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  • Author's Saving Throw
    • After criticisms of not having a dedicated campaign for Titanfall, Respawn Entertainment develops a lengthy one for single-player fans to enjoy.
    • While the Downloadable Content from Titanfall was eventually made free some time after their launch, maps, multiplayer modes, new Titans and weapons for Titanfall 2 are free to all players once they're released.
    • Zigzagged with the alpha tech test in August 2016: following the first week of the test, Respawn took into consideration player suggestions on revamping game mechanics akin to the first game, as many weren't pleased with the multiple changes in the Sequel (namely movement speed, the Titan Meter only building via kills and achieving objectives and "rodeoing" Titans). The second tech test a week later incorporated these changes, but players are still divided, all the way into the game's release, on whether these implementations are fine or a detriment.
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    • Due to the complaints and divisiveness regarding the "Smart Pistol" from the first game being available as a primary weapon, Titanfall 2 relegates the weapon available in multiplayer as a "Boost" with limited ammunition instead, and as an 11th-Hour Superpower in the final campaign level.
  • Broken Base
    • Some Titanfall veterans note there's less verticality in Titanfall 2 map designs, allowing more grounds for Titans to freely move to cover, limiting Pilots' effectiveness against them. Meanwhile, other players cite Anti-Titan weaponry aren't as viable when dealing against opposing Titans in the sequel and certain Boosts are more potent than others ("Map Hack" being a primary contender). Even though Respawn continues to fine-tune multiplayer alongside every Downloadable Content update, it remains to be seen whether these changes are helpful or not.
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    • Despite the seven Titans in multiplayer being balanced with each having its own share of Weaksauce Weakness, there's concern with some players on whether the Tone-class Titan had a greater advantage due to its well-roundedness compared to the other classes (its primary "40mm Tracker Cannon" and "Tracker Missiles" ordinance are damaging at any range against opposing Titans, the Tracker Cannon can One-Hit Kill Pilots with a direct shot, its "Particle Wall" barrier absorbs all damage outside of a "Nuclear Ejection" and can launch the Titan equivalent of the "Pulse Blade" Tactical Ability for Pilots repeatedly to zone in on enemy Pilots). Even with Nerfs following the content updates specifically targeting Tone, this Titan still receives the most criticism from players.
    • Titans being more fragile, thus easier to destroy, in the second game than they were in the first: some believe this makes Titans less viable as the game-changing juggernauts they are supposed to be, but others state this gives dismounted Pilots more of a fighting chance against them in the sequel.
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    • The fact that Titans in this game are set classes, with no customization available for weapons or shield abilities and limited kit options, has upset some players who liked the varied customization choices available in the first Titanfall. Of note is this class system was intended by Respawn Entertainment to ensure designated loadouts can handle certain situations well - that players will instantly know what to expect when facing them.
  • Cliché Storm: A common complaint about the campaign from players and viewers was the story is cliche and predictable - practically everyone saw BT's Heroic Sacrifice (and subsequent Disney Death) coming a mile away.
  • Complacent Gaming Syndrome
    • Expect Pilots in Competitive Multiplayer to rock either the "Cloak" or Pulse Blade Tactical Ability, with Map Hack the most commonly used Boost.
    • Tone is the go-to Titan of choice for players, given her Jack-of-All-Stats nature, making it easy to deal enough damage against enemy Titans with her Tracker Cannon and Tracker Missiles combination, alongside the Particle Wall defensive ability negating all forward damage.
    • For Pilots who use the Ronin-class Titan (and they’re about as numerous as Tone users), the "Nuclear Explosion" Titan kit seems to be particularly prevalent. Ronin players also like to use the "Battery Back-up" Boost so they can enter their Titans with free shielding, thereby boosting the starting durability of their relatively flimsy Titans.
    • Upon bringing back "Frontier Defense" mode in the Sequel, it seems every team worth their salt will have at least one Monarch-class Titan with them, as they are the only model capable of regularly providing shields to allied Titans, especially at higher difficulties.
    • The Grapple is extremely common among players at all skill levels. For beginners, the ability to instantly reach higher levels and easily grab onto Titans is an obvious bonus, while veteran players have learned to exploit the game's physics to slingshot themselves high into the air and halfway across the map at a moment's notice. The ability to play Scorpion with your opponents is also a plus. For many players, the use of it has become so basic that they're calling for any sequels to make the Grapple standard for all pilots.
    • Among players who use Sniper Rifles, the vast majority of them will take the Kraber. Despite the slow rate of fire and physical projectile, the fact that it’s a One-Hit Kill against Pilots no matter where it hits(and can even One-Hit Polykill through penetration and/or the Ricochet mod)more than makes up for that. Not helping are the numerous “Kraber God” videos of player making deadly use of it even when going full bore with Parkour or the Grapple and Stim abilities.
  • Demonic Spiders
    • "Reapers": when players aren't using a Titan, Reapers are the deadliest of all non-Titan Mooks in the campaign, especially at higher difficulties, being the most durable, firing near-accurate "Reapers Rockets" and behaving like The Juggernaut as they zone-in on players for a melee swipe and Shockwave Stomp. Furthermore, not destroying a Reaper fast enough and they will produce a seemingly-infinite stream of Ticks (see Goddamned Bats below) until players put them down permanently. Thankfully, Reapers lose the ability to generate Ticks constantly in Competitive Multiplayer(but pick it right back up for Frontier Defense), but are otherwise no less deadly: encountering a lone Reaper without a Titan or other friendly support is a difficult fight as it is; plus, Reapers tend to drop in pairs and actively hunt targets down, thus it's not uncommon to have a Reaper or two suddenly destroy players unexpectedly if they're not careful late into a match. Fortunately in multiplayer, Reapers are either attacking everybody ("Bounty Hunt") or half of them are on your side ("Attrition").
    • For the Co-Op Multiplayer mode Frontier Defense, enemy Arc Titans and Scorch Titans gained notoriety for being incredibly hard to take down while dishing out damage to both players and the "Harvester". In particular, Scorch becomes the biggest threat to allied Titans due to its Gradual Grinder abilities. On top of that, late waves do spawn both types in droves, which forces players into spending their earned credits on more extreme tactics like "Nuke Rodeo"note  just to get rid of them before they overwhelm the Harvester.
    • And if you or your teammates aren’t paying attention, Mortar Spectres and Titans can be just as dangerous.
    • And did we mention Reapers can endlessly spawn Ticks again?
  • Ensemble Dark Horse
    • Amongst the Apex Predators encountered during the campaign, Viper gained a lot of popularity thanks to his ruthless, emotionless and professional demeanor, in comparison to some of his more boisterous, sociopathic teammates. It also helps his Boss Battle ends on quite a high note, with Viper refusing to go down so easily even after being shot out of the sky, and managing to rip off BT's left arm before Cooper finally guns him down.
    • The 6-4 squadron, largely in part to being a unique, likable, close-knit unit who provide in-game support during the campaign mission, "The Ark"; case in point, two of its members return to provide Mission Control duties in Frontier Defense.
  • Fandom Rivalry: With Call of Duty: Infinite Warfare
    • Not only were both games released within a week of one another, the heads of Respawn Entertainment used to be part of Infinity Ward and were largely credited with the ascension of the Call of Duty franchise to mainstream success. Furthermore, fans of Titanfall argue the most recent Call of Duty installments followed the trend of the first Titanfall game by taking a future warfare setting and applying game mechanics such as Double Jump and Wall Running. Finally, whereas Infinite Warfare has been heavily criticized by critics and players for high-priced Downloadable Content and microtransactions placed to help mitigate Level Grinding in multiplayer, Titanfall 2 features free post-launch support for just about everything (executions, maps, multiplayer modes, Titans, weapons). Even though Titanfall 2 does have additional paid content available, it has non-randomized, one-off purchase cosmetic bundles rather than Random Number God-fuelled microtransactions where players don't know what they're paying for until they buy it.
    • It doesn't help the games have Surprisingly Similar Stories: The War of Earthly Aggression with outer colonies rebelling against a central authority, except both series tell opposing sides - in Titanfall 2, players are a member of the La Résistance against the Mega-Corp while Infinite Warfare pits players as The Federation trying to repel a ruthless, uncivilized rebellion.
  • Friendly Fandoms: With Attack on Titan once again, especially with the introduction of the "Grappling Hook" that can latch onto enemy Titans like the series' "3D Maneuver Gear".
  • Fridge Horror: What's it say about the state of synthetics when players, as a possible sentient "Specter" Pilot, can hack other enemy Specters and reprogram them to fight on their side?
  • Goddamned Bats
    • "Ticks" in the campaign: fast, come in packs and have a fairly sizable blast radius, pressuring players to rely on Le Parkour to avoid and destroy them from a distance. Worse, if players are facing against a Reaper, they will start spawning Ticks, provided they aren't destroyed in time.
    • "Stalkers": compared to Specters, Stalkers can take more damage before they go down and cannot be hacked to turn against enemies. At higher difficulties in the campaign, Stalkers are far more accurate with their shots compared to Specters.
  • Good Bad Bugs
    • Upon release, using "Double XP" tokens in multiplayer can also double a player's in-game score, meaning one can easily win a match in Attrition multiplayer mode simply by killing AI-controlled enemies.
    • Sometimes during cutscenes, a Pilot will be floating in an invisible seat about 6 feet in front of their Titan. It really takes the wind out of Commander Sarah Briggs' sails when she's trying to inspire the Marauder Corps in the final missions when she's looking so silly.
    • If Ticks are deployed at the end of a Coliseum match, they'll stay there during the ending cutscene. Cue Pilots getting blown up whilst interacting with opponents...
    • The "Moon boots" glitch, a trick that involves getting out of a Titan while it's still playing its hover animation, which reduces the Pilot's gravity.
  • Hilarious in Hindsight: A Fan Animation called "Attack on Titanfall" featured similarly-looking characters from Attack On Titan fighting the game's Titans with grappling hooks and swords. Titanfall 2 introduces Grappling Hooks used by Pilots, and while they don't have access to swords, the new Ronin-class Titans can use a BFS. A later update added a variation to the standard Attrition mode, where every Pilot gets the Grappling Hook for their ability. What's it called? Attack On Titanfall.
  • It's Short, So It Sucks!: The primary flaw mentioned by critics and fans alike is the campaign's short length, clocking at around five to six hours on normal difficulty.
  • Most Wonderful Sound: The *ding* heard upon killing an enemy Pilot in multiplayer.
  • Scrappy Weapon: Of the shotguns available, the "Mastiff" is the least-liked by the community due to its unusual spread pattern, low damage compared to the other weapons in its category, and overall inferiority to the "EVA-8" shotgun.
  • Sleeper Hit: Amusingly, in contrast to the first Titanfall - while the game's popularity isn't stellar (especially when publisher Electronic Arts released the game a week after behemoth title Battlefield 1), it garnered good reception and reviews from both critics and gamers.
  • Spiritual Licensee: An IGN critic noted that with the considerable amount of platforming, BT-7274 acquiring multiple Titan loadouts and boss fights against the Apex Predators and their Titans, the Titanfall 2 campaign is perhaps the best adaptation of a Mega Man game from 15-years ago.
  • Surprisingly Improved Sequel: Titanfall received So Okay, It's Average reviews, with a quick, dwindling player-base due to a lack of content. People weren't expecting Titanfall 2 to be one of the best titles in 2016, scoring higher marks than its predecessor. Even critics of the first game such as "Angry Joe" and Ben "Yahtzee" Croshaw gave it positive reviews, with a lot of praise being directed towards its campaign and the varied level design.
  • That One Achievement: "Becomes The Master" (reach the top three of the leaderboard for the Gauntlet in the Forced Tutorial) is the one in Titanfall 2 most players have trouble against, requiring well-timed jumps and Wall Runs, destroying all targets and reaching the goal within a specific time limit on the dot, all while maintaining a consistent running speed.
  • That One Boss: The fight against Viper in the Northstar-class Titan - aside from being accompanied by two Scorch-class Titans, Viper's Northstar stays in the air for a majority of the fight, while accurately sniping away at players and occasionally unleashing a Macross Missile Massacre. Compared to previous boss fights, there's little room to evade since the fight takes place on top of a moving battleship; a single mis-step off the ship and it's instant death, pitting players back to the start of the fight against Viper's flunkies.
  • That One Level: "Into The Abyss", the fourth campaign level - due to BT getting itself captured, Cooper is forced to traverse alone through a maze-like factory filled with annoying platforming, a lack of properly-telegraphed navigational instructions, a much higher density of opposition and wide-open areas making it impossible to avoid incoming infantry fire. This is topped off with a Multi-Mook Melee against Specters and Stalkers in an enclosed arena, then introducing Reapers, serving as the Mini-Boss. Finally, due to Checkpoint Starvation, getting killed at any point during the arena fight (and afterwards when a path opens up to the level's exit) brings players back to the start of the arena fight. It's the hardest level in the game by a significant margin, overstaying its welcome so much that the inevitable "Short Cuts Make Long Delays" punchline invokes controller-throwing ire.
  • Tier-Induced Scrappy
    • The Ion-class Titan and Tone are considered high-tier examples, thanks to their Core Abilities dealing the most amount of damage: Ion's "Laser Core" fires a constant beam of energy that cuts through any barriers and shields, while Tone's "Salvo Core" unleashes a missile barrage that can be guided by where her Pilot aims, thus allowing the missiles to arc around and flank enemy Titans, bypassing any form of cover. In addition, both can be surprisingly effective against Pilots, due to the sniping ability of Ion’s Laser, and the Splash Damage(and minor homing ability) of Tone’s main weapon. The latter’s Sonar Pulse also makes trying to fight or even avoid one on foot a difficult proposition.
    • Conversely, Scorch is low-tier, owing to his abilities, speciality and "Thermite Launcher". Scorch is supposed to be a close-quarters specialist, yet his poor mobility and ineffective abilities and weapons prevent him from excelling in this role. Although he can directly charge at opponents using "Flame Shield" to block incoming fire, he cannot fire his weapons while using it (unlike Tone's Particle Wall or the Legion-class Titan's "Gun Shield"), nor could it be used indefinitely ("Sword Block" for Ronin). Furthermore, his slow speed and lack of dash movement means enemy Pilots and Titans can outmaneuver and outrun him; even if he does get within range, it's possible for Scorch to take self-inflicted damage from any flames created by his Thermite Launcher and "Fire Wall" ability. Players looking for a better dedicated Close-Range Combatant will ignore Scorch in favor of Ronin, whose defensive abilities and mobility allow him to easily get within range while taking less damage than Scorch could.
      • Ultimately, Scorch excels in a support role: if friendly Titans are on the field, Scorch can deny flanking routes and provide constant damage through the Thermite Launcher and "Incendiary Traps". Scorch also excels in "Bounty Hunt" mode of competitive multiplayer and the Co-Op Multiplayer mode "Frontier Defense", in which his AOE attacks can wipe out AI-controlled mooks en-masse. Also, and more ironically, Scorch's Thermal Shield means that confrontations with Ronin tend to end badly for the sword-weidling Titan.
    • The Northstar-class Titan is definitely the lowest tier of the available Titans: while her "Plasma Railgun" does a lot of damage at max charge, Northstar has low health and is essentially a Glass Cannon, meant to a designated sniper, with its "Hover" ability allowing her to bypass cover. Unfortunately, the issue is most maps do not have enough areas for Northstar to be effective at long range, and Hover lasts for a few seconds, hardly long enough to charge the Railgun to full power and land a shot. In addition, she has no defensive abilities against missiles and melee attacks, with its "Tether Trap" being easy to avoid. Whenever enemy Titans quickly close the distance, Northstar will almost always lose any toe-to-toe engagement.
      • In her defense, Northstar's main issue is that her performance is dependent on her teammates'; so long as allied Titans keep enemies busy, Northstar can maintain that distance and snipe away from afar with ease.
    • On the infantry side, X55 Devotion light machine gun is hated by some players due to how it ramps up rate of fire over time encourages hip-firing and spraying much like P90 submachine-gun of Counter-Strike infamy. Even though how accuracy works means that hip-firing is already encouraged with SMG weapon type, it became a problem because Devotion's recoil starts slow and it has a lot more ammo to waste, mitigating punishment for bad aim.
      • After a few nerfs the the Devotion, the Spitfire LMG fell into the other side of the spectrum. Descent damage, relatively low recoil, and a huge ammunition capacity that can be expanded farther.
    • The G2 is also considered over-used due to it’s utility at nearly every range, and the fact that it tends to encourage camping.
    • Among Pilot Boosts, the Pilot Sentry is often both top tier and disliked because of its strong firepower and impressive range. Catching the attention of one gets deadly real fast, especially if you can’t find cover. Map Hack is also disliked for being a Sonar Pulse that covers the entire map and works for one’s teammates as well.
  • Vanilla Protagonist: Jack Cooper doesn't have any real personality despite speaking enough to be his own character. The focus on character in the Titanfall 2 campaign is squarely on BT and the Apex Predators.
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