Matchmaking titanfall

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  1. Latest dev diary explores new systems.
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  3. Respawn Entertainment Improving ‘Titanfall’ Matchmaking With New Beta Playlist
  4. Respawn Entertainment Improving ‘Titanfall’ Matchmaking With New Beta Playlist – Game Rant

Leading most likely to a steam roll. Maybe Titanfall 2 is way different on the PC or something, but I've been having loads of fun with the game on the PS4. Your post was really vague, though, when it comes to why you think this game changed things so much and requires much more skill now. Why specifically do you feel that Titanfall 2 is punishing, unbalanced, and requires more skill than the original, and how do you feel it should be fixed?


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I don't really agree with you that there's anything wrong, but I am interested to hear what you don't like and why you don't like it. To be fair, icyeyes never claimed it should be fixed - just that it was different. As to why it's different - one thing is certainly that pilots have half the hitpoints they did in the first game. You're right that there was no claim it should be fixed. It was said that the game was far more frustrating and has rock bottom lows, however, so I think it's somewhat natural to infer icyeyes thinks the game should be fixed.

To ask in another way that supports the actual comments: Yeah, I was being pretty vague because I haven't spent enough time with the game to form a coherent conclusion as to why. Really just my initial impressions with it so far, but I'm beginning to think maybe it's not an increased skill ceiling as much as the way skill is rewarded now. That's what I meant by "punishing", and perhaps "performance bias" or "lopsided" is a better term than "unbalanced". I'm not saying it's objectively better or worse than the first game.

Just trying to deduce what's changed that might be causing matches to feel so uneven. The match making system is likely also playing a role in the issue too. I know certain people really don't like the changes from the first game at all, and I can totally understand this because those were my initial feelings too. But I think this is coming from mostly "causal" players like myself that are really getting their asses handed to them compared to the first game.

I know it's something of a dilemma; how can you reward skilled players without frustrating and punishing newbies. However, I think Titanfall 2 is definitely leaning towards favoring skilled players more and therefor punishing the not-skilled newbies. Take titans for example; they feel much more like kill streak rewards to me now. In the first game everyone got multiple titans per match. Doing really good only decreased your titan wait time, but in the Titanfall 2 tech test they didn't even have a timer and you had to actually earn them.

Even adding the timer back only insures players get a titan per match. You still need to earn anything beyond that. Combine that with the faster time-to-kill and it makes titans feel much more valuable and deadly overall. Burn cards are another aspect: They were completely random in Titanfall 1, so everyone had an equal chance of getting and using them at any time. That's all been replaced with boost now that, once again, have to be earned along with your titan.


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The PC version is probably also a lot more punishing because it combines these changes with a smaller yet much more skilled player base. Just check out the kill streak video below. The dude is incredible and makes it look too easy. I just hope to God I never get matched against him! I'm not gonna pretend I know the answer to this. Like I said above it's something of a dilemma.

Latest dev diary explores new systems.

I've never been a fan of randomness in games that is designed to "equalize" the playing field. I do think Titanfall 1 did a great good job at not skewing gameplay towards the more skilled players, but I also think skill should be rewarded. In many ways I think the changes to the game might just be an unavoidable natural evolution. As the player base and developers get better and better at the game, they are naturally going to design the game to reward those skilled players more so.

My problems with the game so far are probably more personal taste than anything else. I just hate to think that Titanfall and I might be growing apart as the series evolves and heads towards a more traditional competitive community. Maybe it's just beginning to becoming a series that's just not for me: But in any case I really did enjoy the campaign and will stick with the multiplayer for as long as I can.

This is also the first time a game has made me question if I should actually get some better peripherals and a monitor to see if that might improve my skills. This isn't exactly true. In TF1 you also had to do something to get multiple Titans, but you could because of the AI in every main gamemode. However, in TF2 not every gamemode has AI in it to reduce your cooldown not super happy about that and they added stronger AI Stalkers and Reapers in the modes that have them which I think is a good idea. So that's why it looks harder because you can't farm helpless grunts and spectres anymore altough they still spawn in the end game along side Stalkers and Reapers.

If feel that if they tweak things a little bit bit more grunts and spectres in the end game and include AI every gamemode, it will feel much better for the 'lesser' players. They halved the hp, but most weapons don't even deal half damage CAR is now vs in TF1 for example although they end up roughly killing in the same amount of bullets anyway.

However, hipfire is stronger, especially on the new weapons the Volt and the Alternator aka the best weapons atm. That makes killing pilots while moving a lot easier, which ends up being negative for players who sit still while ADS. And you can get amped weapons too now yea, although if you ran three specific amped weapon cards in TF1, you would end up kinda like in TF2 anyway.

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For Titan weapons it's kinda the same, except that the 40mm hitbox is bigger compared to TF1 so it's easier to kill pilots with it. Health is way up compared to TF1 like to extra health if you include doomed state , but you of course now have massive damage from cores too. The burn cards in TF1 were bad because it was not equal.

Didn't equip a spare Titan card because you didn't have any? Sucks to be you if the other team uses that card in full force. Not really happy with the boost system atm, but at least everyone can use it when they want it. So I kinda agree that it might be a bit more punishing for lesser players, but it's not impossible. Little bit of tweaking and especially better maps with better wall runs and routes will do a lot here. To me the TTK for both pilots and titans defiantly feels much shorter compared to the first game.

Respawn Entertainment Improving ‘Titanfall’ Matchmaking With New Beta Playlist

Perhaps this is not exactly true, but that's how it feels to me anyway. There are a lot of other elements at play here too, like damage boosts, increased hip fire accuracy, no titan shield regeneration, bigger hit boxes, etc. Also, have you tried the shotgun?! I got a 3 kill streak the first time I used it and I'm probably the worst Titanfall 2 player on PC right now. I don't understand the matchmaking, either. Is it Call of Duty style where the game'll just belch you into any old group of players? Because it most certainly seems as though that's the case.

Out of the 16ish hours I've played so far, I've only rarely encountered a close match. They're usually landslides one way or the other, which is a mark of iffy player matching. I've had plenty of close matches, although usually not when I'm playing with an entire party. But yeah, there are going to be upsides and downsides to any sort of matchmaking. Ask any Destiny PVP player, and they'll tell you how frustrating the matchmaking has been at certain times with that game, especially as skilled player.

The system matched you with other skilled players, which not only meant that you never had much of an advantage despite being considerably better than average, but it also resulted in some serious lag issues, as the system needed pass up good connections to find players who were at your skill level. So if you had a bunch of bad players, a bunch of average players, and one really good player, the really good player would be paired with all the bad players, and they would be forced to "carry" their awful team members.

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Respawn Entertainment Improving ‘Titanfall’ Matchmaking With New Beta Playlist – Game Rant

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