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Introduction Titanfall is a slightly unusual guide to write since it is a completely online experience. This makes it hard to give you advice that will consistently useful since human players will always attempt to adapt to whatever strategy you're employing. The best thing you can do is know your information and prepare. Once you hit the ground, I'll only be able to help you so much. What is Titanfall? This might seem like a strange question since you're already here but Titanfall, despite seeming like just another shooter experience, is quite different than most games you played. Knowing how this game differs can also shed light on the most important aspects of Titanfall and how you can leverage them to your advantage. Titanfall is obviously a First Person Shooter that borrows heavily from the concepts present in most modern shooters, particularly the Call of Duty series (most of the key developers worked on the original Modern Warfare). Pilots (that's you) run around, shoot, and throw grenades in an effort to kill enemies or capture objectives using various loadouts that you build yourself. However, even each of those simple things is different and changes the way the game plays drastically. You'll quickly find that the basic shooter aspects are just the foundation for a much deeper experience. Movement, for instance, involves the use of jet packs that allow you to double jump in mid-air or wall run on the side of buildings. This kind of verticality makes the game much more like Halo than Call of Duty but even then, the movement is much faster, making it much less dangerous to get to a vantage and much more likely that someone is above you. Many of your guns operate as you would expect but right from the get go, you'll have access to the "Smart Pistol" which will lock on to multiple enemies allowing you to take out large groups with a single pull of the trigger. It's not as quick at killing an enemy players as normal weapons but it can change the way you play every match. And of course the Titans... Titans are giant mechs capable of piloting themselves (though poorly) or by a player. Once the Titans start dropping into a battle, everything changes. If a Pilot doesn't stay alert to what's going on around them, a Titan can quite easily kill you completely by accident by stepping on you or boosting over you. Most of the weapons would kill a player with ease. Where in the early games, you use your mobility for speed so you can get kills faster, you'll likely find yourself using your mobility to get above the Titans for safety. The Titans themselves end up playing like an odd mix of MOBA and FPS game. Where Pilots can go anywhere, Titans are only capable of walking in areas that are large enough to fit and lack the ability to jump over even small obstacles. This forces Titans into lanes where they are constantly fighting and flanking to get the advantage on the enemy. Now that you've got a basic idea of just how crazy these games can be, make a point to play through the tutorial. When you're done with that and understand how the game works, return here and I'll get you up to speed on the finer details of Titanfall. Controls Controls listed are default controls. If you feel up for it, the Bumper Jumper control scheme is probably the best option. Note that Playstation controls are included for those playing on a PC using a Playstation controller. Pilot Action Titan Action Xbox Playstation PC Jump Boost A X Space Crouch Crouch B O Ctrl Reload Reload X Square R Switch or Take Weapon Pick-up Weapon Y Triangle E Tactical Ability Titan Ability LB L1 Q Grenade Ordnance RB R1 F Aim Down Sight Aim Down Sight LT L2 RMB Fire Fire RT R2 LMB Sprint Sprint L3 L3 Shift Melee Melee R3 R3 C Titanfall / Titan AI Mode Core Abillity D-Pad Down D-Pad Down V Equip Anti-Titan Weapon N/A D-Pad Left D-Pad Left 3 Voice Chat (PC) Voice Chat (PC) D-Pad Up D-Pad Up Z Scoreboard Scoreboard Back Share/Select Tab Change Load-Out/Menu Load-Out/Menu Start Options/Start ESC --U--IMPORTANT PC NOTE: For those of you playing on a PC, I highly recommend picking up a controller. Titanfall is 70% movement and 30% shooting and a keyboard just can't compare to the mobility that an analog stick offers. Thankfully, because of the heavy focus on XB ONE development, the game handles marvelously on a controller. An X360 controller either needs to be wired (a play-and-charge cable doesn't count) or make use of a wireless adapter that is sold separately. The XONE controller should be supported soon (if not already). If you are like me and refuse to spend an extra $30 on an adapter for an MS controller on an MS platform (Windows), it's also quite possible to connect a Playstation controller with what you get out of the box. For the PS3 controller, you'll likely need to download some extra software to get it to function properly such as MotionInJoy. The PS3 controller can take some tinkering and be a real pain but it is feasible with no additional cost. If you have a PS4 controller, it's much easier. Download the DS4Tool, unzip the folder, and plug in your controler. Go into the DS4Tool folder ---> Virtual Bus Driver and run the ScpDriver application. Click "Install" and when it says Install Successful, you can close the window. Go back to the DS4Tool folder and open ScpServer. At the bottom, click Start (if i's not already greyed out) and then look to the top of the window. You should see an empty circle that lists a controller next to it. Click that. You're all set to play and it should only have taken about 2 minutes! (You may have to restart if it doesn't work immediately). Resources: http://www.motioninjoy.com/ http://forums.pcsx2.net/Thread-DS4-To-XInput-Wrapper General Strategy General Strategy are the types of concepts and plans you'll put into action on a regular basis, regardless of what map you might be playing on. These will be the most useful to you early on before you develop more in depth strategies for each map. Keep in mind that any strategy put down in writing for the public to see brings with it a much higher chance that someone will come up with a counter to the strategy. Early Game In the early parts of a game, aside from the normal goal that you're going for, you're aiming for getting your Titan to fall as quickly as possible. If you have the only Titan on a map, that will give you a huge leg up on the opposition. If you are playing as part of a team, then the goal is really to have one or two people get their Titans quickly while the rest of the team tries to hinder the other team. Get two people started running Smart Pistol + Minion Detector so they can farm Grunts effectively for kills. Cloak is also a great way to start as it can help you get behind the enemy pilots to the denser groups of Grunts behind them. The other four members of the team should have an assortment of weapons for varying ranges and play just like in any other online shooter game. Take out Grunts when you can but focus on the players and make sure to keep in contact. Another viable strategy is to actually defend your Grunts as the other team is most likely going to be aiming to get some easy klls. Use the Grunts for bait and then deny the enemy players. David (you) vs. Goliath Once the Titans fall, make sure you stay aware of where they are. If you are a pilot, you should aim to support your team's Titans in taking down the enemy's Titans rather than trying to take them down yourself. 1) Build a Titan Killer loadout. On this loadout, equip your choice of Anti-Titan weapon, a powerful and rapid-fire primary weapon (Spitfire LMG|Spitfire LMG is probably the best if you have it unlocked), Arc basd ordnance, and a Cloak|Cloak. Your Tier 1 kit can be any of the first three unlocked though I recommend the Power Cell - Tier 1|Power Cell most highly. The Cloak is great for getting close to a Titan and also dislodging from a Titan and getting away if things gets hairy. Having it for both instances is great. The second kit should be the Warpfall Transmitter - Tier 2|Warpfall Transmitter kit (see that section for how to use that to your advantage). Remember that Arc Grenades don't do big damage but if you use one on an enemy Titan who's already engaged, it can make the kill a cake walk for your team. 2) The most obvious method would be the use of Anti-Titan weapons. The best situation is when you are far enough away from a Titan that you can't rodeo them OR in large fire fights where you're likely to get picked off the back of a Titan by their allies. The optimal way of using these is to shoot, move, and shoot. You want to find a position such as a large building with a lot of windows because this will give you good cover and prevent an enemy from pinpointing your location based on your weapon's trail. You want to try and wait for the Titan to start engaging your team before you attack simply because once engaged with a Titan, they aren't going to want to spend their time trying to hunt you down. This means that you'll be able to unleash whatever you can on them without much fear of retribution. 3) Rodeo. Much like a real rodeo, whenever you rodeo a Titan, you need to keep on your toes and stay very aware. Make sure you choose the right weapon. If you happen to be carrying a Smart Pistol with you, change to your Sidearm instead. It's a waste of good ammo doing that. However, with most other weapons, you can deal far more damage with your Primary so go for it. DO NOT use your Anti-Titan weapon. They all do splash damage and will kill you. The ideal situation is to hop on a Titan who is already engaged in combat with another Titan and to choose one without allies nearby. Allies can pick you off of the hull while. The Titan being in combat means that the pilot will generally have to choose between getting pummeled by his target or getting hammered by you. Of course if he has Electric Smoke, then he can juggle both. As soon as smoke is popped, get free quickly because that split second could get you killed. While it may seem like a waste, remember that now he can't use the Smoke against your ally and you can resume your attack once the smoke has dissipated. While this is the ideal situation, you can still take down Titans that are alone by jumping on them. Hop on and start shooting but pay very close attention to what the Titan is doing. An experienced pilot will hear you attach to the hull well before the warning sounds. That can make a huge difference. They can disembark or pop Electric Smoke and have you dead before you replace your first clip. If either of these happens, just disembark, throw an Arc Grenade if you have one and activate Cloak if you have it (notice all of these are in your Titan Killer loadout). This will make it almost impossible to kill you. At this point, the Pilot may hop back in to protect themselves. In which case you can rodeo again or just leave and come back later. If they DON'T then you should have a relatively easy Pilot kill (if you can find them). Kill them, hop on the TItan who will now simply kneel since there is no Pilot inside allowing you to take it down without it damaging your team. If YOU happen to be the Pilot and you get hit with an Arc Grenade as outlined above, get back inside. Outside you are vulnerable and can't see. Inside, you still can't see but you are much better protected and can even kill the enemy accidentally. Goliath (you) vs. David This tends to be much simpler since you have the upper hand. If Pilots try to shoot at you with Anti-Titan weapons, you should be able to dash out of the way (most of the time) or use a Vortex Shield|Vortex Shield to catch and return their attack. Keep in mind that the Vortex Shield doesn't stop energy weapons like the Charge Rifle. Keep an eye out for the Lock-on warning and try to use it to pinpoint the enemy. If you find yourself out in the open, even a tree can provide adequate cover from the incoming attack. If you can return the attack and eliminate the player then feel free to do so. It's an easy 4 attrition points or at the very least the removal of an annoyance. If not, just try to position yourself in such a way that they can't hit you. Frequently they'll be too far away to easily adjust for your location change. If a player Rodeos you then things get a little bit more crazy. You need to keep sharp and listen for the sounds of scampering feet. If you aren't engaged with a Titan, tend to this immediately. The will ALWAYS be on your right shoulder. Either use Electric Smoke and stand still to get rid of them or get out and start shooting. If you are lucky, they won't move. In the worst case scenario, they'll get off and you'll have a fight on your hands. If they get off and move far enough away OR they hit you with an Arc Grenade, immediately get back in your Titan and confront them this way. You are better protected and there's little damage they'll be able to do to you with the weapon they have out. Hop in, turn in their general direction and DASH. This might be enough to kill them before you can even see clearly. If they are far away, start backing up and just pick them off if they try to approach. Usually, such a player is going to try to remount. Try to avoid this at all costs. If they can manage to continue to do this then at best they will waste your time and at worst they'll also whittle your health down a little at a time. It would be better to ignore and abandon this Pilot all together. Goliath (you) vs. Goliath (not you) Gameplay changes drastically when you are fighting other Titans. This plays a lot more like a MOBA than anything else. Everything you do revolves around sight lines, lanes and using abilities at appropriate times to maximize damage and protect yourself. Titans are so evenly matched for the most part that even if in a 1v1 you win consistently, it's very hard to out fight two Titans at once. Your team is easily your biggest asset and a smart player can utilize even a poor team for success if they keep their wits about them. 1) The single most important tip I can give you is this: FLANK. Even if your team doesn't understand the concept, it doesn't mean you can't use it. Allow your team to engage the enemy in a head on fight and then make your way around the side. Usually the fight in front of people holds people's attention so even if it's a small distance, the flank will usually work. Get around behind them or beside them and unleash everything you have. You can demolish an otherwise spotless Titan like this. If fighting two Titans head on is nearly impossible, imagine how difficult it is to fight them coming at you from two different angles. In this situation, the only solution (if you are alone and being flanked) is to retreat. There's really no other way to survive this. Even a Particle Wall|Particle wall will only buy you a little bit of time. 2) Rotate. If you are with your team in a head to head battle and your shields go down, rotate. In this situation, the team that can rotate their shields the best will win. Unleash whatever you can and move out of the way. Even better? Use Vortex Shield. This will absorb most of the incoming damage allowing your team to focus more on attacking and less on preservation and rotating. 3) Vortex Shield is great but you want to use it sparingly. Don't keep it active for long periods because it is a waste. Catch what you can, through it back and dash behind cover. When you use your abilities well like this, it can actually give you a fighting chance in a two on one. Catch a lot of shots, throw them back. If you saved some Vortex Shield, wait a second and if they use their own then you'll be seeing those shots very soon. Catch them with the Vortex Shield again. This will give you a lot of ammo really quickly. Catch it and immediately throw it back. Most players think they are clever for countering your Vortex Shield with their own. They usually aren't prepared for you to do it again. If they are? Toss it at the other Titan instead. He will almost certainly not be prepared for it. 4) Electric Smoke|Electric Smoke is very versatile. Rush in, pop smoke, get out and shoot in for a good amount of damage and a disoriented enemy. Need to escape? Run away and pop smoke around a corner. They won't be able to see which way you went. Worried about being flanked? Pop smoke at the end of a lane to prevent enemies from coming down that lane. 5) If you can see your enemy then you can generally hit them. As long as your Titan's head can be seen over an obstacle then you can shoot over it. Of course, be careful with weapons that explode because if you judge wrong, you can end up doing more damage to yourself than they enemy. The best option is the XO-16 Chaingun|XO-16 Chaingun for this. Use it if you can but do it too much and you're asking to get trapped, flanked, and destroyed. It's much better to keep moving. End Game The end of a match generally sees one team or another rushing towards an Evac point and boarding a ship. This won't change the outcome of the match but you can get bonuses for doing well. If you die during this period, you stay dead and have to watch for the rest of hte match. 1) Staying alive might be a little tough. There are a lot of people converging on a single point on the map. Lines will intersect and it's quite easy to accidentally just end up in front of an enemy. The best solution to this is always the same. Titanfall. If you an ride a Titan to the Evac point then you'll stay safer. It's pretty hard to really harm a Titan that is constantly moving away from. When this isn't available, try to climb onto a friendly Titan instead. If either of those options fail, try to keep your head down and wait until you are close before using your Tactical Ability. This can help you stay safe but not for long. 2) Surviving until the Evac ship gets there can be a little tough. Once on board, it's largely out of your hands. It's possible to fire out of the ship to try and protect yourself but generally the part you can see out of most easily is the door... which is also opened towards the rooftop you just came from. It can give you the chance to score a kill on a Pilot who is too close but it'll be hard to see any Titans for the building. The best way to protect your ship is to try and thin the crowd while waiting for your ride. Even better, make sure your Titan comes along and leave him at the Evac Point on guard mode to distract your enemies. 3) Destroying the Evac Ship can be quite hard. It has a very thick layer of shields with some good armor underneath. Since it only really exists for about 15 seconds, you have to do a lot of damage really quickly. Try make sure you have as many Titans on hand as possible. Further, get out of your TItan and use your Pilot's Anti-Titan weapon to try and up the damage a little. If all elese fails, you can always try to drop a Titan on top of it. Don't get discouraged though, it's one tough bird. Taking down the Evac ship probably only happens in 5% of matches. 4) Evac ships tend to appear in the same spots and depending on where players are, you may be able to predict where they will appear. I'll try to cover the most popular positions but you'll have to use your own judgment based on where players are distributed. In generally, the ship will appear at whatever Evac point is least populated and furthest away from players.. Game Types Game types are the various types of matches that you can partake in. While the mechanics and most elements are the same, the strategies, tactics and equipment used in each tend to be different from game type to game type. Following will be tips for each specific game type. Attrition Attrition is the standard TItanfall game type and is much like Team Deathmatch but with Grunts and Titans. Most matches consist of an early phase where teams rush to set up positions and get kills to earn their Titans faster. After that comes a mid phase where most of the combat occurs. These are a little bit harder to predict but once Titans fall, the combat tends to focus in certain areas. The late game is usually a hard mess to discern but most players will be trying to earn another TItan in time for the Epilogue or trying to get to what they think will be the most likely Evac point. During a match, Attrition points are earned and the first team to the goal wins the match. Attrition points are gained by killing Grunts and Spectres (+1 per kill), killing pilots (+4 per kill) and destroying Titans (+6 per kill). If you manage to kill a Pilot with their Titan, this would of course net you +10 points, making it a great way to get points quickly but there are usually dangers associated with such aggressive play. Hardpoint Hardpoint is much like Domination or Territories in that the objective of the game is to hold certain areas of the map. It takes roughly 10 seconds to capture an area and having additional allies in the area makes it go quicker. Each Hardpoint generates points for the team that holds it so having as many as possible is to your advantage. The trouble is that the more Hardpoints you go after, the harder it is to hold them which can lead to losing more hardpoints than you gained in your offensive push. Killing enemy pilots, Grunts, and Titans doesn't earn you points towards your goal but it does knock time off of your TItan timer. Important to keep in mind is that since you're trying to hold positions, you're going to spend less time moving than in other game types. For that reason, you may want to change up your loadout signficantly. Give your Titan some good Anti-Titan weapons as you're far more likely to leave it alone to guard an area. For person weapons, until you get Satchel Charge|Satchel Charges or Arc Mine|Arc Mines, go with Frag Grenades and the explosives kit. Most abilities are useful but by for the most useful is going to be the Active Radar|Active Radar Pulse because it will allow you to know when someone is coming around the corner to your capture point. Also, rather than using a Smart Pistol, go with a solid close range weapon since the Hardpoints are almost (if not always) indoors. Lastly, especially if you are out of your Titan (which you will be frequently in this game type), listen very intently to what your Titan is saying. It will tell you what it is fighting, letting you know both what's nearby and if you need to assist your Titan more directly. Last Titan Standing Last Titan Standing is an Elimination style match in which each player only has one life and one Titan. Everybody starts out each round in their Titan. The Pilot is free to leave their TItan if they would like but once their Titan is gone, they won't be able to get another. Once the Titan is destroyed, the Pilot may continue on foot but if they die, they don't respawn. This allows them to still help their team if their Titan is destroyed but it prevents them from having too significant an impact that the combat between Titans becomes a secondary concern. The first team to lose all of their Titans, loses the round. If time runs out, the team with more Titans wins. If there are an equal number of Titans, the team with the most cumulative Health/Armor amongst them wins. There are 4-5 rounds with the first team to 3 rounds being crowned the winner. Capture the Flag Capture the Flag is a gametype not unlike in other games except with Titans. Titans that can carry flags. This gives you the advantage of having Shields while carrying the flag but it also makes it harder to slip away since most of the map is going to be aware of you. Also unlike in other games, because of the size of the Titans, your escape paths can be rather limited forcing you to go it on foot instead simply because the lanes have been blocked off. This almost forces an amount of strategic play in order to get the flag back since the odds will be stacked against you. Unlike most game types, getting from one part of the map to the other has never been so important. Because you wall run faster than you do on the ground, finding good chains to get you from one end of the map to the other can be a huge help in CTF. If you choose to take the flag in your Titan instead but later leave your Titan then you take the flag with you. Capturing the Flag requires that your flag be at your base and if it's not then your team needs to first recover it to score. In the middle of the match, teams will switch sides. This isn't so much an end to a round as it is just a half time. Your score is cumulative between both halves and whoever has the most captures at the end of the entire match wins. Switching sides removes all Titans and resets build timers so make sure you aren't letting your Titan go to waste. Pilot Hunter Pilot Hunter is a game that plays very much like Attrition with one very important difference - you only score points by killing Pilots. You don't earn any points for kill Grunts, Spectres or Titans. These kills still work towards your Build Timer so it is still in your best interest to do so but in the end, only the Pilots matter. The game will play very much the same as Attrition except you should expect to see more weapons focused against Pilots rather than Grunts or Titans such as the XO-16 Chaingun|XO-16 Chaingun and far fewer Smart Pistol|Smart Pistols. Maps Here, you will find a list of the maps currently available in Titanfall, along with in depth starting strategies for each map. These are here to advise you but keep in mind that each match will play out differently and that you'll have to build upon these strategies or scrap them entirely depending on the situation. Also keep in mind that any strategy put down in writing for the public to see brings with it a much higher chance that someone will come up with a counter to the strategy. Airbase Airbase has a large central area with three round sections below ground and a ring (for the most part) running around the outer edge of the map that is largely outdoors. The central area has lots of pylons and Titans can only move in certain ways down here but there's plenty of room to shoot through. ======== Early Game ======== The first and most imoprtant thing is that on this map, unlike others, the two teams don't start at opposite ends but adjascent corners. The Militia starts in the NW corner (generally) while the IMC starts in the NE corner. Most players will head towards the central N point where there is a hanger connecting the two points. You'll generally end up with a large fire fight in this hanger. This is a great way to get rid of enemy pilots but you'll very likely end up dead too. This always has a strong draw on everybody so if you can pull yourself away then you can usually farm the rest of the map for Grunts. The only real place not to go is the center as the Grunts tend not to filter into there as often. ======== Mid Game ======== Because of the layout of the map, pilots tend to be in close proximity and some very dense Titan battles end up playing out. Usually, eventually the combat spills into the center of the map where players can use the height differences to try and break line of sight with enemies. Pilots have plenty of hiding spots right in the open here. Ideally, however, this center section should be avoided. Routes through it can waste a lot of time if you are on the hunt and the openness can cause a lot of problems if you're being hunted. Outdoors, you'll find that there's not a whole lot of side to side mobility options for the TItans leading to rather frequent head to head clashes. In a lot of instances, this means you'd be best off if you were riding in an Ogre|Ogre since there's not going to be much room for escape. Keep in mind that you don't necessarily need buildings for cover. There are a lot of other obstacles (a plane, shipping crates, etc.) that can be used to protect yourself so even lighter Titan builds can be successful on this map. ======== End Game ======== Obviously, the center isn't really a viable extraction point so Evac will usually end up somewhere on the outside ring, likely on top of a building such as the Radio Tower. Remember that you can generally get around the center point by climbing over it and this is going to be the best way to get to an Evac point. Titans can take quite a while to get there since there's no easy path to the far side of the map. Try not to get pushed off the edge of the map when all the TItans do finally arrive. Angel City Angel City is a section of city scape by a harbor. The IMC tends to start in the SW corner of the map while the militia starts in the dock area to the N. On the W and S sides of the map are slightly more open courtyard areas while certain parts of the Dock have a little more space. Because of the layout of the map, Titan combat tends to be more direct and focused than normal. Because of the large buildings, it can sometimes be difficult to flank the enemy in a timely fashion but there are lots of sections where you can shoot through areas that your Titan can't go. ======== SW Corner Start ======== If you start by the apartments in the SW corner, you have a few obvious choices of paths. If you are looking to flank enemy pilots, start out headed for the building in front of you, jump through the window on the far right side. Jump out the other side and wall run to the left. Turn right and continue double jumping up the next to buildings. This will get you about as high as you can go and will likely get you out of the way of Pilots trying to farm Grunts on the ground. From here, you can easily wrap around to the left and get around behind the enemy. Alternatively, if you want to farm Grunts, turn left. You can follow the wall separating the city from the courtyard. If you are inside the city then you may bump into a player or two on this path so keep your eyes sharp. A common tactic is to run just outside the wall and watch for enemy pilots. You'll frequently see other players doing the same so be careful but this is usually safer than running through the city side. Just before the end and inside the wall will be a small open space. From here, you can generally find a large pack of grunts filing out of the large building to the right. From here, you can head up that street in front of the building and generally find more packs of grunts before the drop locations become unpredictable. Likely the worst thing to do (strategically) is to go straight for the middle of the map where you'll find an apartment building and a small statue. This tends to be a hotbed for Pilot activity. Anybody outside that area tends to have a good view of what's going on inside, making you an easy target. Stay outside on the streets and you will likely bump into pilots in a much more even combat situation. ======== N Start ======== This position is slightly weaker and less protected than the other side of the map so you'll want to get movin as soon as possible. Similar to the other team, if you are interested in killing Grunts, go for the W path (to your right). Read the previous section to be prepared for the likely paths enemy pilots would take here. Unlike the IMC (SW) team, the best way to flank the enemy is still to go left. Your team has a much more direct route along the tops of the buildings that can land you right inside their spawn zone much quicker. This will also likely net you a good number of Grunt kills but if you turn left and follow the street, you'll likely come up right behind a few players. However, the enemy team will likely try to flank you the same way by using their own path of least resistence. If you fancy yourself a team player, follow the buildings along the E side of the map and try to hunt down any Pilots coming up that way. This isn't as effective for flanking but if you manage to survive any encounters, this can leave you in a great position once Titans start to fall. You should be on the buildings just above that curved section of street near their spawn zone. ======== Mid Game ======== Regardless of which side you start on, the mid game ends up pretty similar. Once TItans start to fall and one team gets the upper hand, combat tends to push to one of three spots. If the IMC (or SW) team has the upper hand, they'll usually push their oponents back to the water. Most of the combat in this situation ends up around the large area with the shipping crates. If you are the Militia (N team) then this is the worst place to be and you should try to find a way out. There are several routes from the center of the map to enter and attack from turning this area into a barrel with big Titan shaped fish. The escape routes out the back can get you away but they are rather narrow and hard to navigate backwards while in combat. Alternatively, if the Militia has the upper hand, they will generally push through the center of the city and the combat will take place near the bend in the street that turns towards the spawn point. For the IMC, this isn't an inherently bad position because it's a great choke point. There are several flanking paths but they tend to take a large amount of travel time. For the Militia, this is definitely to your benefit though because the IMC will have enough room to rotate Titans for shielding while holding you back in narrower spaces. Go through the Courtyard to the W because this will allow you to fire into the sides of their position while keeping you in a well protected position. If the IMC can be pushed back into the market area all the way back, they'll be in a terrible position. It's hard to move around but the obstacles provide no protection and there''s really no back exit to escape with. Lastly, if the teams are relatively evenly matched, Titans will tend to start fighting in the streets around the central building, flanking and feinting to get the advantage. If you are having trouble getting a good flanking position, the best thing to do is to leave your Titan on Defense mode in a position that will help prevent flanking. Get on the rooftops and find the rear most Titan of the enemy (if he's being attacked, all the better). Either rodeo on top or use one of the tall buildings to drop heavy weapons on them. If they are busy, you should be able to take the Titan down with ease. ======== Late Game/Epilogue ======== Like most matches, the late game tends to devolve pretty quickly. Once TItans start exploding and pilots are ejecting everywhere, it's hard to predict where the next front is. Like most matches, the best thing to do is try to regroup with your team, try to get to the most likely evac site (based on who is losing) and try to reduce your Titan timer so you can go into the epilogue with good protection and heavy fire power. As the game unwinds, be prepared to find the Evac point. The most common locations are just SW of the docks by the large building or by the curved section of street near some billboards in the SW corner. The former is pretty easy for Titans to target but rather hard to get to for escaping players so practice your routes to figure out the best way up there. The latter evac point is relatively easy to get to but because there are so many crevices on these roof tops, it can be quite easy for the enemy to ambush you. Titans have a harder time getting here and it can be easier to go up the sides through the open areas rather than trying to reach it by street. Once there, unleash on the evac ship. Boneyard Boneyard a large map which has sort of an amphitheater shape to it with the W, S, and E sides funneling downward towards the middle point between them. The strange shape of the map tends to push Titan combat down while the Pilots stay on the upper rim of the map. Zip lines allow for quick traversal of the map but they also give away your position. With so many buildings and the varying ground heights, there are a lot of hard to find doors that allow you to sneak around the map unseen. ======== Early Game ======== During the early game, players will slowly work their way down the bowl to the middle though not all at once. If you stay high up and run through buildings, you can usually make your way around to their back. Minions tend to spawn along the upper parts of the bowl, particularly at the rim and this is a good place to look for them. A few players will stick to the rim for the height advantage so keep an eye out for them as you farm Grunts. If there is one thing you really need to watch out for then it's snipers. The large open map combined with the height differential screams out for snipers. When you combine that with the complex building structures, you have a haven for snipers up top. Obviously it would similarly benefit you to use long range weapons yourself. ======== Mid Game ======== As Titans enter the match, the fighting will quickly move down the bowl to the lower points. Most Titans will be hesitant to actually enter the actual bottom part of the bowl because it is so wide open creating an interesting tit-for-tat combat. Longer range weapons are absolutely a must for this map. Because the Titans tend to be a little more reserved than normal, the XO-16 Chaingun|XO-16 Chaingun can be useful for taking out enemy ground troops from a distance while still getting some damage on Titans from across the map. Since the TItan combat on this map can be a little bit more reserved, it's not necessarily a bad idea to leave your TItan on guard mode at a high point with some good cover. They can take pot shots at enemies lower in the bowl while you hover nearby taking care of any enemies that decide an Auto-Titan is too easy of a kill. This is doubly so if you happen to be playing a Hardpoint match. ======== Late Game ======== As the game winds down, make sure you are getting ready to drop a Titan. The Evac can be quite difficult because of the nature of the map. With the bowl being so much lower than the rest of the map, if the Evac is on the NW part then you could very potentially be below most of the buildings. Otherwise you're going to have to fight your way up the rim to get to the Evac ship and that may not be an easy task. This could potentially be the most vicious Titan combat you'll see all match. Colony Colony is a small/medium sized map with a warren of short buildings towards the middle which fan out towards the edges of the map. Because of the low rise nature of the buildings, Titans make for easier targets but so do any Pilots on the rooftops. The Titans have to watch out for getting trapped however as the space between buildings is minimal. Get comfortable moving around on the map and you'll be able to dominate the Titan game. ======== Early Game ======== The best thing you can do is pick up cloak to start off. Because of the way this map is set up, there's really no safe route through the map, even at the start. The only way to get around safely is to use a cloak. Stay off the rooftops and avoid going into buildings if you can. The nice thing is that similar to how hard it is to avoid Pilots, it's similar hard to avoid minions. Double check your surroundings before you start firing because you may find yourself in a situation where you are getting pummeled from all sides. ======== Mid Game ======== The Mid Game is similarly complex to the early game. However, once things get going it can generally be pretty easy to get an idea of where things are going simply because things are so tight. Titans tend to start falling right in the middle of the map and because it's so hard to get out, you'll probably see the first round of Titans fall right in the middle there. Sometimes, this will spin its way out of the center and into the open spaces outside. It's actually easier for a Pilot to get some hits on the Titans when this happens rather than in the middle of the map where you're more likely to get hit by a stray shot than you are to survive. Since there is little movement in the center, the Quad Rocket|Quad Rockets can be pretty useful. Alternatively, you can use one of the other weapons (most of them are much more precise) to much greater effect by hovering just outside the middle area. Do it right and you should be able to hit enemies in between or over some buildings to score hits from safety. As I said earlier, if you can master movement on this map, you can dominate it. If you feel confident, the Stryder|Stryder can be a great way to go on this map. If not, ditch it because if you don't know the map then your boosting isn't going to do any good. ======== Late Game ======== The late game won't be much different from the mid game. you'll likely be towards the middle of the map fighting it out when the match is closing out. To get to the Evac point, it might be better to take your Titan to the outside of the map and work your way around rather than trying to fight your way through the middle. Conversely, the Pilots will likely find the optimal path to be straight through the middle of the map. When you get to the Evac point, you may want to spend a little more defending the area if you are trying to escape. The nature of the low rise buildings allows your enemies to attack the ship from much farther away, even if they can't reach you. Corporate Corporate is the campus of the Hammond Industries robotics lab. On the E side of the map will be the main building with the lobby area and board room. Teams will start on the N and S sides of the maps at the rooftops abive tgus area. The map expands outwards from this area with some space all around the buildgins themselves. The center of the map has a large fountain the buildings form (more or less) a circle around it. This creates an interesting vision problem where your enemies could be not far down the same hall that you are in but you can't see them because of the curve. ======== Early Game ======== Oddly enough, the first thing people tend to do on this map is drop into the buildings and filter down onto the lower levels of the map. This generally leaves you free to cross on the rooftops. Try not to be too direct and you should be safe all the way across. Get to the far side, drop down into a building and you can start cleaning house. Minions for the most part either drop in pods along the outside of the map or use drop ships to drop onto the roof and enter the buildings. Pilot conflict tends to focus largely on the insides of the buildings. you'll generally have a couple of players roaming the upper hallways while most of the players will go to the main building and end up either in the lobby or in the long curved hallways connected to it. Because of the complexity of the building structures, the Active Radar|Active Radar Pulse is a great ability to have on this map. While I generally love the Smart Pistol on most maps (and it isn't bad here), some form of SMG is usually perfect. You can generally reach anywhere you can see from the buildings with an SMG and the advantage it gives inside is priceless. ======== Mid Game ======== The mid game on Corporate can tend to be pretty tame compared to most maps. The reason for this is that there aren't any Titan sized rooftops. Either you tend to be on the ground or far above them making it far more effective to use Anti-Titan weapons rather than to try and rodeo one. Most Titan combat will end up around the fountain at the middle of the map and spread out slightly to the lobby areas. It isn't uncommon for fighting to happen beyond the bounds of the buildings as well and these can sometimes get quite heated but once those resolve, Titans almost always without fail end up back at the fountain area. Since the map tends to be so circular in the middle where the most combat takes place and the combat outside the buildings tends to be so long range, your ideal weapon is probably going to be the 40MM Cannon|40MM Cannon or one of the two energy weapons. While the Chaingun seems like it might be useful in these instances, much of the combat will be very Titan focused and you'll want the extra punch these weapons provide. Alternatively, you could take the Triple Threat|Triple Threat which would be terrible on the outer rim but in the Fountain area, it has the potential to deal massive damge. The one place where it is absolutely crucial to watch out for Pilots is in the main lobby area. It's easy to forget that they are there with the intense Titan combat that tends to happen there but they can quite easily nail you from the windows leading to the upper level. ======== Late Game ======== As the game begins to wind down, you're going to want to start making your way up the buildings. There aren't a whole lot of other tall points on the map to make an evac so the ship is almost certainly going to end up on top of the building somewhere. If you can get up there, it's a lot easier to just move along the roof to get to the drop ship than try to climb the building in a pinch. Put your Titan on follow mode if you have one and lead it to the drop ship. If you can get the Titan on the rim of the map then you may have a better chance of getting the Evac ship but don't be too disapointed if you don't. This can be both one of the toughest maps to reach the Evac ship and one of the toughest maps to take it down. Demeter Demeter has a large central building with a power core at the center. Around the outside are several smaller buildings that are connected in various ways to the large building. Unlike most maps that have a lot of places where you can run between buildings on the lower level, Demeter tends to require you to climb higher to get by Titans safely. ======== Early Game ======== If you are looking for Pilots, you can do no better than heading towards the center of the map and making your way higher up the structure. You'll have plenty of company before long. Minions on the other hand will end up staying largely outside the center structure and they will spawn there as well. Cloak is a great tool early on to get through the large open spaces without getting picked off. Stay off the track just outside the center building and run a loop to get plenty of kills. ======== Mid Game ======== Once the Titans come, the combat will shift very quickly. Without a doubt, the hottest part of the map is going to become the SW corner. Titans always end up bunched up over there. This will also generally lure the Pilots as well. At this point, things get to be a bit of a mess. There's no easy way to manipulate this since there's generally so much going on at once. Sometimes the combat will spill out to the road E or N of that corner and this is your best chance. Try to stay on the outside and wait for enemy Titans trying to escape the central mayhem. This will generally allow you to clean up the Titans that are trying to escape. Most of the time, you'll probably be able to finish them off with a volley or two making them little threat to you. The big standout concern on this map are Pilots. With the structure of the map as it is with the high walkways, It's quite easy for a Pilot to get on your back while you're already mixing things up with another TItan and cause some serious harm. Hands down, the best ability on this map is going to be Electric Smoke|Electric Smoke. You will use it very consistently throughout the match. Even on offense, the simple fact that so many Titans end up so close together gives you an easy chance to score some extra damage. ======== End Game ======== Since the outer areas of the map have walkways but are otherwise rather low lying for the most part, the Evac ship is going to have to get in low and close. This makes the Evac ship and the Pilots trying to get to it pretty easy targets. Rather than trying to fight off enemies at your destination, it might be easier to try and set your Titan to Defend mode and set them as a barrier on one of the main paths. This will generally slow down the enemy enough for your ship to get away.