on 14 February 2014 - 08:53 PM, said:

So you want a game capable of doing all that in multiplayer? Ryse has a sort of colleseum, maybe check with that?


I have seen that and it does look interesting. Another example would be Godmode, which is a Horde mode based online multiplayer game. Godmode is interesting, I'd just like to see it done with a large AAA budget and with some really creative ideas behind it, not just waves of the same mobs crashing against the players.

View PostPossibly Brent Weeks, on 14 February 2014 - 08:53 PM, said:

Of course they are. 'Real' FPS gameplay doesn't begin until people know the maps.


This is of course true, how ever it also leads to predictable gameplay scenarios, and unless the maps are really good the gameplay loses some of its appeal.

Mostly I'd just like more interactivity and "levelution" in the stages. Like the chem strikes in COD Ghosts and the building destruction in Battlefield, only taken to a level where it is more than just a trigger.

View PostPossibly Brent Weeks, on 14 February 2014 - 08:53 PM, said:

I'd love to see you design something like that, but it would require a drastic change in the engines that run these games.


True. Generally speaking a game like that would need to be built entirely around that mechanic. Which would be fine I think. An early version, like a rollerball of death version of Portal would neither need to be particularly intricate nor pretty. It would be the novel gameplay that drove it forward.
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#22 User is offline   Silencer 

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Posted 15 February 2014 - 11:11 AM

View PostPossibly Brent Weeks, on 14 February 2014 - 05:18 PM, said:

Just got my BETA email.

Anyone else get one?

Will update more later.

And Apt: its a very tight, arcade shooter, blending mechs and cod-like gameplay. If that isn't what you are expecting, you aren't going to like it.

I'm unsure what 'new' stuff you can add to the 'arcade' shooter gameplay that will appeal to a mass market. They are almost becoming niche-like.


I've now got one, DL'ing the thing now.



I think Apt makes an excellent point. There is plenty of room for doing 'new' or 'different' things within the established 'shooter' styles, it's mainly a safe-bet kind of mentality the publishers are pushing which prevents anything OTHER than complete iteration.

Sure, they sell like hotcakes. Sure, not everyone is going to be into a new concept, or some different stuff. But that alone is a good reason to try. Taking the easy way out all the time is just lazy, and not good for the long-term prospects of the genre ("stale" is a word that will get bandied about more and more - along with "fleecing", because realistically that is what the current release cycle does, with even barely improved graphics...though apparently EA is changing the release speed up?).

At least Evolve is doing something new(ish). That is a game to watch.
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#23 User is offline   Obdigore 

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Posted 15 February 2014 - 02:36 PM

Good news: I absolutely love it.

Bad news: There are some really horrible people at max level.
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#24 User is offline   Defiance 

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Posted 15 February 2014 - 02:44 PM

Just got my beta invite. I'm surprised by how excited I am for this game. I normally don't care for FPS games, but mecha are awesome and the gameplay looks extremely fun.


Best part is all the parts for my new rig should be here by the end of next week, so if the game is as fun as I hope I'll be ready to run it at max settings when it comes out.
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Posted 16 February 2014 - 02:02 AM

View PostDefiance, on 15 February 2014 - 02:44 PM, said:

Just got my beta invite. I'm surprised by how excited I am for this game. I normally don't care for FPS games, but mecha are awesome and the gameplay looks extremely fun.


Best part is all the parts for my new rig should be here by the end of next week, so if the game is as fun as I hope I'll be ready to run it at max settings when it comes out.


Sadly, "max settings" is not *that* stellar. At least, not yet. It's good, but I'm not touting it for "next-gen" graphics any time soon..


As for the game, haven't had time to play beyond the tutorial, but I will say this: why is there a menu option to have toggle crouch, or hold-to-crouch, but I'm stuck with toggle sprint? :p

Shall commence further testing...
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#26 User is offline   Silencer 

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Posted 16 February 2014 - 04:53 AM

Right, so, my take so far:

The Titans feel a *tiny* bit vulnerable, but that's probably both a good thing and partly my fault (newbie, lol!).

Not many people seem to be taking advantage of/have found a use for the wall running. I think this, and the verticality, really are important to stepping up your skills, but it's hard to get in to. Mainly because it doesn't *seem* to offer many advantages. And partly because while the maps are designed with this in mind, it seems to have limited avenues/the buildings aren't perfect for it (which is fine) so you sometimes get knocked stopped by protrusions rather annoyingly (which is not so fine - IRL you'd be able to get over these, but with the controls available, you can't do anything but run into them/get stopped and fall off - maybe needs some tweaking), and the same with some of the vertical stuff - things that look like they're made for a double-jump-mantle to get higher are *just* out of reach. Now, that could be a beta thing, it could be a design oversight, or it could be poor level design. But it is slightly annoying at the moment. XD

I certainly don't feel compelled to enter a Titan as soon as it is available. I'm quite happy running around on the ground and, so far, I seem to do better while on foot than in a Titan. Partly this has to do with familiarity, and partly it is because you can get plenty of points racking up Grunt kills (harder to hit small things in Titans...despite using a 40mm canon...lol). Unfortunately the AI are a *bit* on the mook side of competent. I once led our team to victory by essentially farming a couple of dozen Grunts who happened to be bunched up together/running down a street I had just turned in to. My first instinct upon seeing six guys was "oh fuck", then I mowed them all down. And then it happened again. And then some more dropped in and they all died quickly too. Not the best balance of danger/free kills, IMO. But they do add to the feel of the game.

I certainly feel a bit like this game could benefit from destructible environments. If it were possible to do it without ending up with maps leveled, and Pilots with nowhere to hide (though I've taken down a Titan or two from Pilot-side anti-tank weapons, it's usually facilitated by a distracting allied Titan and some nice cover), I think it would be a great addition, and would prevent some of the "pop-and-shoot" use of the anti-Titan weapons. While that works fine, I personally feel (from both sides of the fence, Pilot and Titan) that a bit of an ability to leverage the supposedly high firepower of the Titans against the cover the Pilots are using would be handy. Especially when Pilots are hard enough to hit as it is.

Unlock progression seems reasonable...maybe a bit fast, unless I'm not seeing the full raft of options yet. That being said, only one Mod slot on the weapons limits your choices a bit when it comes to making custom kits. I assume there may be more options all around for the full release (would be reasonable), but I think being able to stack two mods and an attachment is not unreasonable from a balance perspective. It just feels a bit light on that side atm, like I'm having to choose a bit too much between option 1 and option 2. Though I haven't unlocked the Titan customization yet, and we of course only have one Titan to play with in that regard. I hope there are more Titan weapons in the full game...
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#27 User is offline   Obdigore 

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Posted 17 February 2014 - 04:10 AM

View PostSilencer, on 16 February 2014 - 04:53 AM, said:

Right, so, my take so far:

The Titans feel a *tiny* bit vulnerable, but that's probably both a good thing and partly my fault (newbie, lol!).
Titans are easy to blow up if the pilot is shit. Good pilots can survive for entire games in titans, especially if you are working as a team

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Not many people seem to be taking advantage of/have found a use for the wall running. I think this, and the verticality, really are important to stepping up your skills, but it's hard to get in to. Mainly because it doesn't *seem* to offer many advantages. And partly because while the maps are designed with this in mind, it seems to have limited avenues/the buildings aren't perfect for it (which is fine) so you sometimes get knocked stopped by protrusions rather annoyingly (which is not so fine - IRL you'd be able to get over these, but with the controls available, you can't do anything but run into them/get stopped and fall off - maybe needs some tweaking), and the same with some of the vertical stuff - things that look like they're made for a double-jump-mantle to get higher are *just* out of reach. Now, that could be a beta thing, it could be a design oversight, or it could be poor level design. But it is slightly annoying at the moment. XD
So find another way up. Or equip the 'perk' that makes you wall-run faster and jump farther. Or use one of the burn cards that does the same thing.

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I certainly don't feel compelled to enter a Titan as soon as it is available. I'm quite happy running around on the ground and, so far, I seem to do better while on foot than in a Titan. Partly this has to do with familiarity, and partly it is because you can get plenty of points racking up Grunt kills (harder to hit small things in Titans...despite using a 40mm canon...lol). Unfortunately the AI are a *bit* on the mook side of competent. I once led our team to victory by essentially farming a couple of dozen Grunts who happened to be bunched up together/running down a street I had just turned in to. My first instinct upon seeing six guys was "oh fuck", then I mowed them all down. And then it happened again. And then some more dropped in and they all died quickly too. Not the best balance of danger/free kills, IMO. But they do add to the feel of the game.
Put the 40mm cannon on your titan. Run over grunts while shooting pilots. Unless you are some sort of FPS god, your titan is always going to be more powerful.

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I certainly feel a bit like this game could benefit from destructible environments. If it were possible to do it without ending up with maps leveled, and Pilots with nowhere to hide (though I've taken down a Titan or two from Pilot-side anti-tank weapons, it's usually facilitated by a distracting allied Titan and some nice cover), I think it would be a great addition, and would prevent some of the "pop-and-shoot" use of the anti-Titan weapons. While that works fine, I personally feel (from both sides of the fence, Pilot and Titan) that a bit of an ability to leverage the supposedly high firepower of the Titans against the cover the Pilots are using would be handy. Especially when Pilots are hard enough to hit as it is.
I kind of like the lack of destructibility. I feel like it would just power titans up farther as the maps go on. Also, Pilots hard to hit? Ha.

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Unlock progression seems reasonable...maybe a bit fast, unless I'm not seeing the full raft of options yet. That being said, only one Mod slot on the weapons limits your choices a bit when it comes to making custom kits. I assume there may be more options all around for the full release (would be reasonable), but I think being able to stack two mods and an attachment is not unreasonable from a balance perspective. It just feels a bit light on that side atm, like I'm having to choose a bit too much between option 1 and option 2. Though I haven't unlocked the Titan customization yet, and we of course only have one Titan to play with in that regard. I hope there are more Titan weapons in the full game...

I certainly hope we haven't seen all the unlock stuff, and I'm sure as you level it will get slower. Also, did you just whine about having to make meaningful choices instead of just putting everything and the kitchen sink on your weapon?

The only thing I would change is that the grunts need to be .5 of each attrition point, instead of 1. Seeing lots of people use the auto-pistol to farm grunts and try and win doing nothing but that. It is currently 4 grunts per pilot kill and 5 grunts per titan kill, which is... odd considering the amount of grunts and how easily they die.
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Posted 17 February 2014 - 06:53 PM

Oddly defensive post responding to slight criticism...

The game seems interesting so far. I haven't played it much, but I've watched quite a bit of gameplay. I'm not so sure the grunts are a good idea in this kind of game. It slowly becomes less about pvp and more about abusing the AI. That said, the titans dominate the match and that is pure pvp territory.
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Posted 18 February 2014 - 12:00 AM

View PostTrull, on 17 February 2014 - 06:53 PM, said:

Oddly defensive post responding to slight criticism...

The game seems interesting so far. I haven't played it much, but I've watched quite a bit of gameplay. I'm not so sure the grunts are a good idea in this kind of game. It slowly becomes less about pvp and more about abusing the AI. That said, the titans dominate the match and that is pure pvp territory.


It's OK, Obdi likes to engage in the sport of "Kiwibaiting", so you have to take anything he says in response to me and run it through a filter that reduces its seriousness by about 175%. :p

View PostPossibly Brent Weeks, on 17 February 2014 - 04:10 AM, said:

View PostSilencer, on 16 February 2014 - 04:53 AM, said:

Right, so, my take so far:

The Titans feel a *tiny* bit vulnerable, but that's probably both a good thing and partly my fault (newbie, lol!).
Titans are easy to blow up if the pilot is shit. Good pilots can survive for entire games in titans, especially if you are working as a team


You'll note I admit to my newbieness in the same paragraph. :p

I think the teamplay is important. Getting outnumbered in a Titan (as I've seen happen often) is death. Even with the Vortex shield and good dodging, there are only so many directions you can avoid damage from at once. It's possible, but you'd have to play waaaaaaaaay too much to get to that point, imo.

I, for one, am looking forward to alternative chassis. A light/speed one, though weaker, would be right up my alley, I think. XD

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Not many people seem to be taking advantage of/have found a use for the wall running. I think this, and the verticality, really are important to stepping up your skills, but it's hard to get in to. Mainly because it doesn't *seem* to offer many advantages. And partly because while the maps are designed with this in mind, it seems to have limited avenues/the buildings aren't perfect for it (which is fine) so you sometimes get knocked stopped by protrusions rather annoyingly (which is not so fine - IRL you'd be able to get over these, but with the controls available, you can't do anything but run into them/get stopped and fall off - maybe needs some tweaking), and the same with some of the vertical stuff - things that look like they're made for a double-jump-mantle to get higher are *just* out of reach. Now, that could be a beta thing, it could be a design oversight, or it could be poor level design. But it is slightly annoying at the moment. XD
So find another way up. Or equip the 'perk' that makes you wall-run faster and jump farther. Or use one of the burn cards that does the same thing.


The perk doesn't help, because this is a mantle point which is in the middle of nowhere and about an inch too high. My complaint isn't that it's too hard, it's that the map design is not set up to make it clear whether a jump is possible or not.

They just need to make this particular wall a quarter-meter higher off the ground, and it would be obvious it's not for jumping on. Instead it just taunts you. XD (And this is my main complaint with predicating a map's fun on familiarity, and I think Apt is getting at something similar here - it is fine to give an advantage to people who know their way around. It's not fine to make that essentially the deciding factor in the game from the get-go. Especially when it LOOKS like you can get up there, when you can't. Or when you should logically be able to keep running on the surface, but get stopped by a protrusion which IRL would pose zero obstacle. It's like the "military professional can't get over a knee-high hedge" issue of many FPS's of yore - it's stupid, and shouldn't be an issue.)

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I certainly don't feel compelled to enter a Titan as soon as it is available. I'm quite happy running around on the ground and, so far, I seem to do better while on foot than in a Titan. Partly this has to do with familiarity, and partly it is because you can get plenty of points racking up Grunt kills (harder to hit small things in Titans...despite using a 40mm canon...lol). Unfortunately the AI are a *bit* on the mook side of competent. I once led our team to victory by essentially farming a couple of dozen Grunts who happened to be bunched up together/running down a street I had just turned in to. My first instinct upon seeing six guys was "oh fuck", then I mowed them all down. And then it happened again. And then some more dropped in and they all died quickly too. Not the best balance of danger/free kills, IMO. But they do add to the feel of the game.
Put the 40mm cannon on your titan. Run over grunts while shooting pilots. Unless you are some sort of FPS god, your titan is always going to be more powerful.


Did you miss the part where I said I DID have the 40mm canon on my Titan? It's my favorite Titan weapon, lol.

The Titan may be more powerful, but it's also a missile magnet. And if the enemy have two/three Titans up, while you only have one, they are going to (probably) curb stomp you. Unless you are some sort of FPS god. XD Besides, my point was more that the mooks are a bit too easy to farm. Besides, I'm getting better in my Titan. It's just that jumping into one does not feel like "straight away" move, when it's available. I probably need to play some Last Titan Standing for practice, or something, though.


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I certainly feel a bit like this game could benefit from destructible environments. If it were possible to do it without ending up with maps leveled, and Pilots with nowhere to hide (though I've taken down a Titan or two from Pilot-side anti-tank weapons, it's usually facilitated by a distracting allied Titan and some nice cover), I think it would be a great addition, and would prevent some of the "pop-and-shoot" use of the anti-Titan weapons. While that works fine, I personally feel (from both sides of the fence, Pilot and Titan) that a bit of an ability to leverage the supposedly high firepower of the Titans against the cover the Pilots are using would be handy. Especially when Pilots are hard enough to hit as it is.
I kind of like the lack of destructibility. I feel like it would just power titans up farther as the maps go on. Also, Pilots hard to hit? Ha.


I think it doesn't need full destruction. Just a bit. Change the map up slightly, remove some cover. I can see your side of things, but you are a CoD fanatic. :rant: I still don't think Titans are THAT awesome. Plenty of people are still getting used to them, of course, but I have yet to see anyone in a Titan just up and dominate the map.

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Unlock progression seems reasonable...maybe a bit fast, unless I'm not seeing the full raft of options yet. That being said, only one Mod slot on the weapons limits your choices a bit when it comes to making custom kits. I assume there may be more options all around for the full release (would be reasonable), but I think being able to stack two mods and an attachment is not unreasonable from a balance perspective. It just feels a bit light on that side atm, like I'm having to choose a bit too much between option 1 and option 2. Though I haven't unlocked the Titan customization yet, and we of course only have one Titan to play with in that regard. I hope there are more Titan weapons in the full game...

I certainly hope we haven't seen all the unlock stuff, and I'm sure as you level it will get slower. Also, did you just whine about having to make meaningful choices instead of just putting everything and the kitchen sink on your weapon?


Hardly. I was merely pointing out that options are awesome. Making "meaningful" choices by arbitrarily restricting the mods on a gun kinda cheapens it. I can understand it on Titans. I can understand it wrt Kits. But seriously, in what world can I not stick a suppressor AND an extended magazine on my rifle? Those are not incompatible. They are being arbitrarily restricted in favour of "the devs can't be assed balancing this properly". I get it. I really do. But it's vexing to the part of me that likes customising guns, dammit.

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The only thing I would change is that the grunts need to be .5 of each attrition point, instead of 1. Seeing lots of people use the auto-pistol to farm grunts and try and win doing nothing but that. It is currently 4 grunts per pilot kill and 5 grunts per titan kill, which is... odd considering the amount of grunts and how easily they die.


I agree, completely. The Smart Pistol is waaaaaaay too good for farming grunts. It's a bit less useful against Pilots at most ranges, depending on their weapon/skill, of course, and it takes a bit of getting used to with waiting for it to fully lock-on (the advanced targeting mod helps, obviously), but it wrecks the mooks like nobody's business. Also results in some epic kill-stealing some times.

But regardless, mook's shouldn't be 1 whole point. They're too easy to kill, and are pretty much guaranteed not to kill a Pilot (unless they get very lucky). So they either need to be more deadly, or worth less.




....also, I am already tired of hearing people complain that the other team "hacked". "Oh man, if only we could hack as good as them!" etc. Fucking...*mutes everyone*.
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#30 User is offline   Obdigore 

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Posted 18 February 2014 - 03:43 AM

Guess I've played waaaay too much then, because I can pretty regularly win 2v1 titan fights. Or at least doom both titans before mine goes down.

If you play enough to get burn cards, you can get the other chasis through the burn cards. The light one is strider and its core is infinite speed boosts, and its default gun is the 40mm HE, and it is delicious. The heavy one's core is immediate shield regen, and ripping the arms off an enemy titan and beating them with it is always entertaining.

Yes the titans are always more powerful than grunts, although I played with a team of 6 today and we had a hell of a time with ARC grenades and sidewinders and just swarming any titan the other team put up.

I have, and I have watched others, absolutely dominate maps using a single Titan. Run Vortex Shield on the bigger map and Smoke on the smaller and you just rip through everything, especially if you wait to engage other titans until you have your damage core ready to go.

ps -> I've played more BF4 than Ghosts, so I wouldn't call me a 'cod fanatic' :p

I'm worried about Attrition games where you send three of your team to 'distract' the enemy while the other three do nothing but farm grunts until you win. I've seen people with 50+ grunt kills, and that is out of 250 points. Preposterous.

Sniping is extremely hard in this game, unless you are trying to farm grunts. Assuming pilots are moving like they should, anyway. I've not been killed with a sniper rifle really at all, and I had a hell of a time killing anyone with it until I got the ACOG, at which point it is still a 2-shot kill unless you get a headshot, so you are better off with agility and the AR or SMG.

(The sniper rifle with exploding rounds from burn cards is a lot of fun, however).
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Posted 18 February 2014 - 07:35 AM

View PostPossibly Brent Weeks, on 18 February 2014 - 03:43 AM, said:

Guess I've played waaaay too much then, because I can pretty regularly win 2v1 titan fights. Or at least doom both titans before mine goes down.


You probably have. :p

Because what you have to consider, is that if you can take out 2 enemy Titans "pretty regularly" before you go down, then it means that 2/3rds of players are getting absolutely wasted by you in one-on-one, and still lose in two-on-one. Now, either you've played way too much, or the people I play with are considerably better than the people you play with (thus resulting in fewer underdog victories, as the playing field is more level). It's obvious when you consider that, if you can beat two players, there is no way one of those players is going to beat you and a friend.

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If you play enough to get burn cards, you can get the other chasis through the burn cards. The light one is strider and its core is infinite speed boosts, and its default gun is the 40mm HE, and it is delicious. The heavy one's core is immediate shield regen, and ripping the arms off an enemy titan and beating them with it is always entertaining.


Hopefully I get some better burn card drops then. I'm at max beta level, and have been pulling cards fairly regularly. No Titans as yet. Oh, also, the proper sniper rifle? It kicks Longbow ass. Seems to be one-shot kill..

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Yes the titans are always more powerful than grunts, although I played with a team of 6 today and we had a hell of a time with ARC grenades and sidewinders and just swarming any titan the other team put up.

I have, and I have watched others, absolutely dominate maps using a single Titan. Run Vortex Shield on the bigger map and Smoke on the smaller and you just rip through everything, especially if you wait to engage other titans until you have your damage core ready to go.


Damage core (and presumably some Burn Cards) do indeed tip the odds in some pretty epic ways. I like them. Especially the cards, because they don't have to be used like Perks, but they carry over for when you do need them, but you're still encouraged to use them by having a "deck" limit (26, I think?). It's a good system.

However, I still haven't experienced the above. Most Titans I've seen are getting taken down pretty fast by concentrated fire. They're tough, and I'm not saying that you can't dominate in one, but if the other team has at least one Titan and you get some Pilots on you...they go down. Hell, I took out 3 Titans personally in one match as a Pilot - two I rodeo'd to death, and the third I finished off half it's health with my Sidewinders. The players may not have been great, but they were MVPs/top three for their team.

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ps -> I've played more BF4 than Ghosts, so I wouldn't call me a 'cod fanatic' :p


Lol.

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I'm worried about Attrition games where you send three of your team to 'distract' the enemy while the other three do nothing but farm grunts until you win. I've seen people with 50+ grunt kills, and that is out of 250 points. Preposterous.


This is true. Granted, you get more points for the harder stuff like taking out a Pilot, Titan, etc, but it's still an easy system to abuse. Perhaps if the total points were increased, it would lesson the farming as it would not be as effective. Then again, simpler solution is still to drop the points/grunt ratio.

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Sniping is extremely hard in this game, unless you are trying to farm grunts. Assuming pilots are moving like they should, anyway. I've not been killed with a sniper rifle really at all, and I had a hell of a time killing anyone with it until I got the ACOG, at which point it is still a 2-shot kill unless you get a headshot, so you are better off with agility and the AR or SMG.

(The sniper rifle with exploding rounds from burn cards is a lot of fun, however).


I find it telling that you unlock half the stuff for the Longbow (which is a DMR, by name, not a sniper? :rant:) pretty quickly by capping grunts. However, I did have one guy last game who was doing pretty well with his DMR. Compared to a guy using his real-sniper Burn Card, though, it was nothing. That thing is ownage.

Again, though, you're right with regards to the movement. It makes it a lot harder to track someone who is bouncing off walls all over the place. XD I'll try using my Longbow a bit more until the beta closes, see if I can get decent with it.
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Posted 18 February 2014 - 08:09 AM

Yea, sorry I was talking Longbow when I was saying sniper. The Burn Card sniper with the explosive damage is OMNOMNOMNOM. It feels like you are walking around with the 40MM HE cannon.

One thing I don't like is that if you use Burn Cards for the upgraded weapons (AR and SMG and presumably shotgun) and spawn with say an AR class then use your burn card, you don't get any attachments (like I run silencer on everything) for it, which kind of makes me meh on it.

Also, shock rocks burn card is awesome.

And yes, I said regularly win 2v1 titan fights. If you are using a vortex shield it isn't hard. It also isn't super hard to avoid 2v1 or more in Angel City. If found smoke is quite effective in Angel City since I get rodeo'd more than I'm in a straight up titan battle there.

Have you been able to shoot a pilot out of the air with your titan yet after they eject? Soooooooo satisfying.

I thought maybe increasing the point totals AND increasing the worth of Pilot/Titan kills? (Which would essentially be reducing the value of grunts). Leave the grunts as fodder you can farm to get your titan in, but have them much less value (they are worth 1 point, a pilot is 4, and titan is 5) than the 'high value' targets? Of course this is only in Attrition.

So you can hack Spectres. I kind of want to play a Domination game and have someone sit at our 'home base' and just hack spectre after spectre until they just have this giant army following them around.

Anyway I think the sidewinder needs reduced range and so does the SMG. Hit a titan with an ARC and then Sidewinder clip and you take em from full down to half health with no shield. Any kind of backup and they are dead.

That said, you should be avoiding arc grenades as a titan, so unless they burned the shock rocks card (which gives you infinite arcs that are magnetic) you shouldn't be hit by them.

Honestly, I kind of wish Titans could use their movement boost as a jumpjet to get on smaller buildings. It would make them more of targets but it would be a lot of fun.

Silencer, another tactic you might try if you don't use your titan much is to equip the warp-drive thingy so it comes in super fast, and after you earn it try calling it in on an enemy titan. A titan coming down kills anything it touches (on the other team). I killed an evac shuttle with one in a match, it was hilarious.

re: unlocks - you unlock half of everything by killing grunts, the other half is by killing pilots. Or if you are unlocking titan stuff it is grunts and other titans. That didn't change for the Longbow, it is just more noticeable. Put the ACOG on it and the lack of sway and use it like a hard hitting semi-auto AR.

This post has been edited by Possibly Brent Weeks: 18 February 2014 - 08:11 AM

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Posted 20 February 2014 - 11:46 AM

Some users over at NeoGF have datamined everything from the Beta, and this is what they have found so far:

http://www.neogaf.co...2#post101030552

13 maps at launch (or up to 15, people aren't sure), only TDM, Domination, CTF, Last Titan Standing and 'pilot hunt'.

Looks like 6 pilot v pilot weapons that weren't in the beta and 2 anti titan weapons, and 2 new ordnances.

Titans get a couple more weapons and a couple more ordnances.

Only a few additional pilot/titan kit abilities (one additional for each slot).

Hopefully they have more than this and this is just what was in the beta build for consideration, but I guess we will find out on the 11th.

This post has been edited by Possibly Brent Weeks: 20 February 2014 - 11:48 AM

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Posted 20 February 2014 - 12:28 PM

Interesting. I enjoyed the beta enough that I may buy shortly after launch. It had a nice feel to it, some new stuff to do. Just wish I'd had time to play a bit more.

I don't think it's massively groundbreaking. It's got a mix which is rare enough, especially on modern hardware, that makes it feel new.
It has unfortunately been over-hyped, however. It's not too bad, but obviously if you went into this with expectations beyond the basic premise you might be disappointed. XD (though really, by now hype-trains should not be a thing, because they never deliver.)

So far I give it 3.5 Titans out of 6. Extra points would have been for actual next-gen graphics, or now, plenty of good maps and more weapons etc (obdi's link might put it to 4, I think...)
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Posted 21 February 2014 - 04:30 AM

View PostSilencer, on 20 February 2014 - 12:28 PM, said:

(obdi's link might put it to 4, I think...)


4 what? Weapons? Titan Weapons? Kiwibaits? Good Maps?
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Posted 21 February 2014 - 04:47 AM

Four out of six Titans, per my earlier rating analogy, of course...
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Posted 21 February 2014 - 04:54 AM

I think he meant it would raise his score from 3.5 to 4.
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Posted 21 February 2014 - 05:36 AM

We'll see.

I'm clearly a 'twitch' FPS player much more than you, but I would rate it around probably a 5/6 if all the maps are as good as the two we had in the Beta.

I wish I had uploaded my videos to skydrive so I can share them. There is so many more places to go and places to wall-run and lines to take on both maps than I've seen people using/showing. Many of them were shown to me by people I play with, but w/e.

Anyway, huge breath of fresh air, doesn't do anything super new, but it does everything very well, at least that I've seen.

Still have to wait for other maps and how all the weapons shake out, and how the other titans are doing. Playing each one once really wasn't enough to get a good feel for them, especially since it was just default loadouts.

This post has been edited by Possibly Brent Weeks: 21 February 2014 - 05:57 AM

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Posted 22 February 2014 - 07:57 AM

View PostPossibly Brent Weeks, on 21 February 2014 - 05:36 AM, said:

We'll see.

I'm clearly a 'twitch' FPS player much more than you, but I would rate it around probably a 5/6 if all the maps are as good as the two we had in the Beta.


For sure. You play way more of these games than I do, and probably have the K/D ratio to prove it. I haven't really been 'into' a FPS on the competitive multiplayer side since Halo 2. I enjoyed Modern Warfare (and 2, to an extent) but NZ has traditionally had terrible internet (either in speed or data caps) and so it wasn't really something I could do (Halo 2 being predominantly played at a friend's house, seeing as I had a PS2, lol).

It's good, but the trouble with only two maps is gauging whether they are the best on offer (to help sales) or average (to save the best for later), and same with the single Titan. I don't begrudge them those restrictions, of course, but it does make it difficult to rate the game highly off the bat. There wasn't enough customization or versatility on offer for me to give it a much higher score - thus my comment RE: the link making it a better rating (though it's obvious there will be more weapons and kits and such, it depends what they bring to the table whether they are a positive or negative).

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I wish I had uploaded my videos to skydrive so I can share them. There is so many more places to go and places to wall-run and lines to take on both maps than I've seen people using/showing. Many of them were shown to me by people I play with, but w/e.


Absolutely. I think this was one of my first comments RE: the beta, and it's amazing how underutilized the wallrunning and verticality was, even by the end of the extended period. A lot of it takes experimentation/being shown to figure out, but it's there, and it really can make a big difference to your play. Shortcuts to speed up transit/reduce time to engagement, spots to board Titans from/snipe from, paths which make you a nightmare to hit, etc. Most people seemed to ignore the ability to "hang", also, as that can allow you to assume an ambush/overwatch position that is otherwise inaccessible. It adds a lot to the game/is one of the main points of difference compared to most FPS, up there with the Titans, imo, and it seems like it's taking the players some getting used to.



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Anyway, huge breath of fresh air, doesn't do anything super new, but it does everything very well, at least that I've seen.

Still have to wait for other maps and how all the weapons shake out, and how the other titans are doing. Playing each one once really wasn't enough to get a good feel for them, especially since it was just default loadouts.


This. Though unfortunately I never managed to net myself a Titan burncard. Definitely keen to try them out - plus new weapons/maps/kits, of course. I think the freshness it does offer is enough to make it a good game. Whether it changes up the genre or becomes a "GOTY" title will depend a lot on how those other aspects work in the final game.

(Bearing in mind I don't like the way scores in gaming media have to be a 8-10 out of 10 for a game to be considered "good" - I think a 5/6 should be the score most games get as in "decent/enjoyable, but issues x/y/z keep it from greatness", so I'm currently rating the game as worthwhile-to-pretty-good with a 3.5/6.)
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Posted 03 March 2014 - 06:58 AM

Beta textures confirmed as full-and-final. I'm not surprised (when the PC max setting specifies your GPU must have 3GB of available RAM to run it, you kind of expect that it really is "max" settings), though honestly the beta did not look that good. Obviously still better on PCs than on consoles, but it wasn't mind-blowing.

At least it doesn't matter too much on a multiplayer shooter like this. The graphics are good enough, and I'd rather they spent the time on content than eye-candy. Still, I think the system requirements are excessive for what we get.
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