Prima Games eGuides Titanfall 2 eGuide

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Titanfall 2 eGuide Pilots Secondary Weapons

Anti-Titan Weapons

There’s no threat too dangerous for Pilots to handle, including enemy Titans. The anti-Titan weapons have the ability to cripple and even destroy damaged Titans. With the exception of the Archer, these weapons can also be deployed against enemy Pilots and minions as well, giving Pilots more offensive capability. Each of these weapons can be customized with up to two mods, but there are no optic attachments available.

Charge Rifle

Description Charged precision beam anti-Titan sniper.
Magazine Capacity 6
Unlocks at Level 1
Cost 50
Strengths Great damage output; accurate at any range
Weaknesses Lengthy charge time; beam exposes shooter’s location
Field Notes

Returning from Titanfall, the Charge Rifle remains one of the best anti-Titan weapons available, thanks to its strong damage output and precision. Use the Charge Rifle to score critical hits, targeting the red vulnerable spots on a Titan’s hull.

The weapon takes a while to charge a shot, leaving the shooter vulnerable to attack. After you hold down the trigger for a few seconds, the weapon automatically discharges, firing a powerful energy beam. The beam’s high visibility makes it easy for opponents to locate the shooter. So after firing a few shots, be ready to move out. While it’s possible to instantly kill enemy Pilots and minions with the Charge Rifle, the weapon’s long charge time makes such shots difficult. Switch to your primary weapon when confronting these threats.

As soon as the Charge Hack mod is available, equip it to eliminate the weapon’s lengthy charging time. Now when you shoot the weapon, it fires immediately. However, each shot causes less damage. Still, it’s a worthwhile trade-off, particularly if you score critical hits. The Quick Swap mod is a good secondary option.

MGL Grenade Launcher

Description Magnetic grenade launcher.
Magazine Capacity 6
Unlocks at Level 1
Cost 50
Strengths Easy to target metallic enemies; impressive rate of fire
Weaknesses Relatively weak damage output; Limited ammo capacity/lengthy reload
Field Notes

The MGL Mag Launcher, another favorite from Titanfall, fires magnetic grenades capable of sticking to Titans, Spectres, Stalkers, and Reapers. This makes it one of the more versatile anti-Titan weapons. Simply lob grenades toward one of these metallic foes and let the grenades do the rest. The weapon fires two grenades with each pull of the trigger. The ease of deployment allows you to accurately engage targets while on the move. Try riding atop a friendly Titan while lobbing grenades. This is a good way to cover a friendly Titan’s flanks.

The weapon is belt-fed from a box magazine capable of holding six rounds. Once the magazine has been depleted, it must be reloaded with a new magazine. This takes a few seconds. Since the weapon only holds six rounds and fires two rounds per trigger pull, you only get three shots before this weapon must be reloaded. The weapon also has a relatively short range. Take this into account when engaging enemy Titans. Utilize movement and cover while firing. Then seek cover before attempting to reload.

The Extra Ammo mod is a no brainer for the Mag Launcher, increasing the weapon’s magazine capacity. Since the Mag Launcher is primarily used at close-to-intermediate range, consider selecting the Quick Swap mod to facilitate faster weapon transitions.

LG-97 Thunderbolt

Description Fires a powerful ball of electricity.
Magazine Capacity 1
Unlocks at Level 21
Cost 50
Strengths Electrical damage to mechanical enemies; Great range and accuracy
Weaknesses Slow rate of fire/projectile speed; lengthy reload
Field Notes

The Thunderbolt fires a powerful, blue ball of electricity capable of damaging Titans, Spectres, Stalkers, and Reapers. When a Titan is hit by this surge of electricity, the Pilot’s HUD is temporarily scrambled, similar to taking damage from Electric Smoke or an Arc Grenade. This prevents the Titan from effectively retaliating for a few seconds. This is a good time to follow up with a rodeo attack.

While the Thunderbolt benefits from impressive range and accuracy, the velocity at which the ball of electricity travels makes it difficult to engage targets beyond intermediate range. Even more problematic is the weapon’s slow reload time. This is a one-shot weapon, requiring a reload after every shot. For best results, hide in a nearby building and take shots through a window or doorway. Retreat back inside the building after firing to swap weapons or reload.

Due to the weapon’s cumbersome functionality, don’t expect to use it against non-Titan enemies. Consider equipping the Quick Swap mod so you can quickly switch weapons. The Speedloader mod is also a worthwhile upgrade.

Archer

Description Rocket launcher with anti-Titan lock-on.
Magazine Capacity 1
Unlocks at Level 43
Cost 50
Strengths High damage anti-armor weapon; lock-on increases chances of a hit
Weaknesses Requires lock to fire; lengthy reload time
Field Notes

Of the anti-Titan weapons, the Archer deals the most damage. But it can only be deployed against enemy Titans, Reapers, and dropships. The weapon cannot be dumb-fired, nor can it lock on to other units. Aim through the weapon’s integrated sight to acquire a lock. After you keep the target in sight for a few seconds, a lock is achieved, indicated by a gray circle superimposed over the target. This is your cue to fire. The rocket immediately leaves the launcher and automatically homes in on the target.

While the Archer fires a homing rocket with impressive accuracy, scoring a hit isn’t always guaranteed. The lock can be broken prior to or post-launch by Electric Smoke, causing the rocket to miss. Alternately, the target can simply move behind cover, causing the rocket to crash into a wall or other object. So before taking aim, make sure the rocket has a clear path to the target. Likewise, be ready to seek cover after firing. This is another one-shot weapon, requiring a lengthy reload process. You don’t want to be caught in the open while loading a new rocket.

Given the weapon’s limited targeting parameters, you’ll be relying heavily on your primary weapon to deal with most threats. So consider choosing the Quick Swap mod to decrease the time it takes to switch weapons. Also, consider the Speedloader mod to decrease the time necessary to load a new rocket.