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Titanfall FAQ/Walkthrough

by ExtremePhobia   Updated to v1.2 on

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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]] is probably the best if you have it unlocked), Arc basd ordnance, and a [[Cloak]]. Your Tier 1 kit can be any of the first three unlocked though I recommend the [[Power Cell - Tier 1]] 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]] 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]] 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]] 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]] 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]] 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]] or [[Arc Mine]], 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]] 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]] and far fewer [[Smart Pistol]].

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.

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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.

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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]] 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.

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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.

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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.

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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.

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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.

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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.

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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.

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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]] 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.

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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.

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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.

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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]] 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]] 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.

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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.

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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]] 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.

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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]] 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]] 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.

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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.

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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.

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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]]. 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.

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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.

Fracture

Fracture is a relatively open map with lots of space for Titan combat. The buildings aren't generally as high as some of the other maps and a few of the buildings run under the ground allowing for surprise flanks and ambushes. These low to the ground buildings also have the benefit of better protecting players inside from Titans but the roof area of most buildings is much easier to see making them less viable options for taking down Titans.

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SW Spawn ========

The IMC tends to spawn in the SW corner of the map with a Helipad behind them. The start on the high ground and generally work their way down. Many players will move down to the building directly in front of them. If you work your way to the NE corner of the building, there's a lot of windows and small spots to shoot through that keep you mostly protected. This is also the point that most of your enemy will work towards so don't stay here for too long or you're likely to have a Pilot come right up behind you. From here, most people move into the next set of buildings down the hill. These all have basements that are hotbeds of activity for both Grunts and Pilots alike.

The best thing to do is not go the direct route. Jump into the first building and follow the destroyed hallway. Wall run along the hallway and onto the roof. From here you can double jump to the roof of the next building which is a white building with a billboard on it. Jump there and head to the NE corner. Check your surroundings because you tend to be rather visibile. Frequently, you can do this fast enough that you'll catch a Pilot running just under the NE corner of the building (farthest from where you started). Wait just a split second. If they don't appear, use your Tactical Ability to help you cross to the underground area just across the dirt road below you. This will generally get you behind the enemy and mixed up with tons of Grunts that you can farm.

Kill the Grunts and come out the other side. From here, work back to your own team to come up behind your enemy. Stay alert though because any enemies that your team kills may end up spawning behind you.

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NE Corner ========

This tends to be where the Militia spawns next to a huge building with center blown out. and a cliff dropping off at the left. There are several paths you can take. You can go through the blown out building and into the small home just beyond. Many players like to work through there and then get up to the top level for some sniping. Be aware that the enemy is likely prepared for this. You can also run along the road and take the pipes through the cliff face on your right. This can put you in a good position to flank the enemy and is far less popular. That's not to say that the pipes will be empty so keep your guard up. Run through here and you can enter right in to the basement of the building at the top of the hill. Work your way up and you'll likely catch one or two people holed up by the windows in the NE corner.

You can also hop along the rooftops to the white building S of you and at the bottom of the hill. Rather than standing on top, you'll want to go in through the basement to clean up Grunts and avoid the height advantage that the enemy has. Most of your enemies will be looking for Pilots running between the buildings so if you stay far to the E near the open area, most people won't even notice you (and fewer still will have the range to hit you). Enter the basement, clear it out and then run W towards the large building on the hill. Work your way up to the top to clear some Grunts and likely some enemy Pilots.

Regardless of how you get to the building on the hill, once it is clear, go out the back and keep heading towards the helipad to the SW. This open area is generally a killing field of Grunts and Spectres. You can earn your Titan in short order by working this area.

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Mid Game ========

Once the Titans start to fal, combat will generally start off between the large building on the hill in the SW corner and the two smaller buildings slightly NE (the white building and the house). The IMC (SW team) will have a height advantage but the Militia (NE team) will have more lanes to use allowing them to flank more easily. In most instances, it's better to have your Titan on the low end of the hill and work up. Not long after that, combat will push either up the hill to the Helipad area or down the hill to the cliff area.

The cliff area has plenty of escape routes and several lanes that filter into it, making for a tense combat situation. The most important thing here is to flank and dodge as much as possible. While these areas are rather large and open, there are still jutting cliffs, buildings and trees that you can put in between you and the enemy to avoid a hit. The lanes allow you to slip into them temporarily to collect yourself. If you have allies in the "bowl" then you can come up any one of several lanes to flank the enemy and help them. You can come around the large building from the NE, down the road between that building and the house, between the house and the white building, or between the white building and the cliff side. Every one of these is an opportunity that you can exploit.

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End Game ========

As the match winds down, the combat generally ends up near one of the two large buildings and the large area beyond. If this happens, the drop ship will almost certainly end up at the other end. Most of the time, the evac ship will either be picking up at the Helipad or at the far E end of the map. At the end, you'll see a small plateau with a ramp leading up to a slightly higher point. This is also a common evac point. Because of hte relatively low rise of the buildings on the map, the only other two evac points are the two large buildings on the map (the one on the hill and the lower sprawling building with the large silver roof).

Take some time to learn how to get up on top of these buildings because they can be tricky. The Silver building to the N and the Plateau to the E tend to be the easiest. They have a pretty obvious climb. The other two can be quite time consuming. The large building on the hill very nearly requires you to come from the W or N. You can climb up the generators to get to the roof or use the wall runs in the hallway to get there. But if you are outside on the E side, it's going to be tough to get to the Evac point in under 15 seconds without using a Titan. Try coming from the low side of the map to the E, head as far S as you can and get up on the cliff next to the white building. From here, you may be able to get a decent jump on the building to get in a window.

The Helipad is probably the toughest. The reason for this isn't even necessarily scaling the building but because there's so much open space around it. If at all possible, try to get well past it and approach from the W side of the building. This will be the safest way to get up there. If you can't, the W side is always a way up as it has stairs. But this also makes it the most heavily watched. All I can do is wish you luck that the Titans are some distance behind you on this one.

Lagoon

Lagoon takes place in a fishing village with a large ship hovering in place over it. Most of the combat will take place in the shade amongst some small shacks and caves. The shacks are generally elevated slightly allowing for pilots to run underneath. The rooftops tend to be lower despite this and they are still easy targets for Titans. Nestled in the caves is a temple of some kind though rarely does combat end up in that direction.

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Early Game ========

In the Early game, Pilots will tend to move for the shack in the middle. If you want to do that, try to go a little bit slower. There isn't a lot of convenient cover there so if you go slow, you should see the shack just as the enemy is reaching it, allowing for a couple possible kills. Some Grunts will also appear here but if you really want to farm the Grunts, try cutting through the caves. You'll get a couple inside and likely make it to the other end of the map where there are plenty more Grunts. Wen you are finished with them, head back through the big shack to get the drop on the enemy.

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Mid Game ========

The Titans tend to rule this map. There's very little space for Pilots to hide while attacking the Titans so they tend to have the upper hand. The best thing to do as a Pilot is to actually hide until you've got a good shot at a rodeo. Because the map tends to be a little more open, most Titans will be regularly engaged in battle, allowing a Pilot to get a few shots in pretty safely.

Titans should stick together and fight together. Because the map has a little bit of curve to it, the inner cliff wall will probably be your best cover. Be aggressive and generally your enemy won't have a whole lot of places to escape to. Hit them hard and then back off to let your team clean up. Recover your shields and then help clean up something that your team started. With good dodging and team work, a couple Titans can hold down most of the map.

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Late Game ========

The end of the match usually has the Evac ship showing up near one end or the other of the shacks. It can be a pretty easy target on this map but so are the enemy Titans. If your team can leave a couple of Auto Titans near the evac point, they can usually cause enough damage to either kill an enemy or two (allowing you to escape) or distract them from what they were doing (allowing you to escape). On offense, you may want to instead keep some distance and attack the Evac ship from range. Alternatively, with how Titans dominate the Infantry on this map, you could be aggressive and try to kill the Pilots before they even get there. Patrol around the shack waiting for them to arrive and once the ship gets there, back off again to take it out.

Nexus

Nexus is a rather large and diverse map through which most play styles are possible. The outside of the map has tons of room for Titan battles (watch out for invisible map boudaries) while the center of the map is a large cityscape. Some streets are quite wide, allowing for good Titan battles while plenty of hidden spaces allow Titans to get around a little bit more efficiently. Buildings are tall and have plenty of alleys allowing for rapid transit and a great vantage point. Finally, the map has a couple of Heavy Turrets so make sure to get your hands on one of those if you can manage.

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Early Game ========

Teams start at opposite ends (N and S) and then generally work their way towards the middle. Most players find themselves climbing the alley ways and wall jumping to the rooftops. Get to the Heavy Turret and hack that. At that point, you can stay on the rooftops and engage the enemy pilots or you can drop off and start hunting Grunts down on the ground. If you hunt Grunts, just keep an ear for the distinct rapid fire sound of Pilot weapons. If you hear them, make sure they aren't directly above you or you may end up dead soon.

The streets that loop around the city proper are going to be good spots to find Grunts but some of the wider alleys will also have them. These can be particularly lucrative because they will all bunch up for a quick easy group kill. A good alternate route is to go the E side of the map. There's a lot of space out here and sometimes you'll find a couple groups of Grunts out in the open for clean up. Be aware that your Grunts do the same and so you should expect a Pilot or two to show up here.

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Mid Game ========

Once the Mid Game gets underway and Titans start appearing, combat will end up in the more open areas. The two huge hot spots are the long street on the W most side of the city and the large L bend a little further into the city near the N end. Titans tend to collect at both locations for some good bouts. If you tend towards the L bend, you'll probably better off with the [[Quad Rocket]] but in the W side you'll probably prefer something with a little bit more range like the [[40MM Cannon]].

Because of the verticality of the buildings, Pilots will be able to take pretty easy pot shots at you so be careful. This is particularly true of the W side of the city where combat is a little more intense and there is far more city behind them to escape into. Sometimes the battles will move towards the S end of the map and up that small hill. Keep in mind that Turret to keep yourself safe. It doesn't take a whole lot of hits to take down so in a pinch, feel free to do that to ease the burden.

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Late Game ========

Since Titans have such a strong presence on the map, the best thing to do is ride a Titan to get to the Evac point. Watch out for the Heavy Turret because there's no worse way to die on the way to Evac than that. If you happen to find yourself without a ride, try to stick to the alley ways. Wall run but don't go to the roof or the ground to stay out of the way. Evac will frequently tend to be the N most building or just at the mouth of the longest alley. These both actually provide an unusually good vantage to protect the ship so use it.

Outpost 207

Outpost 207 is possibly the smallest map available. Players start on either the N or S ends of the map. They have the option of a high road or low road. The low road leads to a large gun emplacement on the E side of the mapd and has some buildings on the left. The high road is rather rocky and has buildings on either side. On either end is a little bit of space for some Titan combat. On the NE side of the map is a Heavy Turret.

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Early Game ========

Because of the size of the map, the Early game of Outpost is hectic and ends quickly. The high road is definitely the place to be but keep your wits about you as you'll surely bump into Pilots. If you are rocking a [[Smart Pistol]], wade right up the middle of the road. This will almost certainly get you killed but there will be so many Grunts that you'll make a lot of time in that run. If you can manage it, run up the middle, take a couple of shots and dart into a nearby building. Rinse and repeat to hopefully stay alive and still reap the rewards.

Without a Smart Pistol, hop into the buildings and find a window. Just start picking targets and shooting. If you can manage it, focus on Pilots (though there will be so much going on and so many [[Cloak]] it will be hard to tell). If you can pick off a Pilot or two, you may keep one of your fellow Pilots alive. After this initial conflict, the combat in the pathway will die down a little bit but not much. Combat will end up moving into the buildings and onto the rooftops a little bit more. You'll also see more combat on the lower road as well. Titans will be arriving soon.

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Mid Game ========

This will be every bit as crazy as the beginning of the game. Most of the Titan combat will take place on the high road or at either end. Generally speaking, this will leave plenty of chances for Pilots to get a couple shots in. Titans tend not to last very long on this map just because there is so much fire happening. In fact, it may actually be to your benefit to only have a couple of Titans on the map at a time simply because the sight lines are so narrow that you may spend more time hitting the back of a friendly Titan than hitting the enemy.

On foot, just try to find a good window or two and unload a clip from there. After that, move to the next window and shoot again. If you continue to do this, you should get a good amount of damage in without drawing too much attention. Just remember to draw your primary when moving to the next spot. There's a high chance you'll run into an enemy on the way.

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Late Game ========

As the game winds down, you'll be making for an Evac. The most popular Evac point is certainly going to be the large cannon. There's generally far less action there so it tends to appear there. Interestingly, as a Titan you almost have as much of a risk of being pushed right off the map here as you do being destroyed in regular combat. If you are attacking, leave your Titan near the cannon and climb up onto one of the nearby buildings. This will put you in a much safer position to attack the Evac ship than on the ground.

Overlook

Overlook is a rather dense map covered in industrial metal and green foliage. Most of the fighting space is actually rather clean and clear but it also includes lots of nooks and cranies. There are multiple large levels throughout the map with long hallways and small nests of interconnecting rooms between them. Outdoors, you'll see lots of green but the combat still takes place on the industrial platform.

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Early Game ========

From the outset, you can work your way around the outer platforms to find Grunts and get some kills or you can work your way into the center where you'll find more pilots. At the start of the match, most of the Grunts will appear around the outside, particularly on the corner areas but it won't be long before they start to populate the insides too. You'll find them quite frequently in the large hallways rather than the small indoor areas. There's so much intricacy to the map that you'll have trouble finding or avoiding Pilots early on because they can end up anywhere pretty quickly.

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Mid Game ========

Once the Titans start to fall, Pilots will start to collect in the larger areas. Combat will move away from the tight cramped areas to the large hallways and open outdoor platforms. Primarily, the combat will take place on the large corner platforms with complex flanking taking place out there. There's some cover but not a whole lot so it's generally far more important to find your allies and stick with them. The ability to do damage more quickly to an enemy and take them out before they do serious damage to you is important on this map.

In between bouts with enemies, you may find a good amount of time to clean up some of the Grunts. Of course this can be ignored outside of Attrition but it's a good way to grab points on this map when Titans are on other parts of the map.

Keep in mind that there's a considerable amount of cliff face around here and that a good punch from a Titan can knock you right off the map and to your death. And remember to use this to your advantage.

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Late Game ========

The map is large enough that it can be a little difficult to cross in a hurry. Work yourself to the middle of the map or perhaps stay near the cliffs if you happen to already be there. Evac will probably be on one of the larger outer platforms in the NW or SE corners since there aren't really and rooftops to get to. These make getting there easier but it also makes it easier for the enemy to get there too. Remember you can always punch Titans off the map in a pinch. I've sometimes seen several Titans clump up on a platform so try not to get crushed on the way to the ship and try to thin the ranks a bit before boarding.

Relic

Relic is a medium sized map with a large ship that has crashed smack in the middle of it. The Ship goes across the map from E to W towards the S end of the map. At the S end will be a smaller area in the shadow of the ship (though stlil plenty of room for Titans). On the N side of the ship is far more space with several relatively tall buildings. Inside the ship are various catwalks up high with a large section in the middle that is wide open and tends to host some early fire fights.

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Early Game ========

Generally both teams tend to rush towards the middle of the ship right off. This opens up with some intense firefights in the belly of the ship. If you're interested in partaking, head up the ship and you should be able to find a slightly more elevated or obscure enterance. This will allow you a better, safer vantage point. You can also work your way around the tail of the ship and go by this way. You'll be able to find some Grunts this way. Keep in mind that this is likely not much safer than going through the ship. Get through here unscathed though and you potentially have a great flanking situation set up.

Not long after the initial skirmish inside the ship, you'll find the combat will spill out to the N side of the ship. Things will get a little more elevated (Titanfall humor!) and hectic out here. Try to stay out of the street closest to the ship because this is where most attention will be focused.

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Mid Game ========

When the Titans come, the combat generally doesn't move very much. It'll still largely be focused next to the N side of the ship but it will start to spread out more into the buildings N of there. The streets nearby will be home to a couple of battles and you may possibly find some use for the large space at the very N end of the map. The buildings here are just the perfect height to harrass Titans but they are also just short enough that Titans can tend to fight back so don't linger too long.

Use the gridlike nature of the streets to keep moving and stay out of the way of incoming fire. There's plenty of potential for great movement on this map so use it. A skilled Pilot with a little bit of luck could make a Titan last a whole match on this map.

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Late Game ========

Because the Titan combat tends to be so dense on this map, getting free to get to the Evac site is sometimes difficult. A lot of times, most Titans will finish their combat before heading to the Evac site and so the Evac process will be pretty simple. Either most of the winners Titans will be present or absent. Usually the Evac ship either gets pounded or it gets away with hardly a scratch. It tends to appear on the N end of the map around the edges.

Rise

Rise is a long dusty map with burrows and tunnels in the middle and open spaces and buildings on either end. While it might seem like a relatively straight forward map, there's still a lot of space for wiggling in the tunnels and large windows for shooting every which way. The construction of the tunnels allows Pilots to generally get across the map in one piece, if not entirely in a timely fashion.

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Early Game ========

It's hard to not hit a rather straight forward battle in Rise if for no other reason than the middle of the map almost forces you into a head to head conflict. That's not to say that there aren't ways around. Don't take a straight path but rather dodge in and out of buildings to get further ahead without getting shot.

A common tactic is for players to set up behind barrier and cloak so it's hard to see them. They then wait while aiming for the enemy to appear and then take down a Pilot or two. You can apply this yourself or you can try to get around and behind them. You'll find quite a few Grunts at the rear of the pack crawling around in buildings or even just standing around outside. The ideal weapons on this map would probably be the [[Smart Pistol]], [[R-101C Carbine]] or [[C.A.R. SMG]]

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Mid Game ========

Pretty consistently and without fail, the TItans will end up on one end or the other (sometimes both) fighting it out. These lead to some interesting battles because they form a sort of arena for the TItans. There are structures in the middle of them to provide some cover. Elevated areas that are hard to hit from which Pilots might attack and a couple different entrances into each through which new Titans may enter and flank you. Thankfully, the rooftops are pretty open so you can generally score some easy kills on pilots off of them.

Sometimes battles will end up in the hallways but these never go particularly well. They generally turn into just pelting each other and there's quite a bit of places a Pilot can board your Titan. Even then, the Pilots tend not to have a whole lot of places to run to after they attack a Titan so if it doesn't go down, you're in a bit of trouble. The one thing you certainly need to be successful in the tunnels is the [[Vortex Shield]]. Since you are so much more likely to get hit from the front, it's a great way of protecting yourself. The Particle wall is also effective but I find the single use to not be as effective as the Vortex Shield, especially if alone.

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Late Game ========

The Late Game can be a little bit torturous. The ends of the map where the Evac ships will land tend to be loaded with Titans and the rooftops are very exposed. You'll probably want to stay inside one of the buildings just before the ship arrives and then make a made dash for it. If you can get up to the catwalks above, attack Titans from there to thin the crowd and you might have an easy fall on to the dropship to get out.

Smuggler's Cove

Smuggler's Cove is a somewhat large map with a run down shanty town. One section of town (to the S) is realtively low to the ground but there are also some somewhat tall buildings to the N as well. A lot of the combat tends to take place between these two sections of the map and then spread W to some slightly more open spaces.

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Early Game ========

When playing on this map, you'll find most of the Grunts mixed in amongst the buildings but that is also unfortunately where most of the Pilots will be. The best thing to do is to try and take a particularly low route to stay out of the way. This isn't entirely safe but it gives you the best chance of moving around unnoticed. Shoot through the tunnels below the city and keep your eyes open. If you get to the other side, pop up and work your way through the other side of the city.

A little ways to the W, you'll find a Heavy Turret but try to stay away from the water as you won't last long out there.

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Mid Game ========

Once the Titans come, the battles will end up more street level. There's a few larger roads on the N, E and S sides of the map that the Titans tend wind up on. Titan combat tends to end up closer to the N side than anything else. The rather short buildings in the middle coupled with the higher buildings on the N and S sides tend to make being a Titan a little bit more of a pain. Enemies can fire at you from a pretty good distance and still score kills. Consequently, making your way along the streets as a Pilot becomes nearly impossible. 

There are quite a few side streets on this map so you'd be pretty well off in a [[Stryder]] if you can handle that. Since it's quite possible to get hit from the other side of the map, the [[Particle Wall]] also isn't a bad idea since you can set it up behind or to your side, allowing you to ignore those directions and focus on any aggressors.

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Late Game ========

Evac ships tend to arrive either at the N end or the S end of the map. With the relatively short buildings in the middle, the ship is obviously a pretty easy target but there's not much to be done about that. You'll need to try and kill as many Titans as you can before you make your way for the Evac point in order to get away. Thankfully, if they are that far away, a Pilot's relatively small size will make them difficult to hit. Attacking is generally pretty easy on this map but getting there can be a little tough if the water way is in the way so you may want to try to be on the E side so you can get there quicker.

Training Ground

The Training Ground is a medium sized map that is, for all intents and purposes, symetrical. There may be some minor differences but when you're running around the map at full speed, you'll hardly notice them. The large training area is split in two by a large hanger in the middle of the map. You can go around the N or S end of it to get to either side. The open areas will have quite a bit of Titan combat going on. Heavy Turrets are present on either side and will constantly hit the enemy and their Titans, serving as a great distraction if nothing else.

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Early Game ========

During the early game, combat will focus largely inside the central structure. The best thing to do is to go to either the N or S end and enter from there. That will usually allow you a good side flank attack on the enemy. Alternatively, you can head straight on through rather than turning to the center and you can sweep up the Grunts hanging around just outside.

After the initial contact, the combat will start to spin out a little to the areas and smaller buildings outside. Usually, a player from each team will be trying to hack the Heavy Turrets see keep an eye for shadows trying to run past. While the combat may end up spreading out a little, it will still be largely centered on the building in the middle. Hang around the buildings just outside and you'll pretty consistently have enemies heading towards the center allowing for easy kills.

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Mid Game ========

The combat area doesn't change much once the Titans arrive. Combat will still revolve around the center though far less of it will actually happen there. More wlil happen in the immediate area around it. This is for good reason. Inside the building, there isn't a whole lot of room to move around for a Titan. Try to stay out of there unless you are crossing to the other side (and even then, it is dangerous).

More of the out door space will be used just because of natural movement. There's a little bit more space to the corners of the training facility. Always keep an eye on turrets in case they change sides. They don't take a lot to bring down but if they start shooting at the wrong moment, it could bring you down. Most of the buildings are relatively short so feel free to get rid of any pesky Pilots that are hanging out up there. This also causes a problem with staying alive because you can still sometimes be hit over the buildings if you aren't careful.

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Late Game ========

The Evac ship can appear pretty much anywhere except for the building in the middle. Sometimes it appears right in the middle of one of the sides of the map making it a painfully easy target. While everyone is looking up at the Evac ship, you can generally get some clean shots in on the Titans pretty easily. The toughest part here is staying alive as a Pilot because of the short buildings. Any pilot will be a much easier target up there than on the ground. For that reason, stay low until the last minute. Just watch out for moving Titans. When you're inside of a building, it's not always easy to tell if a Titan is coming up the road.

Campaign

The Campaign, rather than consisting of single player levels consists of 9 matches on a particular set of Maps. While in the lobby before the game, you'll hear some story dialog and before the match starts, you'll see a short scene. Throughout the match, you'll hear radio chatter amongst the various characters of your faction talking and you may see unique characters or AI controlled Titans at the very beginning of the match. The Titans usually exist until they are destroyed but what happens to the characters who handle them is anyone's guess as obviously the enemy couldn't be allowed to kill them for story reasons.

The set of campaign matches is identical for everyone on both sides except that you just get to see the other side of the story. They always play in the same order and are either Attrition or Hardpoint matches. Since the set of missions will be in the same order, it will be broken down by mission and then by faction in this walkthrough.

The Refueling Raid

The Refueling Raid is the first campaign mission taking place on the map Fracture. It is a Hardpoint match where holding certain points on the map either earns fuel for your team (Militia) or prevents the other team from collecting fuel (IMC). It plays out just like any other Hardpoint match on Fracture.

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General Strategy ========

I would recommend a specialized Hardpoint [[ Pilot Loadout]] with (ideally) an SMG, [[Hammond P2011]], [[Active Radar]], [[Power Cell - Tier 1]], [[Dead Man's Trigger - Tier 2]]/[[Guardian Chip - Tier 2]]/[[Minion Detector - Tier 2]] (in that order), and [[Satchel Charge]]. If you can't use the Satchel Charges then go [[Frag Grenade]] and use [[Cloak]] instead of Active Radar if you don't have it available yet. Equip your Titan with the [[Particle Wall]] or [[Vortex Shield]], the [[40MM Cannon]], [[Rocket Salvo]], [[Regen Booster - Tier 1]] and [[Survivor - Tier 2]].

When you have your Titan, set it up on Guard Mode AI and hover around the Titan. It will inform you of how many Pilots and TItans are nearby while informing you of what it will do. You can then help it or manage any other threats on the ground. This turns you into a two man defensive power house. Usually, I would let it handle things on its own. The 40MM Cannon will slow down enemies at a pretty good range regardless of if they are a Pilot or Titan. When your TItan gets into a serious fight with a Titan, jump in to help it out.

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IMC ========

The IMC will start in the SW corner. There will be an AI controlled Titan helping you out at the start but don't expect too much from it. The other team will likely focus on it and take it down rather quickly at the start. Hardpoint A will be right next to your drop zone at the Helipad. Make sure that someone is capturing it before you continue on. With that first point being captured, you can head for Hardpoint B which is on the far E section of the map. You can go in through the buildings to get there or wrap around outside and apporach it from the E. I recommend the latter. It takes a little more time and it will have you entering the building after your enemy, giving you the advantage.

Hardpoint C is on the N part of the map near where the Militia spawned. They will almost certainly start out with that so it's going to be a fight to take it. If you can manage to hold the first two points then I wouldn't even worry about the third point. You'll continue to collect points at twice the rate that they are and it's more important to maintain that than risk losing a winning situation to gain more that you don't really need.

You'll want to set up shop probably at Hardpoint B. It's going to be the hardest to hold on to so this is likely where you'll want to put yourself. Keep in mind that this Hardpoint is right next to a large open area on the E side of the map and you'll likely have to contend with Titans coming down that way frequently. Infantry will instead likely come through the building itself. If you can hold this position, you're halfway to winning this battle.

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Militia ========

The Militia will start at the N end of the map and Hardpoint C will be right in front of them in a broken down building. Make sure somebody is capturing that before moving on. Hardpoint B would be the next logical choice but the IMC are slightly closer to it so it might be a little harder to take. You could alternatively go for Hardpoint A which might have slightly more lax defenses since it's so far back in IMC territory. Generally, the plan is going to be to go for B instead though.

Try to approach the point from the E side. You will come in from outside and might be able to get the drop on the players who more commonly come in through the basement. If you can hold on to this point then there's little reason for you to move on and take point A. If you lose B at any point, you can possibly make things easier by going after point A first. You'll likely die but you will also draw enemies away from point B, allowing you to take it again.

Once you have a Titan, set it up on Defense AI next to point B. Watch out for Titans approaching down the lanes on either side of the building. Hang around just outside the building and out of view. If someone tries to take the point, they'll usually come in from the other direction, approach the Hardpoint and then turn around to check for followers. This is the perfect time to swoop in and kill them. Hold points C and B and the match will be yours.

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The Colony ======

The Colony is an Attrition type match on the Colony map. There is a semi-important change to the nature of the game that should be noted. Unlike a normal game of Attrition that starts out with Grunts and works up to Spectres part way through the match, you'll start with Spectres on the field immediately. They aren't that much tougher for the most part but they are more dangerous to Titans and act more like Pilots. If you have the "Spectre Camo" or "Wifi Virus" burn cards, both can be particularly useful on this mission.

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General Strategy ========

Like most Attrition matches, I recommend playing with two different [[ Pilot Loadout]] throughout the match. The first will be a lighter weight [[Smart Pistol]], [[Cloak]], [[Minion Detector - Tier 2]] set up. The second should be a more powerful anti-pilot weapon. On this map, I would go with the [[R-101C Carbine]] or [[Hemlok BF-R]] (generally good choices) with your choice of ability. You could also use a third Pilot loadout consisting of a Titan Killer class with a heavier primary weapon such as the [[Spitfire LMG]], [[Satchel Charge]] and the [[Warpfall Transmitter - Tier 2]].

Your Titan should definitely be equiped with the Electric Smoke on this mission. Because of the nature of the buildings in this mission, you should expect to boarded frequently. Depending on the role you want to take, the Quad rockets can be quite effective because of the lack of side to side movement available but the 40MM Cannon and Chaingun will be better able to shoot over the buildings.

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IMC and Militia ========

As with most Attrition matches, after the first minute or so, it doesn't really matter which side you are on. Try and make your way through the yards of buildings while avoiding the rooftops and insides of the buildings where enemy players will likely be prowling. When your Titan falls, make use of the outskirts of the Colony to get around. You can take your TItan into the center of the town but be careful as things can get really messy very quickly in there.

The Odyssey

The Odyssey is an Attrition match on the map Relic. Most of the combat will take place inside the ship or to the N of it in the small town next to the ship. While this won't actually affect the match, the goal is to buy time for the colonists here to escape.

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General Strategy ========

Like most Attrition matches, I recommend playing with two different [[ Pilot Loadout]] throughout the match. The first will be a lighter weight [[Smart Pistol]], [[Cloak]], [[Minion Detector - Tier 2]] set up. The second should be a more powerful anti-pilot weapon. On this map, I would go with the [[Hemlok BF-R]] with your choice of ability. You could also use a third Pilot loadout consisting of a Titan Killer class with a heavier primary weapon such as the [[Spitfire LMG]], [[Satchel Charge]] and the [[Warpfall Transmitter - Tier 2]].

Your Titan would probably benefit from the Vortex Shield on this map simply because the Archer Rockets are so prevelent. A Stryder class Titan can get around pretty well and any type of weapon should be effective on this map. However, precision weapons have good potential to shine here simply because of how much Pilot to Titan combat you'll likely be facing.

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IMC and Militia ========

As with most Attrition matches, after the first minute or so, it doesn't really matter which side you are on. The key to this map is trying to hold the high ground. There are lots of areas that are quite high up and quite difficult to attack. This will allow you to kill those below with impunity and play a bigger role in the Titan/Titan combat (or prevent the same from the enemy). Most of the combat will take place along the N face of the ship so try to get a good vantage point there with a good quality medium range weapon for maximum effect. 

Get Barker

Get Barker is an Attrition type match on Angel City that has you finding a key player in the upcoming battles. You'll have to battle the enemy to either buy them time to escape or try to figure out what the enemy is trying to accomplish here.

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General Strategy ========

Like most Attrition matches, I recommend playing with two different [[ Pilot Loadout]] throughout the match. The first will be a lighter weight [[Smart Pistol]], [[Cloak]], [[Minion Detector - Tier 2]] set up. The second should be a more powerful anti-pilot weapon. On this map, I would go with the [[R-101C Carbine]] or an SMG with your choice of ability. You could also use a third Pilot loadout consisting of a Titan Killer class with a heavier primary weapon such as the [[Spitfire LMG]], [[Satchel Charge]] and the [[Warpfall Transmitter - Tier 2]].

I find that with the amount of cover available, the high defenses of the [[Ogre]] are a little unnecessary and the speed boost of the [[Stryder]] tends to be wasted. Go with an [[Atlas]] so you can pop out of cover and deal some extra damage before getting back in to cover. [[Electric Smoke]] can be useful here but I'd go with the [[Vortex Shield]] simply because teams tend to stack up and your Vortex Shield can protect several Titans rather than just yourself quite frequently on this map. You'll rarely interact with Pilots once in a Titan (you'll generally have the upper hand) so go with a weapon that's good against Titans.

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IMC and Militia ========

As with most Attrition matches, after the first minute or so, it doesn't really matter which side you are on. While the central building might be calling out to you, try to avoid it as it tends to be a death trap. There's a reason why there seems to be a couple of minions in that building at all times and that's because people rarely go in there. When they do, it's usually for a brief moment on their way to somewhere else.

Rooftops can be quite high and useful but they can also be a little out of the way so they don't always provide the best locomotion. The two mid-height buildings on either side of the plaza in the center are popular stomping grounds for Pilots part way through the match as they try to find a safe vantage to attack Titans. Try to avoid this because it makes you an easy target for Pilots who know this and keep an eye up there yourself for potential easy kills.

This map is one of the best maps to just roll around with the Smart Pistol the entire match if you like. The streets are constantly filled with Grunts and you can get quite a few points just hunting them down. Because of this, it's a lot easier to go unnoticed on the streets as well.

Generally if you can trap your opponent in the dock area or if you can manage to hold the curved section of street in the SW corner of the map, you'll have a pretty good start towards winning this match. Very rarely do either of these situations result in failure.

Assault on the Sentinel

This mission is an Attrition match on the map Outpost 207. As with most matches on this map, the high rocky road can be quite a mess of combat. Keep alert or you'll end up dead more often than not.

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General Strategy ========

Like most Attrition matches, I recommend playing with two different [[ Pilot Loadout]] throughout the match. The first will be a lighter weight [[Smart Pistol]], [[Cloak]], [[Minion Detector - Tier 2]] set up. The second should be a more powerful anti-pilot weapon. On this map, I would go with an SMG with your choice of ability. You could also use a third Pilot loadout consisting of a Titan Killer class with a heavier primary weapon such as the [[Spitfire LMG]], [[Satchel Charge]] and the [[Warpfall Transmitter - Tier 2]].

Your Titan can use just about any set of weapons on this map. [[Electric Smoke]] is a huge must on this map just because you will constantly be surrounded by buildings with Pilots in them. Because of the nature of the map, you're very likely to get hit so you're probably going to want the hardy [[Ogre]] on this map to make up for it. I highly recommend the Nuclear Ejection on this map simply because the map is so tight that it's very hard to escape the blast.

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IMC and Militia ========

As with most Attrition matches, after the first minute or so, it doesn't really matter which side you are on. You can rush the rocky section of the map and try to get a few kills real quickly but you won't last long. The goal in this situation is just to benefit more from what you do than the person benefits from killing you. You're looking to get at least 6 or 7 Attrition points by doing this or it isn't worth it. A Cloak and a patient Smart Pistol can really reward you here.

Alternatively, you can take a decent ranged weapon and climb up on one of the buildings on either end. Use them to take out the Grunts and Pilots in the middle of the fray from relative safety rather than wading in. The bigger danger than your victims will actually be enemy Snipers looking for you to prevent you from doing the same. Keep your eyes peeled for thick tracer lines and listen for high powered rifle shots.

Once the Titans fall, it becomes something of a mess. If you have a Titan, try to stay on one side of the center and just fire whatever you can into the middle of the map. Just because of the sheer number of bodies in there, you should end up helping out while staying relatively safe. You could also leave your Titan at the end on Guard mode and use your Anti-Titan weapon to score some extra hits. Just remember that standing still at any point on this map for more than a few seconds is likely to get you killed.

Here Be Dragons

Here Be Dragons is a Hardpoint Domination match on Boneyard. Point A is in the N, Point B is in the SE and point C is in the SW.

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General Strategy ========

I would recommend a specialized Hardpoint [[ Pilot Loadout]] with (ideally) an SMG, [[Hammond P2011]], [[Active Radar]], [[Power Cell - Tier 1]], [[Dead Man's Trigger - Tier 2]]/[[Guardian Chip - Tier 2]]/[[Minion Detector - Tier 2]] (in that order), and [[Satchel Charge]]. If you can't use the Satchel Charges then go [[Frag Grenade]] and use [[Cloak]] instead of Active Radar if you don't have it available yet. Equip your Titan with the [[Particle Wall]] or [[Vortex Shield]], the [[40MM Cannon]], [[Rocket Salvo]], [[Regen Booster - Tier 1]] and [[Survivor - Tier 2]].

When you have your Titan, set it up on Guard Mode AI and hover around the Titan. It will inform you of how many Pilots and TItans are nearby while informing you of what it will do. You can then help it or manage any other threats on the ground. This turns you into a two man defensive power house. Usually, I would let it handle things on its own. The 40MM Cannon will slow down enemies at a pretty good range regardless of if they are a Pilot or Titan. When your TItan gets into a serious fight with a Titan, jump in to help it out.

Regardless of side, set up at point B. Place your Titan behind the mesh wall at the top of the hill above it and set it to Guard Mode with a 40MM Cannon. You'll be free to handle enemies down below and it'll have a good view of a large portion of the map. It becomes instant Suppression over a large section of the map while remaining well protected. When well maintained, this set up can easily protect point B without any help from other players.

^lc1  

The Three Towers

 Not the best picture since the Titan is facing away but that's the exact position you want. Because of the height and the position of the fence, it's protected very well from enemy attack.

The Three Towers

The Three Towers is an Attrition match on the Airbase map.

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General Strategy ========

Like most Attrition matches, I recommend playing with two different [[ Pilot Loadout]] throughout the match. The first will be a lighter weight [[Smart Pistol]], [[Cloak]], [[Minion Detector - Tier 2]] set up. The second should be a more powerful anti-pilot weapon. On this map, I would go with the [[R-101C Carbine]] or [[Hemlok BF-R]] (generally good choices) with your choice of ability. You could also use a third Pilot loadout consisting of a Titan Killer class with a heavier primary weapon such as the [[Spitfire LMG]], [[Satchel Charge]] and the [[Warpfall Transmitter - Tier 2]].

The best set up for this map is going to be an [[Atlas]] with the [[Quad Rocket]]. You can go either [[Vortex Shield]] or [[Electric Smoke]], either will do. Because of the cramped nature of this map, there's not a lot of room to move around and generally very little distance between you and your enemy allowing for the Quad Rockets to generally reach their target quickly and without missing. The Vortex Shield is to protect you when you can't maneuver and the Electric Smoke is useful because everything is so tight. Frequently, you can hit several Titans or Pilots at the same time. Pilots that try to disembark when you pop smoke, generally hit their head on something and have trouble escaping causing massive damage (likely death).

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IMC and Militia ========

As with most Attrition matches, after the first minute or so, it doesn't really matter which side you are on.  Usually matches will start with a large firefight in the Hangar between where the two teams spawn. 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.

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]] 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.

The Battle of Demeter

The Battle of Demeter is a Hardpoint match on Demeter. The Militia starts in a unique section of the map to the SW that isn't normally accessible. They'll run up the hill, smash through the gate (rather quickly) and the game will begin like normal. Point C will be closest to them, point B is in a large chamber in the middle of the map while point A is on far NE side by where the IMC start.

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General Strategy ========

I would recommend a specialized Hardpoint [[ Pilot Loadout]] with (ideally) an SMG, [[Hammond P2011]], [[Active Radar]], [[Power Cell - Tier 1]], [[Dead Man's Trigger - Tier 2]]/[[Guardian Chip - Tier 2]]/[[Minion Detector - Tier 2]] (in that order), and [[Satchel Charge]]. If you can't use the Satchel Charges then go [[Frag Grenade]] and use [[Cloak]] instead of Active Radar if you don't have it available yet. Equip your Titan with the [[Particle Wall]] or [[Vortex Shield]], the [[40MM Cannon]], [[Rocket Salvo]], [[Regen Booster - Tier 1]] and [[Survivor - Tier 2]].

When you have your Titan, set it up on Guard Mode AI and hover around the Titan. It will inform you of how many Pilots and TItans are nearby while informing you of what it will do. You can then help it or manage any other threats on the ground. This turns you into a two man defensive power house. Usually, I would let it handle things on its own. The 40MM Cannon will slow down enemies at a pretty good range regardless of if they are a Pilot or Titan. When your TItan gets into a serious fight with a Titan, jump in to help it out.

Regardless of which side you start on, the battle is generally going to be over point B. Holding the points on both ends can be nearly impossible because of the distance. Lay satchel charges all over B and equip the Dead Man's Trigger kit to make it a nightmare to try and take that area. Titan battles will rage outside so it's important that any Pilots inside try to participate in the battles outside when they are free to do so. There are several paths leading out of the middle section to a higher catwalk which provide more protection. Don't stay in one spot too long however because these points are still very reachable for Titans.

Made Men

This mission takes place on Corporate as a Hardpoint Domination match. As with most matches on this map, both teams will start on the rooftops. The Hardpoints are in the three main buildings with one in each arm and one in the middle foyer area.

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General Strategy ========

I would recommend a specialized Hardpoint [[ Pilot Loadout]] with (ideally) an SMG, [[Hammond P2011]], [[Active Radar]], [[Power Cell - Tier 1]], [[Dead Man's Trigger - Tier 2]]/[[Guardian Chip - Tier 2]]/[[Minion Detector - Tier 2]] (in that order), and [[Satchel Charge]]. If you can't use the Satchel Charges then go [[Frag Grenade]] and use [[Cloak]] instead of Active Radar if you don't have it available yet. Equip your Titan with the [[Particle Wall]] or [[Vortex Shield]], the [[40MM Cannon]], [[Rocket Salvo]], [[Regen Booster - Tier 1]] and [[Survivor - Tier 2]].

When you have your Titan, set it up on Guard Mode AI and hover around the Titan. It will inform you of how many Pilots and TItans are nearby while informing you of what it will do. You can then help it or manage any other threats on the ground. This turns you into a two man defensive power house. Usually, I would let it handle things on its own. The Quad Rockets is quite useful on this map where other longer range weapons are not.

Like most Hardpoint matches, everything is going to hinge on your ability to hold point B. Drop all sorts of Satchel Charges, have your Titan nearby and use Active Radar as much as possible. There are so many paths into B that it's almost impossible to protect yourself. In fact, this is one of the few instances where I flat out recommend that you ride in your Titan while defending a Hardpoint. This is one of the only place where a Hardpoint is in a space that is accessible to a Titan and if you aren't in it, you'll likely end up dead most of t he time.

As a Titan, watch out for Titans attacking up the curved hallways and the fountain area while watching for Pilot attacks from the windows of the adjoined rooms. Also, if you hear a Titan falling, watch out because there is an opening in the ceiling where Titans can actually drop directly into the building. Unlike most maps, use the Quad Rockets as the rotating rockets will be effective in getting around the cover that is afforded Pilots near the Hardpoint.

 Pilot Loadout

At the start, you'll only have access to a few pre-made loadouts but as level up, you'll be able to make your own loadouts. Use the starting loadouts to get an idea of how the various abilities and weapons handle before you build your own. When you are building your own, remember that you have several slots. Use each slot to build a loadout that suits a certain function or style of play. This will allow you to apply the best loadout to any given situation when done correctly. Read on for an idea of how eac part of your loadout effects how you play.

Primary Weapons

You'll be using your primary weapon most of the time and so it really defines what you will be doing with your loadout.  Keep in mind not only the strengths of the weapon chosen but the weaknesses as well so you can attempt to compensate for them or reinforce the primary function of the loadout.

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Smart Pistol ========

The Smart Pistol comes first simply because it is so distinctly different from other weapons and plays such a large role in each match. Unlike most weapons where you simply aim and shoot, the smart pistol will automatically target enemies within the box on the screen. As it targets, it will develop locks and show the trajector of the bullets fired. When it turns red, that means that the shot will connect provided the target doesn't put an obstacle between the bullet and them. The Smart Pistol is capable of targeting several enemies at once and when the trigger is pulled will shoot as many bullets as there are locks in rapid succession.

The number locks it takes to kill enemies varies. Grunts (human AI) require 1 shot, Spectres (Robot AI) require 2, and Enemy Pilots will require three shots. The amount of time it takes to acquire three locks on an enemy Pilot (especially with their eratic movements) is significant and generally tips the advantage in a fire fight to a player not using the Smart Pistol. The key to surviving such a fire fight is patience and mobility. A Pilot with a Smart Pistol has far more leeway in mobility since their aim doesn't have to be perfect. This can buy you the time to get that final lock but you want to have your timing spot on because waiting any longer than absolutely necessary to get three locks can be the end of you.

Because of the Smart Pistol is inherently weaker against Pilots (compared to other weapons) but so effective at taking down Grunts quickly, I highly recommend it for knocking time off of your countdown. This can be part of your plan, so that you get a Titan before the other team, or to compensate if the other team is stacking up their Titans.

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R-101C Carbine ========

The R-101C Carbine will likely feel comfortable to most shooter fans. It acts as Titanfall's primary Assault class rifle. It has good range, fire rate, and accuracy making it a good all around weapon in most situations. While it's very good in almost every category, it isn't really the best in any category. Up close, it will lose out to weapons like the R-97 SMG because the difference in accuracy (at which the SMG is worse) is negated by proximity allowing the higher rate of fire to shine through. Similarly, at extreme ranges, accuracy drops off enough that the Longbow-DMR Sniper gains the advantage. With that said, as an all purpose weapon, you would be hard pressed to find a better weapon.

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EVA-8 Shotgun ========

The EVA-8 Shotgun is exactly what you'd expect. Inside a small to medium size room, it is generally a one hit kill. This makes it great for inside buildings where no other weapon can compare to the speed at which it doles out damage. However, once outdoors, it becomes severely less effective. It's possible to kill across a street with 2-3 shots if you are dead on but frequently it's more putting you at a huge disadvantage to almost any other weapon.

Seven times out of ten, in close quarters, you're probably going to want to go with the [[R-97 Compact SMG]] instead so that you have a fighting chance outdoors while still have the advantage indoors. However, if you know that you are going to spend a lot of time inside due to your strategy, nothing beats it. Make sure to accompany this weapon with either the [[Hammond P2011]] or [[B3 Wingman]] to compensate for your lack of range. 

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R-97 Compact SMG ========

The R-97 is a generally good all round weapon. It has good accuracy up to medium range and is better than many weapons at close range. While it is a good weapon in many situations, there are almost as many situations where it isn't. At anything over medium range, the rate of fire and lack of accuracy give the edge to the [[R-101C Carbine]] and actual rifles while at very close range, nothing can compare to the near instant kill of the [[EVA-8 Shotgun]].

This is a real standout weapon on the tigher maps for sure. On these tight maps, it will win most of the time except for indoors. Keep this on hand when you're not sure what kind of combat you're going into because even then you can generally find spots where you will be comfortable and at an advantage with this weapon.

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Longbow-DMR Sniper ========

The Longbow-DMR Sniper is somewhere between a regular Rifle and a Sniper Rifle. It lacks the power and range of the Kraber-AP Sniper but certainly has comfortable range all its own. The trick with this weapon is to not worry so much about precision. It's not worth trying to get a headshot since this weapon can fire several times in rapid succession into their chest. This is a much more efficient use of this weapon.

There is a much larger inherent danger to using this weapon however. The Longbow has lot of power so the shots are loud and the rate of fire is still much slower than that of an automatic rifle. This makes the shots very distinct when you shoot it and instantly makes you a target. Because of this, you want to shoot from inside a buillding with lots of windows and you don't want to stay put for long because you'll be found out. You don't want to be in a single place for more than 5-10 seconds. The most important thing to do is stick to your plan. Find a target or two, try to kill them. Shoot however many shots you think is reasonable and then move regardless. Don't convince yourself that they are going to pop out in just a second so you'll wait for them because by the time they come back out, you'll likely be dead.

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G2A4 Rifle ========

The G2A4 is much like the [[Longbow-DMR Sniper]] in that it is a single shot rifle with good range. The range is much shorter than the Longbow but it also picks up a little bit in the rate of fire. It sits more or less along side the [[R-101C Carbine]] in terms of range though marginally better long range and marginally worse short range. When used by an experienced player with superb aim, this is generally the superior weapon.

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Hemlok BF-R ========

Easily the best comparison for the Hemlok is that of the Battle Rifle of Halo fame. It's a burst fire rifle capable of very good accuracy at short to medium ranges. It gives you some of the rapid fire leeway of the [[R-101C Carbine]] while giving you some of the improved accuracy of the [[G2A4 Rifle]]. This makes the Hemlok the most versatile of the three weapons though depending on your play style and strategy, either of those weapons could be marginall more effective. Expect to see this become most people's weapon of choice.

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C.A.R. SMG ========

The C.A.R. SMG is essentially a step between the [[R-101C Carbine]] and the [[R-97 Compact SMG]]. It fires a little bit slower than the Compact but it also carries a little more punch and range. The best way to explain it is that the Compact is great inside large buildings or small streets  whereas this is a weapon for short-middle range sight lines. Just enough range to be more effective at range but nowhere near as versatile as the Carbine and not as specialized as the Compact.

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Spitfire LMG ========

The Spitfire LMG is quite a powerful weapon. It's one of the few primary weapons that you could even bother using against a Titan. It comes with 80 rounds and fires at a pretty good rate. The damage is relatively high and it can hit targets at a pretty good range when fired in bursts. The major drawback to this weapon is recoil. It can hit targets with good power up to long ranges but the longer the range, the fewer rounds you can shoot at a time before you need to stop. At long range, you have to try and only fire a single round at a time to be effective at all. If you can control the recoil then this can be a great and versatile weapon. It will still come up short if it comes up against any of the range specialty weapons (Sniper, Shotgun, etc) but it can be acceptable or even good in most situations.

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Kraber-AP Sniper ========

The final weapon is the Kraber-AP Sniper. It can really pack a punch and has great range. However, unlike the [[Longbow-DMR Sniper]] which can be used in mid-ranges, this weapon can do almost nothing but long ranges. It has a slower rate of fire and the scopes that are available for it make it almost impossible to get a clear enough view for a close range shot. Much like the Longbow, the best use of this is to find a good viewpoint in a building with a lot of windows, shoot a couple of times and then move before anybody finds you. Whatever you do, just don't take the [[B3 Wingman]] as your sidearm. That would be pretty useless to you.

Anti-Titan Weapons

Titans are tough with heavy armor and shielding to protect them. Most Pilot weapons will only do minor damage to a Titan. For that reason, in addition to every Pilot's primary and secondary weapons, they will also carry an Anti-Titan weapon. These are very high powered weapons that usually include some kind of explosive, capable of not only damaging the shields but punching straight through them and doing additional damage to the hull of the Titan even if the shield remains intact.

While Anti-Titan weapons have obvious variations in execution, they are designed for a specific purpose and so choosing one over another isn't as drastic as when choosing other parts of your load out. For that reason, don't be afraid to use a particular weapon just because you like how it works.

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Archer Heavy Rocket ========

The Archer Heavy Rocket is a hard hitting weapon capable of locking on to an enemy Titan. Once locked on, you fire the rocket and then disappear. There are several advantages and disadvantages mostly tied to the locking mechanism. The Archer Heavy Rocket does pretty good damage but not as much as some other weapons. This can easily be negated by the ease of use. Once locked on, you fire and forget. The important thing here is to fire it and then move some place else because as soon as you start to lock on, the Titan will get a warning about it and be pointed in your general direction. When you couple that with the very destinctive trail that this rocket leaves, it makes it quite easy for the Titan to track you down if you don't move.

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Sidewinder ========

The Sidewinder is a rather powerful weapon but it lacks somewhat in accuracy. At long range, it can be very hard to hit a moving target. However, if you manage to land every shot, you can really knock a Titan down a peg. Much like the Archer Heavy Rocket, when you use this, you'll be very easy to find. For this reason, you want to make sure that you've got nearby cover and an easy escape route before using this.

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Mag Launcher ========

The Mag Launcher fires powerful magnetic grenades/mines that adhere to metalic surfaces. It's powerful and a little more discrete than other weapons. The biggest downside is that it will also adhere to Spectres which makes every shot that does so a waste of ammo and a waste of time. For this reason, it's generally best to actually use this weapon from up high. You won't draw as much attention to yourself as you would with rockets up this high and your shots will generally have to go past a rather large target before they even approach a Spectre.

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Charge Rifle ========

The Charge Rifle is a laser rifle that is very precise and does decent damage to Titans. Once charged (doesn't take long), a precise beam is released. This is probably the most effective Anti-Titan weapon against pilots and even if you miss, there is a small amount of splash that can damage your enemy. It won't do as much damage as full clip of Sidewinder ammo but if you are constantly shooting it, you will probably be able to do more damage in the same amount of time.

Keep in mind that the laser is highly visible and will easily give away your position. Keep on the move while using this.

Sidearms

Your sidearm generally comes in the form of a pistol. They generally have reasonable accuracy up to medium range and come with a variety of firing options. When choosing your sidearm, the obvious solution is to choose one that compliments your primary weapon but keep in mind that their damage and range will be limited compared to a primary weapon, so don't expect that your Pilot will swap from a Shotgun to his sidearm to snipe enemies across the map.

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RE-45 Autopistol ========

The RE-45 Autopistol is a pretty good secondary weapon. In any instance where you are using a mid or long range weapon, this can fill in for a short range weapon. It doesn't quite compare to most close range primary weapons in terms of damage or accuracy but in tight spaces, it is far more useful than a Sniper Rifle. The best pairing, however, is with the Smart Pistol. In most cases, you'll use the Smart Pistol but this little gun is a wonder when you rodeo a Titan. The lack of accuracy doesn't matter so the rate of fire can really shine through. This will prevent you from burning through Smart Pistol ammo on a Titan.

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Hammond P2011 ========

The Hammond is exactly what you'd expect from a pistol. It has good accuracy up to medium range, a good fire rate, and acceptable damage. However, if you're already carrying the Smart Pistol, this is a wasted secondary weapon since the Smart Pistol is largely capable of the same role if you simply use the normal aiming function. It's an excellent choice in instances where you are using a Shotgun but most other weapons will do better in the mid-range than this pistol. For any weapon from mid-range up to the longest ranges, you'd probably be better off taking the RE-45 Autopistol.

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B3 Wingman ========

The B3 is a powerful handgun with good range and accuracy but a terrible rate of fire and clip size. Once unlocked, this will probably replace the Hammond P2011 when you need a longer range sidearm.

Ordnance

Generally, these are grenades or mines that can be used in a variety of situations. The key feature they all share is that they explode and do damge in a particular area where they are deployed. Some are great for infantry, some are great for Titans. But they will all be happy to kill you if you aren't careful when deploying them.

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Frag Grenade ========

The Frag Grenade is your standard explosive fare. The Frag grenade is great against infantry especially when inside of small cramped spaces. The blast radius isn't huge but the damage done to infantry is massive. Less than massive is how much damage it does to Titans, which is to say almost none. The Frag Grenade is pretty useless in this instance. In other words, you want to pick this if you plan on hunting infantry inside of building but go with other ordnance if you are going to be outdoors or hunting Titans

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Arc Grenade ========

The Arc Grenade isn't overly devestating (though it is still quite capable of killing infantry) but it has a great EMP effect on electronics. If this goes off near a Pilot, their visibility will become terrible giving you a huge advantage. When used against a Titan, this effect is a deal breaker. The effect makes it almost impossible to effectively aim against enemy Titans (unless you're in a confined space). Trying to hit a Pilot? It would be completely based on luck. If you want to hunt Titans, Rodeo onto the Titan, shoot some, jump off and throw an Arc Grenade at the Titan. Cloak, kill the Pilot (we're assuming he dismounted, otherwise nor eason to jump off), and resume pelting the Titan. 

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Satchel Charge ========

The Satchel Charge is like a big Frag Grenade. It's not as useful in a pinch since it needs to be set and then detonated but the blast radius is much larger and does good damage to Titans. The only tough part about this is that it is somewhat at odds with the speed and agility of Titanfall. A Satchal Charge requires you to keep an eye on it so you can detonate it which can easily be the death of you. However, take this out for a round of Hardpoint or CTF and you'll be a force to be reckoned with. Set it on the objective and just wait for the indicator to let you know that there are enemies capturing before triggering.

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Arc Mine ========

Much like a Satchel Charge, this is placed and detonated later. There are several major differences, however. The first is that it is triggered by proximity, meaning you can continue on about your business once placed rather than babysitting. In addition, much like the Arc Grenade, it has a disorienting EMP effect on electronic systems. This makes it a great item to use in the larger areas of maps or in lanes that are frequented by Titans. Flank your enemy, back them onto the mine and then destroy them.

Tactical Abilities

A Pilot's Tactical Abilities are used to augment the Pilot themselves for various outcomes. Sometimes it makes you run faster or makes you more aware of your surroundings but whatever it does, it will generally be a vital part of your strategy so don't ignore it.

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Cloak ========

The cloak is the old standby for tactical abilities. When paired with the [[Power Cell - Tier 1]], you can spend large amounts of time invisible allowing you to get around the map semi-peacefully. While the cloak is effective for quite a decent amount of time, there is no way to shut it off early to save energy. If you shoot while it is active, it will immediately deactivate. The bigger problem is that the cloak still has to run through its battery before it can start to recharge. So if you activate it and immediately fire, it will take just as long to recharge as if you didn't fire except you'll be visibile for longer.

This means that the best uses for the cloak are not generally when you're about to engage in combat but when you're going somewhere. Activate it when you are about to leave a building and cross an open area. Or use it when you are trying to latch on to a Titan so they don't see you and decide to squash you.

That's not to say that it isn't useful in combat. With normal weapons, it only gives you the briefest moment of an advantage. When you use the [[Smart Pistol]], it's a whole different story. Since the weapon still locks on while cloaked, you can use the cloak to buy you the time you need for a solid lock. Then let loose with a barrage from the Smart Pistol to make the area safe. Pair this with the Smart Pistol, Power Cell, and [[Minion Detector - Tier 2]] to really tear things up.

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Stim ========

The Stim is a much more straight forward item and it is much more useful for the more mainstream primary weapons. When activated, the Stim allows you to run faster and heal faster than before. While it is helpful in crossing distances quickly, it can be the difference between victory or defeat in a fire fight. For instance, when things get really up close, the Stim can give you the extra speed to get close and kick your enemy. Alternatively, that split second difference between when you start to heal and when your enemy does gives you a great edge. Finally, if things go sour, you'll be able to get away and fast.

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Active Radar ========

The Active Radar is a nice addition to your loadout. When used, it will ping the area around you and reveal any enemies by showing you an orange outline of them through walls, floors, and smoke. For the most part, the benefits of this are rather obvious. The more you know about your enemy's location, the more prepared you can be to fight them, flank them and protect yourself. There isn't really a downside to this except that you aren't taking one of the other abilities. As you become better at the game, you'll become more naturally aware of your surroundings and the benefit of this ability will lessen. At that point, the detriment is that you're wasting your Tactical Ability.

Pilot Kits

Much like Tactical Abilities, your kit will augment your pilot in minor ways. This tends to much less pronounced but it is also a constant alteration of your pilot rather than a triggered ability. Most of these alterations are minor enough and general enough that they can be useful in a variety of strategic situations. There are two tiers of kits and you may equip one kit per tier.

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Explosive Pack - Tier 1 ========

The Explosive Pack is pretty straight forward. It gives you more ordnance for your pilot than normal. Of course, this would only be useful if you tend to live for exceptional periods of time or if your strategy generally calls for additional ordnance (frequently both). More so than [[Frag Grenade]], I find this to be most useful with [[Arc Grenade]]. The ability to hinder Titans frequently can make you very dangerous indeed.

Generally, I would go with Power Cell instead. Regardless of how much ordnance you take, eventually you will run out and this kit won't be particularly useful.

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Enhanced Parkour - Tier 1 ========

This kit allows you to wall run and wall hang for longer than normal. While this is a great idea in theory, I've found that in practicality, this kit can be rather limited. Eventually, you reach your destination or run out of things to run or hang on to. However, on some maps, there is certainly a benefit to carrying this pack because of the sheer verticality of the map. It is also useful for CTF where you're far more likely to be crossing large sections of map as quickly as possible.

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Power Cell - Tier 1 ========

Power Cell is a great kit to have. It takes your Tactical Ability for which you can never use too much and allows you to use it more often. This makes it so that when you need your Tactical Ability, it's far more likely that you'll be able to use it. You can remain cloaked longer, run faster or have a better idea of where your enemy is. Until you get the Quick Reload kit, this should be your standard. That's not to say you should abandon other kits, just that this is the best well rounded kit.

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Run N Gun - Tier 1 ========

WIth this, you'll be able to run and shoot small weapons while sprinting. Most people aren't going to abandon their primary weapon for their secondary weapon just because they are running so for most primary weapons, this isn't particularly useful. Mix this with the Smart Pistol and you'll be even more ninja like. Notice I didn't say that it's necessarily more effective. The reason for this is that it's quite easy to start sprinting after stopping and with the Smart PIstol, you'll already be shooting in very short bursts. Where the weapon really shines is when it is paired with an SMG. Firing an SMG requires more firing time which means you stay faster for a much longer period. This is the best way to optimize this kit.

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Quick Reload - Tier 1 ========

Quick Reload is a nice kit to have because reloading can easily get you killed. If you can speed it up, then that split second difference when your opponent chases you around the corner and you aren't quite ready can turn into a quick couple shots and a victory. With that said, because of the complexity of Titanfall it's very easy to pick another kit instead.

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Stealth - Tier 1 ========

Stealth seems like a decent kit but the effects are not entirely necessary. It makes your footsteps silent and your jump pack exhaust invisible. In the end, next to the sounds of crunching Titans, how audible are your footsteps really (even wearing Turtle Beaches) and far more identifiable is the movement pattern of a pilot, not so much the exhaust.  The two major benefits of this are if you plan on running around cloaked (no exhaust) or if you spend a lot of time deep in the bellies of buildings. This is one of the few places that you are audible.

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Dome-Shield Battery - Tier 2 ========

The Dome-Shield is that large shield around your Titan just after it lands on the ground. This kit helps the shield stay longer giving you more protection from enemies. This is a good beginner kit because it gives you a little more time to survey your surroundings before engaging. Once you get to be a better player and you're capable of taking in more information more quickly, the benefit of this decreases substantially and can even hinder your ability to quickly engage enemy Titans in battle.

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Minion Detector - Tier 2 ========

This is possibly my favorite piece of kit. It allows you to see Grunts and Spectres on the map at all times. At the start of a match, it isn't as useful since they always spawn in the same spots but as the match progresses and the minions start spawnining in different places (this generally only takes about 15-30 seconds so possibly in your first life), it makes it far easier to farm minions. That can speed up your Titanfall drastically.

Technically, Minions are also supposed to act differently to the presence of a Pilot. So far I haven't quite figured out how so (it's hard to watch them in the middle of a match) but assuming you figure it out, this could even be an early warning system of the presence of a Pilot nearby.

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Warpfall Transmitter - Tier 2 ========

This Kit is either really useless or really useful depending on how you think about it and use it. The Warpfall Transmitter does NOT decrease your build timer. All it decreases is the amount of time from when you call your Titan to when it lands. It cuts the amount of time to land from about 5 seconds to around 2.5 seconds so you're cutting it in half. That means that even if you call your Titan four times in a match (that's a lot), you're only saving about 10 seconds and you aren't even innactive during that time. That's also not counting any instant Titanfalls if you happen to spawn in with your Titan.

HOWEVER! Your Titanfall is also very dangerous. Think of all those times you wished that your Titan didn't take as long to fall because it would have destroyed an enemy Titan or Evac ship. Those 2.5 seconds are then quite significant. The absolute best use of this is when you know you've got a jumpy pilot without Electric Smoke. Rodeo his Titan and as soon as you hear him disembarking, call your Titan right onto that spot. It will take him almost that long just to get out of his Titan. When your Titan lands, it will destroy the completely still kneeling Titan and bump you away from it making it really hard for the enemy Pilot to track you if he survived the Titanfall to begin with. These are easy kills if you can get the hang of it.

In short, this is a great kit to use if you practice. It can probably earn you 2-3 instant TItan kills per match if done right. This is a kit that you can very easily just leave on a separate loadout and use only when you know you're about to get your Titan. When you die, just switch to a different loadout with a different kit.

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Dead Man's Trigger - Tier 2 ========

The Dead Man's Trigger is a nifty little kit. When you die, it triggers any of your ordnance that has been left out (basically [[Satchel Charge]] or [[Arc Mine]]). I find this to be a little bit more soothing than effective. I never like the idea of unexploded ordnance laying on the ground and then just disappearing when I respawn. This gives you the opportunity to score a kill with them instead. Nice idea but in practice, it's very hard to assume that enemies are going to be on top of these charges unless they are predictable Grunt spawn points OR you are trying to protect that area and died. In other words, this is actually a great kit for Hardpoint. Set up Satchel Charges all around a hardpoint. Protect it. Either you kill the enemy or you die and (hopefully) your satchel charges do.

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The "Icepick" - Tier 2 ========

The Icepick is essentially a speed Hack. Hacking turrets can be quite useful but I find the hacking of Spectres to be a bit of a waste of time. Ultimately, taking down an entire pack of Spectres can cost  you maybe 2-3 seconds of your time where as each hack could potentially take that long. With the help of the Icepick, however, hacking Spectres becomes less of a waste of time (they are decent enough with Titans) and hacking Turrets becomes faster. Unless you plan on doing a lot of hacking, however, I wouldn't generally recommend this kit.

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Guardian Chip - Tier 2 ========

The Guardian Chip basically makes your Titan AI much more effective. The obvious part of this is that if you rarely leave your Titan then there's very little use for this kit. However, if you tend to use an Ogre, you could eqiup this kit, active the Core ability, dismount and then attack Titans while they are distracted by your now much more formidable Ogre. Better still is using this kit in Hardpoint or Capture the flag where you can sit your Titan on the objective in Defend mode and then back it up on the ground.

Burn Cards

 Burn Cards are unlocked at Level 7 and are a one time use bonus that you can activate during a match. You earn them throughout gameplay by accomplishing impressive feats such as getting several kills in quick succession or by surviving the epilogue. The card acquired is random and can be either very common or rare and powerful. The most common cards change out your primary weapon for a different primary weapon with some extra bonus (for instance, an otherwise normal Sniper Rifle but with explosive rounds) while some of the rarer cards can change your spawn position, reduce time on your Titan or even call one down out right.

At level 7, you unlock your first Card Slot and you can begin to collect cards. When not in a match, you can equip a Burn Card to a slot and it will remain there (all loadouts share the same slots and deck) until you remove it or use it. During a match, you can use a burn card at the start of a match or at the respawn screen and it will last until you die or until the end of the match. As you level, you'll unlock additional Card Slots (up to three). You'll also be limited on your deck size and any additional cards collected once full will automatically be discarded on the spot. For this reason, make sure you use the cards so you don't waste them just sitting there and so that you can acquire more powerful cards to use.

NOTE: Following is a list of different cards and their effects. Once I'm sure I've got them all, they'll be added to a proper table with more information and advice on when to use them.

Active Camo - Replace Pilot Tactical Ability with longer lasting Cloak. Adrenaline Transfusion - Permanently stimmed as a Pilot, in addition to having your Pilot Tactical Ability. Amped Archer - Replace Anti-Titan Weapon with an Archer firing powerful Titanhammer missiles. Amped Charge Rifle - Replace Anti-Titan Weapon with a faster charging Charge Rifle. Amped DMR - Replace Primary Weapon with a sonar scope Longbow-DMR Sniper. Amped EVA-8 - Replace Primary Weapon with an automatic EVA-8 Shotgun. Amped Kraber - Replace Primary Weapon with a Kraber-AP Sniper that fires explosive rounds. Amped Mag Launcher - Replace Anti-Titan Weapon with a high-capacity, automatic Mag Launcher. Amped LMG - Replace Primary Weapon with a rapid-fire Spinfire LMG. Amped P2011 - Replace Sidearm Weapon with a burst-fire Hammond P2011. Amped R-97 - Replace Primary Weapon with a more lethal R-97 Compact SMG. Amped R-101C - Replace Primary Weapon with a more lethal R-101C Carbine. Amped RE-45 - Replace Primary Weapon with a more lethal RE-45 Auto-Pistol. Amped Sidewinder - Replace Anit-Titan weapon with a double capacity Sidewinder. Amped Smart Pistol - Replace Primary Weapon with a more lethal Smart Pistol Mk5. Atlus Refurb - Call in an Atlas Titan. Aural Implant - Replace Pilot Tactical Ability with a longer lasting Active Radar Pulse. Bottomless Frags - Replace Ordnance Weapon with infinite, more lethal Frag Grenades. Conscription - Nearby friendly Grunts fight for you - their kills count toward your score. Decisive Action - 40 seconds off Build Time or Titan Core Charge. Double Agent - Grunts, Spectres, Auto-Titans, and Turrets ignore you. Echo Vision - Active Radar Pulse is permanently active, in addition to having your Pilot Tactical Ability. Fast Learner - You earn Double XP. Ghost Squad - Permanently cloaked as a Pilot, in addition to having your Pilot Tactical Ability. Map Hack - Full minimap vision. Massive Payload - Your Titan Eject causes an extended nuclear explosion. Most Wanted List - Scoring hits on Pilots earns extra XP and reduces Build Time. Outsource - Earn extra Build Time and Titan Core Charge reductions during combat. Packet Sniffer - You automatically generate Active Radar Pulses periodically. Prosthetic Legs - Faster pilot movement speed. Pull Rank - 80 seconds off Build Time or Titan Core Charge. Rematch - Respawn where you died. Reserve Ogre - Call in an Ogre Titan. Satellite Uplink - Reveal all enemies on the minimap every 10 seconds. Shock Rocks - Replace Ordnance Weapon with infinite, magnetic Arc Grenades. (These will stick to Titans) Smugged Stimulant - Replace Pilot Tactical Ability with a longer lasting Stim. Spare Stryder - Call in a Stryder Titan. Spectre Camo - You are a Spectre. (Or rather, you are still you, you just appear as a Spectre to enemies). Spider Sense - There is an audible warning when enemy players are nearby. Super Charger - Your Titan has a pre-charged Titan Core ability. Thin The Ranks - Scoring hits on Grunts earns extra XP and reduces Build Time. Titan Salvage - Scoring hits on Titans earns extra XP and reduces Build Time. Urban Renewal - Scoring hits on Spectres earns extra XP and reduces Build Time. Wifi Virus - Automatically captures nearby enemy Spectres.

Titan Loadouts

Much like Pilots, you can customize the loadouts of your Titans. Do you make your Titan a powerful Titan killing machine or do you perhaps focus on pilot suppression? Do you choose offensive or defensive abilities?

Chassis

The chassis is the core of your Titan. Each chassis comes with its own advantages, disadvantages and a core ability that enhances the Titan for a short period. The chassis you choose will largely dictate how you use your TItan.

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Atlas ========

The Atlas is a good general purpose Titan. It has average shields, armor, and speed. It has two Dashes charges and the ability core is a Damage Core. This is the first Titan you'll have access to but you'll be able to try out a couple of premade Titans with other chassis before long. The Atlas in particular doesn't display any particular strengths but it doesn't really have any weaknesses either. This makes it a rather adaptable TItan if you are playing without friends. While the Ogre and Stryder are more popular favorites for advanced strategies, I still like this Titan for the sheer damage it can do. Activate the core and get a good postition and you can destroy your enemy.

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Ogre ========

The Ogre is a tough as nails Titan. It's slower than normal but it can really take a beating. This allows you to do more damage before you have to retreat and recover. With only one Dash charge, the Ogre's defense makes it ideal for situatiosn where mobility is somewhat restricted. When you use the Defensive Core, your shields will recover and glow gold, allowing them to absorb considerably more damage. Activate this and place yourself at the front of your team to absorb the damage for them. Keep them safe and let them deal some good damage.

========

Stryder ========

Fast and nimble, the Stryder is the fastest but weakest Titan. It's great for shooting and moving but you'll end up in serious trouble if you get stuck in an enclosed space. With nowhere to go, the Stryder can end up an easy kill. The Stryder has three Dash charges allowing lots of darting around. When the core is activated, it will be capable of an infinite number of dashes for the entire duration. This is an interesting bonus and might just keep you alive a little longer. Just remember not to dash yourself right out of the fight.

Primary Titan Weapon

While the chassis provides you with how you will use your Titan, the primary weapon dictates to what end you will use it. Are you going for damage against other Titans? Trying to earn infantry kills? Be sure to choose appropriately for what your end goal is.

========

40MM Cannon ========

The 40MM Cannon is a rather powerful very direct weapon. It isn't quite as powerful as the [[Quad Rocket]] against Titans but the directness makes it much more accurate and the speed of the projectile makes it hard to dodge. Aside from being slightly less damaging, the other major drawback is the rate of fire. During a short skirmish, the 40MM is usually at a disadvantage but over the course of a long battle, the deep magazine size is very helpful.

========

Quad Rocket ========

Quad Rockets is the reigning king of damage early on. It can deal more damage more quickly than other weapons, particularly to Titans and drop ships. However, the Quad Rocket has serious drawbacks that make it a somewhat spotty weapon. First, the rockets  don't fire straight (a Mod can change this) but rather the four rockets rotate around a center point as they move towards their target. This makes it very hard to know where exactly the rockets will land. This isn't too bad against Titans (which is of course where the weapon shines) but against Infantry, it can take an entire clip to deal enough damage.

The bigger problem is that the rockets travel rather slowly making it easy for enemy Titans to avoid. So much so in fact that even when you flank your enemy, you'll still have to lead the target considerably in order for them to not avoid the rockets by accident. But when you properly flank an enemy, unload both this and a Rocket Salvo into their flank (especially satisfyiing if you get behind their Vortex Shield), you can nearly destroy the Titan in a single barrage. Retreat quickly and let your team clean it up to become a true Titan Killing champ.

========

XO-16 Chaingun ========

The Chaingun is an interesting weapon. It's a weapon with low power, high precision and a high rate of fire. The rounds it fires are surprisingly effective against Titans though it's possibly the weakest Titan weapon available. There are two situations where this weapon truly excels. The first is against infantry. In just the blink of an eye, you can eliminate almost any Infantry even at long ranges.

The second situation is when you use this weapon from behind cover. This weapon is capable of firing over almost any object as long as the head of your Titan is visible over it. This allows you to shoot at enemies from a very safe position.  If you can manage to do this routinely then you'll be able to kill Infantry and Titans with little risk of harm to yourself. Just keep in mind that if you get flanked, you're probably going to be fighting a losing battle.

========

Plasma Railgun ========

The Plasma Railgun is possibly the most powerful Titan weapon (situational, shared with [[Triple Threat]]). When fully charged, it's capable of completely stripping shields and damaging the armor underneath. A charge can be held seemingly indefinitely and then released at will, giving you a great first shot at your enemy. It can be shot with only a partial charge or no charge. This does minimal damage to Titans but is more than enough to kill infantry, allowing for a very precise anti-infantry weapon as well. When paired with a [[Stryder]], you can use the Dash to hop in and out of cover to allow your Railgun to charge.  Because of the amount of time required to charge, it's not generally the best weapon for a 1 on 1 battle but when used with allied Titans nearby, it can be the key weapon on the field.

========

Arc Cannon ========

The Arc Cannon has several features in common with the [[Plasma Railgun]]. It fires charged shots though you don't need a full charge to shoot. Even weak shots are enough to kill enemies. The Arc Cannon has no ammunition and does not to be reloaded but charging takes longer than the Railgun to compensate. There are two important notes to the Arc Cannon. The first is that once a shot lands, the energy can arc across multiple enemies to deal damage to entire groups of Titans or Infantry. This DOES include you so be careful to keep your distance when using. Secondly, the Arc Cannon has the ability to drain the Vortex Shield when used on it. This is a great way to counter Titans that use it frequently. The damage is obviously high but not as high as some of the other Titan Weapons.

========

Triple Threat ========

In terms of pure raw damage potential, the Triple Threat is the most powerful weapon in the game. A clip is capable of firing several shots, each with the ability to cut through about half the armor of a Titan.  The only reason this isn't the unqualified top weapon in the game is that it's rather hard to use effectively. This weapon shoots three large almost cannonballs filled with explosives. They shoot out but drop to the ground quickly. If they come in contact with an enemy, they can potentially explode on contact but if not, they will roll around for a short period before exploding.

The major problem is range. While most weapons have an optimal range but are generally capable of working as long as you can clearly see your target, this weapon wlil absolutely only work up to a certain point. Too far away and the explosives will hit the groud before they reach the target. This means you could potentially be in a situation where you have no weapon of actual use to you.

The single best tip for this weapon? Titans are really hard to overshoot so aim high. It's easy undershoot but to overshoot a Titan with this weapon is tough to do on purpose. Shoot high and you should then only have problems with the range of the weapon. Only you can really judge how your Titan moves and if you tend to be in the effective range for this weapon.

 

Titan Tactical Ability

Your Titan has a tactical ability just the same as your pilot. It is activated, lasts for a duration and then needs to recharge. Depending on the role you aim to take with your Titan, you'll certainly want to take certain abilities to improve your usefulness.

========

Vortex Shield ========

The Vortex Shield is a great tool in your arsenal. When activated, you catch all projectiles that hit the shield and hold on to them. When you release the shield or it runs out of energy, the projectiles are thrown in the direction you are looking. The best use of this isn't actually the potential damage so much as the protection. One Titan in front of his team can catch an entire enemy volley while his team shoots through the shield. This can single handedly negate huge amounts of damage.

The damage you can send back is somewhat luck based at best. Your collection can't be aimed so much as directed, making it inconsistent. Also keep in mind that your enemy can similarly use a Vortex shield to catch what you throw. In other words, don't expend your Vortex Shield all at once because you may have to once again catch what you've just thrown.

========

Electric Smoke ========

Electric Smoke is a useful if not entirely necessary Tactical Ability. It is very useful for dislodging enemy pilots. Either they get off or they die in the smoke. This isn't a huge help if you are quick about disembarking when you hear the sounds of someone climbing on. While most of the time, it's more of a convenience than an actual asset, when you are in the middle of a fight with an enemy Titan and disembarking would be suicidal, this does provide a solution that turns an almost certain loss into a huge success by blocking the vision of the Titan and killing the pilot that's bothing you.

In most matches, you'll find at least one other Titan on your team who is using the [[Vortex Shield]] (or Particle Wall) so you should be pretty free to take this if you like.

========

Particle Wall ========

The Particle Wall has several differences from the [[Vortex Shield]] that make it distinct and useful in different situations. Firstly, the Particle Shield is stationary and once triggered, allows you to shoot through it. The shield is also more complete, covering you from head to toe and then some. Finally, the Particle Shield is actually solid so it stops everything, not just projectiles. This makes it far more useful for blocking off areas and diverting flanking maneuvers.

By far the biggest weakness of this ability is that you can't move it like you can the Vortex Shield. Second, there's no rationing it like the Vortex Shield. What this means is that it is very useful but you need to be very deliberate when placing it or you may live to regret it.

Titan Ordnance

The ordnance that your TItan carries is slightly different than what you carry as a pilot. Your pilot carries only a set amount of ordnance at a time and can expend it quite easily while your Titan uses it more as a damage boost. It will reload after a certain period of time and you want to use it as frequently as possible (without wasting it) to maximize your damage.

========

Rocket Salvo ========

Rocket Salvo, when used, unleashes a group of rockets in rapid succession. The rockets aren't guided and don't fly perfectly straight (they'll weave slightly) so they aren't great for precision or moving targets. However, at up to medium range, they are great for getting in a huge amount of damage quickly. And while you can't lock on, this does mean that you can fire them whenever you like. This allows you to make a sort of strafing run with them through a section of building for instance.

========

Slaved Warheads ========

Slaved Warheads require a lock on to fire. This means that once they are available, you have to wait longer still to fire them. This can also be a problem on tight maps where Titans don't stay in your field of view for very long. The trade off is that on larger maps, you can fire these across great distances and still likely score a hit.

========

Cluster Missile ========

The Cluster Missiles fire out as a single rocket. Upon impact, the rocket explodes while releasing several smaller pods that explode over time, blocking off an area and killing anyone within the area of effect. This is somewhat similar in function to the [[Triple Threat]] weapon but as ordnance.

========

Multi-Target Missile System ========

This system allows you to paint several targets at once and release several rockets towards them. This is a great way to get several Titans to expend their [[Vortex Shield]] at once.

Titan Kit

Much like a Pilot's kit, your Titan kit will augment the abilities of your Titan somewhat. Similarly, you can equip two Titan kits at the same time, one per tier. There are some interesting ways of using your kit offensively but the best thing to do it pay attention to how you play and pick kit that compensates for a weak point in your loadout.

========

Nuclear Ejection - Tier 1 ========

The Nuclear Ejection is a somewhat useful ability to use since there's really no way to replicate it the effect without it. When you eject from your Titan, it will begin to melt down and just about when you've hit the peak of your ejection, it will explode causing massive damage to anything nearby. It does require you to eject for it to work so if you are killed inside your Titan then it won't trigger. It's also rather frequent that you'll already be too far away from enemies (because of the long range of Titan combat) when you eject that the blast will be wasted. For this reason, I would avoid Nuclear Ejection most of the time.

HOWEVER, there is a useful combination that makes Nuclear Ejection quite devestating. Equip your Titan with the [[Auto-Eject - Tier 2]] along wit this. When you are almost certainly about to die, dash into the middle of a large group of Titans and start swing melee attacks. They will think that they've earned an easy kill but in the split second it takes to kill you, they'll almost instantly trigger the Nuclear Ejection causing massive damage. 

========

Regen Booster - Tier 1 ========

This is one of my favorite kits and you have it from early on. The Regen Booster increases the speedd at which your shields are regenerated. Proper shield maintenance can make your first Titan last an entire match. But sometimes, you are in a situation where getting your shields regenerated is rather tough. Since this speeds up the process, this can be the difference between having shields and not. That means it can very easily be the difference between having a destroyed Titan and a pristine Titan.

========

Fast Autoloader - Tier 1 ========

This kit gives you the benefit of having your Ordnance refilled more quickly. The best way to look at this is that it rather directly increases your DPS (Damage per second). The increase isn't exceptional so this isn't a must have kit but it's also hard to go wrong.

========

Dash Quickcharger - Tier 1 ========

This kit does exactly what it says which is that it recharges your Dash faster. This tends to be much more useful on the tighter maps where dashing allows you to weave in and out of cover quickly. On more open maps, dashing isn't as useful because you'll likely be equally as vulnerable when you finish your dash as when you start. However, with good timing, dashes could still be useful in dodging enemy attacks. While this would obviously amplify the [[Stryder]] already impressive speed, I find it more useful on an Ogre to help over come one of the major shortcomings of that chassis.

========

Tactical Reactor - Tier 1 ========

The Tactical reactor makes your Tactical Ability recharge faster, allowing you to use it more often. This is definitely a great kit to have as it can really add to one of the core parts of your strategy. If you're playing as an Ogre with a Vortex Shield or Particle wall, it allows you to use those more often, freeing up your team (and yourself) to do more damage. Used with the Electric Smoke, you don't have to worry as much about saving it for pesky pilots and can then use it offensively against Titans.

========

Auto-Eject - Tier 2 ========

Auto-Eject is an interesting feature. When you're still new to the game, this is a nice feature to have as it will keep you from getting yourself killed without knowing what's going on. Like Survivor, however, it's not something that is particularly useful since it is quite easy to eject on your own. This doesn't allow you to choose when to eject so if your Core just came online and you wanted to use it first... well too bad.

HOWEVER, there is a useful combination that makes Auto-Eject quite devestating. Equip your Titan with the [[Nuclear Ejection - Tier 1]] along side this. When you are almost certainly about to die, dash into the middle of a large group of Titans and start swing melee attacks. They will think that they've earned an easy kill but in the split second it takes to kill you, they'll almost instantly trigger the Nuclear Ejection causing massive damage.

========

Survivor - Tier 2 ========

The Survivor Perk adds additional time to how long your Titan will last after it has reached critical damage. Once that happens and the destruction bar pops up, you're usually ready to get out anyway. However, Survivor can give you just a little more time to finish off an enemy Titan before you explode. With that said, if you're in combat then the amount of time is negligible since you'll probably take too much damage anyway. The only real way to benefit from this is to exit your Titan without ejecting and letting it fight on autopilot.

========

Core Extender - Tier 2 ========

This Kit will increase the amount of time that your Core will be online for. This is a nice bonus for the [[Atlas]] and [[Stryder]] but not so much for the [[Ogre]] since his Core isn't strictly time based like the other two. Despite this, I find the Core Accelerator to be more useful since using your Core more frequently helps all types of Titans. Also, depending on timing, the fact that your core last longer can delay having the Core available when you need it, another downside the accelerator doesn't suffer from.

========

Big Punch - Tier 2 ========

aaaa

========

Core Accelerator - Tier 2 ========

The Core Accelerator is a good piece of kit all around. It makes your Titan stronger in the areas it already excels at. Since this reduces your timer, it makes it so that your Core is ready when you need it. This is a great benefit to every Titan and a good kit to have for an all-rounder.

 Leveling, Unlocking, and Generations

There are two major methods of unlocking weapons, abilities, and mods for your weapons. Leveling is the most obvious but you also unlock various items through completing challenges. These requirements tend to be easier to discover on your own (they are frequently present in the loadout screen) but are included here for your easy viewing.

Generations

Generations is much like the Prestige system in other games. You will lose most, if not all of your Unlocks, Experience, Levels, and Gear. You will begin with a new Pilot at a new generation (There are a total of 10 Generations) and level up again from the beginning. However, to make things easier, as you regenerate each time, you'll acquire an XP bonus that will allow you to level up faster. Each generation adds an XP bonus until generation 10 when you are earning 3.5x as much XP.

Generation XP modifier
1 1.0 
 2 1.1 
1.2 
1.3 
1.5 
1.8 
2.1 
2.5 
2.9 
10  3.5 
 

Leveling

Leveling is a very direct method of unlocking. When I have better information on leveling requirements, they'll be included but for now I'll list the items unlocked. Note that while several things are unlocked at Level 1, you won't be able to use them until you unlock the appropriate Custom Loadouts unlock at levels 5 and 10. The reason for this is (presumably) because of the Generations process. It is expected that you'll retain your ability to make Custom Loadouts but all other unlocks will be reset. This allows you to make some basic loadouts when you start a new generation.

Level XP Required Unlock
1 N/A

[[R-101C Carbine]], [[EVA-8 Shotgun]], [[Smart Pistol]], [[Archer Heavy Rocket]], [[Sidewinder]], [[Cloak]], [[RE-45 Autopistol]], [[Hammond P2011]], [[Enhanced Parkour Kit]], [[Explosives Pack]], [[Power Cell]], [[Dome-Shield Battery - Tier 2]], [[Minion Detector - Tier 2]], [[Frag Grenade]], [[40MM Cannon]], [[Quad Rocket]], [[XO-16 Chaingun]], [[Rocket Salvo]], [[Vortex Shield]]. [[Nuclear Ejection - Tier 1]], [[Regen Booster - Tier 1]], [[Survivor - Tier 2]], [[Auto-Eject - Tier 2]]

2 1,500  
3 1.800  
4 2,500  
5 3,000 [[Pilot Loadout]]
6 3,700 [[R-97 Compact SMG]]
7 4,200 [[Arc Grenade]], Burn Cards
8 4,800 [[Stim]]
9 5,400 [[Longbow-DMR Sniper]]
10 6,000 Custom Titan Loadouts
11 6,500 [[Slaved Warheads]], Burn Card Slot
12 7,100 [[Plasma Railgun]]
13 7,600 [[Electric Smoke]]
14 8,200 [[Warpfall Transmitter - Tier 2]], [[Fast Autoloader - Tier 1]]
15 8,800 [[Pilot Loadout]]
16  9,200  
17 9,800  [[Satchel Charge]]
18 10,400  [[G2A4 Rifle]]
19 10,800  [[Active Radar]]
20 11,400  Custom Titan Slot
21 12,000  [[Arc Cannon]]
22 12,400  [[Mag Launcher]]
23 13,000  [[Core Extender - Tier 2]]
24 13,500  [[Cluster Missile]]
25 14,000   
26 14,500  [[Particle Wall]]
27 15,000  [[B3 Wingman]]
28 15,500 [[Triple Threat]]
29 16,100  [[Hemlok BF-R]]
30 16,500  [[Pilot Loadout]]
31 17,100  [[Arc Mine]]
32 17,500  [[Multi-Target Missile System]]
33 18,100  [[Charge Rifle]]
34 18,600  [[C.A.R. SMG]]
35 19,500  Custom TItan Slot
36 21,000  [[Run N Gun - Tier 1]]
37 22,000  [[Dead Man's Trigger - Tier 2]]
38 23,000  [[Dash Quickcharger - Tier 1]]
39 24,000  [[Spitfire LMG]]
40 25,000   
41 26,000  [[Big Punch - Tier 2]]
42 27,000  [[Quick Reload - Tier 1]]
43 28,000  [[The "Icepick" - Tier 2]]
44 29,000  [[Kraber-AP Sniper]]
45 31,000   
46 38,000  [[Tactical Reactor - Tier 1]]
47 45,000  [[Core Accelerator - Tier 2]]
48 55,000  [[Stealth - Tier 1]]
49 68,000  [[Guardian Chip - Tier 2]]
50 82,000  Regenerate

Challenges

Chassis

Chassis Challenge
Atlast Reach Level 10
Stryder Complete either IMC or Militia Campaign
Ogre Complete both IMC and Militia Campaign
NOTE: While technically not challenge unlocks, I suspect people might look here for this information.
R-101C Carbine

Mod Challenge
HCOG Sight Kill 25 Grunts with the R-101C
Holosight Kill 50 Grunts with the R-101C
AOG Kill 50 enemies with the R-101C
Extended Magazine Kill 25 Spectres with the R-101C
Supressor Kill 25 enemies with the R-101C
EVA-8 Shotgun

Mod Challenge
High-Capacity Drum Kill 25 Spectres with the EVA-8 Shotgun
Leadwall Kill 15 Pilots with the EVA-8 Shotgun
Supressor Kill 25 enemies with the EVA-8 Shotgun
Smart Pistol MK5

Mod Challenge
Enhanced Targeting Kill 25 Grunts with the R-101C
Extended Magazine Kill 50 Grunts with the R-101C
Suppressor Kill 50 enemies with the R-101C
40MM Cannon

Mod Challenge
Burst Fire Kill 20 Titans with the 40MM Cannon
Extended Magazine Kill 25 Enemies with the 40MM Cannon
Quad Rocket

Mod Challenge
Extended Magazine Kill 25 Enemies with the Quad Rocket
Rapid Fire Kill 20 Titans with the Quad Rocket
XO-16 Chaingun

Mod Challenge
Accelerator Kill 25 Enemies with the XO-16 Chaingun
Extended Magazine Kill 20 Titans with the XO-16 Chaingun
Plasma Railgun

Mod Challenge
Extended Magazine Kill 15 Enemies with the Plasma Railgun
Instant Shot Kill 10 Titans with the Plasma Railgun

Thanks

I just wanted to thank everybody. Anybody who has read my writing consistently, particularly those who recommend it on GameFAQs deserve more thanks than I can give. It feels nice to know that the hard work is appreciated (usually writing a guide takes 2.5x-5x longer than the amount of time played depending on the detail). The fact that what I do as a hobby is seen and used by so many is quite an honor =) Thank you all so much! 

Version History

Version 1.1

wysiwyg:14:
- Notes for Campaign added. While some of it is actually strategy, most of it is really things to keep in mind while playing since they are essentially just normal multiplayer matches.
- Edited a couple of factual errors.

Version 1.0

- Guide mostly complete.
-Will add notes for campaign but since you can't actually fail the campaign and it's merely multiplayer matches like the rest of the game, this isn't a high priority.

Legal

Copyright

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Reproduction of This Work

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