Titanfall 2 MP tech test 8/19

If Respawn doesn't really adjust the game as gamers want, it'll show this "tech test" is nothing more than a MP server test.

They have said a few times this is the core reason for the test. It's not a marketing beta. It's a technical test of their new back end system. I kind the fallout from the design changes is a side effect and maybe they didn't expect such a back lash.
 
They have said a few times this is the core reason for the test. It's not a marketing beta. It's a technical test of their new back end system. I kind the fallout from the design changes is a side effect and maybe they didn't expect such a back lash.
The dumb thing about it being a "tech test" is that on the loading page it says things to do with parties may be messed up.

And it was. Partying up with friends and trying to play a match together from match to match barely worked.

So how are gamers supposed to test the party system if it's not even test worthy to begin with???
 
There you go gamers.

http://www.titanfall.com/en_us/news/tech-test-and-feedback/

Pilot Mobility

Many players are wondering why we changed the mobility from Titanfall 1. We identified two major issues we wanted to solve in Titanfall 2. The first is that a lack of player predictability would often cause players to be shot from the back or sides. While flanking is an important part of gameplay death often felt random instead of skillful. The second issue is that close range firefights were overly chaotic due to erratic player movement. So, changes to pilot mobility stemmed from a desire to improve our gunplay, and not a desire to slow down movement.

We’ll be tuning air speed and wall-running speed to be faster.
While investigating this point, we discovered some unintended side effects that were causing players to lose momentum while wallrunning.

Players should once again accumulate and retain more speed when chaining wallruns.
Additionally, we’re testing scaling back some of the dampening factors that were limiting bunny-hopping as we don’t want these restrictions to impact normal traversal.



Titan Meter

We made some changes in Titanfall 2 with the goal of rewarding players for playing game mode objectives. However, we observed the problem that players can try to play the objective but fail, resulting in slower than intended Titan acquisition. We still want objectives to be the fastest way to get a Titan, but the goal of every player being guaranteed a Titan per match hasn’t changed.

Pilots will once again acquire a small passive amount of Titan meter every few seconds.

Titan Survivability

This is one of the more complex issues to address for several reasons.

First, we’ve changed from Titans having energy shields to a new Titan battery system which we believe improves rodeo gameplay and rewards teamwork. In Titanfall 1, rodeo was lethal to Titans, forcing pilots to disembark and engage in a 50 / 50 fight. In Titanfall 2, the rodeo pilot steals a battery and damages an enemy Titan. If they can give that battery to a friendly Titan, the Titan receives a shield and the Pilot gets Titan meter points. As players become more familiar with the system, we expect that Titans will live longer. This is an area we will continue to monitor leading up to launch.

Another factor is that the balance of Titan gameplay in the Tech Test build is heavily affected by the limited amount of content we released in the build. For example, some Titans that aren’t in the Tech Test have strong defensive abilities, certain Titan kits provide defensive upgrades, and even Pilots have a boost that can improve Titan defenses.

Lastly, there has been a lot of tuning since the Tech Test build that will tone down the amount of damage many weapons deal to Titans.



Titan Mobility

We’ve reduced the number of baseline dashes by one compared to Titanfall 1, but all Titans have access to a new Titan kit that provides an additional dash. This is to balance new mobility or defensive options available to specific Titans. The Tech Test build, however, doesn’t include our fastest Titans. Despite our confidence in our top-end speed, we have heard your feedback that Ion and Scorch feel too slow.

Titan dashes will recharge faster.

Map Design

Some of our Tech Test players have asked if the relatively flat and open design of Homestead is indicative of a new direction for Titanfall, and the answer is no. When designing maps, we strive to make them unique experiences. For example, Homestead changes things up by creating islands of Pilot gameplay where long-range weapons can be effective. This upcoming weekend a new map, Forwardbase Kodai, will be available for play. There is a wide variety of maps for the final game.

We’ll be showcasing more maps over the next couple weeks on our website, including more traditional Titanfall maps.

HUD

We’ve read feedback about the HUD feeling too busy. At launch Titanfall 2 will have menu options that allow players to turn these features on or off based on their individual preferences.

Additionally, there have been concerns about enemy outlines making players too easy to see at a distance. We think this is an important feature for friend or foe identification with the substantial amount of visual customization that will be available at launch in Titanfall 2.

We’re going to bring in the fade distance for enemy outlines so they don’t reveal pilots at extreme distances.

Conclusion

Thanks again very much for participating in the first weekend of the Tech Test. We’re looking forward to hearing from more of you this weekend, as these tests are amazingly helpful in ensuring we have a successful launch. As you can see, your feedback is already being heard and impacting the final game, and we’ll be posting the updates for weekend two in our forums later this week: https://forums.titanfall.com/en-us/categories/game-updates. I also encourage you to read Jon “Slothy” Shiring’s blog on feedback we’ve received from the tech test in regards to server stability, you can check it out here http://www.titanfall.com/en_us/news/tech-test-successes/.

After working on any game behind closed doors it’s always tremendously exciting and useful to finally have players get their hands on it. We value our community, the feedback you provide us, and working with you to make our games better. We look forward to hearing what you think about the updates coming for weekend two of the tech test, and can’t wait to see you all on the Frontier this October.

Regards,

Steven DeRose
Multiplayer Game Designer
Titanfall 2
 
The dumb thing about it being a "tech test" is that on the loading page it says things to do with parties may be messed up.

And it was. Partying up with friends and trying to play a match together from match to match barely worked.

So how are gamers supposed to test the party system if it's not even test worthy to begin with???

Yep. Tech test. They found a new bugs and that was one of them. I agree it was a pretty big bug to find 2 months before launch. I'm hoping its fixed for the 2nd test this weekend.
 
There you go gamers.

http://www.titanfall.com/en_us/news/tech-test-and-feedback/

Pilot Mobility

Many players are wondering why we changed the mobility from Titanfall 1. We identified two major issues we wanted to solve in Titanfall 2. The first is that a lack of player predictability would often cause players to be shot from the back or sides. While flanking is an important part of gameplay death often felt random instead of skillful. The second issue is that close range firefights were overly chaotic due to erratic player movement. So, changes to pilot mobility stemmed from a desire to improve our gunplay, and not a desire to slow down movement.

We’ll be tuning air speed and wall-running speed to be faster.
While investigating this point, we discovered some unintended side effects that were causing players to lose momentum while wallrunning.

Players should once again accumulate and retain more speed when chaining wallruns.
Additionally, we’re testing scaling back some of the dampening factors that were limiting bunny-hopping as we don’t want these restrictions to impact normal traversal.



Titan Meter

We made some changes in Titanfall 2 with the goal of rewarding players for playing game mode objectives. However, we observed the problem that players can try to play the objective but fail, resulting in slower than intended Titan acquisition. We still want objectives to be the fastest way to get a Titan, but the goal of every player being guaranteed a Titan per match hasn’t changed.

Pilots will once again acquire a small passive amount of Titan meter every few seconds.

Titan Survivability

This is one of the more complex issues to address for several reasons.

First, we’ve changed from Titans having energy shields to a new Titan battery system which we believe improves rodeo gameplay and rewards teamwork. In Titanfall 1, rodeo was lethal to Titans, forcing pilots to disembark and engage in a 50 / 50 fight. In Titanfall 2, the rodeo pilot steals a battery and damages an enemy Titan. If they can give that battery to a friendly Titan, the Titan receives a shield and the Pilot gets Titan meter points. As players become more familiar with the system, we expect that Titans will live longer. This is an area we will continue to monitor leading up to launch.

Another factor is that the balance of Titan gameplay in the Tech Test build is heavily affected by the limited amount of content we released in the build. For example, some Titans that aren’t in the Tech Test have strong defensive abilities, certain Titan kits provide defensive upgrades, and even Pilots have a boost that can improve Titan defenses.

Lastly, there has been a lot of tuning since the Tech Test build that will tone down the amount of damage many weapons deal to Titans.



Titan Mobility

We’ve reduced the number of baseline dashes by one compared to Titanfall 1, but all Titans have access to a new Titan kit that provides an additional dash. This is to balance new mobility or defensive options available to specific Titans. The Tech Test build, however, doesn’t include our fastest Titans. Despite our confidence in our top-end speed, we have heard your feedback that Ion and Scorch feel too slow.

Titan dashes will recharge faster.

Map Design

Some of our Tech Test players have asked if the relatively flat and open design of Homestead is indicative of a new direction for Titanfall, and the answer is no. When designing maps, we strive to make them unique experiences. For example, Homestead changes things up by creating islands of Pilot gameplay where long-range weapons can be effective. This upcoming weekend a new map, Forwardbase Kodai, will be available for play. There is a wide variety of maps for the final game.

We’ll be showcasing more maps over the next couple weeks on our website, including more traditional Titanfall maps.

HUD

We’ve read feedback about the HUD feeling too busy. At launch Titanfall 2 will have menu options that allow players to turn these features on or off based on their individual preferences.

Additionally, there have been concerns about enemy outlines making players too easy to see at a distance. We think this is an important feature for friend or foe identification with the substantial amount of visual customization that will be available at launch in Titanfall 2.

We’re going to bring in the fade distance for enemy outlines so they don’t reveal pilots at extreme distances.

Conclusion

Thanks again very much for participating in the first weekend of the Tech Test. We’re looking forward to hearing from more of you this weekend, as these tests are amazingly helpful in ensuring we have a successful launch. As you can see, your feedback is already being heard and impacting the final game, and we’ll be posting the updates for weekend two in our forums later this week: https://forums.titanfall.com/en-us/categories/game-updates. I also encourage you to read Jon “Slothy” Shiring’s blog on feedback we’ve received from the tech test in regards to server stability, you can check it out here http://www.titanfall.com/en_us/news/tech-test-successes/.

After working on any game behind closed doors it’s always tremendously exciting and useful to finally have players get their hands on it. We value our community, the feedback you provide us, and working with you to make our games better. We look forward to hearing what you think about the updates coming for weekend two of the tech test, and can’t wait to see you all on the Frontier this October.

Regards,

Steven DeRose
Multiplayer Game Designer
Titanfall 2

Well, its a improvement so thats good. I fundamentally disagree with these 'two issues' they found with pilot mobility though.
I also disagree that rodeo is better. Rodeo is now basically an animation. Nothing more. I do agree that pilots could unfairly damage titans in the first one, but just lower the damage then. Job done.
I don't see any commentary on the lack of AI or Attrition mode. Hopefully both things are in it.
 
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Are they nixxing attrition, or is it just not in the test? That would be dumb. I figured the test would not include everything.
From what I've read (could be wrong though), bounty hunt is the replacement mode for attrition. Devs have seemed to have hinted that attrition will not be in titanfall 2.
 
From what I've read (could be wrong though), bounty hunt is the replacement mode for attrition. Devs have seemed to have hinted that attrition will not be in titanfall 2.
Let's hope not . Every fps needs a team dm mode . That would not be too bright on respawns part since that was the most popular mode played in Titan fall 1. CTF was a lot of fun too.
 
There you go gamers.

http://www.titanfall.com/en_us/news/tech-test-and-feedback/

Pilot Mobility

Many players are wondering why we changed the mobility from Titanfall 1. We identified two major issues we wanted to solve in Titanfall 2. The first is that a lack of player predictability would often cause players to be shot from the back or sides. While flanking is an important part of gameplay death often felt random instead of skillful. The second issue is that close range firefights were overly chaotic due to erratic player movement. So, changes to pilot mobility stemmed from a desire to improve our gunplay, and not a desire to slow down movement.

We’ll be tuning air speed and wall-running speed to be faster.
While investigating this point, we discovered some unintended side effects that were causing players to lose momentum while wallrunning.

Players should once again accumulate and retain more speed when chaining wallruns.
Additionally, we’re testing scaling back some of the dampening factors that were limiting bunny-hopping as we don’t want these restrictions to impact normal traversal.



Titan Meter

We made some changes in Titanfall 2 with the goal of rewarding players for playing game mode objectives. However, we observed the problem that players can try to play the objective but fail, resulting in slower than intended Titan acquisition. We still want objectives to be the fastest way to get a Titan, but the goal of every player being guaranteed a Titan per match hasn’t changed.

Pilots will once again acquire a small passive amount of Titan meter every few seconds.

Titan Survivability

This is one of the more complex issues to address for several reasons.

First, we’ve changed from Titans having energy shields to a new Titan battery system which we believe improves rodeo gameplay and rewards teamwork. In Titanfall 1, rodeo was lethal to Titans, forcing pilots to disembark and engage in a 50 / 50 fight. In Titanfall 2, the rodeo pilot steals a battery and damages an enemy Titan. If they can give that battery to a friendly Titan, the Titan receives a shield and the Pilot gets Titan meter points. As players become more familiar with the system, we expect that Titans will live longer. This is an area we will continue to monitor leading up to launch.

Another factor is that the balance of Titan gameplay in the Tech Test build is heavily affected by the limited amount of content we released in the build. For example, some Titans that aren’t in the Tech Test have strong defensive abilities, certain Titan kits provide defensive upgrades, and even Pilots have a boost that can improve Titan defenses.

Lastly, there has been a lot of tuning since the Tech Test build that will tone down the amount of damage many weapons deal to Titans.



Titan Mobility

We’ve reduced the number of baseline dashes by one compared to Titanfall 1, but all Titans have access to a new Titan kit that provides an additional dash. This is to balance new mobility or defensive options available to specific Titans. The Tech Test build, however, doesn’t include our fastest Titans. Despite our confidence in our top-end speed, we have heard your feedback that Ion and Scorch feel too slow.

Titan dashes will recharge faster.

Map Design

Some of our Tech Test players have asked if the relatively flat and open design of Homestead is indicative of a new direction for Titanfall, and the answer is no. When designing maps, we strive to make them unique experiences. For example, Homestead changes things up by creating islands of Pilot gameplay where long-range weapons can be effective. This upcoming weekend a new map, Forwardbase Kodai, will be available for play. There is a wide variety of maps for the final game.

We’ll be showcasing more maps over the next couple weeks on our website, including more traditional Titanfall maps.

HUD

We’ve read feedback about the HUD feeling too busy. At launch Titanfall 2 will have menu options that allow players to turn these features on or off based on their individual preferences.

Additionally, there have been concerns about enemy outlines making players too easy to see at a distance. We think this is an important feature for friend or foe identification with the substantial amount of visual customization that will be available at launch in Titanfall 2.

We’re going to bring in the fade distance for enemy outlines so they don’t reveal pilots at extreme distances.

Conclusion

Thanks again very much for participating in the first weekend of the Tech Test. We’re looking forward to hearing from more of you this weekend, as these tests are amazingly helpful in ensuring we have a successful launch. As you can see, your feedback is already being heard and impacting the final game, and we’ll be posting the updates for weekend two in our forums later this week: https://forums.titanfall.com/en-us/categories/game-updates. I also encourage you to read Jon “Slothy” Shiring’s blog on feedback we’ve received from the tech test in regards to server stability, you can check it out here http://www.titanfall.com/en_us/news/tech-test-successes/.

After working on any game behind closed doors it’s always tremendously exciting and useful to finally have players get their hands on it. We value our community, the feedback you provide us, and working with you to make our games better. We look forward to hearing what you think about the updates coming for weekend two of the tech test, and can’t wait to see you all on the Frontier this October.

Regards,

Steven DeRose
Multiplayer Game Designer
Titanfall 2

So, basically, they are saying LEARN TO USE THE NEW SYSTEM & GIT GUD, SCRUBS.

:grin::tounge:
 
So, basically, they are saying LEARN TO USE THE NEW SYSTEM & GIT GUD, SCRUBS.

:grin::tounge:

lol.

Yeah it looks like that. I'm interested in what you think of their 'issues'? Were they every anything you thought that needed to be fixed?
 
From what I've read (could be wrong though), bounty hunt is the replacement mode for attrition. Devs have seemed to have hinted that attrition will not be in titanfall 2.


If that is true, then they just lost a consumer.
 
lol.

Yeah it looks like that. I'm interested in what you think of their 'issues'? Were they every anything you thought that needed to be fixed?

No, not really.

The only one I think I agree with is the retaining speed while chaining wallruns. I did notice that it didn't always maintain speed.

However, I have no real disagreement with any of the changes made. Just looking forward to playing again this weekend.
 
No, not really.

The only one I think I agree with is the retaining speed while chaining wallruns. I did notice that it didn't always maintain speed.

However, I have no real disagreement with any of the changes made. Just looking forward to playing again this weekend.

I don't think they were problems (not the speed, the unpredictability parts) and the vast amount of the community seem to agree. It was impossible to camp in the first game. Now they've made it possible and had to slow the game down and introduce character outlines and a sonic pulses to counter something they introduced back into the game. Over all that's a disappointing aspect for me.

Yeah. New map as well. I'm hoping they might drop a new Titan into the mix during the test as well. Word on their forums is that friends invitees still won't be working this weekend. Hopefully Networks is working though and we can set one of those up.
 
I don't think they were problems (not the speed, the unpredictability parts) and the vast amount of the community seem to agree. It was impossible to camp in the first game. Now they've made it possible and had to slow the game down and introduce character outlines and a sonic pulses to counter something they introduced back into the game. Over all that's a disappointing aspect for me.

Yeah. New map as well. I'm hoping they might drop a new Titan into the mix during the test as well. Word on their forums is that friends invitees still won't be working this weekend. Hopefully Networks is working though and we can set one of those up.


Would be awesome if they included the Ronin Titan.

Giant robot swords FTMW!!
 
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TIME TO KILL
Amped Weapons Boost now unlocks at 80% of the earn meter instead of 50%.
Charge Rifles now have damage falloff at cross map distances.
Slightly increased cloak visibility for other Pilots.
We think the abundance of Amped Weapons is a large contributor to lower time to kill. We’re still adjusting individual weapon balance for ship.

MOBILITY
Increased max wall-running speed.
Increased base wall-running speed and air speed.
Increased acceleration while jumping off walls.
Titans dashes recharge 2 seconds faster.
Training is unaffected by these changes, ensuring Gauntlet records will remain valid.

TITAN TIMER
Pilots now earn a small amount of Titan meter every 5 seconds.
This value may be undertuned until we can take a pass at how much meter you earn from objectives.

BOUNTY HUNT
Score Limit lowered to 5000 from 6000 to increase the amount of games won by score instead of time.
Banking phases now last 45 seconds instead of a minute.

TECHNICAL FIXES
Fixed some issues with the outer deadzone on PlayStation controllers.
We wanted to note and apologize for “Invite Friends” still being broken in this build. We needed to get the patch to certification quickly to ensure gameplay changes could make it in for this weekend, so we couldn’t get to this in time.
 
Watching a twitch stream of the new map at work.

Map looks garbage as f*** also. What the f*** man.
 
Yeah im gonna skip this game because the way they are setting up matches is asssbackwards.

Thanks to the sony network this game had to change the way the game is set up. The first one was simple and flawless.

This is just a hot mess.
 
Yeah im gonna skip this game because the way they are setting up matches is asssbackwards.

Thanks to the sony network this game had to change the way the game is set up. The first one was simple and flawless.

This is just a hot mess.
Matchmaking has been perfect for me. I'm in a match in less than ten seconds on xbone.
 
Played a bunch of matches tonight. I didn't notice any big differences between pre/post patch.

Dominated in Pilots vs Pilots. First place 21-7...... and we still lost. lol

In a different match (the game goes to 100 kills or 10 minutes), a guy on the opposing team went something like 34-8.... and his team lost!

I hope the final game has a super speedy lobby like the tech test. Getting into a game is fast. The matchmaking algorithm and the map loading are fast.

TF1 was 60 second lobbies and maps took probably 30 seconds to load.
 
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Ran into a few guys who used 500 credits to buy the cloaking perk.

Hard to see. In TF1 it was easier to notice the cloaked guy.
 
Well I am pretty sure I am not going to buy this game. Not day 1 anyway.

Way to many snipers. Weapons seem very unbalanced to me. I tried pretty much all weapons that are unloacked and the R201 ASSAULT RIFLE is by far the best weapon. As you unlock guns the Alternator is OP as f***. Really not sure how you can have an SMG like that. And the shotgun kill distance is just silly. Then we have the simple, easy to use and super powerful sniper rifles that seem to dominate the loadouts in every match.

I don;t like Hardpoint. I don't like Bounty Hunt. Pilot v Pilot is ok as a distraction but I can;t play it for uber lengths of time. All the rumours that Attrition is not in TF2 and the fact that Respawn totally ignored me asking them about attrition twice leads me to believe those rumours are true.


Roll on Wednesday and the BF1 BETA. Hopefully this one is more to my liking.
 
I don't think they were problems (not the speed, the unpredictability parts) and the vast amount of the community seem to agree. It was impossible to camp in the first game. Now they've made it possible and had to slow the game down and introduce character outlines and a sonic pulses to counter something they introduced back into the game. Over all that's a disappointing aspect for me.

Yeah. New map as well. I'm hoping they might drop a new Titan into the mix during the test as well. Word on their forums is that friends invitees still won't be working this weekend. Hopefully Networks is working though and we can set one of those up.
Based on the 3 maps, camping is much easier in TF2... and for my game style I don't mind at all. lol

Using the Spitfire LMG with iron sites and the game's low TTK, I already have some hotspots on each map I'll crouch and wait or play cat and mouse behind big rocks which seem to be common on the perimeter of some maps. It's still harder to camp than let's say older CoD games like WaW or MW2, but in TF1 it was almost impossible to camp.

And yup, I use the Sonic Knife which makes it easy for me to know when enemies are approaching. As long as I stay out of sniper lanes, the LMG can mow down games from med/long distance as the recoil is low unless you hold down the trigger for a long time.

The Spitfire LMG feels exactly the same as BO3's BRM... which I used.
 
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Preorder cancelled. As a Titanfall game it's just so disappointing and lifeless.

So happy they did a tech test because I would have purchased this blind and been soooo upset haha.
 
It's a bit faster in movement which is nice but the changes to the game are so fundamentally set now and to me it's a shadow of the first game. It's flat and kind of lifeless. All the excitement and rush you got from playing the first one is just plain missing. I played the the original last night and it so much more smooth and engaging that this. I've never been more glad to have EA access than I am right now.
 
Yea the design philosophy is so baked in at this point I don't think they can change it enough that I will enjoy it like the first. Bounty Hunt as the main mode is horrible. Maybe the sp camapaing will be good and I can pick it up for that later.
 
Yea the design philosophy is so baked in at this point I don't think they can change it enough that I will enjoy it like the first. Bounty Hunt as the main mode is horrible. Maybe the sp camapaing will be good and I can pick it up for that later.

Yep when it's cheaper.
 
I played a match in Bounty Hunter and had fun. But just as others have said the Pilot movement needs to be faster and the lack of Attrition is utter BS. Respawn better make some changes fast!

I read an article on Game Informer that was a editorial that said are spawn should delay TF2. The writer was making it is in a really tough fall release line up and would most likely be forgotten quickly with all the competition.

Does the board think far as the gaming community goes this Tech Test has been a big failure?
 
Also, have any of you gone to titanfall.com to provide feedback to Respawn? I think I read one person had.