Titanfall: Creating a custom Pilot class

Creating a Pilot class can be tricky business. This walkthrough of abilities and tools should definitely help.

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The more you experiment with classes in Titanfall, the better you'll be able to perform. While the three default classes have a lot to offer, custom classes will let you best cater to your own strengths.

The first thing you'll need to keep in mind is that custom classes won't unlock until you get to level 5. That may sound like it'll take a while to get to, but the truth is that you should be able to unlock them with about two hours of continuous play--maybe even less than that. Once you do, you'll have access to a certain number of tools to choose from, ranging from weapons to tactical abilities to kits. There's plenty to look over here, so let's look at what each of the general classes have to offer, and what's bound to be best for you.

Primary Weapon

This is your main firearm, which you'll use over the course of the game except when you utilize a Burn Card for a one-time swap-out during a round. With the three default classes--Rifleman, Assassin and CQB--you'll have three main weapons to choose from, although more can be unlocked over the course of play.

The Rifleman's R-101C Carbine is a good general assault rifle, which has both distance and accuracy going for it, as well as a solid rate of fire. It doesn't have the spread of the shotgun, nor the lock-on capability of the smart pistol, but it is effective when it comes to mowing down ground troops or Grunts.

The Smart Pistol, the primary weapon of the assassin, is a great up-close weapon when it comes to nailing enemies with quick shots. They don't even need to be aiming primarily at them, as long as the lock-ons are in place. It usually takes three to bring down a soldier, so make sure you get these before you waste bullets.

Finally, the CQB Pilot's EVA-8 Shotgun is excellent when it comes to killing enemies quickly. What it lacks in range, it more than makes up in firepower, as it can bring down most ground troops with one singular shot, depending how much of the blast they absorb. Use these when you're taking care of groups of Minions, or want to get a surprise on someone around a corner.

Many people will swear up and down about the R-101C Carbine for general assault, but the EVA-8 Shotgun is remarkable, and fires at a pretty fast pace. The Smart Pistol can also do some good during skirmishes, although you'll really need to put yourself out there when it comes to targeting. Use it if you think you can handle it.

Sidearm

The sidearm isn't as vital as the primary weapon, as you're only likely to use it when you run low on ammunition. You'll start out with two selections at first- the Hammond P2011 (which both the Rifleman and CQB carry) and the RE-45 Autopistol. The Hammond is quicker on firing and reloading, but the RE-45 packs more of a punch because, well, it's a .45. If you have to choose one, go with that one, and then switch back if you prefer it.

Anti-Titan Weapon

Here's a weapon that's going to have some punch to it when it comes to taking the war to the Titans while you're on foot, unless you're gutsy enough to hop on and try to shoot out its core, that is.

The Rifleman has the Archer Heavy Rocket, which takes a few seconds to lock onto a target, but then fires a very effective homing missile, provided the enemy doesn't roam out of range.

The Sidewinder AT-SMR is the Assassin's token Anti-Titan Weapon, firing a string of rapid micro-missiles at its intended target. If they hit, they can be quite effective, but they don't lock on like the Archer does. The CQB carries the Sidewinder as well.

So what's more effective? It all depends if you prefer quick rapid-fire power or one smooth, lock-on shot. Aggressive types will want use the rockets, while more tactical players will prefer the lock-on. Try out both and see what works best for your class of soldier.

Tactical Ability

There are only two general Tactical Abilities that can be used with soldiers- Stim, which picks up a player's speed and movement, and Cloak, which turns them invisible for several seconds, making them undetectable to most soldiers on the battlefield.

Some may say that the Stim is a great ability for getting around, and in some cases, that's the case. However, for the most part, the Cloak is a better bet, especially if you're trying to get a jump on an enemy's holding point. Try out both, but chances are you'll probably come back to the Cloak.

Attachments

As you become more accustomed to your weapons, you'll be able to unlock new attachments to help improve your performance. These include Iron Sights, for better aiming; Extended Magazine for higher ammunition count between reloads; and Suppressor, which makes your rate of fire silent, so enemies can't so easily detect you.

In these cases, it all depends on what you're accustomed to, but the Extended Magazine and Suppressor are best bets.

Ordinance

In most cases, you'll choose between the Arc Grenade and the Frag Grenade. The Arc Grenade does let off a big bang, but the Frag Grenade is way more effective. Stay with the classics in this case.

Kits

When it comes to Kits, you have a number of tools you can mix and match between the two that you carry.

In Kit 1, you have the Rifleman's Explosives Pack, which comes with extra pilot ordinance; the Assassin's Power Cell, which recharges your Cloak or Stim much faster; and the Enhanced Parkour Kit, extending wall running and hanging.

With Kit 2, you have the Dome-Shield Battery, which makes it last longer; and the Minion Detector, which reveals all AI soldiers on the map.

When it comes to custom kits, it's a matter of what you're comfortable with. In Kit 2, however, the Minion Detector is a solid bet, as it can help you bump up kills in a hurry- provided real opponents aren't around. Back to Kit 1, the Power Cell is probably the best way to go, as it'll let you Cloak a lot faster- an ability that could give you the advantage at taking back the battle. The Enhanced Parkour Kit isn't bad either, if you prefer to get to high ground right away.

Play around with all these options, and see what classes are right for you. No matter what you're packing, though, you'll be ready for battle.

Robert Workman was previously a games journalist creating content at Shacknews.

From The Chatty
  • reply
    March 13, 2014 9:07 PM

    Robert Workman posted a new article, Titanfall: A quick primer to creating Pilot classes.

    Creating a Pilot class can be tricky business. This walkthrough of abilities and tools should definitely help.

    • reply
      March 14, 2014 9:08 AM

      The game is so much fun technically, and yet, the matchmaking is so very broken and it's too late to fix it.

      • reply
        March 14, 2014 9:10 AM

        The campaign desperately needs some kind of team balancing - most matches I've played were complete rape in one direction or other.

        • reply
          March 14, 2014 9:11 AM

          It's broken. Just broken. And that sucks because the rest of the game is fantastic.

          • reply
            March 14, 2014 2:05 PM

            They really only need to implement team juggling like in CoD after every round.

        • reply
          March 14, 2014 2:16 PM

          The problem with team balancing during campaign is that it's supposed to be a campaign so you have the expectation that you'll stay with your side. That said, the result ends up being fairly one-sided sometimes and that's unfortunate. Better matchmaking or more people available to match with would help.

      • reply
        March 14, 2014 9:14 AM

        It has been out for less than a week.

        • reply
          March 14, 2014 12:22 PM

          And they've said it's something they're investigating/working on.

      • reply
        March 14, 2014 12:38 PM

        They have already said on twitter that they are working on matchmaking/balancing stuff. It was also mentioned in an article on IGN a couple days ago that they were working on that stuff and other stuff as free post launch DLC/patches.

    • reply
      March 14, 2014 12:50 PM

      To help out beginners, I have been doing great since the start with going the opposite of most of these. If you primarily play attrition stim and arc grenades will quickly become your bffs. Stim will keep you alive and while cloaking works great vs titans, pilots can see you fairly easily. Stim can be used to help take a titan down with a fast burst to rodeo. The auto pistol is great for lurking but you won't be able to get consistant wins using it; the point totals are just too low with it and any good carbine user will kill you before you get a chance to lock on. Combo that with arc grenades to score massive points. One arc grenade will wipe out a squad of minions and frazzle any humans enough to dropthem with a round or two. Also one last thing.... custom pilots should unlock within about two rounds of decent score, not two hours. I have 6 hours and change of play time so far with a 1.6 k/d vs players scoring 65 to 90 pts per match, and am already about to prestiege. Solid #s but not king of the world. Take their tips, my tips and your own experience and see what fits best to kill everything as fast as possible.

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        March 14, 2014 12:53 PM

        I dunno I actually prefer to use the Auto Pistol + Minion Detector for attrition. If you just sprint around for the first 3 minutes killing minions you give your team a pretty big leg up and then when you get into the latter part of the match where Titan and Pilot combat becomes more heavy you can just use a burn card to get a better primary weapon for a bit.

        I do agree the Auto Pistol is pretty bad against pilots but you can easily end up with 30-40 minion kills most games of Attrition with it.

        • reply
          March 14, 2014 3:04 PM

          ESC > Choose new Pilot loadout after that first 3 minutes.

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            March 15, 2014 10:25 AM

            Wow I just be an idiot... I didn't even realize you could swap classes mid game.

      • reply
        March 14, 2014 12:54 PM

        The smart pistol gains Attrition points by farming NPCs, not killing pilots. I have absolutely no problem with keep up with or exceeding non-smart pistol users (in terms of Attrition gains) by actively avoiding real players.

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      March 14, 2014 7:54 PM

      For CTF Ordinance you really want the satchels (takes a while to unlock). Once you take the lead you can pretty much lock out players from your base by blowing them up with said satchels around your flag.

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