Burn Cards | Combat Titanfall Guide
Last update: 11 May 2016
Burn Cards are disposable cards which change your weaponry, improves skills or give you the new ones. Used properly may strengthen you seriously during online matches. But you can't use them too often as you can take maximum 3 cards for one match. Each card may be used once and after that it disappears. To choose your deck, go to the tab Burn Cards in Lobby, which is unlocked at the seventh level. Another slots will be unlocked on ninth and eleventh level. Only three chosen card will be available for using them in game, so think through what will suit you best (for example: will card giving you better weapon be useful in the Last Titan Standing mode?).
Cards are granted in a random way, mostly for some particular actions, like killing other players, destroying Titans etc. The other possibility of getting cards is to complete challenges. Once used, card remains active until you're killed or to the end of the match. On levels 25,30,35,40,45,50 you get sets of rare cards, so first make sure that you have enough slots in your deck.
Below, there is a list of available cards along with short descriptions of the effects they have.
Weapon improvement
Cards of the type replaces the weapon used by a Pilot by its improved version, so e.g. it inflicts more damage or has increased ammo capacity.
Name: Amped Archer
Effect: Replaces Anti-Titan Weapon with Archer Heavy Rocket firing powerful bullets, which inflict much more damage than their standard version.
Name: Amped Sidewinder
Effect: Replaces Anti-Titan Weapon with a double ammo capacity Sidewinder, which enables you to keep up the fire for longer periods of time.
Name: Amped Mag Launcher
Effect: Replaces Anti-Titan Weapon with a high-capacity (8 bullets), automatic Mag Launcher. This significantly improves the weapon's effectiveness allowing you to quickly empty a mag into an enemy Titan and quickly take cover in order to reload.
Name: Amped Charge Rifle
Effect: Replaces Anti-Titan Weapon with Charge Rifle, thus cutting the charging time by half, which improves the weapon's effectiveness.
Name: Amped C.A.R.
Effect: Replaces Pilot Primary Weapon with a more lethal C.A.R. SMG.
Name: Amped Kraber
Effect: Replaces Pilot Primary Weapon with a Kraber-AP Sniper that fires explosive rounds. The damage inflicted are significantly improved - you can deal damage to enemies even when you hit the wall or floor close to them.
Name: Amped Hemlok
Effect: Replaces Pilot Primary Weapon with a more lethal Hemlok BF-R.
Name: Amped R-101C
Effect: Replaces Pilot Primary Weapon with a more lethal R-101C Carbine.
Name: Amped Smart Pistol
Effect: Replaces Pilot Primary Weapon with a more lethal Smart Pistol MK5.
Name: Amped DMR
Effect: Replaces Pilot Primary Weapon with a sonar scope Longbow-DMR Sniper. Scoping reveals silhouettes of both enemies and friends hidden behind walls. This way you may camp a little bit and wait until the enemy peeks out, thus leaving him no time to react.
Name: Amped G2A4
Effect: Replaces Pilot Primary Weapon with a more lethal G2A4 Rifle.
Name: Amped LMG
Effect: Replaces Pilot Primary Weapon with a rapid-fire Spitfire LMG. Perfect for eliminating groups of AI-controlled enemies as well as fighting at close quarters indoors, where you can effectively shoot with long series.
Name: Amped Eva-8
Effect: Replaces Pilot Primary Weapon with an automatic EVA-8 Shotgun. This means that you just need to hold the fire button for a while in order to fire a handful of bullets into an enemy. You can effectively mow down opponents, while moving.
Name: Amped R-97
Effect: Replaces Pilot Primary Weapon with a more lethal R-97 Compact SMG.
Name: Amped P2011
Effect: Replaces Pilot Side Weapon with a Burst Fire (3 bullets fired at once). Hammond P2011. This significantly improves the weapon's effectiveness - one accurate series is enough to mow down an opponent.
Name: Amped RE-45
Effect: Replaces Pilot Side Weapon with a more lethal RE-45 Auto Pistol.
Name: Amped Wingman
Effect: Replaces Pilot Side Weapon with a match trigger B3 Wingman revolver. This weapon can spit with fire at ridiculous rate, which, combined with heavy damage, makes it a deadly gun.
Name: Bottomless Frags
Effect: Replaces Pilot Ordnance Weapon with infinite, more lethal Frag Grenades. The Grenades regenerate in a couple of seconds.
Name: Shock Rocks
Effect: Replaces Pilot Ordnance Weapon with infinite magnetic Arc Grenades. The Grenades regenerate in a couple of seconds.
Name: Surplus Satchels
Effect: Replaces Pilot Ordnance Weapon with infinite Satchels with larger damage and blast radius than normally. Perfect in Hardpoint mode - plant the charges in a point controlled by your team, take a good position and detonate the explosives when an enemy tries to capture the point. You can plant up to 3 charges at the same time - planting more will cause the previous one to explode.
Name: Personal Alarm System
Effect: Replaces Pilot Ordnance Weapon with infinite Arc Mines with a larger blast radius. Perfect in Hardpoint and Capture The Flag modes - they are just asking for being regularly planted near a flag. You can plant up to 4 mines at the same time - planting more will cause the previous one to disappear.
Pilot improvement
These cards replace Pilot abilities with the ones that are much better, last longer, or regenerate faster. They sometimes give you an extra ability without replacing the one already used.
Name: Prosthetic Legs
Effect: Significantly improves Pilot movement speed. Perfect for capturing flags in Capture The Flag mode.
Name: Smuggled Stimulant
Effect: Replaces Pilot Tactical ability with longer lasting Stim, which is especially useful when you need to move somewhere quickly (e.g. to capture an enemy point or recapture the flag).
Name: Adrenaline Transfusion
Effect: Permanently stimmed as a Pilot (faster movement speed), in addition to having your Pilot Tactical ability. This is why you should not use this card while using Stim ability; rather combine it with some other one (e.g. Cloak). This is a perfect combination in Capture The Flag.
Name: Ghost Squad
Effect: Permanently cloaked as a Pilot, in addition to having your Pilot Tactical Ability, this is why you should combine this card with another one, e.g. Stim. Such combination will prove excellent for capturing enemy flag or quickly hunting other Pilots undetected. On firing, the camouflage disperses for a while, so as far as possible you should kill your enemies from behind with a melee attack.
Name: Active Camo
Effect: Replace Pilot Tactical ability with longer lasting, faster regenerating Cloak. Remember that the camouflage disperses after each shot and you have to activate it again. This is why you should use it mostly for quick escapes or to move to a strategic location.
Name: WIFI Virus
Effect: Automatically capture nearby enemy Spectres. Use Minion Detector ability to detect enemy robots more easily.
Name: Conscription
Effect: Nearby friendly Grunts fight for you - their kills count toward your score. It is good to move around among your "soldiers", because enemy Pilots usually ignore groups of AI-controlled enemies or shoot at them carelessly without expecting to find a skilled Pilot among them.
Name: Satellite Uplink
Effect: Reveals all enemies on the minimap every 10 seconds. They appear on the map for a couple of seconds, then disappear again. This card is very useful when entering indoors, capturing key points (Hardpoint) or choosing an escape route when you are running away with a flag and do not want to meet any opponents.
Name: Map Hack
Effect: Permanently reveals enemies on the minimap, which can help you to plan your every move and choose a perfect route to your destination (e.g. while running away with a flag).
Name: Spider Sense
Effect: There is an audible warning when enemy Pilots are nearby - the "beeping" turns off when the enemy is killed or moves away from you.
Name: Double Agent
Effect: All AI-controlled opponents, that is: Grunts, Spectres, Auto-Titans, and Turrets ignore you.
Name: Packet Sniffer
Effect: You automatically generate Active Radar Pulses periodically every couple of seconds, which reveals enemies and friends hidden behind nearby walls. Be careful what you are firing at - the orange silhouette means that the enemy is BEHIND the wall.
Name: Echo Vision
Effect: Active Radar Pulse is permanently active, in addition to having your Pilot Tactical ability (so choose this card when you are using different ability, e.g. Stim).
Name: Aural Implant
Effect: Replaces Pilot Tactical ability with longer lasting, faster regenerating Active Radar Pulse, which reveals enemies and friends hidden behind nearby walls.
Name: Rematch
Effect: Respawn where you died, which enables you to quickly get revenge on the enemy who killed you, however, he will be notified of your return.
Name: Spectre Camo
Effect: You look like a Spectre. In order to deepen the disguise, you can move around along with friendly robots or capture some, who will then follow you.
Bonus XP, reduced Titan Build Time
These cards reward attacking certain types of enemies by increased experience gained from defeating them and reduced Build Time (the time until the Titan can be called in).
Name: Urban Renewal
Effect: Scoring hits on Spectres earns extra XP and reduces Build Time by a couple of seconds. Best used together with Minion Detector ability, which helps you to quickly find enemies of the type.
Name: Thin The Ranks
Effect: Scoring hits on Grunts earns extra XP and reduces Build Time by a couple of seconds. Similarly to Urban Renewal card it is best to use it along with Minion Detector ability, which helps you to quickly find enemies of the type.
Name: Most Wanted List
Effect: Scoring hits on Pilots (both assists and kills) earns extra XP and reduces Build Time by a couple of seconds.
Name: Titan Salvage
Effect: Scoring hits on Titans earns extra XP and reduces Build Time by a couple of seconds. This card should be activated when there are both enemy and friendly Titans on the battlefield. This way you can make sure that the Titans are busy fighting one another will not notice you attacking them guerilla-style.
Name: Outsource
Effect: Scoring hits on any type of enemy reduces Build Time and Titan Core Charge. Very useful when you want to call in your Titan as soon as possible.
Name: Fast Learner
Effect: You earn double XP for every action.
Titan improvement
Cards described under this subheading mostly influence your own Titan, e.g. give it another ability or reduce Titan Core Charge.
Name: Massive Payload
Effect: Your Titan Eject causes an extended nuclear explosion. Obviously, the best time to use it is when there are enemy Titans on the battlefield. If you happen to fail by getting your machine into Doomed state, try to get as close to your opponents as possible before you eject.
Name: Super Charger
Effect: Your Titan has a pre-charged Titan Core ability. It is best to use this card when you have just had your machine deployed at the battlefield and died right after that or when you know you will respawn in your Titan.
Name: Decisive Action
Effect: 40 seconds off Build Time or Titan Core Charge.
Name: Pull Rank
Effect: 80 seconds off Build Time or Titan Core Charge.
Name: Atlas Refurb
Effect: You can call in an Atlas Titan right away. You should use it at the very beginning of a battle and try to prevent enemy pilots from getting their own machines for as long as you can.
Name: Spare Stryder
Effect: You can call in an Stryder Titan right away. You should use it at the very beginning of a battle and try to prevent enemy pilots from getting their own machines for as long as you can.
Name: Reserve Ogre
Effect: You can call in an Ogre Titan right away. You should use it at the very beginning of a battle and try to prevent enemy pilots from getting their own machines for as long as you can.