Ghost Kaisar
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815
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Posted - 2013.11.12 00:06:00 -
[1] - Quote
Rowdy Railgunner wrote:Everyone saying that it is too low need to HTFU. Or would you rather have every tank mod in the game nerfed and not even worth equipping. If you raise time to kill all you are doing is ensuring that proto players get to stomp even harder. It will not give lesser skilled players a chance, it will not bring the game back into balance. What it will do is ensure that everyone with more skill points with have uber tanked suits with the best guns and people in militia and standard gear will effectively be wiped from the playing field.
So enough with the TTK is too low threads. It is not and you are wrong.
Good to see that you aren't afraid to speak your mind.
On the other hand, raising TTK makes engagements less focused on gun game, and more on appropriate counters and tactics.
TL;DR for those who are lazy. Damage values are percentage based, which yield larger values from higher bases. By decreasing TTK, you devalue that percentage (for example, right now the bonus is killing 0.1 seconds faster, but with a higher base, that bonus could be increased to about 0.5)
If you increase TTK, using weapons that are more effective vs. shields or armor would play a major factor in who wins firefights, not just who can apply DPS the fastest (hence the AR or ScR spam nowadays)
FOR EXAMPLE:
Gallente GK.0 vs Caldari CK.0 (assume stereotype tanking, with gallente stacking armor and caldari stacking shields)
lets just assume equal eHP, with 600 total. 100-500 for GK.0 and 500-100 for CK.0
Lets say that they both use AR's.
Standard DPS for AR is about 440
The Armor tank will rip through the shields in 1 second and the armor in 1/4 of a second. TTK is now roughly 1.25 seconds. The Shield tank will rip through the shields in .2 seconds and the armor in 1.26 seconds. TTK is now 1.4
The difference is around 0.15 seconds. Thats a measly 66 damage with the AR. About 2 bullets difference. You miss 2 shots, and the armor tank loses his advantage.
Now lets say that we increase the TTK. Lets make them heavies with 2000eHP instead.
700-1300 vs. 1300-700 <-------- I know it's not realistic, thats not the point. I've really increased the eHP. Lets see the effect
So now we have to deal 2000 damage with a 440 DPS weapon. With an AR, the armor tanked heavy will kill the targets shields in 2.7 seconds and kill the armor in 1.7. TTK is now 4.4 seconds.
Now lets compare that to the other shoe. The Shield tanked one will kill the shields in 1.4 seconds and get through the armor in 3.3 seconds. Total TTK is now 4.7
That's only a .3 second difference, but that difference is around 132 eHP left to the survivor.
Now lets see what happens you enter the Advantageous encounter: You have an Armor tank with an ScR and an SMG as a backup. You face off against a Shield tank with only a ScR. Time for more maths.
700-1300 vs 1300-700
ScR does 20% extra damage to shields, but lets assume for DPS sake, that the DPS is equal to an AR. (This is to show the percentage difference, not the weapon difference).
Armor tank rips though the shields in 2.4 seconds. Switch to SMG. SMG deals 10% extra damage to armor (once again, DPS is still 440). Armor is gone in 1.4 seconds. TTK is now 3.8. That is almost a full second faster than the other tank. That is 440 eHP. You should win that engagement every time on equal ground.
With larger TTK's, the game will reward people who engage targets based on their weapons strengths. Right now, it's just a game of who shot who first with the AR or ScR.
"All war is deception." "He who knows when he can fight and when he cannot, will be victorious" -Sun Tzu
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