Titanfall 2: 10 Key Things It Needs To Get Right

7. More Weapons And Titan Choices

titanfall 2
EA

One of the biggest criticisms of Titanfall was how little choice there was when it came to gun and Titan choice. There were only three Titans to choose from and a handful of guns with - for the most part - one in each category.

You had two SMGs, one auto-rifle, one burst-rifle, one semi-auto, one LMG, one shotgun and oddly, two snipers. It felt like there was more variation in the four anti-titan weapons than the ten pilot weapons. There was also only six Titan weapons to choose from, which felt like too little for how important the Titan was to gameplay.

Adding more weapons and importantly more Titans will make it feel like there's so much variation to the way you can play. One way adding in more Titans could work would be restricting certain weapons to certain Titans as well. It always felt odd getting hit by a small and agile Stryder Titan wielding a 40mm Cannon.

Restrict the Stryders to a more agile weapon like a Titan variant of an SMG, something that makes it feel more dynamic. Hell, give the Ogre Titan a huge cannon that takes forever to shoot and reload but does absolutely massive damage. Make the Titan choice feel more important than it simply deciding how fast you run and how much damage you can take. Variations on such little things as guns and chassis choice could offer up immense amounts of replayability and would avoid the stagnant feel Titanfall had after such little time.

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Just a gamer with an unhealthy addiction to achievements, fantasy booking WWE events and watching 90's teen comedies.