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Titanfall

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Pilot Loadouts

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22 Comments leave one →
  1. December 10, 2013 11:30 pm

    This is a pretty helpful summary of the game story/factions and the features of the game.

  2. February 9, 2014 9:47 pm

    In anticipation of Titanfall, there is Game Informer’s Titanfall page:

    http://www.gameinformer.com/p/titanfall.aspx

    Not new news but there is quite a bit of stuff I hadn’t seen yet.

  3. Blankman permalink*
    February 22, 2014 11:12 pm

    “I’m trying to free your mind, Neo. But I can only show you the door. You’re the one that has to walk through it.”- Morpheus, The Matrix

    • February 24, 2014 6:01 pm

      Great video, Blank, thanks for sharing. Now, honestly, during the Wall Running portion, he does A LOT of unnecessary 180s, 360s and turns while jumping from wall to wall. And a lot of the paths he took in Angel City to get to the rooftops, I’ve completed in a significant less amount of jumps. This guy has a good idea from getting from one end of the map to the next, but for practicality sake, don’t take this guys movements as gospel. Also, the “braking” and hanging are very useful to locate your next wall to jump to.

      He shows very well how chaining wall runs is important to the game, but I urge everyone to tweak how they do it, and how they use it in in-game situations to your own style, and not try to mimic or mirror the way this guy does it in the video.

      Personally, the best tip I kept telling myself is make sure you hit the wall at an angle and use your double jump. Those two things are what gave me the most advantage during Pilot v Pilot firefights, and even when I was going against Titans to rodeo them or even escape from their sights.

    • Blankman permalink*
      February 24, 2014 8:00 pm

      I think the reason for the over abundance of 180 & 360 degree turns was primarily done to elaborate the point that as long as you can maintain momentum, a player can keep himself/herself aloft. Prodigyx was merely demonstrating that those kinds of movement can be easily mastered. I really don’t think that he was advocating that kind of excessive movement during actual gameplay.

    • February 24, 2014 10:21 pm

      Great display of possibilities, and further evidence that those who play to win will find the game very enjoyable. In a short time after release, new players to the game will jump into a room, and find that they are constantly killed by “phantoms” from the skies. I remember when we played against CoD4 IW and how they owned us. I would love to see their game testers play this game.

      Seriously, every skilled player will think they are the Dark Knight. The Wall Hang should be called the Batman.

      BADASS!

  4. February 26, 2014 2:35 pm

    http://imgur.com/a/KEyJz#1

    Found some over-the-top views of the two Beta maps. Figured we could use it for call names for different locales on the maps.

  5. Blankman permalink*
    February 26, 2014 10:27 pm

    New vid interview. Jessica Chobot is easy on the eyes, too!

  6. March 1, 2014 12:45 am

    Figure I’d share this for those interested. I edited the “Standby for Titanfall” audio bit that Sarah (Abbie Heppe) says when you’re Titan’s ready for a phone ringtone/notification. Here’s the download.

    • Blankman permalink*
      March 1, 2014 5:05 pm

      Good stuff, Grymmie! πŸ˜€

  7. Blankman permalink*
    March 1, 2014 5:09 pm

    Here’s a detailed list of weapon attachments/mods uncovered by RazorUK of the NeoGAF forums:

    *Iron Sights – Standard-Issue Sights
    *HCOG – 1.85x Zoom Holographic Gunsight
    *Holosight – 2.1x Zoom Holographic Gunsight
    *AOG – 2.4x Zoom Advanced Gunsight
    *4.5x Zoom Scope – Mid-range magnification scope
    *6x Zoom Scope – Long range magnification scope
    *Extended Magazine
    *Extended Clip
    *High-Capacity Drum
    *Extended Ammo Capacity
    *Leadwall – Disperses pellets over a larger area
    *Suppressor – Reduces noise and muzzle flash
    *Enhanced Targeting – Accelerates lock-on rate and increases range
    *Scatterfire – Increases rate of fire, decreases accuracy of R-97 Compact SMG
    *Stabilizer – Reduces sway when looking down scope
    *Match Trigger – Ignores fire rate limit
    *Starburst – Hemlok BF-R 5 round burst
    *Counterweight – Maintains higher accuracy while moving
    *Slammer – Increases rodeo damage
    *Burst Fire – Fires three rounds
    *Rapid Fire – Converts the weapon to a semi-automatic rocket launcher with a high rate of fire.
    *Accelerator – Rate of Fire increases while holding fire
    *Instant Shot – No build-up, but lower max damage
    *Capacitor – Deals increased damage, but must be charged to full
    *Mine Field – Converts the weapon to fire ballistic mines, which plant into the ground when fired, and then detonate using built-in proximity fuses.
    *Automatic Fire – Fires continually without releasing the trigger
    *Electric Rounds – Deals increased damage to shields
    *Explosive Rounds – Deals damage around the point of impact
    *Fast Reload – Reduces time to reload
    *Guided Targeting – Direct the flight of the Archer missile
    *High Density Explosive Rounds – Heavy, powerful explosive grenades
    *Hydraulic Launcher – Propel grenades further by holding down the trigger
    *Impact Fuse – Explodes on contact with any surface
    *Mortar Shots – Lobbing projectiles, larger explosion
    *Overcharge – Drains shield to accelerate charge
    *Powered Magnets – Increased magnetic range, reduced damage
    *Power Shot – Higher max damage, longer charge
    *Quick Shot – Higher max damage, longer charge
    *Sniper Assist – Scope displays information about target
    *Splitter – Lightning arcs to additional targets when it splits
    *Scatter Shot – Widens the cone of fire
    *Broadside – Narrows the cone of fire
    *Recoil Compensator – Reduces recoil while firing
    *Rolling Rounds – Grenades slide further
    *8X Zoom
    *10X Zoom
    *12X Zoom
    *Automatic Fire Burn Card – Rapid Fire Shotgun
    *Semi-Automatic – Fires 1 shot at a time
    *Splasher Rounds – Anti-Personnel Rounds
    *Stabilized Warhead – Increased precision, slower rate of fire
    *Tank Buster – Slower, more powerful missile. Explodes after short delay
    *Titanhammer Missile – Devastating anti-Titan Missile
    *Twin Slug – Holds two slugs per magazine, but fires them simultaneously
    *Match Trigger Burn Card – Ignores fire rate limit

    • March 1, 2014 6:39 pm

      Great find, Blank! (and cool on the ring tone, Grymmie!)

  8. Blankman permalink*
    March 1, 2014 8:33 pm

    Leaked acheevos pics for the XB1! They look pretty spiffy. Here’s the link: http://www.visualbounds.com/Private/X1A/game.htm?id=1292135256

  9. March 3, 2014 3:41 am

    Ziplines and Turrets!!!

    http://www.totalxbox.com/72445/titanfall-details-leak/

    • Blankman permalink*
      March 3, 2014 3:45 am

      Check out the fifteen top-down map views that I posted on the front page, Suns!

  10. Blankman permalink*
    March 5, 2014 10:07 pm

    More info on the differences of all three Titan chasis:

    Health:
    – Atlas Titan has 8,000 Health

    – Ogre has 10,500

    – Stryder comes in at 5,500

    Base Movement Speed:
    – Atlas’ is 280 & Sprint speed 420. 1.0x sidestep speed and 0.8x backpedal speed multipliers.

    – Ogre’s are 265 and 400. 0.85x sidestep speed and 0.6x backpedal speed multipliers.

    – Stryder’s are 300 and 435. 1.0x sidestep speed and 0.8x backpedal speed multipliers.

    Melee Damage:
    – Atlas’ melee does 1,000 damage and has a pushback impulse of 850.

    – Ogre does 1,875 melee with a 510 pushback.

    – Stryder does 1,125 with 850 pushback.

    Boost Recharge:
    – Atlas needs 4.166 seconds to recharge one of its two dash bars.

    – Ogre takes 4.545 seconds to recharge its one bar.

    – Stryder takes 3.3 seconds to recharge one of its three dash bars.

  11. March 8, 2014 12:14 pm

    I can see Blank being in a similar situation, lol! Luckily for him though, Sherri is more understanding of his gaming habits.

    • Blankman permalink*
      March 8, 2014 10:00 pm

      Bwahahahaha! PA is really hitting on all cylinders with their comics lately. Gabe & Tycho are definitely amped about Titanfall.

  12. Blankman permalink*
    November 25, 2014 4:36 pm

    I know most of you are probably tired of hearing me laud praise to the new Frontier Defense mode (Respawn’s take on Horde), but the game type really is both entertaining & challenging. It’s a breath of fresh air for the ailing Titanfall IP, and I didn’t realize how fun it was to run, parkour, & jump into a Titan again. Since most if not all of you still own TF, I highly recommend that you give it another go. However, choose a map other than Rise, Training Ground, or Corporate to try it on. Corporate completely disables the player’s use of a Titan. Suns, Cornie, & Frenik have all rolled with me, and we’ve had a blast!

    In addition, the addition of customization with Titan OS voices, insignias, new burn cards, & the Black Market (where you buy & sell using in-game credits) really help beef up the game. If TF launched with all of these components, I believe the community would have stuck with it much longer than it did. Respawn really did release a bare bones game & the gamers let them know about their displeasure by the abysmal numbers that are still playing the game. To illustrate the point, on Sunday, less than 2K were playing the game worldwide. Yikes!

    • November 26, 2014 3:24 am

      I approve of this post. Don’t let my abysmal Twitched performance, nor the awful maps (as Kenny listed above) keep you from it. You guys enjoyed TF when it first came out. This is a lot more enjoyable than playing against “bots” usually is. You know how much I hate horde! (Or, if you don’t, I HATE horde mode for Gears, though I loved Overrun, so I don’t indiscriminately hate playing against AI.)

  13. March 24, 2015 11:09 pm

    Here is an interesting thread on the impact of fracturing the community via DLC maps.

    http://www.reddit.com/r/Games/comments/305skw/titanfall_revisited_pc/

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