Played a little more Titanfall2 campaign and it clicked a little more… but I think that might have been because the section was mainly platforming and wall-running, and not so much shooting.
That said, there were a couple of points where the combat really came together and I felt I could see what it’s supposed to be - super fast paced and chaining of movements, motion and powers - like Mirror’s Edge but if the combat flowed better. The trick seems to be to never stop moving.
Run along the wall, double jump to the other wall, wall run and jump onto the cliff and smack the guard in the face before he gets off a shot, slide into the next guard and punch him then toggle invisibility and strafe around the more distant guard before unloading a clip into his unexposed side.
Take them all out in 20 seconds without taking any damage or stopping moving. Nice.
The problem, at least initially, was it was presented as a CoD style ‘walk foreward, duck behind something, pop out and shoot distant heads’ game. Which didn’t work.
 Just been listening to C&C talk about Apex
PredLegends and about how the guns are bascially the Tf2 guns and how great they are… which is something I’d previously heard about Tf2… and I’m still confused because they seem very meh and basically are all indistinct variations on similar machine guns.
Maybe it’s a generational thing between people who’ve grown up on ‘realistic’ shooters like WW2 shooters or CounterStrike and me, who grew up on Doom and Unreal and Half Life, where each gun was clearly different.