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Zahle Undt
Bullet Cluster Legacy Rising
404
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Posted - 2013.11.06 01:44:00 -
[31] - Quote
Coleman Gray wrote:The 10% dmg buff to all weapons started us on this road..
I would suggest rolling that back to be the first step in getting TTK to a good spot. Do that, see how it goes, then CCP can give small incremental buffs to EHP or something. |
KA24DERT
Pure Innocence. EoN.
248
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Posted - 2013.11.06 02:19:00 -
[32] - Quote
Vesago Ghostcore wrote:KA24DERT wrote:Like I said in another thread:
"TTK" is a slow, gentle way to tip-toe up to the elephants in the room: Auto Aim and AR damage.
Start with talking about removing auto aim and you get no traction.
Start with asking for an AR nerf, and it's the same.
Start with "TTK", and you can actually start a conversation without a bunch of whiners being dragged tooth and nail towards to the prospect of un-bribing themselves. I think the AR works the way its supposed to. I play with several different weapons and they all seem to work perfectly in the roles they are designed for. Under 60 meters watch out for the AR. Ive had HMG's kill me in a second at 30 meters, Ive been ripped apart by AR's at relatively close range. Scrambler Rifle wastes me in a second without warning. At 100 meters, a laser rifle with auto aim is death unless you have really close cover. Dont even et me started on Mass Drivers. Shot guns are difficult to use in my opinion, but if you can its a 1 on 1 win. I find that lately grenades are kicking my butt, but their not OP. not even nanohive spamming them. if you take a close look at the reasons you die fast i'll bet you find that its mostly your own fault. Or a clever opponents victory. If someone can kill you in a second, most likely you can do the same to them if you reverse the circumstances. TTK is not dependent on game mechanics, its dependent on tactics, skills, and opportunity. make the weapons kill slower, and the results will not change. The guy who got the drop on you still kills you. If a player kills you over and over, don't blame the weapon. Blame yourself.
Time to kill has nothing to do with the weapon?
What world are you living in?
And tell us more about how you feel regarding the Mass Driver. |
Awry Barux
Shining Flame Amarr Empire
254
|
Posted - 2013.11.06 02:29:00 -
[33] - Quote
Vyzion Eyri wrote:
Wait. So you're saying if people die extremely fast, tactics have lesser importance? Surely the inverse is true. Tactics have to be employed so you kill the other person before they even see you. Isn't that how it works in warfare throughout the times?
Increasing TTK compensates for the fact that you weren't thinking, you weren't planning your moves, and hence require that extra HP to make up for your mistake.
Speed tanking should work when you're dashing along at 60m, dodging sniper shots and making it a pain for a rifle-user to track you. Dampening gives you that extra second over the opponent to prepare your shots, and drop them before they drop you.
DPS is not all that matters, and the whole reason for that is BECAUSE TTK is so short. Because of this, it doesn't matter if you use an Exile or a Duvolle, if you get the jump on someone, you probably will win the fight!
eHP is concrete. But DPS? How do you calculate that? We all know simply taking (Damage x RPM)/60 isn't going to give you your true DPS in combat. Have you factored in reloading in the middle of a fight? Cover that could block your shots? Headshot damage? Grenades? Other people firing at the same target? DOZENS of other factors.
I repeat: TTK isn't what makes the game more tactical. Feel free to argue otherwise. I'll give you likes if I agree.
Increasing TTK doesn't even begin compensate for not thinking, and seeing as you contradict that point in one of your later posts, saying that increasing TTK will have people losing/winning in the same way that they are now, I'm not going to respond to it.
Decreasing TTK absolutely means that less tactics are required. All I, and anyone else, need to absolutely trash on the majority of Dust's player base is a scanner, a prof'd out rifle, and some decent nanohives. At this point, I don't even bother with anything else, other than uplinks.
1. Set up behind cover with various nanohives and scan the enemy. 2.Prefire your way to a kill (where you take aim before coming out from cover, and fire at literally the first possible instant or even before), then get back behind cover. This step takes about 1 second, or nearly 2 for a heavy. 3. Repeat 2, popping out from a different side 4. Do this until you get bored
The above works even with 5+ enemies coming at you from ~50M if they don't have scanners, because they simply can't react fast enough.
The game being about who sees who, and who gets the jump on who, is absolutely idiotic when we have access to scanners that are nearly impossible to avoid, and that scan a range larger than the rifles' effective engagement range.
Increasing TTK will fix this. In the above example, if it took, say, 2-3 seconds to drop a frame instead of <1 for a damage modded rifle, I would lose, because I was trying to fight multiple enemies alone, like an idiot.
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Mortedeamor
WASTELAND JUNK REMOVAL The Ascendancy
646
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Posted - 2013.11.06 02:30:00 -
[34] - Quote
Vyzion Eyri wrote:Maybe I haven't played enough but I really don't notice all this about TTK going down since 1.4 or something. Is this really all everyone is putting down the problems of the game to? TTK? Three letters... Maybe it's because it's so easy to type. Someone please explain to me how fixing TTK will do anything. How do we even begin to fix so abstract a concept as TTK? I will subscribe to this thread and your opinions will be read, so prove me wrong. Go on. Ttyl, k. DUNNO i have noticed that ttk is much faster but thats only because hit detection is so spot on now GG ccp cant honestly say i dont like that im having quiet a blast incinerating people |
8213
Grade No.2
526
|
Posted - 2013.11.06 02:46:00 -
[35] - Quote
I agree 100%. What's the point of having 500HP if you die just as fast is in CoD where you have 100HP? It seems ARs just keep getting better and better |
Vyzion Eyri
The Southern Legion The Umbra Combine
1821
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Posted - 2013.11.06 02:49:00 -
[36] - Quote
Awry Barux wrote: Increasing TTK doesn't even begin compensate for not thinking, and seeing as you contradict that point in one of your later posts, saying that increasing TTK will have people losing/winning in the same way that they are now, I'm not going to respond to it.
Decreasing TTK absolutely means that less tactics are required. All I, and anyone else, need to absolutely trash on the majority of Dust's player base is a scanner, a prof'd out rifle, and some decent nanohives. At this point, I don't even bother with anything else, other than uplinks.
1. Set up behind cover with various nanohives and scan the enemy. 2.Prefire your way to a kill (where you take aim before coming out from cover, and fire at literally the first possible instant or even before), then get back behind cover. This step takes about 1 second, or nearly 2 for a heavy. 3. Repeat 2, popping out from a different side 4. Do this until you get bored
The above works even with 5+ enemies coming at you from ~50M if they don't have scanners, because they simply can't react fast enough.
The game being about who sees who, and who gets the jump on who, is absolutely idiotic when we have access to scanners that are nearly impossible to avoid, and that scan a range larger than the rifles' effective engagement range.
Increasing TTK will fix this. In the above example, if it took, say, 2-3 seconds to drop a frame instead of <1 for a damage modded rifle, I would lose, because I was trying to fight multiple enemies alone, like an idiot.
What I meant in what you saw as a contradiction was that increasing TTK, as you guys want, at the very least, will not change what is happening right now, so why do it? It will only lengthen the time to kill people, which means games go for longer, so you take longer to earn the same amount of ISK you can earn right now.
You've painted a scenario for today's gameplay. Lets hypothesise about where increased TTK will take us.
1. Set up behind cover with various nanohives and scan the enemy. 2. Prefire your way to hitting the enemy. 3. Track the enemy as he leisurely strolls out of your fire, even though you've scanned him, even though you earned the kill, because he has insane HP. 4. Keep trying to kill the same person until you get bored.
The above doesn't work for 5+ enemies, because 5 of them, seeing you BEHIND COVER with nanohives, can ignore the fact that you've strategically positioned yourself because they have so much HP and there are five of them that they can simply walk up to you and kill you.
Whereas, and this is a contradiction on your part so I guess we're even, with LESS TTK, like you said, a person set up behind cover with nanohives can effectively shut down 5+ people from getting to him/her. Is that not because of tactical positioning?
"..things that some people frankly don't even get the chance to do in real life, because it's poorly designed."
-Veigar
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Awry Barux
Shining Flame Amarr Empire
255
|
Posted - 2013.11.06 03:04:00 -
[37] - Quote
Vyzion Eyri wrote:Awry Barux wrote: Increasing TTK doesn't even begin compensate for not thinking, and seeing as you contradict that point in one of your later posts, saying that increasing TTK will have people losing/winning in the same way that they are now, I'm not going to respond to it.
Decreasing TTK absolutely means that less tactics are required. All I, and anyone else, need to absolutely trash on the majority of Dust's player base is a scanner, a prof'd out rifle, and some decent nanohives. At this point, I don't even bother with anything else, other than uplinks.
1. Set up behind cover with various nanohives and scan the enemy. 2.Prefire your way to a kill (where you take aim before coming out from cover, and fire at literally the first possible instant or even before), then get back behind cover. This step takes about 1 second, or nearly 2 for a heavy. 3. Repeat 2, popping out from a different side 4. Do this until you get bored
The above works even with 5+ enemies coming at you from ~50M if they don't have scanners, because they simply can't react fast enough.
The game being about who sees who, and who gets the jump on who, is absolutely idiotic when we have access to scanners that are nearly impossible to avoid, and that scan a range larger than the rifles' effective engagement range.
Increasing TTK will fix this. In the above example, if it took, say, 2-3 seconds to drop a frame instead of <1 for a damage modded rifle, I would lose, because I was trying to fight multiple enemies alone, like an idiot.
What I meant in what you saw as a contradiction was that increasing TTK, as you guys want, at the very least, will not change what is happening right now, so why do it? It will only lengthen the time to kill people, which means games go for longer, so you take longer to earn the same amount of ISK you can earn right now. You've painted a scenario for today's gameplay. Lets hypothesise about where increased TTK will take us. 1. Set up behind cover with various nanohives and scan the enemy. 2. Prefire your way to hitting the enemy. 3. Track the enemy as he leisurely strolls out of your fire, even though you've scanned him, even though you earned the kill, because he has insane HP. 4. Keep trying to kill the same person until you get bored. The above doesn't work for 5+ enemies, because 5 of them, seeing you BEHIND COVER with nanohives, can ignore the fact that you've strategically positioned yourself because they have so much HP and there are five of them that they can simply walk up to you and kill you. Whereas, and this is a contradiction on your part so I guess we're even, with LESS TTK, like you said, a person set up behind cover with nanohives can effectively shut down 5+ people from getting to him/her. Is that not because of tactical positioning?
1v5, they SHOULD be able to ignore my positioning and walk up and kill me. "Herp derp I have equipment and am behind cover" does not count as good strategic positioning. Good positions would be if I had two teammates behind different rocks forward and to either side, waiting to unleash crossfire when the 5 leave cover to come at what appears to be a lone merc. Long TTKs, giving time to react, will emphasize the importance of good positioning as I describe it. Shooting first should not guarantee the win. I should have to work with my team, not just set up shop on my own with an active scanner.
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Vyzion Eyri
The Southern Legion The Umbra Combine
1821
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Posted - 2013.11.06 03:11:00 -
[38] - Quote
Awry Barux wrote: 1v5, they SHOULD be able to ignore my positioning and walk up and kill me. "Herp derp I have equipment and am behind cover" does not count as good strategic positioning. Good positions would be if I had two teammates behind different rocks forward and to either side, waiting to unleash crossfire when the 5 leave cover to come at what appears to be a lone merc. Long TTKs, giving time to react, will emphasize the importance of good positioning as I describe it. Shooting first should not guarantee the win. I should have to work with my team, not just set up shop on my own with an active scanner.
+1, because I totally agree.
But this works in the same way currently, but as I mentioned, just faster. The fact that it takes 3 people to kill 1 guy if we increase TTK should incentivise tactical play IN THE SAME WAY that being killed by 1 guy extremely quickly requires you to work with your team to kill that guy faster, which is what happens now.
Once again, changing TTK doesn't change anything except how long games go for. People will adapt and suddenly, we all realise the Duvolle is OP all over again. Because relative to other weapons, the Duvolle is still powerful.
And this is the whole point I was trying to get at. This is oversimplification. There has to be an exact thing you want to change; you can't go around saying "Lets change TTK". If this thread was focused on the ARs TTK, or the insta-blapping nature of grenades currently, I wouldn't have even bothered posting in it.
Enough crap about TTK, focus the points you guys are making. Essentially all you're saying is "CCP make the game better", that's how general this topic is. Given, it is general discussion, so I will leave now that I have made the points I wanted to make, and hope for the best.
If worst comes to worst, I might have the pleasure of saying "I told you so" in a few months.
"..things that some people frankly don't even get the chance to do in real life, because it's poorly designed."
-Veigar
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Monkey MAC
killer taxi company General Tso's Alliance
919
|
Posted - 2013.11.06 07:21:00 -
[39] - Quote
Bethhy wrote:Monkey MAC wrote:Bethhy wrote:Taeryn Frost wrote:I've only played a few matches so far today, but I can't say I've noticed a significantly shorter TTK.
Although, my playstyle has evolved into turtle tactics so I only poke my head out every once in a while. GTA has actual cover tactic's built around playing that way... DUST was never a game even remotely built this way... we have no prone positions.. we can't roll or dive... People need to wake up to what made DUST.... well... DUST... because right now there is 20 better options to play with the same game style... but the game was built to be played like that. This is why this game is dieing... it has NOTHING to do with the AR is to powerful ... derp no its the laser... derp its the tactical.. derrp its the mass driver... derrp its the grenade... Dumbass's want some game where your forced to take cover or die... even with high health point values.. legitimate walking breathing "tanks" and healers... And unlimited lifes as you wake up in another clone.... But NOOOOO we want to take cover with broken terrain and textures you get stuck on and glitched hitboxes that get you hit even when behind the cover... So you wan't stand there firing ultra weak bullets at each other from 30m away reloading twice to kill a guy? Cover is important in ANY shooter where you can't shoot through walls! You don't need a cover system to use cover! And you shouldn't be able to run across a no mans land even as a heavy! Cover is NOT important... That is bullshit... That is a very very small factor in situational awareness on the battefield.. No Gunfight in DUST occurs completely behind cover... there is no mechanic's int he game for it... it doesn't even make sense to want that for dust... Long drawn out fights... where sometimes your bullet's feel useless are EXACTLY what people want...i miss fighting a heavy and saying "Screw it not worth the bullets" and running away.... thats what makes DUST different? Dust isn't a place with complicated cities... and massive internal structures where Cover positions are constant... The map's aren't built like that... the terrain isn't built like that... the character movements aren't built like that... STOP TRYING TO MAKE THIS GAME INTO SOME COPY.... Take that crap to some other forum.
Really? Have you played COD, have you actually played COD, do you know how useless ckver is in COD? It takes 4 rounds to kill a guy in the open, it takes 6 rounds to kill a guy in cover. Here in DUST it takes 8bullets to kill a guy in the open, you can't kill a guy with an assault rifle if hemis behind cover!
You don't need a mechanic to let you take cover, to take cover! BLACK how no cover system, they just had waist high terrain that you could hide behind!
The maps are very cover centric, every corridor has cover at each end, there tonnes of waist high fences, on gantries, there are buildings, there are containers standed around the map. The game should not make you think oh he's not worth the effort, quite the opposite, it should be
Damn they've got a heavy squad, we are getting suppressed, there is no safe retreat, we need mechanised support
Not,
Oh they have a heavy, Im just gonna run across this empty field and escape!
I want every round that hits to feel like damage has been done, thats why the added the shield sounds in 1.4, you are meant to feel fragile, so that you don't have people running around like lunatics!
The pen is mightier than the sword
The gun is mightier than both
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Himiko Kuronaga
The Generals EoN.
2164
|
Posted - 2013.11.06 07:26:00 -
[40] - Quote
Taeryn Frost wrote:I've only played a few matches so far today, but I can't say I've noticed a significantly shorter TTK.
Although, my playstyle has evolved into turtle tactics so I only poke my head out every once in a while.
That alone is proof that the TTK has decreased.
If you were not dying faster, you wouldn't feel the need to turtle so much. It's a natural evolution of playstyle based on the demands of the environment you are a part of.
Of course, the first rock that started the avalanche fell when aim assist got buffed in 1.4 so that might be when you started to evolve in that direction. The improvements to hit detection are now compounding the need for a longer TTK. |
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Borne Velvalor
Endless Hatred
913
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Posted - 2013.11.06 07:35:00 -
[41] - Quote
Himiko Kuronaga wrote:Taeryn Frost wrote:I've only played a few matches so far today, but I can't say I've noticed a significantly shorter TTK.
Although, my playstyle has evolved into turtle tactics so I only poke my head out every once in a while. That alone is proof that the TTK has decreased. If you were not dying faster, you wouldn't feel the need to turtle so much. It's a natural evolution of playstyle based on the demands of the environment you are a part of. Of course, the first rock that started the avalanche fell when aim assist got buffed in 1.4 so that might be when you started to evolve in that direction. The improvements to hit detection are now compounding the need for a longer TTK.
It's amazing, but I don't think you've said a single thing I disagree with in the past week.
Vyzion Eyri wrote:Maybe I haven't played enough but I really don't notice all this about TTK going down since 1.4 or something. Is this really all everyone is putting down the problems of the game to? TTK? Three letters... Maybe it's because it's so easy to type. Someone please explain to me how fixing TTK will do anything. How do we even begin to fix so abstract a concept as TTK? I will subscribe to this thread and your opinions will be read, so prove me wrong. Go on. Ttyl, k.
Time to kill is not "so abstract." It's the length of time you need to hold the trigger while your cursor is over the enemy to kill them. Currently, for a proto AR user, the TTK is between 0.75 and 1.5 seconds depending on enemy gear. Most kills take around a second. The problem with fast TTKs is that it makes the game into a twitch fest. If the enemy is using an AR and I poke my head out for half a second, half of my health disappears. It's like I'm playing CoD all over again.
Many suits I've worn, many burdens I've borne, for the oaths I've sworn.
Panda.
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Rei Shepard
Spectre II
811
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Posted - 2013.11.06 07:38:00 -
[42] - Quote
steadyhand amarr wrote:now this is just my view of things but at the moment the TTK has now become way to fast, that dust has become twitch shooter, iv reached the point where im getting killed before i know im getting shot at.
if this is road dust is going down so be it but thats not the type of game i wanted to play, i wanted length fun fights where same thinking and tackets beat who has the faster trigger finger
I am right there with ya dude, my TTK to most suits i come across is trough the roof, they don't even know i am shooting at them before they expire, and if they can outstrafe me for a split second its because they had already build up momentum, if they are standing still, they are insta gib.
And i dont even use the feature of charging shots on my Imperial these days anymore.
I held back 8 guys yesterday from swarming my location, they all dropped the second they stepped out of cover and some of these were Blauhelme guys, so not easy guys, Kasumi snuck around and catched me reloading, her TTK was so fast my 800 EHP suit didnt survive long enough to finish the reloading animation and i was 2/3 the trough it when she opened fire, i just had time to turn and watch my EHP get creamed.
Other games that evening where pretty devastating with me jumping in a game going 30/0 vs a team, and i joined the game halfway trough.
Ive also been on the receiving end of a beating going 16/7 vs 2 teams, on my side everyone else went deep negative...
I dont mind having good Hit detection and virtually no lag or problems with my guns (SCR seems to be fixed since yesterday), but the TTK is too low.
Edit: My TTK sits at around 0.2-0.3 seconds now, from the point of opening fire to enemy dropping, they don't even get to react anymore, IE: noone has pooped a deathnade all night...
Winner of the EU Squad Cup
"Go Go Power Rangers!"
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Shion Typhon
Intara Direct Action Caldari State
314
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Posted - 2013.11.06 07:42:00 -
[43] - Quote
Awry Barux wrote:Vyzion Eyri wrote:Maybe I haven't played enough but I really don't notice all this about TTK going down since 1.4 or something. Is this really all everyone is putting down the problems of the game to? TTK? Three letters... Maybe it's because it's so easy to type. Someone please explain to me how fixing TTK will do anything. How do we even begin to fix so abstract a concept as TTK? I will subscribe to this thread and your opinions will be read, so prove me wrong. Go on. Ttyl, k. Many of this game's unique and defining concepts rely on having a long (2+ second) TTK. Tactics take a back seat when getting the DPS on your opponent 0.5 second earlier will allow you to cut them down before they can react. Similarly, things like speed tanking and profile dampening are rendered less useful, because the time from being seen to dying has dropped sharply, to <1 second for many suits and <2 seconds for heavies. All that matters now is having more tank and more DPS than your opponent, and twitchier aim. This is what many shooters are, but it's not what I want Dust to be. edit: Also, TTK is not even mildly abstract- it's quite concrete. EHP divided by DPS = TTK. Changing it is similarly easy: increase EHP, decrease damage, or do both.
This shows how little people understand how TTK affects an FPS, in reality it plays out in reverse. By the way, I'm not arguing for one or the other but they both design choices. One favours one type of player, the other favours a different type of player.
High TTK games (ie where you have lots of EHP compared to damage and die more slowly) favour players with superior eye hand coordination. Tracking a moving target to keep the damage on is a twitch skill, not a tactics skill. With high TTK if you get surprised by an enemy player you have time in which to engage your reflexes and turn an ambush around into a contest of movement and accuracy.
In general a high TTK favours players with good eye hand co-ordination and fast reaction times, bunnyhopping and strafing matter much more. This often, but not always means younger players or players who practice relentlessly.
Low TTK games (ie where you have low EHP and die quickly) favour players with superior map knowledge and sneaking skills. Given everyone dies instantly your main skill is not tracking, its making sure you shoot first and, if possible, make sure the other guy never gets a chance to return fire because odds are if he does you'll both die. Visibility and cover matter much more.
In general low TTK favours players with less genetically endowed prowess because they can use knowledge and experience to make up for their reflex shortcomings and their high reflex enemies are forced to move more cautiously like they do.
High TTK games also tend to be more high speed whereas low TTK games tend to move slower because being exposed usually equals dead.
Of course every game contains elements of both sides but there is usually a bias in any one particular game's design model. Both Dust and Unreal require twitch, eye hand co-ord, map knowledge and canny movement but the cocktail is different to say COD or PS2.
So Tl;dr you can prefer either type of game but make sure you REALLY understand what you're asking for. |
Rei Shepard
Spectre II
811
|
Posted - 2013.11.06 07:54:00 -
[44] - Quote
Shion Typhon wrote:Awry Barux wrote:Vyzion Eyri wrote:Maybe I haven't played enough but I really don't notice all this about TTK going down since 1.4 or something. Is this really all everyone is putting down the problems of the game to? TTK? Three letters... Maybe it's because it's so easy to type. Someone please explain to me how fixing TTK will do anything. How do we even begin to fix so abstract a concept as TTK? I will subscribe to this thread and your opinions will be read, so prove me wrong. Go on. Ttyl, k. Many of this game's unique and defining concepts rely on having a long (2+ second) TTK. Tactics take a back seat when getting the DPS on your opponent 0.5 second earlier will allow you to cut them down before they can react. Similarly, things like speed tanking and profile dampening are rendered less useful, because the time from being seen to dying has dropped sharply, to <1 second for many suits and <2 seconds for heavies. All that matters now is having more tank and more DPS than your opponent, and twitchier aim. This is what many shooters are, but it's not what I want Dust to be. edit: Also, TTK is not even mildly abstract- it's quite concrete. EHP divided by DPS = TTK. Changing it is similarly easy: increase EHP, decrease damage, or do both. This shows how little people understand how TTK affects an FPS, in reality it plays out in reverse. By the way, I'm not arguing for one or the other but they both design choices. One favours one type of player, the other favours a different type of player. High TTK games (ie where you have lots of EHP compared to damage and die more slowly) favour players with superior eye hand coordination. Tracking a moving target to keep the damage on is a twitch skill, not a tactics skill. With high TTK if you get surprised by an enemy player you have time in which to engage your reflexes and turn an ambush around into a contest of movement and accuracy. In general a high TTK favours players with good eye hand co-ordination and fast reaction times, bunnyhopping and strafing matter much more. This often, but not always means younger players or players who practice relentlessly. Low TTK games (ie where you have low EHP and die quickly) favour players with superior map knowledge and sneaking skills. Given everyone dies instantly your main skill is not tracking, its making sure you shoot first and, if possible, make sure the other guy never gets a chance to return fire because odds are if he does you'll both die. Visibility and cover matter much more. In general low TTK favours players with less genetically endowed prowess because they can use knowledge and experience to make up for their reflex shortcomings and their high reflex enemies are forced to move more cautiously like they do. High TTK games also tend to be more high speed whereas low TTK games tend to move slower because being exposed usually equals dead. Of course every game contains elements of both sides but there is usually a bias in any one particular game's design model. Both Dust and Unreal require twitch, eye hand co-ord, map knowledge and canny movement but the cocktail is different to say COD or PS2. So Tl;dr you can prefer either type of game but make sure you REALLY understand what you're asking for.
You are absolutely correct on the matter of TTK vs Player skill, but the point really is that, i don't feel like i am wearing a suit of armor anymore, even less so for my opponents.
I don't sneak, i dont flank, i play purely on Reaction Speed & Superiour aiming skill and ill wing it when i see it happen in front of me, ive never really needed any tactics are cunning in 99% of shooters.
Dust trough chromosone, made me realize i missed something but the more we are heading back to the twitchshooter genre, the less i feel the need to employ tactics against multiple people.
Back then with the low TTK, it was a real feat dowing 3-6 opponents because if they employed tactics they could live long enough to get close to me using leapfrog tactics and i had to adapt to this.
Right now, first guy, second guy and third guy die within the first second, fourth guy wont make it to the next cover and the fifth and sixth guys at this point are panicking and heading back, getting shot in the back fixes all my problems.
(I am not saying i can do this against other high level players, because i cant, idd be dead from 2-4 people returning fire, but regular players don't stand a chance, unless they come up to me from behind and even then its still 70-30% in favor of me. (unless shotgun)
Winner of the EU Squad Cup
"Go Go Power Rangers!"
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Borne Velvalor
Endless Hatred
913
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Posted - 2013.11.06 07:56:00 -
[45] - Quote
Shion Typhon wrote:Awry Barux wrote:Vyzion Eyri wrote:Maybe I haven't played enough but I really don't notice all this about TTK going down since 1.4 or something. Is this really all everyone is putting down the problems of the game to? TTK? Three letters... Maybe it's because it's so easy to type. Someone please explain to me how fixing TTK will do anything. How do we even begin to fix so abstract a concept as TTK? I will subscribe to this thread and your opinions will be read, so prove me wrong. Go on. Ttyl, k. Many of this game's unique and defining concepts rely on having a long (2+ second) TTK. Tactics take a back seat when getting the DPS on your opponent 0.5 second earlier will allow you to cut them down before they can react. Similarly, things like speed tanking and profile dampening are rendered less useful, because the time from being seen to dying has dropped sharply, to <1 second for many suits and <2 seconds for heavies. All that matters now is having more tank and more DPS than your opponent, and twitchier aim. This is what many shooters are, but it's not what I want Dust to be. edit: Also, TTK is not even mildly abstract- it's quite concrete. EHP divided by DPS = TTK. Changing it is similarly easy: increase EHP, decrease damage, or do both. This shows how little people understand how TTK affects an FPS, in reality it plays out in reverse. By the way, I'm not arguing for one or the other but they both design choices. One favours one type of player, the other favours a different type of player. High TTK games (ie where you have lots of EHP compared to damage and die more slowly) favour players with superior eye hand coordination. Tracking a moving target to keep the damage on is a twitch skill, not a tactics skill. With high TTK if you get surprised by an enemy player you have time in which to engage your reflexes and turn an ambush around into a contest of movement and accuracy. In general a high TTK favours players with good eye hand co-ordination and fast reaction times, bunnyhopping and strafing matter much more. This often, but not always means younger players or players who practice relentlessly. Low TTK games (ie where you have low EHP and die quickly) favour players with superior map knowledge and sneaking skills. Given everyone dies instantly your main skill is not tracking, its making sure you shoot first and, if possible, make sure the other guy never gets a chance to return fire because odds are if he does you'll both die. Visibility and cover matter much more. In general low TTK favours players with less genetically endowed prowess because they can use knowledge and experience to make up for their reflex shortcomings and their high reflex enemies are forced to move more cautiously like they do. High TTK games also tend to be more high speed whereas low TTK games tend to move slower because being exposed usually equals dead. So Tl;dr you can prefer either type of game but make sure you REALLY understand what you're asking for.
Low TTK games encourage preemptive attacks. These do not necessarily require tactics or map knowledge; just that you react faster when you see an enemy. Who wins in a 1 vs 1 in a CoD game when they are face to face? The guy who pulls the trigger first instantly wins. This is the definition of "twitch"; not having good accuracy and being able to follow a target's evasive maneuvers while ensuring they cannot escape. Low TTK games tend to move FASTER, because everyone is competing for tenths of seconds in advantages. Look at Call of Duty. Is that a "slow paced" game? No, everyone just runs around OHKOing each other before the other guy can react. You could say this is in part due to the fast movement speeds, but if you lowered the movement speed no one would be able to get to cover since the TTKs are so fast.
High TTK games encourage tracking a target long enough to kill them and placing yourself in a situation where you WILL have enough time to kill them. In CoD, it doesn't matter where you are as much. If you get shot, you die, with no chance to get to cover unless you are 1m away from it. The only thing you need to worry about is pulling the trigger first, which can be acquired through tactics (try placing yourself in a strategic location for a few seconds and see how fast they call you a camper) or running around like a chicken with no head mashing the fire button with every flicker of movement. Can you play the game strategically? Yes, you can. Does the majority of the player base? No, they use it to show off their twitch skills, because twitching becomes a valid tactic.
Many suits I've worn, many burdens I've borne, for the oaths I've sworn.
Panda.
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Shion Typhon
Intara Direct Action Caldari State
314
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Posted - 2013.11.06 08:02:00 -
[46] - Quote
Rei Shepard wrote:
You are absolutely correct on the matter of TTK vs Player skill, but the point really is that, i don't feel like i am wearing a suit of armor anymore, even less so for my opponents.
Its not a lore thing though, offense has always outclassed defense throughout military history. You just need to remember you might be wearing super-future armour but the other guy is shooting at you with a super-future gun. That railgun firing a gravitically compacted anti-matter mini-nuke at you at Mach 12 is going to go through anything.
So, lore aside, its just a preference in style.
Preferably a game should stick to its original style, I'd be pissed if COD turned into a strafing shooter. |
Rei Shepard
Spectre II
811
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Posted - 2013.11.06 08:07:00 -
[47] - Quote
Shion Typhon wrote:Rei Shepard wrote:
You are absolutely correct on the matter of TTK vs Player skill, but the point really is that, i don't feel like i am wearing a suit of armor anymore, even less so for my opponents.
Its not a lore thing though, offense has always outclassed defense throughout military history. You just need to remember you might be wearing super-future armour but the other guy is shooting at you with a super-future gun. That railgun firing a gravitically compacted anti-matter mini-nuke at you at Mach 12 is going to go through anything. So, lore aside, its just a preference in style. Preferably a game should stick to its original style, I'd be pissed if COD turned into a strafing shooter.
I understand the point of Offensive weapons always being better then the defensive part, its just that we at first got game B, after all the Games A weve played, being B something diffrent, now they are changing it to be an A.
If i wanted to play COD, idd be there
Winner of the EU Squad Cup
"Go Go Power Rangers!"
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neurol forever
Brutor Vanguard Minmatar Republic
16
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Posted - 2013.11.06 08:08:00 -
[48] - Quote
steadyhand amarr wrote:now this is just my view of things but at the moment the TTK has now become way to fast, that dust has become twitch shooter, iv reached the point where im getting killed before i know im getting shot at.
if this is road dust is going down so be it but thats not the type of game i wanted to play, i wanted length fun fights where same thinking and tackets beat who has the faster trigger finger
Try this co-op. TTK is like you want and look at amazing tactics. http://www.youtube.com/watch?v=bT6e2NQgjIU
Sorry for my English.
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Repe Susi
Rautaleijona Top Men.
753
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Posted - 2013.11.06 08:48:00 -
[49] - Quote
Very much information here. Long posts for and against.
One thing I know, TTK too low. Takes away the enjoyment to get killed so fast. Need to adjust. Don't know if can. Old. Not quick like young.
Remember, remember, the 30th of november
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hgghyujh
Expert Intervention Caldari State
158
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Posted - 2013.11.06 08:52:00 -
[50] - Quote
technicaly ttk hasn't gone down and any pro player has had the same apparent TTK since release, but AA and improved hit detection have made it easier to apply full DPS for the average player and so the average apparent TTK has has gone down.
yes suits really need double the base HP at a minimum to allow any sort of tactics introduced by modules to make a difference. |
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hgghyujh
Expert Intervention Caldari State
158
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Posted - 2013.11.06 08:56:00 -
[51] - Quote
Buddha Brown wrote:"TTK" search on forums 3 days ago: 0 hits
"TTK" search today: Everybody
QQ train is always rollin
naw the TTK/TTL posts have been building for months now, longer if you count the few people who could apply DPS in the early builds who didn't like how fast they were killing. |
hgghyujh
Expert Intervention Caldari State
158
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Posted - 2013.11.06 09:07:00 -
[52] - Quote
Monkey MAC wrote:Bethhy wrote:Taeryn Frost wrote:I've only played a few matches so far today, but I can't say I've noticed a significantly shorter TTK.
Although, my playstyle has evolved into turtle tactics so I only poke my head out every once in a while. GTA has actual cover tactic's built around playing that way... DUST was never a game even remotely built this way... we have no prone positions.. we can't roll or dive... People need to wake up to what made DUST.... well... DUST... because right now there is 20 better options to play with the same game style... but the game was built to be played like that. This is why this game is dieing... it has NOTHING to do with the AR is to powerful ... derp no its the laser... derp its the tactical.. derrp its the mass driver... derrp its the grenade... Dumbass's want some game where your forced to take cover or die... even with high health point values.. legitimate walking breathing "tanks" and healers... And unlimited lifes as you wake up in another clone.... But NOOOOO we want to take cover with broken terrain and textures you get stuck on and glitched hitboxes that get you hit even when behind the cover... So you wan't stand there firing ultra weak bullets at each other from 30m away reloading twice to kill a guy? Cover is important in ANY shooter where you can't shoot through walls! You don't need a cover system to use cover! And you shouldn't be able to run across a no mans land even as a heavy!
no but you can kill proto in less then a third of a clip, and if you are half way descent most matches you can easily get 4 kills to a clip, that's ridiculous considering how fast that quarter clip goes. Before hit detection was bad enough that you couldn't readily do this but those days are long past and you should not be getting more then two kills per clip. |
Laurent Cazaderon
What The French
2005
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Posted - 2013.11.06 09:34:00 -
[53] - Quote
steadyhand amarr wrote:now this is just my view of things but at the moment the TTK has now become way to fast, that dust has become twitch shooter, iv reached the point where im getting killed before i know im getting shot at.
if this is road dust is going down so be it but thats not the type of game i wanted to play, i wanted length fun fights where same thinking and tackets beat who has the faster trigger finger
I never was that worried about TTK till yesterday's patch. Before i only felt the AR was the one weapon offering a way too fast TTK in most situations. I dont find it odd to be OSed by a shotgun at point blank, a sniper HS, or a pinpointed FG blast.
But yeah, with the improved HD, it felt obvious to me people (and me) started dropping waaaay quicker. So yeah, there probably are some adjustments needed.
Just like i said to Wolfman this morning, it's overall a huge improvement. Rest is just side effects of better performance and requires number tweaking. My personal opinion here is that the 10% uprising buff to weapon damage is no longer needed (like a lot of people already said before 1.6) and the aim assist isnt required to be so efficient now that bullets actually seem to hit with no weird moments.
Just using those two mecanics should be enough to cut the TTK dropping so low. What are your thoughts ?
This Char i only use on the forum.
To contact me : "Cazaderon" in game and on Skype.
Et vive la France !
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steadyhand amarr
TeamPlayers EoN.
1730
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Posted - 2013.11.06 09:40:00 -
[54] - Quote
100% agree taking off the damage buff will most likely be enough glad the cpm member achknlowged the issue :-)
"my faith is my shield, the empress's light my guide and my fury my sword"
winner of EU squad cup
GOGO power rangers
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Bethhy
Ancient Exiles
285
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Posted - 2013.11.06 13:54:00 -
[55] - Quote
Monkey MAC wrote:Bethhy wrote:Monkey MAC wrote:Bethhy wrote:Taeryn Frost wrote:I've only played a few matches so far today, but I can't say I've noticed a significantly shorter TTK.
Although, my playstyle has evolved into turtle tactics so I only poke my head out every once in a while. GTA has actual cover tactic's built around playing that way... DUST was never a game even remotely built this way... we have no prone positions.. we can't roll or dive... People need to wake up to what made DUST.... well... DUST... because right now there is 20 better options to play with the same game style... but the game was built to be played like that. This is why this game is dieing... it has NOTHING to do with the AR is to powerful ... derp no its the laser... derp its the tactical.. derrp its the mass driver... derrp its the grenade... Dumbass's want some game where your forced to take cover or die... even with high health point values.. legitimate walking breathing "tanks" and healers... And unlimited lifes as you wake up in another clone.... But NOOOOO we want to take cover with broken terrain and textures you get stuck on and glitched hitboxes that get you hit even when behind the cover... So you wan't stand there firing ultra weak bullets at each other from 30m away reloading twice to kill a guy? Cover is important in ANY shooter where you can't shoot through walls! You don't need a cover system to use cover! And you shouldn't be able to run across a no mans land even as a heavy! Cover is NOT important... That is bullshit... That is a very very small factor in situational awareness on the battefield.. No Gunfight in DUST occurs completely behind cover... there is no mechanic's int he game for it... it doesn't even make sense to want that for dust... Long drawn out fights... where sometimes your bullet's feel useless are EXACTLY what people want...i miss fighting a heavy and saying "Screw it not worth the bullets" and running away.... thats what makes DUST different? Dust isn't a place with complicated cities... and massive internal structures where Cover positions are constant... The map's aren't built like that... the terrain isn't built like that... the character movements aren't built like that... STOP TRYING TO MAKE THIS GAME INTO SOME COPY.... Take that crap to some other forum. Really? Have you played COD, have you actually played COD, do you know how useless ckver is in COD? It takes 4 rounds to kill a guy in the open, it takes 6 rounds to kill a guy in cover. Here in DUST it takes 8bullets to kill a guy in the open, you can't kill a guy with an assault rifle if hemis behind cover! You don't need a mechanic to let you take cover, to take cover! BLACK how no cover system, they just had waist high terrain that you could hide behind! The maps are very cover centric, every corridor has cover at each end, there tonnes of waist high fences, on gantries, there are buildings, there are containers standed around the map. The game should not make you think oh he's not worth the effort, quite the opposite, it should be Damn they've got a heavy squad, we are getting suppressed, there is no safe retreat, we need mechanised supportNot, Oh they have a heavy, Im just gonna run across this empty field and escape!I want every round that hits to feel like damage has been done, thats why the added the shield sounds in 1.4, you are meant to feel fragile, so that you don't have people running around like lunatics!
Sigh monkey..
This is so twitch shooter right now... I'm dropping 4-5 people consistently with one clip.. I've been playing these kind's of FPS's all my life... it benefit's my experience but it ruins DUST..
Most cover you take from old school FPS's can be shot through... as bullets will go through things IRL
This is fast TTK
And that's a tournament setting with some of the best players in the world and he still put them down like that... and trust me heaton is no fluke... that's a guy legitimate aiming for the head's and hitting accurately.
Cover and the entire way it works in DUST is... well... they don't know each other exist really... we have had to resort to "hiding" more as 1 person's bullets even without the ability to aim.. can put you down.
None of the map's are even really built with this idea... 16vs16 its hard to design map's with consistent cover in alll area's a fight could take place... and we aren't even at the player sizes they where shooting for of 32vs32.
Peaking out of cover with 10 people looking at you sure you die...or barely limp away. but one person is doing what 5-10 people used to.
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xp3ll3d dust
The Southern Legion The Umbra Combine
98
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Posted - 2013.11.06 15:24:00 -
[56] - Quote
Laurent Cazaderon wrote:Just like i said to Wolfman this morning, it's overall a huge improvement. Rest is just side effects of better performance and requires number tweaking. My personal opinion here is that the 10% uprising buff to weapon damage is no longer needed (like a lot of people already said before 1.6) and the aim assist isnt required to be so efficient now that bullets actually seem to hit with no weird moments.
I agree with dropping the 10% weapon dmg buff. But the aim assist should stay on. That will result in tactics & movement being more important than having a dead eye aim. If you can get the drop on them from behind, you can take them down without aim issues with DS3 getting in the way. |
Ulme Mees
Eesti Leegion
46
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Posted - 2013.11.06 18:47:00 -
[57] - Quote
+1 OP
Please CCP fix the game, this **** is boring as hell
Fear is a disease!
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Monkey MAC
killer taxi company General Tso's Alliance
922
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Posted - 2013.11.06 19:36:00 -
[58] - Quote
Bethhy wrote:Monkey MAC wrote:Bethhy wrote:Monkey MAC wrote:
So you wan't stand there firing ultra weak bullets at each other from 30m away reloading twice to kill a guy? Cover is important in ANY shooter where you can't shoot through walls! You don't need a cover system to use cover! And you shouldn't be able to run across a no mans land even as a heavy!
Cover is NOT important... That is bullshit... That is a very very small factor in situational awareness on the battefield.. No Gunfight in DUST occurs completely behind cover... there is no mechanic's int he game for it... it doesn't even make sense to want that for dust... Long drawn out fights... where sometimes your bullet's feel useless are EXACTLY what people want...i miss fighting a heavy and saying "Screw it not worth the bullets" and running away.... thats what makes DUST different? Dust isn't a place with complicated cities... and massive internal structures where Cover positions are constant... The map's aren't built like that... the terrain isn't built like that... the character movements aren't built like that... STOP TRYING TO MAKE THIS GAME INTO SOME COPY.... Take that crap to some other forum. Really? Have you played COD, have you actually played COD, do you know how useless ckver is in COD? It takes 4 rounds to kill a guy in the open, it takes 6 rounds to kill a guy in cover. Here in DUST it takes 8bullets to kill a guy in the open, you can't kill a guy with an assault rifle if hemis behind cover! You don't need a mechanic to let you take cover, to take cover! BLACK how no cover system, they just had waist high terrain that you could hide behind! The maps are very cover centric, every corridor has cover at each end, there tonnes of waist high fences, on gantries, there are buildings, there are containers standed around the map. The game should not make you think oh he's not worth the effort, quite the opposite, it should be Damn they've got a heavy squad, we are getting suppressed, there is no safe retreat, we need mechanised supportNot, Oh they have a heavy, Im just gonna run across this empty field and escape!I want every round that hits to feel like damage has been done, thats why the added the shield sounds in 1.4, you are meant to feel fragile, so that you don't have people running around like lunatics! Sigh monkey.. This is so twitch shooter right now... I'm dropping 4-5 people consistently with one clip.. I've been playing these kind's of FPS's all my life... it benefit's my experience but it ruins DUST.. Most cover you take from old school FPS's can be shot through... as bullets will go through things IRL This is fast TTKAnd that's a tournament setting with some of the best players in the world and he still put them down like that... and trust me heaton is no fluke... that's a guy legitimate aiming for the head's and hitting accurately. Cover and the entire way it works in DUST is... well... they don't know each other exist really... we have had to resort to "hiding" more as 1 person's bullets even without the ability to aim.. can put you down. None of the map's are even really built with this idea... 16vs16 its hard to design map's with consistent cover in alll area's a fight could take place... and we aren't even at the player sizes they where shooting for of 32vs32. Peaking out of cover with 10 people looking at you sure you die...or barely limp away. but one person is doing what 5-10 people used to.
I think this needs clarification bexause I had assumed you had read my original post! I want a longer TTK just not to the same degree you do! Our ideas of the perfect TTK are gonna be different!
Cover hiding call it what you like, we have cover and we should feel the need to use! If you are looking for tonnes of waist high crates to use as cover you are doing it wrong!
We are singing of the same hymn sheet, We are just at differnt verses!
The pen is mightier than the sword
The gun is mightier than both
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Dengar Skirata
the third day Public Disorder.
18
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Posted - 2013.11.06 20:38:00 -
[59] - Quote
I completely agree. Time to kill is way too fast with the newest update. I'm glad that hit detection is finally working, but now that it is, almost every weapon is an automatic death machine. Couple that with aim assist and you get a twitch shooter. I hope they fix this soon, because right now, it feels like tactics are out of the question. I might as well run starter militia fits; otherwise I lose way too much ISK to justify using anything else. |
Renolissa
Academy Inferno E-R-A
1067
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Posted - 2013.11.06 22:18:00 -
[60] - Quote
Damn! I miss the chromosome! |
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