5 Things That Need To Return In Titanfall 2

For all the hype that surrounded Titanfall with some even calling it the ‘COD killer’ it’s no shock that the game fell short of all the high expectations many had for it but Titanfall laid the groundwork for a lot of great features. A sequel for any franchise always provides developers with a chance to address these concerns and make changes in order to improve their game. However, while there’s a lot of speculation and wish lists for what people want to see in Titanfall 2, here’s what should make a return from the first Titanfall game.

Dedicated Servers

In comparison to other FPS games, Titanfall had a secret weapon in the form of the backing of Microsoft’s Azure Cloud network. Titanfall’s multiplayer and AI was powered by Microsoft’s Azure Cloud. See, most console titles rely on a player hosting each multiplayer session. However, Titanfall has dedicated servers that run on the cloud which means no more host migrations when people rage-quit. This made Titanfall one of the smoothest first person shooter games I have ever played. This might also be why Titanfall actually managed to be made in the first place. When Respawn couldn’t afford the cash or manpower to acquire the “hundreds of thousands of servers” necessary to put players in dedicated servers, “The Xbox group came back to us with a way for us to run all of these Titanfall dedicated servers” in the form of the cloud. Shiring says that also “lets us push games with more server CPU and higher bandwidth, which lets us have a bigger world, more physics, lots of AI, and potentially a lot more than that!”

15 (or more) Multiplayer maps

Titanfall features 15 maps in all in the base game, spanning a diverse range of locations, geography, and environments. There are remote outposts, military facilities, evacuated cities and more for you and your giant mech titans to duke it out. Each map takes you to a different place and with the complains of lack of maps in some recent FPS games, it would be great for Titanfall 2 to either match the previous title with 15 maps or even better if the sequel does one better than its predecessor and launches with more than 15 maps. The maps that were to be found in the base game were as follows:


  • Airbase
  • Angel City
  • Boneyard
  • Colony
  • Corporate
  • Demeter
  • Fracture
  • Lagoon
  • Nexus
  • Outpost 207
  • Overlook
  • Relic
  • Rise
  • Smuggler’s Cove
  • Training Ground

Relatively ‘easy’ parkour

One of the things that I loved about Titanfall is that it delivered awesome new movement mechanics (wall-running, wall-jumping etc.) while still maintaining a level of relative ease to navigate all these new movement abilities while also feeling in control of your player. Titanfall’s tutorial introduces you to many of the concepts in an easy to pick up way and it did well in preparing players for the challenges faced on the real battlefield. While the gameplay and movement was perhaps one of the strongest factors of Titanfall’s success, it’s not hard to imagine that Respawn might tweak some things and even add in new movements so we hope to see the same ease of use return alongside a new tutorial to accustom us with any new movements they might introduce.

Burn Cards

Players can access the Burn Cards in the pre-game lobby. Once open, you can choose three cards that you want to make available in your next match. Between the three cards that you take in-game and the ones available in your arsenal, you can have a total of 26 cards. It’s important to manage those, so be sure to use cards each game. Once you hit your maximum of 26, you’re missing out on earning great cards that could benefit you in future matches. Burn Cards are earned through completing challenges and playing the game. Using certain weapons is likely to unlock related cards faster. Burn cards were great in the way that they added another layer of tactical thinking to your play style in Titanfall and why a ‘card’ system isn’t exactly anything groundbreaking, I certainly hope that Burn Cards make a return and that Respawn refine this system to make it even better.

The Post-Match Chase

Dropships are unarmed spacecraft that appear in Titanfall. At the beginning of matches in all Titanfall game modes except Last Titan Standing, Pilots enter the battlefield via dropship deployment. During matches, two kinds of dropships will appear. The first variety of dropships bring in teams of Grunts; they appear randomly throughout the match at various locations. They also lack shields, and can quickly be destroyed by a single Titan for a handful of extra EXP. The second variety of dropships only appear at the conclusion of matches in certain game modes, during the Epilogue.

These dropships arrive to evacuate surviving Pilots from the losing side of a match, and are equipped with heavy shields that require concentrated fire from multiple Titans to take down. If the evacuation dropships are not destroyed in time, enemy Pilots who reach them will escape and earn bonus EXP. If they are destroyed, then the enemy team’s evacuation is denied and the winners gain the bonus. This added a tense final minutes to the end of matches in Titanfall as you raced to make it to the dropship or acted as a predator lurking next to it to catch any final kills of enemy players desperately seeking out the safety of the dropship.

There’s 5 things that should return in Titanfall 2. What would you like to see make it back? Let us know by leaving a comment below.




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  1. So in one post you claim that wallrunning/jumping/etc is what’s causing the untimely demise of the FPS genre, and then in the next you claim that it needs to return in Titanfall 2….

    • I have to agree. Though imho the wall running-jumping really was just a thing that was thrown into Blops 3 and thank goodness not in a BF game(and hopefully never). Halo though Sci-fi does have thrusters as standard gameplay in H5 which I didn’t care for.

    • When Titanfall did this, it was innovative and practically unprecedented in any other major FPS games. Once this was emulated in other games, it has lost what made it so special. While it’s true the title of my article may have been hyperbolic, the sense that futuristic stale FPS games are damaging to the success and liking of the genre is not misplaced.

  2. I got the first game after I bought my X1 last June for under $10. I just couldn’t get into it. IDK what changes they could make or additions that would still make me consider buying it no matter if there isn’t many good AAA – FPS games that release by the end of 2016. No insult to anyone that liked/likes TF1. 🙂

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