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Titanfall 2 eGuide
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Contents

  • Introduction
    • Overview
    • What’s New?
    • The Titanfall Universe
  • Changelog
    • Updates
  • Single-Player Campaign
    • The Pilot’s Gauntlet
      • Prologue
    • BT-7274
      • Assault on Typhon
      • Field Promotion
      • The Wilds
    • Blood and Rust
      • Drainage Channel
      • Reclamation Facility
    • Into the Abyss
      • Cavern
      • Dynamic Testing Facility
    • Effect and Cause
      • IMC Advanced Research Facility
    • The Beacon
      • Interstellar Beacon Facility
    • Trial by Fire
      • IMC Airbase
    • The Ark
      • Pursuit
      • IMS Malta
      • Draconis
    • The Fold Weapon
      • IMC Fold Weapon Facility
      • Epilogue
  • Pilots
    • Overview
    • Pilot Customization
    • Preset Pilot Loadouts
    • Primary Weapons
      • Overview
      • Assault Rifles
      • Submachine Guns
      • Light Machine Guns
      • Sniper Rifles
      • Shotguns
      • Grenadier
    • Secondary Weapons
      • Overview
      • Pistols
      • Anti-Titan Weapons
    • Ordnance
    • Pilot Kits
    • Executions
    • Pilot Boosts
    • Advanced Customization
  • Multiplayer
    • Overview
    • Controls
    • Interface
    • Pilot Fundamentals
    • Titan Fundamentals
    • Game Modes
    • Advanced Combat Tactics
    • Persistence and Progression
    • Networks
    • Identity
  • Titans
    • Overview
    • Titan Kits
    • Titan Variants
      • Ion
      • Scorch
      • Northstar
      • Ronin
      • Tone
      • Legion
  • Multiplayer Maps
    • Black Water Canal
      • Overview
      • Game Mode Strategy
    • Boomtown
      • Overview
      • Game Mode Strategy
    • Complex
      • Overview
      • Game Mode Strategy
    • Drydock
      • Overview
      • Game Mode Strategy
    • Crashsite
      • Overview
      • Game Mode Strategy
    • Eden
      • Overview
      • Game Mode Strategy
    • Exoplanet
      • Overview
      • Game Mode Strategy
    • Forward Base Kodai
      • Overview
      • Game Mode Strategy
    • Homestead
      • Overview
      • Game Mode Strategy
  • Interactive Maps
    • Black Water Canal
    • Boomtown
    • Complex
    • Crashsite
    • Drydock
    • Eden
    • Exoplanet
    • Forward Base Kodai
    • Homestead
  • Appendix
    • Key Progression Unlocks
    • Weapon Attachments
    • Titan Kit Unlocks
    • Achievements and Trophies
  • Videos
    • Hard-to-Find Pilot Helmets
      • Blood and Rust
      • Effect and Cause
      • Into the Abyss
      • The Pilot's Gauntlet
      • The Ark
      • The Beacon
      • The Fold Weapon
      • Trial by Fire
    • Multiplayer Flythroughs
      • Black Water Canal
      • Boomtown
      • Complex
      • Crashsite
      • Drydock
      • Eden
      • Exoplanet
      • Forward Base Kodai
      • Homestead

Titanfall 2 Guide › Pilots › Primary Weapons

Grenadier

The launchers in this category are designed for inflicting maximum explosive damage, effective against both infantry and Titans. But these highly specialized weapons leave Pilots somewhat vulnerable. So when carrying a launcher, consider selecting a pistol as your secondary weapon.

Sidewinder SMR

Description Rapidly fires micro-missiles.
Magazine Capacity 20
Unlocks at Level 1
Cost 100
Strengths High magazine capacity; decent rate of fire
Weaknesses Low damage output; mediocre accuracy
Field Notes

Formerly an anti-Titan weapon in Titanfall, the Sidewinder has returned as a primary weapon. The weapon is essentially a fully-automatic missile launcher. But the missiles are unguided and have a tendency to stray from the point of aim. This makes the Sidewinder unpredictable when you’re engaging targets beyond intermediate ranges.

At close range, the Sidewinder can perform admirably against enemy Pilots. The weapon’s high rate of fire and the splash damage caused by impacting missiles makes it tough for enemy Pilots to escape or retaliate. Still, this is not the ideal weapon for Pilot hunting. Swap to a pistol when encountering enemy Pilots.

As when engaging Pilots, the Sidewinder can be effective against grunts, Spectres, Stalkers, and even Reapers. For best results, toss a Gravity Star Grenade at a group of minions, drawing them all to one spot. Then unleash a salvo from the Sidewinder to rapidly take them out. This is more effective than targeting minions individually.

While the Sidewinder already has a decent magazine capacity, it never hurts to have more ammo. So consider choosing the Extra Ammo mod. Since you’ll likely have to swap frequently between the Sidewinder and a secondary weapon, the Quick Swap mod also makes perfect sense.

EPG-1

Description Single fire, direct energy-propelled launcher.
Magazine Capacity 5
Unlocks at Level 5
Cost 100
Strengths Impressive damage output; unparalleled range and accuracy
Weaknesses Low rate of fire; slow projectile speed
Field Notes

The EPG-1 is one of the most powerful (and fun) primary weapons available. It fires a blue ball of energy that continues moving across the battlefield in a perfectly straight line. Upon making contact with any object, the ball explodes, dealing damage over a wide blast radius. Direct hits instantly kill Pilots and minions.

In a pinch, the EPG-1 can prove effective against enemy Pilots, particularly at close range. Just make sure you fire from a safe enough distance to avoid the weapon’s blast radius. But the projectile’s slow velocity makes it difficult to hit fast-moving Pilots at intermediate ranges and beyond. The weapon is far more effective against slow-moving Titans, particularly if they’re already damaged.

Despite its low magazine capacity, the EPG-1 is extremely effective when you’re engaging grunts, Spectres, and Stalkers. Fire at the feet of minions and watch as the weapon’s generous blast radius annihilates the targets. If possible, fire from an elevated position to make the most of the weapon’s splash damage. However, when taking on Reapers, try to score direct hits to inflict optimal damage.

The weapon’s biggest shortcoming is its 5-round magazine capacity. Increase the magazine size with the Extra Ammo mod. Since reloads are frequent, opt for the Speedloader mod to decrease reload times.

Campaign Launchers

A few EPG-1 launchers are hidden throughout the single-player campaign, giving Jack Cooper a welcome boost in firepower. You only get five shots with each launcher, so make them count.

R-6P Softball

Description Adhesive grenade launcher.
Magazine Capacity 6
Unlocks at Level 6
Cost 100
Strengths Good damage output; decent accuracy
Weaknesses Extremely low rate of fire; slow reload
Field Notes

The Softball functions much like the MGL Grenade Launcher anti-Titan weapon. But instead of firing magnetic grenades, it fires explosive munitions that adhere to objects before detonating. Performing like a standard grenade launcher, the weapon lobs rounds in an arc-like trajectory. Aim the weapon to preview the projectile’s flight path, visible as a holographic line. Raise the weapon’s barrel as necessary when engaging distant targets.

Due to the weapon’s limited magazine capacity, slow rate of fire, and arduous reload process, this is not an ideal option for taking out Pilots. However, with practice, you can lob shots into the path of moving Pilots. For example, if you spot an enemy Pilot running along a wall, fire these adhesive rounds along the wall to disrupt the Pilot’s movements.

While attacking grunts with the Softball is effective, it’s a bit of an overkill. However, it is ideal for eliminating harder-to-kill units like Spectres and Stalkers. Simply score a direct hit on these units to guarantee a kill. The splash damage may also injure nearby enemies. Although not as effective as an anti-Titan weapon, the Softball is also capable of dealing significant damage to Reapers and Titans.

When the Softball’s rotary drum magazine is depleted, it must be reloaded one grenade at a time. You’re extremely vulnerable during this lengthy reload process, so find a safe location. The Extra Ammo and Speedloader mods help mitigate this problem, but you’ll still need a few seconds to reload before returning to action.

EM-4 Cold War

Description Four-round burst grenadier weapon.
Magazine Capacity 12
Unlocks at Level 45
Cost 100
Strengths Excellent damage output; impressive rate of fire
Weaknesses Lengthy charge before firing; poor accuracy
Field Notes

Of the grenadier weapons, the Cold War is the most versatile, performing more like an assault rifle than a launcher. After you pull the trigger, there’s a short delay while the weapon charges, before unleashing a devastating four-round burst. The blue energy projectiles travel at an impressive velocity and explode upon contact with an object. The blast radius of each shot is much less than the EPG-1, but the four rounds tend to overlap, spreading damage over a wide area.

While the Cold War can be effective against enemy Pilots, the weapon’s charging delay is a serious liability. In the time it takes you the charge the weapon, an enemy Pilot can take you down with a faster firing weapon. Therefore, the Cold War is best used against enemy Pilots who haven’t yet detected you. Consider carrying a pistol as a backup for those inevitable close encounters.

Like the EPG-1, the Cold War is an absolute joy when engaging grunts, Spectres, and Stalkers. The weapon’s burst fire and damage output make it easy to take down entire squads within a matter of seconds. Find an elevated position and fire down on minions to take advantage of the blast radius created by each impacting shot. When taking on Reapers, score direct hits, ensuring all four rounds make contact to inflict maximum damage.

The 20-round magazine may seem sufficient, but when you consider the burst fire rate, you only get five shots with the Cold War before a reload is necessary. This makes the Extra Ammo and Speedloader the go-to mods for this weapon. If you’re afraid of getting jumped by Pilots, consider choosing the Quick Swap mod to decrease the time it takes to switch to a pistol.

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