Players must wisely consider the costs, strength and utility of their units when designing their Squad and their overall strategy for a battle. Collecting duplicate cards counted as experience points for those units, and an additional payment of Credits was required to level up a card. Each card had its own cost (the amount of in-game supply required to deploy that card onto the field) as well as its own level that dictated overall strength. A Squad must contain three Pilots, three Titans and four Burn Cards, and a commander could have a maximum of three pre-designed Squads at any time. The Squad, or "Dropship," was the collection of Pilots, Titans and Burn Cards that a player took into battle. The game provided a beginner's tutorial on the game's overall mechanics and additional advanced tutorials for topics such as squad management and specific maps.įull article: Burn Card (Titanfall: Assault)
Titanfall assault blisk Offline#
Players could also play against a variety of AI-controlled Commanders, if they wished to practice new strategies and decks in an offline environment and against assorted tactics. Alternatively, players could instantly win a match by pushing forward into the enemy base and destroying the Heavy Turret situated there. Capturing a neutral Hardpoint or neutralizing an enemy Hardpoint with any friendly unit would take roughly five seconds, holding a Hardpoint would give players one score approximately every four seconds, and victory was achieved when a player reached one hundred (100) points. They took place in a variant of the Hardpoint Domination gamemode of the original Titanfall, with the central objective being the capture and holding of three Hardpoints situated on the map. Matches of Titanfall: Assault were conducted in real time, live against other players.