;_;
/tfg/ - Titanfall General
>tfw trying out SMR+A-Wall for the first time
This feels wrong.
>tfw yesterday tried out EPG for the first time in a real game.
My soldier skills haven't rusted at all it seems.
Is it just me or is the AI in 2 just stupid? The grunts just sit where they landed out in the open pretty much begging to be squished, while in 1 I distinctly remember them scrambling for interiors and holding up in buildings, even pulling out Archer rockets against Titans, their models in 2 even have rocket packs but they don't have a chance against Titans.
also give us back sharkheads and wedgeheads
>Match against a full team of Tone's and anti infantry turret roof campers
fun match
Turrets are honestly the new smart pistol cancer.
This game has conditioned me to despise the sound of a Devotion going off. I might need help.
Should TF3 go back to one main weapon, one sidearm, and one anti-titan weapon, or should it follow TF2's loadout, but allow you to choose which weapon combination. Like Primary and AT, or AT and Sidearm, or Primary and Sidearm
Their behavior is about the same in Attrition. A Pilot spawns in, a Grunt/Spectre squad spawns nearby with them. The squad will initially move in the direction of the nearest enemy squad/pilot and will stop once they make contact with an enemy anything.
They do still exercise use of cover and running into buildings, but these maps have far fewer of those things compared to the swiss cheese of the first game. In most places, they will be stuck out in the open when they see an enemy (which often ends up being at much greater distances because "Lanes" so you often can't even tell what they're alerted to when they call out enemy contacts).
In Bounty Hunt, they stick close to the area they drop in at, since they aren't connected to a Pilot, don't have any enemy AI to move towards and have to stay in their little objective zone.