Titanfall Multiplayer Guide If you found this guide to be helpful, then I'd love it if you could take a second to recommend it (link right above). Thank you for your support! Use Ctrl + F to find the desired sections ======================== ----Table of Content---- ======================== 1. Introduction 2. Version History 3. Terminology [TMZ] 3. Pilot v Pilot Combat [PvPC] 4. Titan v Titan Combat [TvTC] 5. Pilot v Titan Combat [PvTC] 6. Titan v Pilot Combat [TvPC] 7. Guns -Pilot Weapons [PWS] -Pilot Ordnance [PODC] -Anti Titan Weapons [ATW] -Titan Weapons [TWP] -Titan Ordnance [TOD] 8. Kits [PKS] 9. Miniseries 10. FAQ ====================== -----Introduction----- ====================== Hello everyone, my name is go_monkey897, and I'm a regular on gamefaqs. I love Titanfall, and have logged many hours in multiple game modes. Very rarely do I feel so engaged playing a game that's so well balanced. If you would like tips on how to improve your game, then you've come to the right place. My gun stats are taken from www.symthic.com. They are a proven and trusted source for weapon info. I highly recommend their site and support what they do. If you want to improve your game, there's only really 3 basic steps. One, you gotta not miss. Two, you must move properly and correctly. Three, you gotta have map awareness. Even though these points seem trivial or obvious, you'd be shocked at how many players don't follow them. First of all is aiming. You must be consistantly putting bullets accurately down range or you'll be turn killed. People move fast in this game, and since the time to kill isn't as fast as it is in games like Cod, you must be able to kill people at a good distance as fast as possible to avoid getting turn killed. This is also important in Titan vs Titan combat, as bullet count is very important in those fights and missing shots will exponentially decrease your chances of coming out on top. Aiming is so basic and so important that improving your aim alone will drastically make you a better player. Next is movement. Titanfall is very innovative in its movement as wall running redefines the way players interact with the environment. Furthermore, since wall running increases your speed, knowing how to properly parkour around the map will get you to your destination much faster. Parkour can also be used to help you win gunfights should you use them to your advantage because hitting a fast and flying target is much more difficult than a stationary or even strafing one. Lastly, there's map awareness. This comes with experience, but knowing and anticipating where enemies are gonna be can be a great advantage. Make sure to check the minimap for unsilenced firing and check if your friendly titan is under rodeo attack. Furthermore, groups of grunts indicate a pilot spawn zone as well, so reading those placements could give you an edge. ========================= -----Version History----- ========================= 6/14 - Version 1 6/24 - Version 2 (had to update quickly because the patch dropped like right away after the first version was posted -_-) ===================== -----Terminology----- ===================== *if any of these seem unfamiliar to you, youtube them and you shall find many instructional videos pertaining to them. Bunny Hopping - the act of pressing jump just as you hit the ground in an effort to preserve your momentum when you are traversing at a fast speed. Goosing - the act of killing a pilot when he/she is ejecting. Dropping - summoning a titan. Termination - ripping a pilot out of a doomed titan. Dance of Death - strafing left and right repeatedly during a gunfight to make yourself harder to hit. This is a very useful technique to master. Big punch gliding - using big punch to give your titan a movement bonus. This was heavily affected by the update, and the atlas and ogre no longer get significant big punch movement bonuses anymore. DPS - damage per second Hit scan - a type of weapon that has no bullet travel time. As soon as you pull the trigger, the bullet arrives at the destination. Examples of hit scan weapons include the RC carbine, CAR smg, and XO chaingun. Examples of non hit scan weapons include 40mm cannon and the Kraber sniper. Soundwhore - listening for footsteps or jump kits to anticipate when an enemy's approaching TTK - time to kill =============================== -----Pilot vs Pilot Combat----- [PvPC] =============================== Since this is the most encountered scenerio when you play the game, I'll start with it. Aside from the 3 basic points mentioned in the introduction, here are some tips. -Stick to high ground if you can. Since your movement is so unrestricted, you should be bouncing on rooftops or traversing inside buildings as much as possible. Walking outside on the ground (especially with no cover) is very suicidal and dangerous. Think of all the Titans outside so eager to step on you, and besides, walking on the ground makes you a prime target for satchel charging. Of course, sometimes it's appropriate to run on the ground such as when seeking cover or simply when there isn't any walls to run on. Just exercise caution when doing so. -Increase your movement with ziplines and wall running. Wall running will increase your momentum. Use it to chain wall runs or make yourself a harder target to hit. Getting on a zipline and immediately disembarking will also preserve a lot of momentum for you to bunnyhop with. With that said, practice bunnyhopping since it is a good skill to master. -Don't chase. the prevalence of satchel charges will mean that most pilots will throw one at their feet during a chase and detonate to kill the chaser. If you wound a pilot who has just turned a corner, consider another route than a direct chase. Similarly, if you are hurt and are being chased, consider using satchels to kill your pursuer. If you're playing marked for death and you're chasing the marked man around corridors, you can pretty much expect satchel charges sooner or later. Juke appropriately. -Use stim to run away or regenerate health quickly. Furthermore, the movement bonus of stim can help you win gun fights if you are strafing properly. -Don't expose yourself. If you fire your unsilenced weapon a lot, consider relocating after the kill to get away from enemies who will have spotted you on their minimap. Be extra careful of this when shooting at Titans with your anti-Titan weapon. Appearing as a red blip will mean enemy pilots will soon converge on your position. -Fight only within your weapon's effective range. If you have a shotgun or smart pistol, do not charge a player armed with a carbine when you're worlds away. Chances are you will be shot before you can even reach him. -If your weapon is being hard countered, the obvious thing to do is switch and reposition yourself. =============================== -----Titan vs Titan Combat----- [TvTC] =============================== Titan vs Titan combat is more important than you ever know, in fact, it's probably the most underrated aspect of the game in terms of importance. Most games are won with titan control, so even if you are a seasoned pilot, shredding people on foot, it will mean nothing if the field is stormed by enemy titans. It's critically important for you to stay in your titan and destroy enemy titans if you want to win games. I repeat, titan control of the field is the key to winning games, pilot your titan people. Your auto-titan is very weak in TvT, so don't leave it by itself. -Most titan weapons have a travel time, practice anticipating movement. Remember, miss less. Each missed shot puts you more at a disadvantage since most titan weapons are not designed to doom another titan in one magazine. -Keep shields down. If you are fighting a group of titans with your own, then keeping the shields down is a great way to do more permanent damage. That being said, if your shields are down and it doesn't look like you're about to win the fight, look for cover. -Do not actively engage in 1 v 2 or 1 v 3. There are of course exceptions, such as if both enemy titans are at really low health or you have your core ability active. Otherwise, titan combat is largely dependent on numbers. Do not outnumber yourself as you'll find youself dying very quickly. No, your nuclear ejection is most likely not gonna do the trick. -If nuclear ejection is your crutch, or if it's on every one of your classes, then learn to use something else. There are many perks in that slot and decent players (especially with the help of Big Punch) very rarely fall to nuclear ejections. Besides, do you really want to use a perk that only activates once you die? There are many options such as Fast Autoloader and Dash Quickcharger which will help you kill more titans when you're alive and kicking. Also, let's be honest, you kill yourself sometimes with nuclear ejection, and that's just not cool. -Position yourself properly. If you shoot close from cover, then it'll be easy to retreat or circle around if you lose your shields. Staying at a range optimal to the weapon you choose will also help your greatly in your weapon effectiveness. -Use your dashes. Since most titan weapons are not hitscan, dash strafing in TvT will help you avoid enemy shots. If they miss more, it will give you more time to strike back as they reload in desperation. -Don't spam melee. I see a ton of people doing this, where they repeatedly melee when closing the distance of an enemy. This is never a good idea since only one punch is necessary to create knockback. Save those precious seconds to fire more rounds rather than punch aimlessly at nothing. -Don't forget your ordnance. Deploy your explosives as often as possible in TvT to maximize your firepower. Properly place cluster missiles or shoot slaved rockets from behind cover after you lock on will maximize the damage you do while minimizing risk to yourself. -If a titan is in a dome shield, don't bother firing at it until it gets out. If you get too close, you'll hurt yourself. -Know when to retreat. Too many people treat their titans like complete trash and charge into damage. Don't do that. Instead, preserve the life of your titan by retreating when shields are down and avoiding battles where you're outnumbered or if your weapon is hard-countered. By doing this, you extend your team's titan map control and extend the possibility of using your titan core ability. -Be weary of freshly doomed titans. If they have auto-eject, then the ejection explosion can take down a hefty bar of your health. If they have nuclear ejection, turn the other way and dash/big punch out of harm's way. I usually wait a bit after the titan is doomed before dashing in for the termination, this will save you from the ejection damage or a potential nuclear situation. -If you find yourself trapped facing imminent nuclear ejection death, it's still possible to save yourself by manually ejecting before you're hit with the fireball. You have about 2 seconds to start the ejection animation after the enemy titan starts glowing white hot in order to safely eject out of the death zone. This is a very good move to master as it will save your life in a moment of peril. You'll have to discard your titan, but if you don't then both you and your titan will go down in a blaze of glory. -Big punch have a lot of knockback. On certain maps you can punch titans off the plateau for an easy kill. On the flip side, if you just got punched off the edge, manually eject to save yourself. When you manually eject, your titan freezes in mid air. -If you're getting gang beaten in a titan fight with titans surrounding you shooting your skull in, consider manually ejecting right before you're doomed since it's possible you'll be terminated immediately once you're doomed. -If you're getting terminated and have electric smoke equiped, you can still deploy it in a last ditch effort to revenge doom your enemy titan. Since they can't move during a termination, they'll absorb a lot of damage from your smoke. You can also deploy your ordnance as well. Note that this only works when you are terminated by an ogre. -Against Ogre: dash evading is your best bet, as the ogre has tons of health, also try to keep your distance, as an ogre with big punch will simply do daunting amounts of damage to your titan. Use a combination of dash evading and superior positioning to defeat the ogre. Proper ordnance usage goes a long way. Also consider teaming up with a buddy for better odds. UPDATE* Ogre's big punch has been nerfed and no longer does the same damage to your titan as a punch from the incredible hulk; however, you should still avoid it. -As Ogre: you only have 1 dash, which is not nearly enough to do any sort of substantial evasive manuevers. Your best bet is to tank enemy fire, trade blows, and mitigate received damage by making your opponents miss via flinching (when they get hit by your own weapons). Use your punch freely when the enemy gets too close, you have enough health to successfully trade at least for 1 or 2 titans. Use shield core when you're in a pinch. -Against Atlas: nothing too special, but an atlas has enough dashes to evade some of your shots occasionally. Be aware of atlas's with damage core as it will melt away your health. Evade properly, retreat when necessary, and punch atlas's when they get too close. -As Atlas: too bad your big punch no longer sends you soaring, looks like you'll just have to make do with your two dashes. Save them for fighting, and make sure you don't take too much damage. Damage core is a very powerful tool, so pop it at the right time for some titan fireworks. Make sure you stay at medium range against ogres, since they can tank more than you. -Against Stryder: good stryder pilots are very difficult to hit. They are fragile however, and should you land enough shots they will go down quickly. Melee stryders when they get too close, and be extra accurate when shooting. Try to anticipate movement to lead your shots. If a stryder has dash core activated, it's best not to fight if you can avoid it, dash core stryders are next to impossible to hit and will dance circles around you. Should you find yourself stuck in a fight against a dash core stryder, melee when possible and eject before you're doomed to avoid a rapid termination. -As Stryder: you better be dashing to evade enemy fire, because you are essentially a glass cannon. Being a glass cannon, your offense is quite equivalent to any other titan, but your basic defensive strategy revolves around hiding and evading. Use big punch and your dashes to retreat appropriately, and use dash core to spin circles around a titan while laying the hurt on. Don't engage 2 or more titans without friendly help because your health bar will be incinerated quite fast. =============================== -----Pilot v Titan Combat----- [PvTC] =============================== Pilot v Titan is an uphill battle; however, sometimes it's necessary for you to be aggressive against enemy titans for support or field control reasons. Be very careful to engage only on your terms. Never fire at a titan when you're out in the open on the ground unless you want a swift death. -Know when to take cover. If you're pestering a titan with an archer or sidewinder, the titan will most likely shift its attention to you. You should take cover or run away (depending on the weapon the titan has) once you've been spotted. Anti-titan weapons are very annoying for titans to deal with, so you should expect retaliation once you start your barrage. -A great time to shoot titans with anti titan weapons is when they are caught up in battle with another titan. In fact, the extra dps may just help your buddy win the fight. This way, the enemy titan will be too preoccupied with fighting the threat in front of them and will often ignore you. -Arc grenades are incredibly useful against titans, use them when you can. They might just save your life when you're caught with your pants down. -Near death titans with their shields down can be finished off with your pilot weapons. This is great if your anti titan weapon requires a lock on or charge up or is simply out of range to do the finishing job. Don't underestimate the damage your pilot weapons can inflict on wounded titans. Make sure to go for the critical spot. Be aware though, that those not using auto eject can still attempt to kill you in their doomed state. -Rodeo attacks are an excellent way to put pressure on a titan. If you see a titan charging at you in an effort to stomp or punch you, you can always double jump at an attempt to rodeo and save yourself. Just make sure there are no other enemy titans to punch you off. Jump off and retreat if the titan deploys smoke, and satchel charge pilots if they disembark. The best way I've found to do this is to jump to the side and throw a satchel in front of the titan after you see the hatch open. This gets the kill 90% of the time. -Be aware of titans who backs up against a wall during rodeo. This makes it hard to jump away. A combination of smoke and wall backing or cluster missile and wall backing can be very difficult to live through. Anticipate and jump off the titan accordingly. -If you rodeo an auto-titan, be aware that you are a sitting duck for any passing players or titans to kill you since auto-titans do not move when rodeo'd and the fact that you show up as a red dot when firing your gun. -Attentive enemy titans can see your jump boosters even when you're cloaked. Be careful of jumping all over the place when you're in their prescence. -If an enemy titan spots you and begins firing. Your best bet of survival is to begin wall running to either run out of their sight or rodeo attack them. -Satchel charges do an insane amount of damage to titans. Throw them either on titans during a rodeo or near them to detonate and get free damage. ============================== -----Titan v Pilot Combat----- [TvPC] ============================== Killing pilots with your titan is probably the easiest of the various face offs you'll encounter; however, having inappropriate weaponry or a positioning disadvantage will still hinder your efforts greatly. -Pilots firing their weapon in the open field at you do not belong in this world. Destroy them by shooting at them with your weapon or running them over with a well placed dash. -If a pilot gets too close to you and starts jumping around, it's clear his or her intention is to rodeo you. Prevent this by dashing backwards while shooting or dashing forward just as they hit the ground for an easy crush. -If a pilot is on the rooftops and you have a weapon not designed for precision pilot killing, sometimes it's best to just walk away from the fight. Alternatively, if you're blood thirsty and confident enough, you can always disembark and kill the pilot on foot before returning to your titan. -The best weapon for pilot killing is the chaingun. The worst is probably the plasma railgun. Everything else falls in between. -Be liberal with your titan punch. Use it to get pesky pilots off your friend's back or simply to kill pilots who are close by. -Leading your shots with non hit scan weapons is a great way to deal with moving pilots. This takes practice, but once mastered it is an invaluable tool. *Dealing with rodeos* -If available, deploying electric smoke is the easiest and most conservative way to deal with rodeo attacks. If a wall is nearby, consider deploying smoke near it and have your back facing the wall and crouch. This makes it harder for the pilot to escape in time. -If the cluster missile is equipped, you can shoot a wall with it and crouch your titan with your back facing the missile. The collateral damage will kill the pilot eventually, while the crouching prevents escape. Be warned, this method will damage your titan significantly. -If you do have your back against a wall when using one of the above techniques, then you can look up at the sky to see precisely when the pilot jumps off. Simply melee and 90% of the time you will punch the pilot before he can run away. -If both cluster missile and electric smoke is unavailable or charging, then disembarking becomes the last option. This is dangerous as it opens up the opportunity for you to get satchel charged or simply killed. Crouch in your titan before disembarking to hit the ground faster or immediately jump backwards once you get of your titan to change your position rapidly. Be sure to deal with your rodeo attacker quickly and swiftly, and re-embark if the situation gets out of hand to simply save yourself a little longer. -If your titan is at low health when you get rodeo'd and non of the more safer options are available, you can always manually eject from your titan in an attempt to kill your assailant in the air. Usually, your rodeo attacker will be directly in front of you and slightly above. Use this to get the jump on him and punish him for his treacherous crime. Be aware, he can do the same to you if your accuracy or reflexes are not up to par. -If you have a headset and are playing with friends, perhaps the safest and quickest of all is simply to ask a friendly titan to come over and punch your rodeo attacker off. -If you successfully force an enemy off your titan, then take a second to find and hunt down that pilot. Sometimes they do not run away, and will be easily spotted and taken down if they land in an open ground. -There is actually a way to deny rodeo damage for a short time with the particle wall. Simply deploy the wall and turn you back to it, while backstepping just a little bit so that the particle wall is wedged between your rodeo-er and yourself. This way when the rodeo-er shoots his weapon, it will hit the particle wall and not your titan. ============== -----Guns----- ============== Guns will follow the following format. Name: self explanatory ROF: rate of fire in rounds per minute, or I will tell you if it's burst or semi-automatic Damage: 4 numbers here. The first is max damage at close range and the second is damage at long range. The second pair is max and min damage with a suppressor equipped. Effective Range: the range at which the weapon does max damage and the range at which the weapon does minimum damage. Mag Size: self explanatory, second number is extended magazine size TTK: Time to kill, in seconds. First set is vanilla, second set is with a silencer equipped. Reload speed: first number is when there is still ammo in the magazine, the second is the empty reload time. Info: this is where I talk about the weapon's ups and downs. Notes: miscellaneous information *Spectres and Pilots have 200 health. Grunts have 100. Ogre has 10500 health. Atlas has 8000 health. Stryder has 5500 health. All titans have shields of 2250 hp. Do note that when a titan is at full HP, explosive weapons will damage the titans HP a little bit along with its shields when struck as opposed to when the titan is at low health (in which case the shields will absorb as much as it can before HP decreases at all). ----Pilot Weapons---- [PWS] Name: R-101C Carbine ROF: 810 RPM Damage: 50-40 or 40-34 Effective Range: 32 meters. Damage drops to min at 43 meters. Mag Size: 24. 30 with extended mags. TTK: .222-.2963 or .2962-.3704 Reload speed: 2.2 and 2.92 seconds Info: without a doubt, this is the best and most versatile anti pilot weapon in the game. The recoil on it is very small, and you can use it to a very long range. It even beats out the other semi auto or burst fire assault rifles. Be aware that the sub machine guns will have better mobility and a slightly faster TTK so skilled players will be able to beat you at close range, but the sheer versatility of the Carbine makes it a top tier weapon. Feel free to use any attachment and use it to play any game mode. Remember that the silencer adds an additional bullet to kill. Post patch, the magazine size is now much smaller, forcing you to be more accurate as the leniency for missed shots is low. Even after the patch the carbine is still possibly the most dominant weapon. Sure, its recoil is increased and its mag size is reduced, but it's pluses are still way stronger than its cons. If you try to shoot people who are far away, make sure to burst accordingly. Notes: the amped version does 70-50 dmg and comes with an HCOG. It is a very powerful amped weapon so I don't recommend discarding the card. Name: EVA-8 Shotgun ROF: 103.2 RPM, semi auto. Damage: 285-28 or 210-28 Effective Range: 5 meters. Damage drops to nothing at 16 meters. Mag Size: 6. 9 with extended mags. TTK: instantly or .5814 s with 2 shots, 1.16 s with 3 shots. Reload speed: 2.75 and 3 seconds Info: also a beast of a gun. In close quarters, nothing matches the lethality of this thing if your aim is good. One shot can seal the deal if you're close enough but in case it doesn't then 2 will usually do it. You'll be surprised at the range of this thing, it's pretty monstrous. The shotgun in this game is definitely a top tier weapon and you would be a fool to underestimate its prescence in hardpoint and ctf game modes. Any attachment would do the trick, stick to indoors or narrow corridors so you don't get picked off by another weapon from a distance. Notes: The amped version makes it automatic, it is straight up unstoppable. You can straight up kill 3 or 4 people in a row with it. Name: R-97 Compact SMG ROF: 1080 RPM Damage: 40-30 or 39-25 Effective Range: 16 meters. Damage drops to min at 22 meters. Mag Size: 40. 50 with extended mags. TTK: .222-.333 or .2778-.3889 Reload speed: 1.8 and 2.35 seconds Info: this is the high firing smg of the game. Good in close quarters, and no gets overshadowed by the shotgun or the CAR post update. The leniency for missed shots is slightly higher for this gun, and you'll be moving at your max mobility with it. Be aware that outside of the effective range, this gun is trash. The sheer inconsequential damage and high recoil means you won't be killing anything reliably outside of 22 meters, so plan accordingly. The scatterfire turns this into a pure bullet hose, and while it limits your range even more and adds monstrous recoil, your ROF goes up to a whopping 1260 RPM. You'll be sending out many bullets, and your TTK will reflect it. The recoil is noticably higher however. I don't recommend a silencer with this weapon, you'll need simply way too many bullets to kill. Seriously, I tried it and it kind of resembles a pea shooter. Notes: The amped version makes this a very competitive CQB weapon as it lowers the required bullets to kill by one; however, the low versatility of this weapon perhaps hinders the usefulness of the card. This weapon is also very powerful in rodeo attacks, and can doom a stryder in only 2 magazines. Name: Longbow-DMR Sniper ROF: 210 RPM Damage: 120 but kills instantly with a headshot Effective Range: infinity meters Mag Size: 8 or 12 with EM TTK: instant or .2857 with 2 shots. Reload speed: 2.66 or 3.66 seconds Info: the default sniper of the game. Any attachment will do, just know that only a headshot will kill in one shot. With a silencer equipped, it will always take at least 2 shots. In the fastpaced environment of this game, it's difficult for a stationary sniper to do much real damage. You can always equip an AOG on it and use it as a medium range single shot rifle. Notes: The amped version adds a radar pulse ability to the scope. It's not very useful, so unless you're aiming for DMR weapon challenges, I recommend you discard it. Name: CAR SMG ROF: 846 RPM Damage: 66-35 or 49-29 Effective Range: 15 meters. Damage drops to min at 24 meters. Mag Size: 30 or 40 with EM TTK: .213-.355 or .284-.426 Reload speed: 1.9 or 2.53 seconds Info: the CAR is a medium range smg that does competitive damage out to a good range. It has a slightly faster TTK than the R97 and can compete with the carbine at close-mid distances. It is very useful and very versatile, and the only weapon in the game to have the counterweight attachment. This nifty gadget allows you to hipfire with a very small spread cone and nail shots while wall running or wall hanging without aiming down sights. Because of counterweight, this weapon has earned a unique niche in this game. Very good in hardpoint and ctf, but really you can use it in about any game mode. Being an smg, you have max mobility with it, and that's always useful when you need to get from one place to another. Notes: The amped version has no sight and no counterweight. It does kill in one less bullet, so it's an upgrade to an already good gun. Name: Hemlock BF-R ROF: 930 during the bursts Damage: 66-50 or 49-40 Effective Range: 32 meters. Damage drops off at 44 meters. Mag Size: 24 or 30 with EM TTK: 2 bursts Reload speed: 2.52 or 3 seconds Info: post update, the Hemlock received a much need buff to its stats. Now the recoil has been reduced and the damage has been increased so that the Hemlock always kills in 4 shots. This makes it a competitive weapon against the carbine in mid to long ranges, but it still lacks close quarters prowess. Make sure to shift your character back and forth while shooting to maximize your evasiveness, because you basically have to stand completely still to shoot this thing with any accuracy. Don't underestimate the Hemlock now, with proper practice, you can become quite effective with it. Notes: Don't overburst. After about 2 bursts, the recoil becomes noticable. Stick with short bursts of 2 bursts (yo dawg). Name: G2A4 Rifle ROF: 420 RPM Damage: 80-67 or 65-50 Effective Range: 25 meters. Damage drops to min at 42 meters. Mag Size: 14 or 18 with EM TTK: semi auto Reload speed: 2.2 or 2.64 seconds Info: the G2A4 marksman rifle is the long range assault rifle of this game, and it's fairly decent at that role; however, carbine users will still be the bane of your existance as it also can compete at the same ranges. The headshot post update is no longer 1hit kill, which takes away some usefulness. Try to stick to medium range fights and avoid close encounters. The match trigger raises the fire rate, and now that the mag size with match trigger has been boosted to 12, it has a much more competitive niche. Just be ready to lay into the enemy when you fire. Notes: the amped version will kill in 2 bullets, pretty nifty. Remember, the carbine can still beat you at long ranges since it pretty much has no recoil. Name: Smart Pistol MK5 ROF: 480 RPM Damage: 67 when locked on, 66 when fired manually Effective Range: Infinity meters Mag Size: 12 or 18 with EM TTK: if locked on, you'll kill in .25 seconds. Locking onto a pilot takes around 1.5 seconds Reload speed: 1.45 or 1.49 seconds Info: this controversial little thing is a minion killer; however, it is actually quite ineffective against actual pilots. The lock on time is painfully slow, and almost any other weapon has better time to kill. Despite this, I STILL see people complain about the smart pistol in game, calling it cheap or broken. In my honest opinion, this is one of the weakest pilot v pilot weapons in the game, and when I use it, I find myself manually firing it way more than using the lock on. Speaking of which, if you must use the smart pistol (for generation challenges or personal enjoyment) and find that you're having a hard time locking on, consider using the manual fire. If your accuracy is good, you should be able to kill in a decent time by spamming the trigger. To succesfully use this weapon, you MUST parkour. Moving fast and dodging bullets by jumping from wall to wall while acquiring targets is your best bet. Consider run and gun kit for maximum mobility and offense. For sure, this gun takes some getting used to, and even though it might seem like it at first to those who are quick to judge, this gun is not easy to use. Use against minions for maximum effectiveness. Notes: the amped version will kill in 2 lock ons against a pilot, this actually makes it a viable pilot v pilot option if your parkour skills are top notch. Remember, you MUST parkour! Name: Spitfire LMG ROF: 540 RPM Damage: 70-45 Effective Range: 19 meters. Drop offs to minimum damage at 38 meters Mag Size: 80 or 96 with EM TTK: .22-.44 seconds Reload speed: 2.8 or 3.33 seconds Info: the Spitfire LMG is alright against pilots. The massive starting recoil and low time to kill certainly doesn't do it any favors, but it does shine in the titan killing department. With the slammer equipped, you can kill a titan through rodeo in one magazine at a blistering speed. Even without rodeo against an unshielded titan, direct fire against a crit zone will yield significant damage over time. To use against pilots however takes careful positioning. This is best used for close to close-mid ranges and not anything else since the monstrous starting recoil will give away your position and invite your target to fire back. You can't silence this weapon, so make sure you reposition accordingly after firing it. Notes: HCOG will significantly reduce the ADS time, I highly recommend it. Name: Kraber AP Sniper ROF: Bolt Action Damage: 500 Effective Range: Infinity meters Mag Size: 5 or 6 with EM TTK: instant Reload speed: 2.5 or 3.61 seconds Info: this is the one shot sniper of this game. It suffers from one major flaw, and that's the fact that it's not hitscan. There's a slight bullet travel time to the Kraber, forcing you to lead your shots as you shoot. Since Titanfall is a very fast paced and frantic game, traditional sniping will not serve you well here. You can instead try to play a parkour heavy style with the Kraber, using the AOG and attempt to quickscope. Even though this may sound ridiculous, I've actually seen this weapon being played to an extremely effective degree with this style. Be extremely mobile and take accurate shots from a mid to close range (so you don't have to actively lead your shots). That being said, this is easily the hardest thing to do in the game, and using a parkour style Kraber is a very high skill playstyle that demands accuracy. Do note though, that this may be the single most fun and rewarding thing to do in the game, if you have the patience to learn it. Notes: parkour heavy playstyle is best done with a mouse; however, you can try to drag scope it like you would quickscope someone in call of duty if you are using a controller. The aim assist may help you more than you think. Don't fool yourself though, it is still very hard to shoot accurately even with aim assist. Name: Hammond P2011 ROF: Semi Auto Damage: 60-45 Effective Range: 20 meters. Damage drops off to minimum at 28 meters. Mag Size: 12 TTK: variable Reload speed: 1.25 seconds Info: generally considered the weakest of the three sidearms, the Hammond pistol is a semi automatic handgun that can be used as a last resort to finish off a wounded opponent at close to medium range. Its strengths are its decent damage, good fire rate, and fast reload. Its major weaknesses include the fact that it shares the same range with the auto pistol, and its relatively slow time to kill. If your aim is superb, you will like the Hammond, but most of the time one of the other choices will serve you better. Unfortunately, the Hammond does not have a proper niche to fill in the sidearm department. Name: RE-45 Autopistol ROF: 780 RPM Damage: 38-30 Effective Range: 20 meters. Damage drops off to a minimum at 24 meters. Mag Size: 20 TTK: .384-.461 Reload speed: 1.74 or 2.12 seconds Info: the autopistol is best used at close range to finish off an already damaged opponent. It has relatively low damage and slow time to kill, but switching to it is faster than reloading and having an automatic sidearm means you don't need the best accuracy to make use of it effectively. Do note though that the magazine capacity is very low, and due to its low damage, you should try to be as accurate as possible. This is the most conservative sidearm choice, and its best used with assault rifles and sniper rifles as a back up option. Name: B3 Wingman ROF: Semi Auto Damage: 135-100 Effective Range: 22 meters. Damage drops to a minimum at 57 meters. Mag Size: 6 TTK: variable Reload speed: 2.1 seconds Info: the Wingman is a slow firing revolver capable of killing in one headshot. It serves as the long range sidearm of the game, and probably takes the most skill to use of the three. Make sure your accuracy is top notch, because the fire rate on this weapon is unforgiving if you miss. If you are accurate with it though, you'll find that this gun can kill at a very long range. This weapon is best used as a long range alternative when using an SMG or smart pistol class. Really though, you can use it with any setup since most of the time you whip it out the enemy would've already been weakened to the point that one shot will do them in. This can also be used as a sniper rifle back up for a chance at a 1hko. ----Pilot Ordnance---- [POD] Ordnance comes in pairs. Using the explosive ordnance perk brings it up to 3 Name: Frag Grenade Explosion Radius: .1 to 7.43 meters Info: The frag grenade is a long range, high accuracy ordnance. Best used when 'cooked' which simply means holding down the grenade button for a few seconds and only throwing when it's about to explode. This way it immediately detonates when it reaches its destination, giving your opponent no time to run away. It takes some time to prime unlike the other ordnances, so it's best to use the frag in a controlled premeditated setting, such as a planned bombing of a hardpoint or flag site. Panic nades when you're ambushed are not effective. Don't even bother trying to damage titans with the frag, it barely even scratches them. Save them for pilots and minions. Name: Arc Grenade Explosion Radius: 5.71-9.53 meters Info: the arc grenade is an extremely versatile tool that can be used against pilots and titans alike. Although it has low damage, its flashbang effect can temporarily disorient pilots and titans alike for a good 4-ish seconds. This can be used preemptively or off the cuff, and can literally save your life. If a titan is keen on goosing you out of the air after an ejection, use an arc grenade. If a titan spots you after you harass it with AT weapons, use an arc grenade. Going after a flag or hardpoint? Use an arc grenade. There are literally countless ways to use them, and should you hit a pilot twice with them, it will actually kill them. The damage it does to titans is decent, and most of the time will exhaust the shields. Use it to support your teammates when they are duking it out in a titan battle, or simply to disorient a pilot. Don't underestimate arc grenades, they are versatile and powerful. Name: Satchel Charge Explosion Radius: 2.86-6.67 meters Info: you may be surprised at the radius of the satchel charge, because they sure feel like they have way more than written. The satchel charge is the most used and highest rated ordnance for a reason, and that reason is lethality. This thing can be used preemptively and off the cuff, and even planted. Due to the ability to detonate almost immediately after deployment, satchels can be even used as a mobile explosive. This thing can save you from gun fights if you toss it at the right angle, and end battles before they even begin. And if that wasn't enough, this thing is also lethal to titans. Most of the time, 1 or 2 satchels near a titan can completely wipe out its shields plus a good 1 or 2 bars of health. A few things to note: thrown satchels will follow the momentum of your pilot. Example: if your pilot is flying to the left when throwing a satchel, the satchel will naturally veer to the left during its flight as well. Because of this, you can maximize your distance and accuracy by properly parkouring when throwing your explosives. If you want to cover more distance, simply jump before throwing your satchel to use the forward momentum. Try not to kill yourself with this thing, because it's very easy to do exactly that. If you're playing an objective mode, don't forget you have an option to boobytrap the nodes with your remotely detonated death traps. I'm sure you'll be well acquainted with these little bags of rage, I know I certainly am. UPDATE* guess what, these things are still lethal as hell after the update. The kill zone has been ever so slightly reduced, but its use and popularity will most likely not change. Name: Arc Mine Explosion Radius: 2.86-6.67 meters Info: the effect and damage of the arc mine is very similar to that of the arc grenade. The only real difference is usage as the arc mine can't be used off the cuff. Deploy the arc mine near objectives or key chokes to disorient titans or even kill pilots. Even though the arc mine may be limited its use, it still has a unique niche to fill in objective game modes. ----Anti Titan Weapons---- [ATW] The anti titan or AT weapons in this game are extremely well balanced. They all have a role to fill, and excel at what they do. There is no best AT weapon, because they all have their own usage and are tailored to specific playstyles. Remember, titans at full health will receive damage to both health and shields while a low health titan will receive damage to only shields before its health is affected. Be aware: when you fire your AT weapon, you will glow red hot on the mini map, and that is an open invitation for nearby pilots to converge on your location. Relocate frequently and often should you use your AT weapon for prolonged periods of time. If you are in a titan and you are getting dominated by a well positioned pilot using an AT weapon, consider disembarking somewhere the pilot can't see and pursue on foot. I've done this several times and the fact that the enemy pilot has his AT weapon out will give you an edge in the battle. Name: Archer Heavy Rocket Damage: 2500 against titan Info: the archer is a lock on launcher that fires a single high powered rocket. This is a fire and forget weapon, and is best used at med-long ranges to pester titans. Be aware that the titan will get a warning when you are locking on, so you are not completely safe when shooting. This is also the easiest AT weapon to use after an ejection because the time it takes for you to land is usually enough for a lock on. Beware, the lock on is not fool proof, and titans can dodge archers with a well timed dash or simply by moving behind cover. Furthermore, electric smoke will block your lock on. Make sure you have cover or the high ground when using this thing. Amped version: fires a much more powerful but very slow version of the archer. The damage this rocket does is utterly ridiculous, but the travel time does make it easier to dodge. As the titan: if a pilot is pestering you with an archer, you can either seek him out and kill him before his lock on is finished, or dash behind cover/out of the way when you see the rocket coming. If you have the vortex shield, you can simply catch the archer and even return it to the sender for a possible kill. If you have smoke, you can try popping it and hope the lock on goes away. If a pilot is on the open ground, then punish him for his lack of self preservation. Name: Sidewinder Damage: 50 against pilots, 200 against titans. ROF: 540 RPM Mag Size: 25 Info: the sidewinder has the highest DPS of any titan weapon if used properly. And proper usage dictates that you be very close to the titan. Since the missiles have poor precision, you really have to be beside to the titan to inflict serious damage. Bad news for you, the sidewinder is probably the most annoying AT weapon to deal with, so you can certainly expect heavy retaliation on the titan's part. Even worse is the fact that the nature of the sidewinder forces you to be exposed. The best way to use this weapon is to shoot down from roof tops in spurts, retreating when the titan looks up. If the enemy titan is engaged in a fight with a friendly titan, then let loose the sidewinder for some massive damage. Don't even bother using the sidewinder at long ranges or against pilots, it's basically useless in those departments. Don't use this weapon during a rodeo, and aim for crit spots for more damage. Make sure you not only have cover when using this thing, but also a place to run away should a pursuit occur. Using the sidewinder in open ground will only result in tears. Amped version: double ammo capacity and that's about it. Pretty helpful in extended shootouts but otherwise the usage is the same. As the titan: if a pilot is pestering you with a sidewinder, then you can almost pinpoint his location exactly by just looking at where the rockets came from. Either run away or kill him, but don't ignore it. The missiles can do a lot of damage if your shields are down. As always, if a pilot is shooting you in the open with a sidewinder, you should terminate him with extreme prejudice. Name: Mag Launcher Damage: approximately 385 per round against titans. 120 against pilots ROF: Semi auto at 180 RPM Mag Size: 5 Info: the mag launcher is unique in that it's the only anti titan weapon that you don't have to expose yourself to use. Unfortunately, it's also the lowest damaging AT weapon by far. It's damage against shields is utterly pathetic, so consider using arc grenades or satchel charges to lower the shields first. Due to the magnetic nature of the grenades, you only have to shoot near the titan for an impact. This weapon also can dictate titan movement, since titans who see the grenade icon will most likely dash out of the way in the opposite direction. This makes for a great lure or repellent, so use properly with your teammates to force the enemy titans into unfavorable scenerios. The mag launcher can be used up to a mid range, but just remember that you most likely won't be doing any serious damage unless either the titan's shields are down or you are using the amped version. Amped version: fires much faster and houses a 8 round magazine. This is actually sufficient in dealing some permanent damage to unsuspecting titans should you be swift about it. As the titan: unfortunately, if there are pilots pestering you with the mag launcher (especially if there are more than one) and you can't see them, it's best to just get out of there. Smart pilots will conceal themselves, but everyone makes mistakes and if/once they expose themselves you should punish accordingly. Name: Charge Rifle Damage: 1150 against titans Info: the charge rifle is similar to the archer in that it fires a single round of high powered ammo. In this case there is no lock on, and the weapon fires a high precision beam after charging for approximately 3 seconds. This is easily the best AT weapon to use at range since it doesn't expose yourself as much as the archer. Be aware, enemy titans can still see a glowing orange hue when you're charging (even when cloaked) so you're not completely in the clear. The DPS on this weapon is not great, but most of the time it's safe to use. Did I mention that this gun is also great at killing pilots? Even though it takes a lengthy charge up time, this gun is dead center in its accuracy and will insta-gib any pilot it touches. This makes it great for goosing (especially the amped version) and great for sniping as well. This weapon demands accuracy though, and everything I've just said will be unapplicable if your accuracy is not up to par. Amped version: charges in half the time. You can dish out some ridiculous damage if your accuracy is good. As the titan: skilled pilots who jump in just as their charge rifle discharges and immediately goes back into cover to charge are very hard to deal with. If your weaponry is not properly designed to kill pilots, sometimes it's best to just leave the scene. Dash sideways to avoid the beams, and fire your weapon at orange hues should you see them. Don't stick around to absorb any more damage than you have to. ----Titan Weapons---- [TWP] Each titan weapon serves a unique role. Try them all out for yourself to see which one you like the most. With the exception of the 40mm cannon, most titan weapons are not designed to kill another titan in one magazine. Make sure you have superior positioning before you try engaging another titan with your own weapon. Name: 40mm Cannon ROF: 90 RPM semi auto Damage: 900 Mag Size: 12 or 16 with EM Reload: 3 seconds Info: this is the most common titan weapon for the fact that it has an insane damage output potential in just one magazine. This gun is really usable in any scenerio except maybe max range sniping. When fighting titans, make sure to miss as little as possible. The screen shake involved with getting hit by one of these is enormous and can make you miss your enemy and vice versa. When fighting pilots, make sure to just hit the ground or wall around them for easy splash damage. Most of the time 2 splash hits will take care of a pilot. If a pilot is very, very close, you can even go for a direct impact. If a skilled pilot is on the roof of a far away building, I recommend you walking away from the fight since the 40mm ammo has a significant travel time. Learning the travel time of this weapon is just a matter of experience, and you'll realize that if your accuracy is good, you can shred the crap out of any titan. If your titan build is centered around heavy aggression, then there's no weapon that'll do the job better than the 40mm. Notes: the burst fire has a high DPS; however, it requires even more accuracy. Furthermore, one direct impact will no longer kill a pilot. I recommend burst fire only if you are truly making a heavy anti-titan build.
Amped: The full auto 40mm fires at approximately the same speed as
the fully auto shotgun. Your damage is the same, so your DPS is essentially
through the roof. Your biggest bottleneck, however, is the magazine count of
12. Make sure you don't miss your shots, and you'll have a glorious time with
this powerful, unforgiving weapon.



Name: XO-16 Chaingun

ROF: 600 RPM

Damage: 93-85 against titans, 100-85 against pilots

Mag Size: 60 or 90 with EM and 150 with Accelerator

Reload: 4.6 seconds

Info: the hugs and kisses chaingun is the heavy duty anti pilot weapon of
the titans. It is hitscan, and most of the time a simple 2 bullets will waste
the pilot. This weapon is how you properly deal with pilots pestering you
from the roofs. With that said, this weapon is not very effective against
other titans. The slow damage and lack of hit stun means that chaingun is
outpaced in DPS by almost every other titan weapon (except for maybe plasma
rail gun). If you do fight a titan with it, make sure to keep its shields
down with constant firing and stay at a very far range to avoid getting
killed too quickly. Use your ordnance and tactical ability to their max
potential and win with superior positioning. The good news is that the
chaingun is very forgiving in accuracy, the bad news is that if you fight
a titan directly with it, you'll most likely lose.

Notes: if you do go down the anti-titan route, then the accelerator is a
great way to increase your magazine size and DPS potential in one magazine.
This is best used as a support weapon, but if you position yourself right
and help your team keep the enemy's shields down, then you'll see yourself
doing some serious damage.

Amped: The amped version is great at keeping shields down, but the damage
vs titan hull is still the same. The electried bullet effects are pretty
cool to look at.



Name: Quad Rocket

ROF: 78 RPM

Damage: 320 per rocket

Mag Size: 5 or 6 with EM

Reload: 3.5 seconds

Info: the quad rocket is a well rounded tool that kind of acts as the jack
of all trades. Don't underestimate the pilot killing abilities of this gun,
the splash damage is tremendous and firing at a pilot's general direction (if
he's on the ground or beside a wall) will generally kill him. This is also
a terrific minion farming tool as the splash can take out multiple small
fries in one blast. With that said, it has trouble hitting targets above
you. In TvT combat, the quad rocket is best fired at the enemy titan's feet.
Why? Simply because the quad rocket's splash has the same damage as a direct
impact. Going for direct impacts has a higher chance of missing than ground
shots, so taking the conservative route is safer. Make sure to not stand
too close as the rockets have enough splash to hurt yourself should you fire
at point blank range. Also to stick to close to mid range for your
fights since the rockets have a significant travel time. As for the
alternative firing mode, I recommend you only use it to deny flag or
hardpoint zones.

Notes: many people rave about the single fire mod for this weapon. I'm
personally not a fan, but I'll lay out the facts for you to decide yourself.
When the quad rocket is on single fire, it loses virtually all splash damage
it used to have in quad mode. Because of this, you can no longer easily
kill grounded pilots (though it's still pretty easy, just not as easy as
before) or shoot at the feet of a titan to get damage. You must now aim
very carefully and yield to the travel time of the rockets to get direct
impacts. This can be pretty difficult considering the fact that people tend
to dodge and the fact that rockets travel extremely slowly compared to the
other bullets in this game; however, if you're consistent about landing
your shots, you could be putting an insane amount of DPS (even more than
40mm) down range. Remember, the key is accuracy and consistency.

Amped: the amped version had so much promise! Unfortunately, it is very
weak at TvT combat. You'll only fire 2 small cluster missiles that are
extremely weak even if the enemy stands in their entire duration. This
weapon is best used against pilots to deny hard points and shut down
flags. Better underpowered than overpowered I guess.



Name: Arc Cannon

Damage: 1800-100 against titans depending on charge. 220-170 against pilots
depending on charge.

Info: do not underestimate the arc cannon, it rivals the 40mm in TvT combat.
Make sure to use the capacitor, and when you do you can selectively fire it
at full charge by rapidly tapping the fire button to hold it at near full
charge. This weapon is a true beast when used correctly, and the vision
disorientation that comes with a full charge allows you to easily do follow
up damage. Remember, you MUST not miss when shooting a fully charge shot.
This thing is even great against pilots, and especially at goosing them.
You don't even have to shoot them directly, even a closeby shot will kill
them. The arc cannon does have downsides though, and that's the fact that
if you consistently miss your charged up shot, you'll essentially be doing
no damage. You should also stay at medium range so you're not getting
bombarded by close quarters fire and ordnances. The idea is to retreat
behind cover until your cannon is ready to fire, and take pot shots to
mess up your opponent's vision.

Notes: remember, capacitor is the way to go. 

Amped: The amped version conducts much further. Range is pretty long actually,
can seriously put the hurt on in LTS matches.




Name: Plasma Railgun

Damage: 2500 at full charge, pretty much nothing at empty charge

Info: the plasma railgun is probably the weakest titan weapon out there, but
only because it fills a specific role and nothing else. You can't really
fight pilots with this thing, and fighting titans at anything but long range
will also get you killed. With that said, this titan sniper rifle is
excellent at long range support fire. Make sure you have teammates backing
you up as you fire fully charged shots from a distance. This kind of support
is excellent in last titan standing, but other than that I would stay away
from the plasma railgun. The instant shot attachment is only good if you're
trying to finish challenges with it, I wouldn't bother using it otherwise.

Notes: funny how a railgun, which is supposed to fire rounds at hypersonic
speeds, is not a hitscan weapon

Amped: charges faster. I'm shaking with excitement.




Name: Triple Threat

Damage: 1200 explosion damage

Mag Size: 9 (3 shots) or 12 (4 shots) with EM

Info: The triple threat is a fantastic area denial weapon. The grenades
explode on impact, so it's a great way to push someone back. Make sure to
lob grenades vertically to throw them the max distance possible. You can
also fight directly with it, but just make sure you don't shoot the grenades
too close and splash yourself. Also, if you do fight directly with it, make
sure to use the vertical firing mode to deal the most damage possible with
all three grenades. The triple threat is also great at clearing pilots in
rooms or rooftops. Simply lob into the room or rooftop, and the grenade
explosion will take out nearby foot soldiers. Lobbed grenades also bypass
particle walls, so this weapon is a direct counter against them.

Notes: the minefield attachment isn't very useful. It's best used in ctf
or hardpoint game modes. Other than that, I would shy away from it. The
amped version with its magnetism makes it an incredible 1 v 1 titan weapon.
With it, you can challenge directly against 40mm or Arc Cannon users with
good chances of victory.

Amped: the amped version has a powerful magnetism to each grenade. This
turns the triple threat into an incredible 1 v 1 titan weapon and can deny
area with ferocity. Lay down the grenades.




----Titan Ordnance---- [TOD]


Name: Rocket Salvo

Damage: 250 per rocket

Info: rocket salvo deploys numerous dumb fire rockets right infront of you
for cheap and quick damage. This ordnance is best used up close where you
can gurantee the hit of the majority of rockets. You can also use this
against a charging pilot who's about to rodeo you for a quick fix. To note
though that the rockets have essentially no splash damage, so don't bother
shooting into a room thinking it will deny area. Each rocket is important,
so it's critical you hit as many of them as possible.

Amped: the amped rocket salvo shoots like twice as much, maybe even more.
Seriously, this thing makes the regular rocket salvo look like a pea shooter.
If you lay accurately into a titan, you can take down all of its shields plus
half of its health. Deploy at close range for jaw dropping damage.



Name: Slaved Warheads

Damage: 185 per missile

Info: slaved warheads require a lock on before firing, and as such, cannot
be used against pilots or infantry. They do have excellent homing capabilities
once you lock on however, just make sure there's nothing in the way between
your target and yourself. Once you lock on and start firing, you can actually
take cover behind something and look up. The missiles will continue to fire
and home despite the fact that the previously locked on enemy is now out of
sight. Pretty nifty trick for some hit and run damage. Don't stand too close
to the enemy if you can help it because the missile's splash can damage
yourself. This ordnance is best used at long range since close range titans
can evade or simply duck behind something that obstructs the missiles. Best
paired with chaingun or plasma railgun.

Amped: the amped version works the same way, and fires an extra volley for
extra damage. It also recharges faster, which is nice.



Name: Cluster Missile

Damage: 300 initially, 250 for each explosion

Info: the cluster missile is probably the most versatile ordnance there is.
Since it's dumb fire, you can use against pilots (with great effectiveness).
You can also do tons of damage to titans if you place your missiles correctly.
Make sure to not stand in the cluster explosions, as they do tremendous
amounts of damage and could easily hurt yourself. Shooting into a crowd of
titans will cause massive confusion and some likely permanent damage. Shooting
into a room will create a sphere of death that entraps any pilots that walks
pass it. You can even use it to stop titan chases by denying a certain area
with it. Truly, the cluster missile is the jack of all trades.

Amped: the amped version fires straight, well not completely straight. It
veers off to the right side of your reticle a bit after flight. However,
it's much better about its flight pattern now and last like a second longer
than the regular version.




Name: Multi-Target Missiles

Damage: 200 per missile

Info: to use, simply hold down the ordnance button until the desired number
of missiles lock on. Once they do, release for a homing salvo. This ordnance
is best used either as a shield denial tool or simply as a way to get some
easy damage off in the beginning of a fight. To use as a shield denial tool,
lock only a few missiles at a time and fire when the enemy titan's shields
are about to recover. This way, they not only receive hull damage, but will
prolong the time they have with their shields down. To use the easy damage
method, simply lock all your missiles on in the beginning of a fight and
unleash them to take down a chunk of shields. The homing capability of the
multi missiles are actually quite weak, and a simple strafe could evade all
of the missiles. For this reason, I prefer to fire them one at a time so
not all the rockets go to waste. It looks cooler that way anyway.

Amped: fire even more missiles, lock on to even more stuff, do even more
damage. Golly!




==============
-----Kits----- [PKS]
==============


----Pilot Kits----

Name: Enhanced Parkour Kit

Info: really, this kit can be used on any class. Having extended wallrunning
and wallhanging abilities is gonna be universally useful in literally every
game mode and every wall running situation. If you're undecided about what
tier 1 kit to use, this would always be a safe choice.




Name: Explosives Pack

Info: let's you carry 3 pieces of ordnance instead of 2. This is especially
useful in objective modes where you can plant extra satchels or arc mines
around an objective. You can also run this kit in last titan standing to
carry more arc grenades or satchels so you can do some titan damage even
if you are forced to eject.




Name: Power Cell

Info: recharges your tactical abilities faster. This is best with stim, as
the other ordnances either charge fast enough for how often they're used,
or simply isn't used too often. When equipped with stim however, it allows
you to spam your tactical ability much more frequently and unconsequentially.
Also a safe bet with any class especially if you want to be aggressive.




Name: Run N Gun Kit

Info: the ability to fire smgs and pistols while sprinting is great for the
R97, smart pistol, and CAR. You can only hipfire, so make sure to rock the
appropriate attachments for each respective gun when you use this perk. Use
your higher mobility to out manuever your opponent. Although this works with
your secondaries as well, I wouldn't rely on it because secondaries generally
have pretty awful hipfire attributes (low magazine, inaccurate etc).




Name: Quick Reload Kit

Info: pretty self explanetory isn't it? Reloads approximately 1.5x faster.
Only works with pilot weapons




Name: Stealth Kit

Info: silences your jump boosters and muffles your flares. Only useful if
you're an advanced player working with a team and using a headset. If that
is the case you can soundwhore to a decent degree. You can also cloak and
jump freely in the prescence of titans. If you play solo and you don't
consistently put up super high scores, then don't bother with this perk,
the other ones in this set can help you perform much better.




Name: Dome-shield Battery

Info: pretty useless in all honesty. Leaving your titan in a dome shield is
not a good strategy because you should either board it as soon as possible or
command it to follow/guard right away. Besides, the standard dome shield
duration is seriously more than enough for almost all situations. There are
better perks in this category, ignore the dome-shield battery.




Name: Minion Detector

Info: one of the better tier 2 perks. By allowing you to see the location of
every minion, you can anticipate where the enemy pilots are going to be.
Enemy pilots tend to spawn in areas where their own minions spawn. Use this
information to your advantage when fighting. Oh, and farming minions becomes
exponentially easier when you can see where they are at all times.




Name: Warpfall Transmitter

Info: drops your titan like 2 seconds after you call it in. Use this to get
your titan even faster or try to get some titanfall kills. This kit makes your
titan drop so fast that when I initiate a titanfall inside a window and jump
out, the titan will have already dropped by the time my feet touches the
ground. It's not essential be any means, but it's purely preference whether
you want your titan to drop that fast or not.




Name: Dead Man's Trigger

Info: this perk was designed solely for satchel charges, and is basically
supposed to be a giant middle finger to those that kill you. If you know
you're about to lose a close range gunfight, you can drop your satchel
charges as fast as you can, for when you die they will explode anyway and
most likely kill your attacker.




Name: The 'Icepick'

Info: honestly pretty useless. Sure, it lets you hack spectres and turrets
faster, but is that really necessary? There are only a few maps with turrets
and hacking spectres is almost pointless since the things are so weak anyway.
I recommend using something else.




Name: Guardian Chip

Info: this kit is actually pretty neat. Best used in objective game modes
where you leave your titan by itself a lot. When coupled with the chaingun
and arc cannon, your auto titan can actually kill pilots without your
supervision. Aside from that, guardian chip also has the effect of making
your titan no longer kneel down when boarded by an enemy pilot. Instead it
will behave like a normal titan and run around.




----Titan Kits----


Name: Nuclear Ejection

Info: everyone sure loves nuclear ejection don't they? It feels like at least
50% of titans are running that. Let me convince why this is NOT that great
of a perk. The explosion priming time is way too long, and any smart, even
semi aware titan pilot will run away in time (especially if the have big
punch). Having this perk also makes you more mentally eager to lose your
titan in hopes that your nuke will get them, which is bad because you really
outta preserve your titan's life. The sad truth is, most of the time your
nuke will hit nothing except maybe some grunts. If you really are using this
perk, your best bet of actually nuking something substantial would be to trap
your enemy in a corner or prematurely ejecting to catch them off guard. You
could also try suiciding into a group of titans at the start of a last titan
standing round in hopes of taking one out with you. Just so you know though,
that's a gimick tactic that should only be used if you're just goofing off.




Name: Regen Booster

Info: just to clarify, regen booster only makes your shield charge faster
once they have started charging. They do NOT lessen the time it takes for
your shield to BEGIN charging after getting hit. Because of this, it's
really not that effective. Mess around with it if you will, but don't rely
on regen booster to save you or anything.




Name: Fast Autoloader

Info: reloads ordnance faster. This is a terrific perk for any circumstance.
Simply spam your ordnance for as much free damage as possible.




Name: Tactical Reactor

Info: having a faster charging particle wall and electric smoke is definitely
helpful and allows you to be more liberal with their use; however, even
with this perk the recharge time for smoke and particle wall is still quite
long. Don't waste your tactical ability even if you decide to use this perk,
they are more valuable than your ordnances.




Name: Auto-Eject

Info: auto eject is a great perk, not for the fact that it ejects for you,
but for the fact that it cloaks you immediately after ejection. This allows
you to escape titans looking to goose you, and helps you evade even pilots
occasionally. This perk also protects you from terminations by ejecting you
as soon as you get doomed (giving the enemy no time for a melee). The major
downside to this is the fact that you will no longer be able to fight when
doomed since it will eject you immediately. This can result in situations
where pilots can kill you with their AT weapons, and you can't even fight
back since you're forced to eject.




Name: Survivor

Info: not too shabby of a perk. Survivor makes the doomed health bar decrease
at a much slower rate, allowing you to fight longer in your titan. Be aware
though, that your titan can still lose it's doomed health bar very quickly
if you are getting nailed by enemy shots, and you can still get terminated
at any time during the doomed state. Use with caution.




Name: Core Extender

Info: use this if you want to have a longer core ability. Not the best with
ogres since your shield core will have done its job by the time it normally
ends, but with atlas's and stryders you can use the extra time to deal out
significant damage.




Name: Big Punch

Info: big punch has been altered significantly after update 4. Now, you only
get a speed boost with it when you are using the Stryder. Ogres and Atlas's
not longer get a speedboost and will only propel forward slightly. 




Name: Core Accelerator

Info: the core accelerator is great in modes like last titan standing where
having your core ability will help a great deal. In attrition games however,
it's generally not necessary since you can pretty much get your core ability
pretty quickly if you're on top of your killing. Not a bad perk by any means,
so use whenever you want.




====================
-----Miniseries-----
====================
Welcome to miniseries, where I help you do various things.

----How to win 1 v 1 titan fights----

Learn how to use the 40mm cannon effectively. Use the shoot dash shoot dash
method to evade moves, punch when they get too close or when they pull out
the vortex shield. Use close quarter ordnances like cluster missile and
rocket salvo. Maximize your damage and make sure you obey the golden rule:
don't miss. Anticipate when you have to reload and time it so either you
are behind cover or your opponent is reloading too.



----How to deal with early titan cards----

You really need a team for this, like, at least like 2 pilots if you don't
want to die repeatedly. If you have this, then it becomes simple if you
have arc grenades and any high powered titan weapon. Along with your friend,
communicate and arc grenade the titan so he can't effectively stomp you, then
fire your archer, charge rifle or even lay down satchel charges. You can also
attempt to rodeo, but since the early titan is 99% gonna have smoke, be
prepared to jump off. Rodeoing here is only for positioning and annoying
purposes. Your truest, safest bets are arc grenades and anti-titan weapons.
Watch out for bloodthirsty enemy pilots who drools at the sight of red dots.
Of course, you can always pop your own card, if you want that is.



----How to deal with map hack/very aware marked players----

You can try cloaking. When cloaked, you disappear from the minimap so the
marked enemy or map hacked enemy won't be able to see you until your cloack
wears off. That's only if they are camping or playing very conservatively,
if they are active, then just find the right time to kill them. Map hacked
pilots are not invincible, just be aggressive and confident.



----How to die less to satchels----

Be more mobile when you shoot. Wall run and stay off the ground as much as
possible. Don't run into satchel hotspots or chase. This is hard so I don't
blame you for getting mad, but satchel deaths can be mediated if you're
careful.



----How to survive arc grenades----

Sorry, there is no cure for this one. Arc grenades are good and they have
no counter.



----How to survive as the marked man----

Don't stay still in a corner unless there are literally no enemies around
you, and DON'T charge into a firefight. Literally everyone has their eyes
on you, and you'll surely fall if you're not protected by a titan. If there
are enemies around you, parkour in a smart fashion and avoid open spaces.
If you have the drop on someone, don't be afraid to fight, just don't get
overconfident.



----How to kill the marked man when he's in a titan----

First, make sure your own mark is safe and not currently under attack. If
that is the case, then co-ordinate with your teammates to throw arc grenades,
shoot AT weapons, and rodeo to put immense pressure on him until he ejects.
If he is with other titans, then you'll need your own titan squad to deal
with him. 



----How to not get goosed everytime you eject----

Sometimes it's unavoidable, but if you're doomed and not yet terminated,
you can try dashing around a corner and disembarking to save yourself. Having
auto-eject may help as well since it cloaks you. After all, if you eject
against competent arc cannon or chaingun users, you'll almost certainly die
during ejection.










=============
-----FAQ-----
=============

I'll attempt to answer your questions before you ask them


Q: I can't put up big scores and I go negative all the time, what do I do?

A: If you've read everything in this guide and still can't go positive, then
practice is the only real answer here. You can also watch some youtube content
on titanfall, but nothing substitutes experience.




Q: I can't aim help pls

A: Practice bruh. If you're on PC, try a controller. Before you PC activists
crucify me, hear me out. If you are a predominantly console player, then
you'll be right at home with a controller. Titanfall has excellent controller
support and the aim assist can help you a long way against mouse and keyboard
users. Do note though, the mouse and keyboard has an obviously higher skill
cap than a controller does.




Q: You're an idiot, the smart pistol takes no skill and you're a moron
to even suggest that it takes any sort of coherent button pressing to use
effectively.

A: You've actually used this thing right? Tell me you've actually used this
thing instead of jumping on the hate bandwagon because I'm pretty sure you're
just bandwagoning. No sane person would use the smart pistol in a serious
non-attrition match against opponents who are aware and can actually aim.




Q: Can I add you as a friend?

A: Mmm sorry there bud, but I already have a great group of guys I play with
and I don't want to fill up my friend list with people I don't know. Nothing
personal ya?




Q: Why is your guide riddled with spelling mistakes?

A: Namely, I wrote it quite quickly and there's no spell check. In the words
of Satoru Iwata, 'please understand'.




Q: The stat bars in game contradict your weapon info, why?

A: The stat bars in this game are faulty and are only to be used as estimates.




Q: I think you're being too vague/not enough information on *insert topic*

A: If I get a few emails about a topic requests, then I'll update the guide,
but honestly, there's nothing you can't find on youtube.




Q: I keep getting matched up with full parties and keep getting my buttocks
flattened like my saturday morning iHOP pancakes

A: The only answer is: create your own posse and fight back or be good enough
of a player to carry! Seriously, making friends online isn't difficult. I've
done it by just adding players that do well and half the time they accept
the friend request and through there I grow my network.




Q: I hate trash talkers and they ruin my good time when they beat me because
I just feel so shattered and empty inside.

A: Come here *hugs* I know exactly how you feel because it happens even to
the best of us. It happens to me all the time, especially if it's a potty
mouth party who won't stop harassing just cause they can ride their
teammate's coattails. Sometimes it's just best to take a break or leave
the lobby. You can't win everything, but you shouldn't let that stop you
from progressing forward. Take the high road when it comes to trash talking,
you'll be a better man for it. People show their true colors behind internet
anonymity, show them you're still a proper gent.




=================
-----Closing-----
=================

Email me at: awinnerissometimesme(at)gmail(dot)com
You can send me errors in the guide or whatever. If you found this guide
to be helpful, I would love it if you could hit the recommendation near the
top.

Copyright:

This guide is copyrighted to me, go_monkey897 (c) 2014. That being said,
posting my guide on your website without permission is strictly prohibited.
If you email me however, I will swiftly respond and let you know if I'm ok
with you hosting it on your site. Most likely, I'll say yes. This FAQ may not
be reproduced for any reason except personal use.


I'll see y'all later, on the frontier
~go_monkey897