Respawn Making Some Big Titanfall 2 Changes

Respawn Making Some Big Titanfall 2 Changes

titanfall 2

Respawn is making some tweaks to Titanfall 2 following fan outcry from the technical alpha test.

Titanfall 2 recently had a multiplayer "tech test" weekend, and the general consensus is that fans were not amused. Some drastic changes from the first game concerning pilot mobility,Titan surviability and more cause a pretty big fan outcry. The good news is that developer Respawn is listening, and has made a rather substantial blog post detailing the criticism and what it intends to do about it.

"Even though the Tech Test build is a couple months old, we learned some valuable things based on your feedback. Some of these changes have already been addressed and will be updated for weekend two of the tech test, with other changes making it into the final game," wrote the developer. Here are some of the biggest changes it will be making:

  • We'll be tuning Pilot air speed and wall-running speed to be faster
  • Players should once again accumulate and retain more speed when chaining wallrun
  • Pilots will once again acquire a small passive amount of Titan meter every few seconds
  • The amount of damage many weapons deal to Titans has been toned down
  • Titan dashes will recharge faster
  • We're going to bring in the fade distance for enemy outlines so they don't reveal pilots at extreme distances

Additionally, for those of you worried that relatively flat and open design of Homestead, the tech test's only available map, is indicative of a new direction for Titanfall, Respawn assures us that no, it isn't, and some more "traditional" Titanfall maps will be showcased over the next few weeks.

Source: Respawn

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Good stuff. But I'm surprised they didn't address the near-instant time to kill. I get this franchise is directly aimed at the consoe/CoD audience, but even considering that the TTK is still ridiculous.

Also 1-shot melee mechanics (from any angle) are always a terrible idea in my book.

Yuuki:
Good stuff. But I'm surprised they didn't address the near-instant time to kill. I get this franchise is directly aimed at the consoe/CoD audience, but even considering that the TTK is still ridiculous.

It was silly fast in Titanfall as well, even discounting the magic boot of doom.

It doesn't look like they've done anything to address the issue of auto aim and hit scans either. If you want a game to last, there does actually have to be some level of challenge, self aiming insta-hit guns won't provide it and they won't tempt the CoD crowd over either, because they're too busy playing CoD.

I can always respect a developer that learns from criticism. Good on 'em.

I really hope TiF2 comes swinging with a great single player. I would like to see this combat style in more interesting scenario's.

And yet I can't get over how much that guy in the picture looks like Barney from Half-Life 2. Maybe now we know what's holding up the next installment- one of their main characters is off starring in a different franchise!

The Rogue Wolf:
And yet I can't get over how much that guy in the picture looks like Barney from Half-Life 2. Maybe now we know what's holding up the next installment- one of their main characters is off starring in a different franchise!

Their inspiration from Half Life 2 was Barney...all Barney!

Well this is a good faith builder for the devs, working so well with critical feedback ProjektRed styley is never a bad sign.

im still holding bakc until i know more about the SP. for once, thats what i care about more. but good to hear that the developers are listening and do something about it.

fix-the-spade:

Yuuki:
Good stuff. But I'm surprised they didn't address the near-instant time to kill. I get this franchise is directly aimed at the consoe/CoD audience, but even considering that the TTK is still ridiculous.

It was silly fast in Titanfall as well, even discounting the magic boot of doom.

It doesn't look like they've done anything to address the issue of auto aim and hit scans either. If you want a game to last, there does actually have to be some level of challenge, self aiming insta-hit guns won't provide it and they won't tempt the CoD crowd over either, because they're too busy playing CoD.

If what I played is any indication, the pilots are even squishier than in the original.
FPS developers: Halo 3 was the sweet spot for FPS character durability. Shoot for that.

Souplex:
If what I played is any indication, the pilots are even squishier than in the original.
FPS developers: Halo 3 was the sweet spot for FPS character durability. Shoot for that.

I don't mind squishy damage models, as long as there are other factors that make skill relevant.

A prime example to me would be Battlefield 3, it's filled with weapons that can kill a player in one hit, but you have to get the timing and aim exactly right to do it. A good player will scythe down opponents with aplomb, a bad one will maybe hit the first and then be punching beautiful holes in the destructible scenery.

Once the auto aim is in there it becomes about who fired first (or who the server thinks fired first, or who is the host etc) and that gets frustrating.

 

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