Titanfall: Arris Rising
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WARNING RATED M FOR MATURE
CONTAINS: Blood, Gore, Strong Language, Strong Violence, Sexual Situations, Alcohol Usage
VIEWER DISCRETION IS ADVISED
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"Looks like it's time to drop once more.."
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The Plot
The Frontier Malitia has been fighting an inevitable war with the IMC [Interstellar Manufacturing Corporation] in hopes of declaring peace amongst the interplanetary sectors of the cosmos. However this war has been raging for several months and it seems there is no end in sight. With this the IMC wishs to end this war quickly before their supplies and pilots run out before long leaving the Frontier Malitia to win the war and take back most of interplanetary sectors. So the IMC's front-line decided to push on into Frontier Malitia territory knowing this was going to be the final rush that would possibly end the war. Without any concent of the others on this front-line the middle of this front-line was attacked scattering pilots and ship-mates alike all amongst the Frontier Malitia territory and with this caused many pilots and ship-mates to fend for themselves. However radio contact was still apparent to the remnants of the front-lines.
With this radio contact those they were not on the front-lines told them that backup was indeed coming to rescue them and so this brought hope to the hopeless. This gave most of those a fighting spirit and with this clambered onto life as they fought with fearlessness and brave-heartedness. Our story focuses on a group of pilots that are about to risk their lives to secure safety for their IMC Mega Carrier Flag Ship.
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Need To Know Information
Spoiler: Plot Focus {Very Important}
Now since Titanfall is a multiplayer game, most of the plot was either made up or taken directly from the wiki, but all things aside lets get to the plot focus.
You and several other pilots have just finished your intel report upon a Refueling station previously owned by a small portion of the Frontier Malitia. You and several other pilots will be sent down to the planet where this refueling station is and raid it for its fuel. This mission should be fairly easy since there is slightly any resistance. The objective of this raid is to gain oil from the station that is at the far north side of where your pilots are going to land. Weapons are authorize, though if the raid goes on for too long, the Frontier Malitia will be directly notified and with this comes reinforcements allowing this to become more difficult to accomplish. So within that time you must;
A. Land at the Refueling Station
B. Assault the Refueling Station
C. [Optional] Gather intel upon the Frontier Malitia {Will be PMed to whom ever gathers that intel}
D. Gather fuel for your IMC Mega Carrier
E. Get out of there Via Dropship
Also titans will be of use during this mission.
Spoiler: The Titans
Towering over the battlefield, Titans are the advanced battle mechs that are featured as a unique gameplay factor in Titanfall. Titans were designed and manufactured by Hammond Robotics. However, it is implied that the Militia is also capable of manufacturing them. The Militia attacked while the Stryder Titan was being tested and this presumably led to the Militia being able to deploy them.
At the beginning of each match, a countdown displays the time remaining for the Titan to be built and prepared for Titanfall. The wait time can be reduced by racking up kills. Once the Titan is ready, players can call it in at a place where there are no overhead obstructions. The Titan will then be dropped on the designated area.
Pilots can enter a Titan from the front, from behind, and from above. Depending on the pilot's position, when pressing the button to enter, the pilot will either be picked up by the Titan and placed in the safety of the cockpit or enter the Titan through a hatch. Pilots see the outside world through a segmented display and can exit or eject from the Titan at any time. When the pilot is absent from the cockpit, Titans are presided over by an AI and can be set to either follow the pilot or guard a position, engaging enemy targets automatically.
Titans are able to wield a multitude of weaponry and possess the ability to dash, sprint, and sidestep. Titans are also capable of melee attacking without the use of a special weapon and can rip the pilot out of doomed titans.
After taking enough damage, the Titan will be doomed and will release a nuclear explosion before being destroyed. Before his Titan is destroyed, the pilot has the option to pull an eject lever. Pilots will then have to wait another few minutes before calling another one.
Spoiler: Orge Titan
The Ogre is a Titan model produced by Hammond Robotics. Developed as an extremely tough Titan pattern, the Ogre's design has been compared to a main battle tank, optimized for taking higher amounts of damage and dealing out more than the Atlas or Stryder Titans. The Ogre stands slightly taller than the Atlas and has bulkier armor. The main entry point of an Ogre is via a large hatch on its top rather than the chest like the Atlas or Stryder. The Ogre's Shield Core amps the Titan's shield for a limited time.
The stats for the Ogre Titan are below, they’re best viewed on a relative scale to the other Titan Chassis. The stats ranking is displayed in parenthesis next to the stat.
Health: 10,500 (1st)
Sprint Speed: 400 (3rd)
Melee Damage: 1,875 (1st)
Dash Speed: 610 (3rd)
Shield Regeneration Rate: 22 (1st)
Number of Dashes: 1 (3rd)
The Ogre excels at close range and one-on-one engagements with other Titans. It is best used in conjunction with close-range Titan weapons such as the Quad Rocket or the Triple Threat. Avoid open areas with long lines of sight where the Ogres slow movement speed puts it at a disadvantage to more mobile Titans. Closed engagements in tight alleyways are where the Ogre is most useful, as its superior armor allows it to outlast other Titans in one-on-one battles.
Spoiler: Atlas Titan
The Atlas is the original Titan model produced by Hammond Robotics. It has a balance of mobility and armor, having more mobility than the Ogre, but more armor than the Stryder. This was the first Titan to be revealed. The Atlas is the first Titan to be unlocked by the player at the start of the game.
The Atlas seems to be the second tallest Titan model, though exact measurements are unknown. Based on photos of the titan standing next to a pilot it can be estimated to be between 20-25 feet tall. Its main entry point is in its chest, which opens up for the player. The Atlas also has a secondary entry point in a small hatch in the top. This is also the eject port for the Atlas.
According to the reveal video released by Respawn, the Atlas is the oldest Titan model, and has instigated the development of both the Stryder and Ogre patterns. It was used through the Titan Wars, and onto the frontier battles where Titanfall takes place.
The Atlas possesses the 'Damage Core' ability, which, when ready, the pilot can activate on command to substantially increase damage dealt by the titan.
The stats for the Atlas Titan are below, they're best viewed on a relative scale to the other Titan Chassis. The stats ranking is displayed in parenthesis next to the stat.
Health: 8,000 (2nd)
Sprint Speed: 420 (2nd)
Melee Damage: 1,000 (3rd)
Dash Speed: 685 (2nd)
Shield Regeneration Rate: 12 (2nd)
Number of Dashes: 2 (2nd)
The Atlas, with its perfect balance of power and mobility' is an excellent Titan for all engagements and situations. Considered a Jack-of-All trades amongst the three Titan classes, it has more mobility than the Ogre, while being able to withstand much more punishment compared to the Stryder. Any Titan weapons work well with the Atlas, though mid-long range weapons such as the XO-16 are recommended. The main disadvantage of the Atlas is that it doesn't have a specified role, having neither the strengths nor weaknesses of the other Titans, so it is best used in support of other Titans/Pilots.
Spoiler: Stryder Titan
The Stryder is a Titan class developed and manufactured by Hammond Robotics. Developed as an extremely mobile and maneuverable Titan variant, the Stryder's almost skeletal design has been optimized for superior speed and agility. Significant improvements have been made to its Dash Core, enabling it to use it more frequently, while the Titan can also sprint for greater distances, making it perfect for hit-and-run attacks, ambushes and rapid redeployments. Unfortunately, this speed comes at a price. The Stryder's design is stripped down compared to other Titan variants, and its armor is largely non-existent, making it much more fragile in combat. In Titan-vs-Titan engagements, Stryder Pilots must use all available cover and their machine's impressive speed to outflank and evade their heavier adversaries, as they are unlikely to survive a straight-up slugfest.
During Hammond Robotics' final testing phase of the Stryder, the testing grounds came under attack by an M-COR strike force, including a pair of Atlas-pattern Titans. Despite the valiant efforts of the test Pilot, the prototype Stryder was eventually brought down, presumably allowing the M-COR troops to study the wreckage and eventually field Stryders of their own.
When ready, activating the Stryder`s 'Dash-Core' ability allows for unlimited dashes temporarily, making the Stryder a highly mobile force on the battlefield.
The stats for the Stryder Titan are below, they’re best viewed on a relative scale to the other Titan Chassis. The stats ranking is displayed in parenthesis next to the stat.
Health: 5,500 (3rd)
Sprint Speed: 435 (1st)
Melee Damage: 1,125(2nd)
Dash Speed: 720 (1st)
Shield Regeneration Rate: 10 (3rd)
Number of Dashes: 3 (1st)
The Stryder is an agile and nimble Titan, favouring speed and mobility over the other Titans, as such, large open maps are where it excels. Long range weapons such as the Plasma Railgun or XO-16 Chaingun are an ideal fit for this class, maximizing ranged damage while avoiding close range engagements, as the Stryder is unlikely to survive close ranged engagements with the other Titans. If one is forced in to a One on One battle with other Titans, it is best to use the Dash Core ability to avoid direct hits.
Spoiler: Abilities That Titans Obtain
Damage Core
Damage Core is a special core ability for the Atlas Titan. When activated, the player will be able to deal significantly more damage for a certain amount of time.
Shield Core
Shield Core is a special core ability for the Ogre Titan. When activated, the Ogre will be able to take more damage.
[*] When Shield Core is activated, Ogre shield is replaced by fully charged reinforced shield which withstands twice as much damage.
Dash Core
Dash Core is a special core ability for the Stryder Titan. When activated, it will allow players to dash as much as possible until a certain amount of time.
Spoiler: Weaponry
Spoiler: Pilots
Spoiler: Primary
Spoiler: R-101C Carbine
The R-101C Carbine is a medium range, automatic assault rifle. In the words of one of the developers, it's the "workhorse" of the game, usable in most situations that don't require an anti-titan weapon.
Although the R-101C is eclipsed in close combat by weapons such as the EVA-8 Shotgun and the R-97 Compact SMG, the weapon's predictable recoil and good rate of fire make it a competent weapon at all ranges and an excellent choice for any player. The iron sights on the R-101C are passable, but the unlockable sights may be more useful.
Attachments
Iron Sights
HCOG
Holosight
AOG
Mods
Extended Magazine
Suppressor
Spoiler: Hemlok Bf-R
The Hemlok BF-R is designed by a company known as "TW Ordnance." Compared to the R-101C Carbine, the BF-R is better suited to long and medium range engagements, being not as suited to close quarters due to its lack of full auto fire.
Attachments
SightsEdit
Iron Sights
HCOG
Holosight
AOG
Mods
Extended Magazine
Suppressor
Starburst
Spoiler: G2A4 Rifle
The G2A4 Rifle is described as a favorite weapon of special forces operators due to its precise fire and high damage. It is also described as a very old weapon. The weapon itself excels at long range combat, but has a high enough fire rate to be used at closer ranges if necessary. The iron sights are aedequate, but for long range engagements a sight may be needed, such as AOG Scope
Attachments
SightsEdit
Iron Sights
HCOG
Holosight
AOG
Mods
Extended Magazine
Match Trigger
Suppressor
Spoiler: EVA-8 Shotgun
Despite having a restricted fire rate, the EVA-8 is easily capable of obtaining one hit kills on both Grunts and Pilots. Although the EVA-8 has a decent range for a shotgun, its high recoil can make follow-up shots slow, meaning it is advised to aim for one-hit kills when possible. It has an average reload speed.
The Amped EVA-8 Burn Card gives the player a fully-automatic EVA-8 to use for the remainder of the life during which the card is activated.
Mods
High-Capacity Drum
Leadwall
Suppressor
Full-Auto (Amped)
Spoiler: C.A.R. SMG
The C.A.R. SMG is one of the two submachine guns developed from the R-101C Carbine platform, though unlike its smaller cousin, it has far greater power. Unfortunately, though, this is at the expense of fire rate, range and capacity. This makes the weapon a hybrid between the R-101C Carbine and R-97 Compact SMG, dealing similar damage to the former, with a slower rate of fire than the latter.
Attachments
Iron Sights
HCOG
Mods
Extended Magazine
Counterweight
Suppressor
Spoiler: R-97 Compact SMG
The R-97 is a compact submachine gun that excels in close-quarters combat due to its high fire rate and magazine size. It is most effective at close range, but its low recoil can be effective at longer ranges if necessary. The extended mag is advised because with the high ROF, you'll burn through the magazine quickly, along with your ammo.
It is advised that once unlocked, this weapon or the EVA-8 shotgun should be equipped in at least one loadout slot in order to deal with close in situations and game modes such as Hardpoint Domination where enemies are likely to be encountered inside buildings and enclosures.
Attachments
Iron Sights
HCOG
Mods
Extended Magazine
Scatterfire
Suppressor
Spoiler: Spitfire LMG
The Spitfire LMG has high recoil at first, but it eventually stabilizes into a tighter firing pattern. Due to its unique recoil, players are advised to ignore the traditional method of firing in short bursts, and rather fire in long bursts for increased effectiveness. It is one of the most useful guns to use when rodeoing a Titan, as it takes less than one clip to fully destroy it.
Attachments
Iron Sights
HCOG
Holosight
AOG
Mods
Extended Magazine
Slammer
Spoiler: Longbow-DMR Sniper
The Longbow-DMR, boasting high damage per shot consistent to all ranges' is an ideal long range marksman rifle. Taking two shots to kill a Pilot, or one if it's a headshot (if the suppressor is used, it will take three body shots, and two headshot)
A Grunt can be easily taken down in one shot, while a Spectre will take three hits to the body.
Being a Sniper rifle with the default 6x zoom, this weapon is at home on large, open maps with high vantage points and long sight lines. Finding a good vantage point to take advantage of this weapons strengths is key to success. Camping however, is not recommended as enemy Pilots will often close the gap on your location, and will likely engage you in combat situations you are ill equipped to counter. As such, the Cloaking ability is highly recommended, as when your location is eventually compromised, you can Cloak and retreat to a safer position to resume providing sniper fire. If you prefer to engage enemies on the ground or in mid range combat, using the alternative sights such as the AOG sight or the 4.5x zoom is recommended, turning this weapon in to a high powered battle rifle of sorts. It is ill advised to use the suppressor for this weapon, as its damage is decreased considerably, taking an extra bullet to kill an enemy Pilot. Though your gun shots won't show on the radar, the semi automatic nature of the weapon and its slow rate of fire (compared to the other pilot weapons) means that your time to kill will be extremely compromised.
Attachments
6x Zoom Scope
AOG Scope
4.5x Zoom Scope
Sonar Scope (Amped)
Mods
Suppressor
Extended Magazine
Stabilizer
Spoiler: Kraber-AP Sniper
The Kraber-AP is a straight-pull bolt-action anti-material sniper rifle with a side-mounted magazine that appears. As expected from both its large-caliber 14.5x114mm rounds, it has very high damage, able to kill a pilot in one shot. Pilots must lead against moving targets due to the short projectile travel time between the shot and impact (slightly faster bullet speed than rounds from the 40mm Cannon) of the weapons projectiles.
Attachments
6x Zoom Scope
AOG Scope
4.5x Zoom Scope
Mods
Suppressor
Extended Magazine
Stabilizer
Explosive Rounds (Amped)
Spoiler: Smart Pistol MK5
The Smart Pistol MK5 is an automatic lock-on target primary handgun. In close range, the weapon will lock-on onto the enemies head and chest. It takes 3 Locked on hits to kill a Pilot, 2 for Spectres, and will instantly kill Grunts. The Smart Pistol also takes a longer time to lock onto actual enemy Pilots than AIs, making it an excellent weapon for "crowd control" of AIs, but not for PvP combat. Cloaked Pilots will take nearly twice the time to lock on.
When using ironsights, the pistol will not use its lock-on capabilities, performing similarly to the Hammond P2011.
It has a rather unique first-person view while unsighted, featuring the player holding it almost sideways in the middle of the screen. When aimed down sight, it has a moderate effective range, similar to other handguns, but it has a very short range for lock-on capabilities. It's not the best weapon to use on moving targets, due to its lock-on time.
Unlike all other handguns to be found in Titanfall, it's actually a primary weapon. This is likely for balance reasons.
Mods
Enhanced Targeting
Extended Magazine
Suppressor
Advanced Targeting (Amped)
Spoiler: Sidearms
Spoiler: B3 Wingman
In many ways, the B3 Wingman is the RE-45 Autopistol's polar opposite. It is very capable at long-range, but sacrifices short-range capabilities for that. It has high damage, and requires precision aiming as opposed to firing rapidly at short range.
It has a Burn Card called Amped Wingman that gives it a "match trigger" similar to the Hammond P2011, giving it a fast fire rate.
Spoiler: RE-45 Autopistol
The RE-45 Autopistol has a .45 caliber made for use at close range. It loses damage and accuracy over distance, so it is not as suitable for medium to long ranges as the Hammond P2011 or B3 Wingman.
Spoiler: Hammond P2011
The Hammond P2011 has good accuracy and damage at range. Its integrated match trigger allows it to be fired very rapidly, which is useful in close quarters, as well as taking down enemies quickly at medium ranges.
When comparing the P2011 to the B3 Wingman's low fire rate and magazine size, and high range and damage, and considering that the RE-45 Autopistol is its opposite in every way, the P2011 seems to be the jack of all stats for pistols, good for most situations. The Hammond P2011's only weakness is as a backup for rodeoing an enemy Titan.
Spoiler: Anti-Titan Weapons
Spoiler: Sidewinder
The Sidewinder is an anti-Titan weapon that makes it easy for the Pilots to damage enemy Titans. The micro-missiles do limited damage, but may do critical damage by hitting vulnerable spots, very high fire rate and high magazine capacity. It should be advised that it is useless when rodeoing a Titan, because the missiles will explode on impact, killing the pilot.
It is mainly effective at close range where it can hit vulnerable spots and deal critical damage. It is less effective at medium range, where it can at least hit an enemy. For long range, other anti-titan weapons are preferable.
Mods
Extended Magazine (Amped)
Spoiler: Charge Rifle
It takes approximately three seconds to charge this weapon [A half a post], after which it shoots a short burst of static electricity which deals respectable damage and can effectively hit critical spots on unshielded Titans for double damage thanks to it's non ballistic nature. Beam travel time is instant, so it may be used at long range.
[*]The three second charge time is very long for proper use in a fast-paced game. If the fire button is released, it's charge level will begin to drop. If the fire button is held again, it will raise, so it is possible to keep the weapon at almost full charge for a long time.
[*]One hit from this weapon is enough to kill a pilot.
When the Charge Rifle is being charged, it is seen by titans as a very bright orange light, even through pilot cloak.
[*]The Burn Card version of this weapon charges almost twice as fast, while doing the same damage. It makes it both more user friendly and much more deadly.
Mods
Accelarator (Amped)
Spoiler: Archer Heavy Rocket
he Archer's high power is compensated for by its lock-on time. It can also lock-on to an enemy dropship to take it down, as well as turrets.
To lock-on to a Titan with the Archer Heavy Rocket aim down the sight at a Titan until the red lock-on indicator is shown. At this point, firing the weapon will launch a rocket that will track the Titan. Note that when you begin to lock a titan, pilot in it receives warning and approximate direction from which he is targeted. Also, there is a sound indicator of missile approaching.
The Archer Heavy Rocket is completely useless while rodeoing, as you cannot zoom in to get the required lock on. Even if you do, it does not deal more damage and will kill you with first missile.
Because of its relatively long lock on and reload times, this weapon is best used at extremely long ranges over clear sight lines, where the locked on rocket will not fly uselessly into obstructions.
Using this weapon in Angel City is not recommended, as the Sidewinder or other Anti-Titan weapon will provide more DPS given the short and/or straight paths throughout the map.
Spoiler: Mag Launcher
The Magnetic (Mag) Launcher, originally known as the Magnetic Grenade Launcher (MGL), is a Pilot anti-Titan magnetic grenade launcher that appears in Titanfall.
The Mag Launcher fires magnetic grenades that are automatically guided towards Titans and Spectres within a reasonable range. It also has a Burn Card called Amped Mag Launcher which grants a high-capacity, automatic version of the Mag Launcher.
[*]Mag Launcher may be used from cover, from rooftop or around the corner without exposing to enemy fire..
Mods
Semi-Auto
Fully-Auto (Amped)
Extended Magazine (Amped)
Spoiler: Titans
Spoiler: XO-16 Chaingun
The XO-16 Chaingun is a fast firing, belt fed, fully automatic Titan weapon. Possessing a considerable rate of fire coupled with high precision and low recoil, very rarely will a Titan pilot miss its intended target (Titan, Pilot or otherwise). This versatility make it an ideal weapon for mid to long range engagements, while at close range hailing an opponent with enough high calibre rounds will cause other Titan opponents slight vision-optics distortion, disorientation and confusion. A perfect two way weapon, effective against both Pilots and Titans, it is the go-to weapon for all Pilots of any level.
Effective in most situations against all opponents, the XO-16 is best used on open maps with clear lines of sight. Its instantaneous projectile and fast, sustained rate of fire make in perfect for wearing Titans down. It can easily cut down pilots, and is much more effective at cutting down fast moving and ejecting Pilots than any other weapon in its class. Its main drawbacks include its lack of overall power-per shot, as other Titan weapons do much more damage per shot in a shorter time span. Any Titan-class works well with the XO-16, an Ogre can withstand more punishment, which can make up for this weapons lack of firepower. The Stryder can be used to cover long distances, keeping out of direct conflict with its mobility, while dealing sustained firepower against enemies. The Atlas's versatility can be combined with this weapons, making an overall solid class with no significant strengths or weaknesses, while receiving the added boost of this Titans Damage Core ability.
Mods
Extended Magazine
Accelerator
Spoiler: 40mm Cannon
The 40mm Cannon is a high-powered auto-cannon found on Titans. As the name suggests, the 40mm Cannon fires high-explosive 40mm shells.
This weapon is equally at home attacking both enemy titans and pilots. The quick travel time and great accuracy of its rounds makes this an effective weapon at range but when up close, the low rate of fire may hurt players who are not skilled with the weapon. The explosive rounds have substantial splash damage, capable of killing enemy pilots in a single direct hit or in 2-3 near misses.
The 40mm Cannon is basically a grenade launcher with a fast projectile and good damage. Effective in maps with tight alleyways but far lines of sight, this weapon is most effective at mid to long range as you can shoot accurate, high damage shots from a distance. Close range engagements should be avoided, as this weapons slow fire rate and low clip capacity can be an issue, especially when engaging a Titan with faster shooting weaponry. Skilled Titan opponents are likely to be highly mobile, dodging the projectiles, meaning any missed shots can be costly.
Mods
Extended Magazine
Burst Fire
Spoiler: Arc Cannon
The Arc Cannon is an immensely powerful gun, firing a lightning bolt at a low rate of fire. It can be fired quickly and semi-automatically, or charged up for high power.
When firing the arc cannon at a cluster of enemies, plasma arcs will erupt from the main point of contact, burning foes around 2.5m from the initial target, possibly chaining further. Maximum target amount remain unknown, but eight were witnessed more than once. The Arc Cannon is possibly one of the most versatile primary weapons at your disposal as a Titan, due to its ability to chain the plasma arc to nearby enemies, its high charge damage against Titans, and the small radius around the bolt's area of impact which makes it effective against Pilots. Pilots usually die within two uncharged shots or just one when the weapon reaches approximately 30% charge. Its fire rate is relatively fast when uncharged so it can deliver the second shot to finish pilots quickly.
[*]The Arc Cannon has limited range. After traveling a certain distance, it's bolt will dissipate without dealing any damage.
[*]Getting hit with an Arc Cannon causes a visual distortion effect, similar to the Arc Grenade. Effect strength depends on the Arc Cannon's charge level.
[*]The Arc Cannon may hit and destroy missiles mid-air thanks to the instant traveling of it's bolts and pinpoint accuracy.
[*]If an Arc Cannon hits an active Vortex Shield, it will lose a part of its remaining charge which depends on cannon charge level at the time.
Mods
Capacitor
Spoiler: Quad Rocket
The Quad Rocket is a weapon that fires a tight-knit cluster of 4 rockets at the target, exploding upon impact.
The weapon is best used against enemy titans, having limited effectiveness against mobile pilots. However against groups of lesser enemies the launcher becomes more effective than against single enemy pilots.
Firing slow moving but extremely powerful rocket salvos, the Quad Rocket is an extremely powerful weapon at close ranges. It is recommended that you fire only at close ranges as its slow moving rockets often miss targets beyond 30ft. Because of this, an Ogre titan is heavily recommended, as its high armour coupled with this weapons high damage can make for a huge advantage in one on one close quarter engagements. Alternatively, a Stryder can utilize close quarters hit and run tactics, firing a few volleys, then retreating quickly. Against enemy Pilots, this weapon is extremely ineffective due to its slow firing rockets, however, if one is to fire at unsuspecting or stationary targets, it will usually obliterate them in one shot.
Missile explosions can damage the wielder if fired at point blank.
Mods
Extended Magazine
Rapid Fire
Spoiler: Triple Threat
The Triple Threat is a Titan grenade launcher that shoots 3 giant grenades. It excels at clearing rooms, and its grenades explode upon contact with armor, making it very effective against titans. Use caution when firing at point blank range, however, as the grenades can damage the wielder as well as the target. Its Alternate fire mode switches the grenade spread pattern from horizontal to vertical, which may help make your shots count, as titans might be easier to hit with a vertical spread at close range, and horizontal spread at titan waist height for longer ranges.
As the Triple Threats grenades have a rather slow projectile, close range engagements are preferable, so it is best used in conjunction with the heavily armoured Ogre titan-class. Alternatively, you can adopt a hit and run tactic by dashing quickly into a close range engagement with the Stryder, fire a couple volleys, and quickly retreat before taking significant damage. It is also extremely effective at shooting pesky Pilots who are in unseen high vantage points such as rooftops, as one can shoot a grenade on to rooftops with precise aiming, and its wide area of effect explosion can often net a kill. Counter strategies include staying out of an arms reach, dashing backwards while attacking with longer range Titan weapons, while keeping an eye on the small grenade indicator to know precisely where the grenades roll.
Mods
Extended Magazine
Mine Field
Spoiler: Plasma Railgun
The Plasma Railgun fires a traveling plasma pulse with high accuracy out to long range. When zoomed, the weapon's power is charged up through several stages until reaching full power. Unlike the Charge Rifle, the charge can be held indefinitely. Zooming out will cancel charge process without firing.
[*]Charging shots does not affect ammunition used per shot. Be it charged or instant shots, it always use 1 ammo.
[*]A projectile this weapon shoots is fast traveling, but not instant. Leading shots may be needed, especially at long range.
[*]Even uncharged shot will vaporize any infantry unit, including pilot.
[*]Charged shot will punch through enemy titan, possibly dealing damage to more than one enemy.
While Plasma Railgun is probably lowest "damage per second" titan weapon, it does most damage of all weapons per shot. Paired with its ability to hit vulnerable spots for double damage, Railgun is best used at range and, preferably, for supporting other titans or surprise attacks on unsuspecting and weakened enemies.
Spoiler: Rules
1. Drop/Drop Out is Active. Meaning if you join the roleplay you can easily drop out by killing your character off, but I suggest staying because I have things planned for this rolepaly..
2. No God-Modding or Auto-Hitting. Add realism to your post.
3. Bullet-Drop is active.
4. Death is active.
5. No Sexist or Vulgar-Language Please.
6. GM's Word Is Law!
7. Ban Hammer is Active!
8. If arguements arise and your not their to stop it, and I will personally deal with it..
9. Must have detail in their posts as well as depth and length.
10. Have fun!
Spoiler: Extra Information
Spoiler: Pilot
Operating a Titan
A Pilot, while in a Titan, can maneuver and fight similarly to if he or she is on foot, due to the Titan being designed to be an extension of the Pilot's body. This is, of course, with the exception of the ability to jump, which is instead replaced by the Dash function. Titan combat also has a few other differences compared to traditional infantry combat, such as a different set of weaponry and equipment.
If a Titan is at critical damage, a Pilot can also use an ejecting system to eject from a Titan before the Titan explodes. A Pilot can also manually initiate the eject sequence even though the Titan is still above critical damage levels.
A Titan can also be operated whilst the pilot is not actually in it. It has 2 modes which can be set whilst your are disembarked which are Follow and Guard. Follow mode makes the Titan follow the player as close as the titan could possibly be, Guard mode will make the Titan defend the position it is at, useful for defending objectives or key locations on a map.
Combat on Foot
While outside of a Titan , Pilots are armed with a myriad of equipment. All Pilots wear body armor that can withstand a decent amount of gunfire. The body armor is also equipped with a jet pack, called a jump kit, which allows Pilots to double jump and wall run, as well as survive long falls by fireing a moment before hitting the ground to kill momentum. A skilled Pilot can make use of these abilities to chain multiple jumps and wall runs to cover great distances with speed and ease.
Pilots can also damage a Titan using small arms, dealing a small amount of damage (unless an explosive or anti-vehicle weapon is used). Pilots can jump onto a hostile Titan (also known as a rodeo attack), tear off a section of armor, and shoot into the internal systems of the Titan until it is critically damaged. Despite these abilities, Pilots can still be stepped on if they are not cautious around an enemy Titan. Pilots also need to be aware of retaliation by the hostile titan in case the enemy titan has Electric Smoke, or Cluster Missile equipped and other enemies can kill you while partaking in a rodeo attack.
Pilots can also hitch a ride on a friendly Titan , preventing hostile Pilots from initiating a rodeo attack on that allied Titan, and can also use the allied Titan as a springboard to reach higher areas.
Spoiler: Gear/Other Perks
Spoiler: Attachments
Holographic Combat Optical Gunsight: The Holographic Combat Optical Gunsight (HCOG) is an attachment in Titanfall. It allows players to have an 1.85 multiplier zoom when aiming down sights.
Iron Sights: Iron Sights are a weapon attachment that appears in Titanfall. They are the basic sights for all primary and secondary weapons, with the exception of sniper rifles. Generally, they are made mostly of metal, with a hovering red dot in the front sight. They provide no magnification.
Advanced Optical Gunsight: The Advanced Optical Gunsight is a weapon attachment that appears in Titanfall. It's scope zoom is 2.4, and it has an ammo counter on the side of the scope.
Holosight: The Holosight is an attachment available for the R-101C Carbine and the G2A4 Rifle . It gives a 2.10 multiplier zoom when aiming down sights.
Scatterfire: The Scatterfire is a weapon attachment that appears in Titanfall. It increases the weapons fire rate at the cost of accuracy.
6x Zoom Scope: The 6x Zoom Scope is a weapon attachment appearing in Titanfall. It is only available for the Longbow-DMR Sniper and the Kraber-AP Sniper. It is a long range magnification scope that zooms in with 6x magnification.
4.5X Zoom Scope: [No Suitable Information]
Spoiler: Mods
Accelerator: The Accelerator is a weapon attachment that appears in Titanfall. Currently it is only available for the XO-16 Chaingun. The attachment lowers the weapons fire rate when the trigger is first pulled, but will greatly increase with prolonged fire.
[*]This mod increases Chaingun magazine to 150 rounds.
When the trigger is pulled, the rate of fire will be miniscule; but will rapidly accelerate, reaching standard speed in 2.5-3 seconds and continuing to accelerate after that.
[*]Near the end of the magazine it becomes difficult to control weapon recoil. If the trigger is released, acceleration process must begin anew.
[*]This mod makes Chaingun significantly worse against infantry, because there is no room for weapon ramp-up, and much better against titans.
Match Trigger: The Match Trigger is a weapon mod in Titanfall. It increases the maximum rate of fire on semi-automatic weapons, allowing for the weapon to be fired as fast as the trigger is pulled. It is available on the Hammond P2011 by default, the G2A4 Rifle as a mod, and the B3 Wingman through a burn card.
Instant Shot: Instant Shot is a weapon mod for the plasma railgun. It eliminates the need to charge up the rifle in order to fire at the highest velocity, however it drastically reduces the damage. The mod also adds an extra round to the magazine.
[*]Shots with mod deal approximately 1/4 of damage of fully charged unmodified Railgun.
Afterburners: Afterburners are weapon mods in Titanfall for the Quad Rockets.
Burst Fire: Burst Fire is a weapon attachment that appears in Titanfall. It modifies a weapon to fire in a three-round burst, rather than full-auto or semi-auto. For the 40mm Cannon, the mod lowers the damage and accuracy of individual shots.
Capacitor: The Capacitor is a weapon mod for Arc Cannon in Titanfall.
[*]Damage boost given by this mod is approximately 25%. If the fire button is released before the weapon fully charges, the charge level will go down rapidly but will go up again if the button is held again. This allows the charge to be held high for extended periods.
Enhanced Targeting: Enhanced Targeting is a weapon attachment that appears in Titanfall for the Smart Pistol MK5. It increases the speed of the lock-on feature and its effective range, but restricts the weapon to a smaller targeting window.
Extended Magazine: Extended Magazine is a weapon mod for all Pilot primary weapons. It increases the capacity of each magazine by 25-50%.
High-Capacity Drum: The High-Capacity Drum is a weapon mod that appears in Titanfall for the EVA-8 Shotgun. It increases the magazine capacity from 6 to 9.
Fast Reload: [No Suitable Information]
Counterweight: The Counterweight is a weapon mod in Titanfall for the C.A.R. SMG. The mod reduces recoil and makes hipfire more accurate.
Mine Field: Mine Field is a weapon mod in Titanfall exclusively for the Triple Threat. It changes the projectiles fired by the weapon into proximity activated mines.
Recoil Compensator: The Recoil CompenRecoil compensatorsator is a weapon mod in Titanfall for the R-101C Carbine. The mod reduces vertical recoil.
Slammer: The Slammer is a weapon mod in Titanfall available for the Spitfire LMG. The attachment increases the weapons damage when performing a rodeo attack on an enemy Titan.
Leadwall: The Leadwall is a weapon mod that appears in Titanfall. It is used on shotguns to increase the overall spread, making the shots cover a wider range, but with less chance of multiple pellets hitting the enemy.
Rapid Fire: The Rapid Fire is a weapon mod that appears in Titanfall for the Quad Rocket. Instead of firing four rockets at once in a spiral, the weapon is turned into an automatic weapon with a larger magazine of 18 rounds which can be fired faster as a result.
Stabilizer: The Stabilizer is a weapon mod appearing in Titanfall. It is only available for the Longbow-DMR Sniper and the Kraber-AP Sniper. The mod reduces the weapon sway when aiming down the scope.
Starburst: The Starburst is a mod that converts the burstfire rate of the Hemlok BF-R to five rounds per shot. It also changes its capacity form 24 to 25 rounds, to divide evenly into five-round bursts.
Suppressor: The Suppressor is a weapon mod appearing in Titanfall. It is available for all primary weapons. It reduces noise and muzzle flash upon fire, and causes the player to not appear on enemies' radar upon firing. With the Suppressor equipped on a weapon, the damage is lowered just enough so that an extra shot is needed at all ranges to kill.
Spoiler: Oradance
[Pilot Oradance]
Data Knife: The Data Knife is a weapon in Titanfall. The player can use this weapon to hack into enemy Spectres and they will fight for the player. Upon approaching a Spectre the player will recieve a "Hold X to Hack" prompt on their screen if playing on the Xbox One or "Hold use to Hack" if on the PC. Upon holding "X" or "use" the player will stab the knife into a slot in the back of the Spectre's head and a counter will begin to scroll. Upon completion, the Spectre will fight for the player as well as the rest of the Spectres squad undergoing the same conversion. The same is true when activating or capturing heavy turrents The Data Knife can also be seen when players are wallhanging, with the knife stabbed into the wall.
Frag Grenade: Frag Grenade is an explosive ordnance in the game. Frag Grenades are extremely effective against Minions and are capable of destroying an entire squad with one grenade. Against Pilots, Frags deal a considerable amount of damage in close range and can kill a Pilot in full health. Frag Grenades do not deal considerable damage against Titans, but can be used as distractions.
Arc Grenade: Arc Grenade is a support grenade in the game. Its appearance is almost identical to the Frag Grenade, howevever it has bluish decals and what appears to be lights attached to the protrusions. Unlike Frags, Arc Grenades can be of notable use when fighting a titan on foot. Arc Grenades deal less damage compared to Frag Grenades, but heavily distort the vision systems of Titans and Pilots that are caught in the blast radius. These grenades are also effective against minions and it is possible to take out entire squads with one grenade.
Arc Mine: The Arc Mine is a proximity mine that can stick on any surface. These mine won't explode until enemy Pilots, Titans or Minions enter the mine range. Once it active, it detonate releasing a powerful blast of electricity dealing damage and distort enemy Pilots and Titan vision temporary similar to Arc Grenade. Similar to Arc Grenade, it effective against Minion as thet die in one blast.
Satchel Charge: Satchel Charges stick to any surface and are manually detonated, causing massive explosive damage to anything nearby. Unlike most of its real-world counterparts, the Satchel can be thrown from a distance. It is detonated through the use of a detonator.
[Titan Oradance]
Rocket Salvo: The Rocket Salvo is is a Titan off-hand weapon and is the default titan ordnance. It launches a rapid salvo of unguided rockets. It can prove handy in a fight with an enemy titan to fill the gap while reloading or to initiate a combat with an enemy titan who is unaware. It is best used against stationary enemies but with a little skill can be used just as well against moving ones.
It is advised to save this for enemy titans since attacking enemy pilots with this weapon is a waste of a slow to reload weapon and its effectiveness against soft targets is haphazard at best.
Slaved Warheads: The Slaved Warheads is a Titan Ordnance that appears in Titanfall. This Titan ordnance pod requires a lock-on before you can fire. When you fire, a barrage of homing missiles will launch three at a time, towards your locked target.
Cluster Missile: The Cluster Missile is a Titan Ordnance that appears in Titanfall. The Cluster Missile pod fires a missile which, on impact, deploys a shower of secondary explosive charges that continue to explode and saturate an area for a considerable time. It is unlocked at level 24. It is useful against enemies hiding in buildings or that are partaking in a rodeo attack.
Using it to avert a rodeo attack is risky, because your Cluster Missile will damage you. If enemy pilot is at full health, you will lose full shield and 10-20% of armor.
Multi-Target Missile System: The Multi-Target Missile System is a Titan Ordnance that appears in Titanfall. The Multi-Target Missile System enables you to engage multiple targets at once. Hold down the Ordnance Ability control and sweep your view over your targets to paint them. Then release to fire the missiles at the painted targets.
Spoiler: Tactical Abilities
Electric Smoke: Electric Smoke is a tactical ability unique to Titans, that focuses on preventing Pilots from rodeoing your Titan. When activated, it disperses smoke, which may hide your Titan`s movement from enemies, that quickly becomes electrified, damaging and disorienting non-friendly infantry or nearby Titans. It is highly damaging to pilots and Titan's shields, depleting them very quickly.
This tactical ability is arguable the most effective active defense against enemy pilots rodeoing your titan. Once launched the cloud is stationary, so your titan has to stand in the cloud until the enemy pilot is dead, however it takes mere seconds to kill an enemy pilot and should be used without hesitation if equipped.
Being in electrical smoke prevents missile locks on you, but will not make any flying missiles lose you.
Vortex Shield: The Vortex Shield is a special ability equippable for Titans that allows them to stop enemy fire such as rockets and bullets in their tracks, and is able to send the projectiles right back to the enemy. This effect is most likely orchestrated by a series of powerful magnets in the hand (as shown in the picture by the black and white device on the Titans forearm), but does not extend to the lightning bolts fired by the Arc Cannon. This first appeared in the Titanfall E3 release trailer.
This ability is best used when surprised by an enemy titan, or when an enemy titan has activated their own vortex shield. In this way, it is possible to catch projectiles already caught in the enemy's vortex shield and send it back before their shield can recharge.
Particle Wall: Particle Wall is a Titan Tactical Ability that appears in Titanfall. It is a stationary force-field that blocks any fire from one side, allowing damage to be taken from the other side.
Cloak: Cloaking allows pilots to remain invisible to enemies for a short period of time. This allow them to escape opponents, ambush enemies, avoid minions and in general reduce the pilot's visual signature. Cloaking is notably more effective against titans than pilots.
Stim: Stim is an ability used exclusively by pilots in Titanfall. It enhances the user's speed and movement allowing them to get around quicker and jump for longer. It also increases the rate of health regeneration, making them harder to kill. Selecting this ability on the pilot's loadout will replace the Cloak ability.
Active Radar Pulse: Active Radar Pulse is a Pilot Tactical Ability that appears in Titanfall. It allows for temporary vision of enemies through walls.
Spoiler: Kits
Spoiler: Pilot
Spoiler: Tier 1
Enhanced Parkour Kit: Enhanced Parkour Kit is a Tier 1 Pilot Kit that appears in Titanfall. It is unlocked off the start and as the description implies, allows for longer wallrunning and wallhanging.
Explosives Pack: Explosives Pack is a Tier 1 Pilot Kit that appears in Titanfall. It allows the player to spawn with three ordnance items instead of two.
Power Cell: Power Cell is a Tier 1 Pilot Kit that appears in Titanfall. It allows the players tactical ability to recharge faster than normal.
Run N Gun Kit: Run N Gun Kit is a Tier 1 Pilot Kit that appears in Titanfall. Using the kit allows the player to fire small arms while sprinting.
Quick Reload Kit: Quick Reload Kit is a Tier 1 Pilot Kit that appears in Titanfall. The kit makes reloading any Pilot weapon faster.
Stealth Kit: Stealth Kit is a Tier 1 Pilot Kit that appears in Titanfall. It makes the players footsteps silent, which makes them harder to be heard by enemy Pilots. The exhaust produced by the jump kit when jumping is also greatly lowered, making the player even more difficult to track.
Spoiler: Tier 2
Dome-Shield Battery: Dome-Shield Battery is a Tier 2 Pilot Kit that appears in Titanfall. It increases the duration of the Dome-Shield that activates when a Titan is called in, which can give the player more time to either reach their Titan or plan their next move.
Minion Detector: Minion Detector allow Pilots to automatically detect Grunts and Spectres in the pilot minimap. This allow Pilot to engage Grunts and Spectres earning point quickly. However, it won't work on Titan and Pilot so caution is advised.
Warpfall Transmitter: With this kit, titan arrival takes approximately 3 seconds instead of standard 6, which makes emergency calling much easier. It also may be a viable tactics to drop a titan on top of enemy, because it will instantly kill him or at least force him to back off.
Dead Man's Trigger: [No Suitable Information]
The 'Icepick': It increases speed of hacking Spectres and Heavy Turrets.
Guardian Chip: This upgraded targeting system allows your Auto-Titan to engage enemies with much greater accuracy.
Spoiler: Titan
Spoiler: Tier 1
Nuclear Ejection: Nuclear Ejection Grants Titan the ability to self destruct when the Titan is doomed. When active, it release a bright white glow and erupt a massive explosion killing enemy pilots or titans nearby. This allow player to kill enemy pilots and Titan as a last resort.
Regen Booster: Your Titan is able to regenerate its body shield at a faster rate then normal.
Fast Autoloader: This advanced autoload mechanism replenishes your Titan Ordnance faster, making your Titan's Ordnance available more frequently.
Dash Quickchager: Your Titan's dash system recharges at a faster rate, allowing you to dash more frequently.
Tactical Reactor: This kit makes your Titan' Tactical Ability recharge faster. The Tactical Abilities are Vortex Shield, Electric Smoke, and Particle Wall.
Spoiler: Tier 2
Auto-Eject: The Auto-Eject system automatically ejects you as soon as your Titan is doomed. You will also cloak briefly on ejection, whether or not you have the Cloak ability as a Pilot.
Survivor: Causes the Titan's Doom bar to recede slower. Allowing you to fight longer before having to abandon the Titan.
Core Extender: The Core Extender allows any Titan's Core Ability to remain active for an extended period of time.
Big Punch: This kit doubles damage and knockback power of melee attack, but make melee attack two times slower. Therefore it is more useful for holding enemy back, rather than using it as weapon itself.
Core Accelerator: This kit does not reduce basic core recharge time (3 minutes 20 seconds). It increases amount of bonus time from enemy kills.
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Character Skeleton
~Personal Information~
Username:
Name:
Age: [21+]
Gender:
Appearance:
Personality:
Biography: [How did you come to join the IMC?]
~Pilot Information~
Primary Weapon:
Primary Weapon Attachments:
Primary Weapon Mods:
Side-Arm:
Anti-Titan Weapon:
Tactical Abilties: [1-2]
Oradance:
Kit: [1-2]
Faction: IMC
~Titan Information~
Titan Type:
Titan History: [How did you Earn your Titan?]
Custom Scheme: [What Colors?]
Primary Weapon:
Titan Ability: [Must Relate to the Titan you choose]
Tactical Abilities: [1-2]
Oradance:
Kit:
Faction: IMC
Spoiler: Example Character Skeleton {My CS}
"I Pray For My Life!"
Username: Hoef
Name: Ares Boltisire
Age: 26
Gender: Male
Personality: Ares is a strong-willed man with a sense duty for the IMC. Though he is frank most of the time he does consider the people around as an ally and not enemy when off the battlefield. When off the battlefield he is friendly and fun to be around always cracking jokes here and there to keep the air clean of seriousness. Though when in battle he is a serious and dangerous man at best. He will take any situation seriously if it means fighting the enemy. Though he is fearless and brave-hearted as well as head strong always keeping ahead of the danger. He is very intelligent always thinking ahead of the situation as well as the opponent and over-powering the opponent in brains instead of bronzes. This makes him the perfect soldier at heart, and his personality will live in history.
Biography: When Ares was born, he had trouble fitting in with the other kids upon his planet. He knew better than to get involved with the other childeren, for they would make fun of him for being smarter than everyone else. Ares had a general knowledge of the world outside his own planet and decided to learn more upon the stars, before eventually around the age of 12 that he became interested in politics. He studied politics for three years before at the age of 15 he decided to host a national debate within his nation becoming the youngest political figure on his planet. He had become famous around the cosmos around his 18th birthday when he joined the IMC to stop the war that was apparent during his days. He dropped his political act and picked up the military act and with through tough training to become he is today. Now, after several years of training and combat, Ares has grown to be a strong pilot at the age of 26 and is willing to do anything for the government he loves.
Primary Weapon: R-101C Carbine
Primary Weapon Attachments: Holosight
Primary Weapon Mods: Extended Magazine/Suppressor
Side-Arm: Hammond P2011
Anti-Titan Weapon: Sidewinder
Tactical Abilties: Cloak/Active Radar Pulse
Oradance: Frag Grenade x2 and Arc Grenade x2
Kit: Enhanced Parkour Kit/Minion Detector
Faction: IMC
Titan Type: Atlas
Titan History: Ares received his Atlas Titan around the age of 23, after experience combat as a grunt. He wanted to prove himself better by becoming a pilot, and so this Atlas was his started Titan. He fell in love with this Titan so much that he didn't want to switch Titans leaving him to accept that this was the right Titan for him. Over the years he had been through bloody battle with this Titan and with this Ares grew ever so close to his Titan allowing him to create a bond with this Titan even though it had no feelings or even a voice to speak its own opinions. Ares knew that whatever this Titan did it was in response to his feelings.
Custom Scheme: Black along the limbs of the Atlas Titan, and Green up the body.
Primary Weapon: XO-16 Chaingun
Titan Ability: Damage Core
Tactical Abilities: Electric Smoke/Vortex Shield
Oradance: Cluster Missile x15 Multi-Target Missile System x15
Kit: Nuclear Ejection
Faction: IMC
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