Titanfall’s mech drops explained, differences between current & next-gen builds confirmed

Monday, 22 July 2013 10:51 GMT By Dave Cook

Titanfall developer Respawn Entertainment has discussed the nature of the game’s mech drops and how scoring kills makes them more frequent. The studio has also confirmed there will be differences between current and next-gen builds.

In an interview with MK Gaming, Respawn’s community manager Abbie Heppe explained how good performance can speed up the frequency of mech drops.

“Titans are available throughout the match and are set to a timer,” she stated. “You can decrease the amount of time it takes to call in a Titan by completing objectives and getting kills. Once you lose your Titan the countdown starts again. It is possible that everyone in the match could have a Titan on the battlefield at the same time.”

This does suggest that maps could become swarmed with mechs, but Heppe suggested that environments have areas for both Titans and human soldiers to do combat in. “We have to have maps that support not only the Titans which are over 20 feet tall but also human-sized Pilots,” she explained, “so even our “smaller” maps are pretty large comparatively.

“What’s cool is each map has areas for Titans and areas for Pilots, so you get these smaller maps built into the larger ones and all these cool pathways through them.”

Finally, when asked if there would be an offline mode, Heppe said that Titanfall is purely a multiplayer experience, and replying to a question about differences between the game’s PC, Xbox 360 and Xbox One builds she added, “There will be differences because the platforms are different but the game isn’t finished yet so I can’t go into detail about what they might be.”

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Thanks OXM.