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CPL Bloodstone
SVER True Blood Public Disorder.
217
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Posted - 2013.12.11 15:20:00 -
[1] - Quote
It seems the TTK is so low, it doesn't really matter what fit you build its who sees who first..... I suppose one could fit dampeners and amps to help but It disturbs me that this game once was fun in the fact that you can run soo many different builds. Now, TTk killed the diversity.....
I truly hope that CCP learns that , yes, while low TTk creates a aur/isk sink and adds to excitement but at what cost? Everyone will run the same suit, same gun (or 2 guns now rail/combat) and have 10% of the mercs run other fits, sniper, forge ect...
Please take some time and rethink this overall game strategy, though on paper it sounds like it will have a positive effect, the downsides make this game just another COD/BFx. Unless that was your intention, then /golfclap
Forge Gunner For Life,
CPL Bloodstone |
Mac Dac
Wraith Shadow Guards D.E.F.I.A.N.C.E
350
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Posted - 2013.12.11 15:27:00 -
[2] - Quote
CPL Bloodstone wrote:It seems the TTK is so low, it doesn't really matter what fit you build its who sees who first..... I suppose one could fit dampeners and amps to help but It disturbs me that this game once was fun in the fact that you can run soo many different builds. Now, TTk killed the diversity.....
I truly hope that CCP learns that , yes, while low TTk creates a aur/isk sink and adds to excitement but at what cost? Everyone will run the same suit, same gun (or 2 guns now rail/combat) and have 10% of the mercs run other fits, sniper, forge ect...
Please take some time and rethink this overall game strategy, though on paper it sounds like it will have a positive effect, the downsides make this game just another COD/BFx. Unless that was your intention, then /golfclap
Forge Gunner For Life,
CPL Bloodstone well a big reason we have a low ttk is because CCP didn't want the game to be a bunny hoping/strafing contest.
But 1 thing i tried was duel tanking. And to me i felt like i was dieing slower. This is best with amar stuff.
"We should take care not to make intellect our god; it has, of course, strong muscles, but no personality" Albert Einste
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Jadd Hatchen
Psygod9 D.E.F.I.A.N.C.E
215
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Posted - 2013.12.11 15:33:00 -
[3] - Quote
CPL Bloodstone wrote:It seems the TTK is so low, it doesn't really matter what fit you build its who sees who first..... I suppose one could fit dampeners and amps to help but It disturbs me that this game once was fun in the fact that you can run soo many different builds. Now, TTk killed the diversity.....
I truly hope that CCP learns that , yes, while low TTk creates a aur/isk sink and adds to excitement but at what cost? Everyone will run the same suit, same gun (or 2 guns now rail/combat) and have 10% of the mercs run other fits, sniper, forge ect...
Please take some time and rethink this overall game strategy, though on paper it sounds like it will have a positive effect, the downsides make this game just another COD/BFx. Unless that was your intention, then /golfclap
Forge Gunner For Life,
CPL Bloodstone
I actually figured out why the TTK is so low for many of you. I explain it here:
https://forums.dust514.com/default.aspx?g=posts&m=1593171#post1593171
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Spectral Clone
Dust2Dust. Top Men.
873
|
Posted - 2013.12.11 15:33:00 -
[4] - Quote
Of course it does. CCP even looks at speed tanking/strafing as an exploit.
Why even have different dropsuits with roles if they dont matter?
THIS is the feedback CCP need to listen to. Not selecting the feedback that happen to align with their plan to make it seem like they care about the players.
The threadnaught initialized by steadyhand amarr did not get one dev post for over two weeks, even though most players said they were against the new short TTK.
KDR > ALL
ME > KDR
ME > ALL
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CPL Bloodstone
SVER True Blood Public Disorder.
217
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Posted - 2013.12.11 15:47:00 -
[5] - Quote
Spectral Clone wrote:Of course it does. CCP even looks at speed tanking/strafing as an exploit.
Why even have different dropsuits with roles if they dont matter?
THIS is the feedback CCP need to listen to. Not selecting the feedback that happen to align with their plan to make it seem like they care about the players.
The threadnaught initialized by steadyhand amarr did not get one dev post for over two weeks, even though most players said they were against the new short TTK.
I read your post and i agree with some of it. However, I can tank 1800EHP and i last .5 seconds longer than a medium suit. With the new patch everyone is trying to figure out the ranges and such and im lasting a tad longer, I still do what heavies are supposed to do, hide.... Im talking in general not strictly about heavies, thats another thread. Ive played this game a long time and noting a shorter ttk is a bad thing.
I do not like bunny hoppers and will grief them as much as possible, simple, remove jumping unless next to a jumpable object. Im old and speed strafers kill me, i dont have the reaction time as you young whipersnappers but i do my best. |
bolsh lee
Ahrendee Mercenaries EoN.
689
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Posted - 2013.12.11 16:00:00 -
[6] - Quote
CCP Remnant wrote: First and foremost, combat should be fun. Long TTK is not fun if itGÇÖs the result of loose controls, poor aim assists or dance-strafing/bunny-hopping combat
I don't know what hes smoking but a short TTK isn't any fun as well, especially in a game like Dust where your SP/Gear determine your survivability and pocketbook at the end of the day.. |
Fizzer94
L.O.T.I.S. Public Disorder.
1181
|
Posted - 2013.12.11 16:03:00 -
[7] - Quote
Short TTK definitely kills diversity. We haven't seen anything but Plates/Extenders/Damage Mods for 3 months, when 1.4 released and TTK went way down.
[+ªa¦Ç+¦++-ö-Å94] Level 1 Forum Warrior
The Plasma Cannon is not underpowered
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Cosgar
ParagonX
8528
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Posted - 2013.12.11 16:09:00 -
[8] - Quote
Short TTK makes scouts and slow firing, alpha damage weapons pointless. If they're basing TTK off pervious builds, they're doing it wrong since they finally fixed hit detection.
I tried to put a level into Amarr Commando once, but got a server notification saying "Why?"
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CPL Bloodstone
SVER True Blood Public Disorder.
217
|
Posted - 2013.12.11 16:10:00 -
[9] - Quote
Cosgar wrote:Short TTK makes scouts and slow firing, alpha damage weapons pointless. If they're basing TTK off pervious builds, they're doing it wrong since they finally fixed hit detection.
Agreed |
Reav Hannari
Red Rock Outriders
2188
|
Posted - 2013.12.11 16:10:00 -
[10] - Quote
A third of my suits are shield and dampeners, another third are shield and biotics and then my point defense logistics suits are hybrid tanked but not overly so. Lack of diversity is from fear of the short TTK and a desire to charge in with guns blazing. The same people that brick tank then claim it only adds 0.5 seconds to their lives so what's the point.
Experiment with fittings and tactics. Lose suits while learning new methods. Lead the way in fitting diversity.
// Adapt or Die // Matari Logistics / Scout / Dropship Crash Tester // @ReesNoturana
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CPL Bloodstone
SVER True Blood Public Disorder.
217
|
Posted - 2013.12.11 16:15:00 -
[11] - Quote
Reav Hannari wrote:A third of my suits are shield and dampeners, another third are shield and biotics and then my point defense logistics suits are hybrid tanked but not overly so. Lack of diversity is from fear of the short TTK and a desire to charge in with guns blazing. The same people that brick tank then claim it only adds 0.5 seconds to their lives so what's the point.
Experiment with fittings and tactics. Lose suits while learning new methods. Lead the way in fitting diversity.
Never said i wasn't TRYING to learn new fits. Im experimenting with Commando suits right now. Just saying overall TTK is a bad thing and once again CCP failed to look at the BIG picture (unless they want it like COD/BFx). With still powerfull aim assist, ****** kb/m support and hit boxes corrected. |
Bleeding Knight
Sardaukar Merc Guild General Tso's Alliance
63
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Posted - 2013.12.11 16:15:00 -
[12] - Quote
There is a solution to this problem that many mercs seem to ignore. I can Drop many many repair nanohives at the front of a battle that along with repairs tool would almost eliminate this TTK Discussion. Fighting 1v1 is not smart. Fighting without support isn't smart. |
Fizzer94
L.O.T.I.S. Public Disorder.
1181
|
Posted - 2013.12.11 16:17:00 -
[13] - Quote
Reav Hannari wrote:A third of my suits are shield and dampeners, another third are shield and biotics and then my point defense logistics suits are hybrid tanked but not overly so. Lack of diversity is from fear of the short TTK and a desire to charge in with guns blazing. The same people that brick tank then claim it only adds 0.5 seconds to their lives so what's the point.
Experiment with fittings and tactics. Lose suits while learning new methods. Lead the way in fitting diversity. I get dropped before my Plasma Cannon Slug reaches my killer. This is a TTK issue.
[+ªa¦Ç+¦++-ö-Å94] Level 1 Forum Warrior
The Plasma Cannon is not underpowered
ARs, CRs, RRs, and ScRs are OP.
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Cosgar
ParagonX
8528
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Posted - 2013.12.11 16:20:00 -
[14] - Quote
I really think if they simply went back to Replication's HP values, it'd be a good start.
I tried to put a level into Amarr Commando once, but got a server notification saying "Why?"
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Tek Hound
Death In Xcess Corporation
157
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Posted - 2013.12.11 16:23:00 -
[15] - Quote
Fizzer94 wrote:Reav Hannari wrote:A third of my suits are shield and dampeners, another third are shield and biotics and then my point defense logistics suits are hybrid tanked but not overly so. Lack of diversity is from fear of the short TTK and a desire to charge in with guns blazing. The same people that brick tank then claim it only adds 0.5 seconds to their lives so what's the point.
Experiment with fittings and tactics. Lose suits while learning new methods. Lead the way in fitting diversity. I get dropped before my Plasma Cannon Slug reaches my killer. This is a TTK issue.
This +1 If you even can aim the Plc
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Jadd Hatchen
Psygod9 D.E.F.I.A.N.C.E
217
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Posted - 2013.12.11 16:26:00 -
[16] - Quote
Fizzer94 wrote:Reav Hannari wrote:A third of my suits are shield and dampeners, another third are shield and biotics and then my point defense logistics suits are hybrid tanked but not overly so. Lack of diversity is from fear of the short TTK and a desire to charge in with guns blazing. The same people that brick tank then claim it only adds 0.5 seconds to their lives so what's the point.
Experiment with fittings and tactics. Lose suits while learning new methods. Lead the way in fitting diversity. I get dropped before my Plasma Cannon Slug reaches my killer. This is a TTK issue.
That's not an issue with TTK, that's an issue with the weapon choice you made! Seriously, try comparing apples to apple or making more relevant arguments.
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Cosgar
ParagonX
8528
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Posted - 2013.12.11 16:26:00 -
[17] - Quote
Tek Hound wrote:Fizzer94 wrote:Reav Hannari wrote:A third of my suits are shield and dampeners, another third are shield and biotics and then my point defense logistics suits are hybrid tanked but not overly so. Lack of diversity is from fear of the short TTK and a desire to charge in with guns blazing. The same people that brick tank then claim it only adds 0.5 seconds to their lives so what's the point.
Experiment with fittings and tactics. Lose suits while learning new methods. Lead the way in fitting diversity. I get dropped before my Plasma Cannon Slug reaches my killer. This is a TTK issue. This +1 If you even can aim the Plc Mass Driver too. I usually die first and then collect my kill.
I tried to put a level into Amarr Commando once, but got a server notification saying "Why?"
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Spectral Clone
Dust2Dust. Top Men.
874
|
Posted - 2013.12.11 16:29:00 -
[18] - Quote
Weapons like plasma cannon are marginalized by short TTK. You could however reason that it is a squad support weapon, that it is required that you have rifle support when using it.
KDR > ALL
ME > KDR
ME > ALL
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Cosgar
ParagonX
8533
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Posted - 2013.12.11 16:29:00 -
[19] - Quote
Jadd Hatchen wrote:Fizzer94 wrote:Reav Hannari wrote:A third of my suits are shield and dampeners, another third are shield and biotics and then my point defense logistics suits are hybrid tanked but not overly so. Lack of diversity is from fear of the short TTK and a desire to charge in with guns blazing. The same people that brick tank then claim it only adds 0.5 seconds to their lives so what's the point.
Experiment with fittings and tactics. Lose suits while learning new methods. Lead the way in fitting diversity. I get dropped before my Plasma Cannon Slug reaches my killer. This is a TTK issue. That's not an issue with TTK, that's an issue with the weapon choice you made! Seriously, try comparing apples to apple or making more relevant arguments. That is the problem. It's either hitscan weapon or GTFO. Nothing else is relevant.
I tried to put a level into Amarr Commando once, but got a server notification saying "Why?"
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Reav Hannari
Red Rock Outriders
2189
|
Posted - 2013.12.11 16:30:00 -
[20] - Quote
How about a few questions to judge expectations. I'm not being hostile. I'm honestly trying to understand all the TTK complaints and if possible to present ideas to CCP that meet both their intentions and satisfy the players.
What is your typical KDR since Uprising 1.4?
Are you losing money on your gear?
Does it irritate you to lose any gear?
Would you prefer longer battles even if you kept the same KDR?
Do you prefer head on assaults or do you try to take advantage of the battlefield before moving in for the kill?
Do you think you should be able to kill all opponents with one magazine or does slowly withering them down make for a more enjoyable fight?
I've found that running less expensive gear with lower expectation for living to be more enjoyable. If I'm running my best suits I'm a lot more cautious and end up performing worse. Then again, I don't run with squads and I don't have the support of five other guys running full prototype.
// Adapt or Die // Matari Logistics / Scout / Dropship Crash Tester // @ReesNoturana
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Fizzer94
L.O.T.I.S. Public Disorder.
1183
|
Posted - 2013.12.11 16:38:00 -
[21] - Quote
Reav Hannari wrote:How about a few questions to judge expectations. I'm not being hostile. I'm honestly trying to understand all the TTK complaints and if possible to present ideas to CCP that meet both their intentions and satisfy the players.
1)What is your typical KDR since Uprising 1.4?
2)Are you losing money on your gear?
3)Does it irritate you to lose any gear?
4)Would you prefer longer battles even if you kept the same KDR?
5)Do you prefer head on assaults or do you try to take advantage of the battlefield before moving in for the kill?
6)Do you think you should be able to kill all opponents with one magazine or does slowly withering them down make for a more enjoyable fight?
I've found that running less expensive gear with lower expectation for living to be more enjoyable. If I'm running my best suits I'm a lot more cautious and end up performing worse. Then again, I don't run with squads and I don't have the support of five other guys running full prototype. 1)1.75-2.25
2)I about break even, profits are slow
3)No. It bothers me to lose more ISK than I make in a battle
4) I would like a game type like that, but sometimes a short Ambush is nice
5) That depends on how expensive my fit is.
6) Most weapons should be able to kill most enemies with a full magazine. There should be exceptions, the ARs should not drop a heavy in less than a full mag, for example.
[+ªa¦Ç+¦++-ö-Å94] Level 1 Forum Warrior
The Plasma Cannon is not underpowered
ARs, CRs, RRs, and ScRs are OP.
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Jadd Hatchen
Psygod9 D.E.F.I.A.N.C.E
217
|
Posted - 2013.12.11 16:38:00 -
[22] - Quote
bolsh lee wrote:CCP Remnant wrote: First and foremost, combat should be fun. Long TTK is not fun if itGÇÖs the result of loose controls, poor aim assists or dance-strafing/bunny-hopping combat I don't know what hes smoking but a short TTK isn't any fun as well, especially in a game like Dust where your SP/Gear determine your survivability and pocketbook at the end of the day.. EDIT: And IMO long-er- TTK can be extremely fun it can encourage more squad tactics/game play, medics can actually survive to do their job, Scouts can retreat and come back for a hit and run, heavies can patrol a point encouraging other heavies/anti-heavy weapons to push the point the list could go on and on... With the TTK the way it is now none of that is achievable, heavies die damn near as fast and advanced suits.. hence why everyone and their mother is running brick tanked proto logi...
What's so fun about shooting and shooting and shooting at the same guy and NEVER KILLING THEM?
Longer TTK would result in just that, less fun and EVEN MORE frustration for people complaining about how 'unkillable' someone is.
The real issue isn't the TTK, it's the range you are engaging at. If you get closer to the enemy, then damn right you should also die fast. Shorter ranges = shorter TTK. That is what the ARs were developed for and they do it well. Now if you stay out and engage outside the ARs optimal range (like 75 to 80 meters) your TTK increases dramatically, as it should. With the introduction of the other two race's weapons, players are engaging at longer ranges. This means that my shields get "plinked" by them and I get more time to react/take-cover/return-fire. But if the same happened at a shorter range, then I would be dead before I had time to react.
Everyone here that is attributing TTK to the game or to OP weapons etc need to start realizing the real source of the shorter TTK. It's you. Engaging right in the face of the enemy should get you killed fast. That's what all these weapons seem to do best and you are complaining about it?
Again, I tried to explain the issue in more detail here, but apparently people don't always read the links. https://forums.dust514.com/default.aspx?g=posts&m=1593171#post1593171 |
Magpie Raven
ZionTCD Public Disorder.
321
|
Posted - 2013.12.11 16:41:00 -
[23] - Quote
I remember back in the day. You really didnt die all that much. It was rare to see someone go over 15 kills. If they did they had been in a tank. TTK does need to be increased. Not to the point where it takes forever to kill someone. But now how it is now where you dont even have time to turn around |
CPL Bloodstone
SVER True Blood Public Disorder.
218
|
Posted - 2013.12.11 16:44:00 -
[24] - Quote
Jadd Hatchen wrote:bolsh lee wrote:CCP Remnant wrote: First and foremost, combat should be fun. Long TTK is not fun if itGÇÖs the result of loose controls, poor aim assists or dance-strafing/bunny-hopping combat I don't know what hes smoking but a short TTK isn't any fun as well, especially in a game like Dust where your SP/Gear determine your survivability and pocketbook at the end of the day.. EDIT: And IMO long-er- TTK can be extremely fun it can encourage more squad tactics/game play, medics can actually survive to do their job, Scouts can retreat and come back for a hit and run, heavies can patrol a point encouraging other heavies/anti-heavy weapons to push the point the list could go on and on... With the TTK the way it is now none of that is achievable, heavies die damn near as fast and advanced suits.. hence why everyone and their mother is running brick tanked proto logi... What's so fun about shooting and shooting and shooting at the same guy and NEVER KILLING THEM? Longer TTK would result in just that, less fun and EVEN MORE frustration for people complaining about how 'unkillable' someone is. The real issue isn't the TTK, it's the range you are engaging at. If you get closer to the enemy, then damn right you should also die fast. Shorter ranges = shorter TTK. That is what the ARs were developed for and they do it well. Now if you stay out and engage outside the ARs optimal range (like 75 to 80 meters) your TTK increases dramatically, as it should. With the introduction of the other two race's weapons, players are engaging at longer ranges. This means that my shields get "plinked" by them and I get more time to react/take-cover/return-fire. But if the same happened at a shorter range, then I would be dead before I had time to react. Everyone here that is attributing TTK to the game or to OP weapons etc need to start realizing the real source of the shorter TTK. It's you. Engaging right in the face of the enemy should get you killed fast. That's what all these weapons seem to do best and you are complaining about it? Again, I tried to explain the issue in more detail here, but apparently people don't always read the links. https://forums.dust514.com/default.aspx?g=posts&m=1593171#post1593171
Thats a very linear way of thinking to be honest with you. Modules and SP should matter in survivability. Currenlty they do not. I dont want to sit and shoot the same guy for 3 seconds or more but i dont want to get dropped in a fully tanked suit under a second... A fully tanked merc vs a fully offensive merc should even out, currently they do not.
Im having a discussion, not attacking anyone. |
bolsh lee
Ahrendee Mercenaries EoN.
690
|
Posted - 2013.12.11 16:46:00 -
[25] - Quote
Cosgar wrote:Jadd Hatchen wrote:Fizzer94 wrote:Reav Hannari wrote:A third of my suits are shield and dampeners, another third are shield and biotics and then my point defense logistics suits are hybrid tanked but not overly so. Lack of diversity is from fear of the short TTK and a desire to charge in with guns blazing. The same people that brick tank then claim it only adds 0.5 seconds to their lives so what's the point.
Experiment with fittings and tactics. Lose suits while learning new methods. Lead the way in fitting diversity. I get dropped before my Plasma Cannon Slug reaches my killer. This is a TTK issue. That's not an issue with TTK, that's an issue with the weapon choice you made! Seriously, try comparing apples to apple or making more relevant arguments. That is the problem. It's either hitscan weapon or GTFO. Nothing else is relevant.
QFT |
Cosgar
ParagonX
8534
|
Posted - 2013.12.11 16:48:00 -
[26] - Quote
Jadd Hatchen wrote:bolsh lee wrote:CCP Remnant wrote: First and foremost, combat should be fun. Long TTK is not fun if itGÇÖs the result of loose controls, poor aim assists or dance-strafing/bunny-hopping combat I don't know what hes smoking but a short TTK isn't any fun as well, especially in a game like Dust where your SP/Gear determine your survivability and pocketbook at the end of the day.. EDIT: And IMO long-er- TTK can be extremely fun it can encourage more squad tactics/game play, medics can actually survive to do their job, Scouts can retreat and come back for a hit and run, heavies can patrol a point encouraging other heavies/anti-heavy weapons to push the point the list could go on and on... With the TTK the way it is now none of that is achievable, heavies die damn near as fast and advanced suits.. hence why everyone and their mother is running brick tanked proto logi... What's so fun about shooting and shooting and shooting at the same guy and NEVER KILLING THEM? Longer TTK would result in just that, less fun and EVEN MORE frustration for people complaining about how 'unkillable' someone is. The real issue isn't the TTK, it's the range you are engaging at. If you get closer to the enemy, then damn right you should also die fast. Shorter ranges = shorter TTK. That is what the ARs were developed for and they do it well. Now if you stay out and engage outside the ARs optimal range (like 75 to 80 meters) your TTK increases dramatically, as it should. With the introduction of the other two race's weapons, players are engaging at longer ranges. This means that my shields get "plinked" by them and I get more time to react/take-cover/return-fire. But if the same happened at a shorter range, then I would be dead before I had time to react. Everyone here that is attributing TTK to the game or to OP weapons etc need to start realizing the real source of the shorter TTK. It's you. Engaging right in the face of the enemy should get you killed fast. That's what all these weapons seem to do best and you are complaining about it? Again, I tried to explain the issue in more detail here, but apparently people don't always read the links. https://forums.dust514.com/default.aspx?g=posts&m=1593171#post1593171 The short TTK is the result of this game being balanced around bad hit detection. This isn't and never was a tactical FPS. You want tactical, play XCOM or Red Orchestra. When a weapon's DPS is equal or greater than an average suit's base HP, something's not right.
I tried to put a level into Amarr Commando once, but got a server notification saying "Why?"
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bolsh lee
Ahrendee Mercenaries EoN.
693
|
Posted - 2013.12.11 17:09:00 -
[27] - Quote
Jadd Hatchen wrote:bolsh lee wrote:CCP Remnant wrote: First and foremost, combat should be fun. Long TTK is not fun if itGÇÖs the result of loose controls, poor aim assists or dance-strafing/bunny-hopping combat I don't know what hes smoking but a short TTK isn't any fun as well, especially in a game like Dust where your SP/Gear determine your survivability and pocketbook at the end of the day.. EDIT: And IMO long-er- TTK can be extremely fun it can encourage more squad tactics/game play, medics can actually survive to do their job, Scouts can retreat and come back for a hit and run, heavies can patrol a point encouraging other heavies/anti-heavy weapons to push the point the list could go on and on... With the TTK the way it is now none of that is achievable, heavies die damn near as fast and advanced suits.. hence why everyone and their mother is running brick tanked proto logi... What's so fun about shooting and shooting and shooting at the same guy and NEVER KILLING THEM? Longer TTK would result in just that, less fun and EVEN MORE frustration for people complaining about how 'unkillable' someone is. The real issue isn't the TTK, it's the range you are engaging at. If you get closer to the enemy, then damn right you should also die fast. Shorter ranges = shorter TTK. That is what the ARs were developed for and they do it well. Now if you stay out and engage outside the ARs optimal range (like 75 to 80 meters) your TTK increases dramatically, as it should. With the introduction of the other two race's weapons, players are engaging at longer ranges. This means that my shields get "plinked" by them and I get more time to react/take-cover/return-fire. But if the same happened at a shorter range, then I would be dead before I had time to react. Everyone here that is attributing TTK to the game or to OP weapons etc need to start realizing the real source of the shorter TTK. It's you. Engaging right in the face of the enemy should get you killed fast. That's what all these weapons seem to do best and you are complaining about it? Again, I tried to explain the issue in more detail here, but apparently people don't always read the links. https://forums.dust514.com/default.aspx?g=posts&m=1593171#post1593171
So every map regardless of design you should sit at a distance and only engage targets that you can see ? That explains why half the pub matches I'm in there is one squad on point and 10 other people sitting on a mountain side..
You're pointing fingers assuming everyone runs lone wolf.. ? I remember the days were you had to run in a squad in order to survive becuase you needed to focus fire and if you wanted to lone wolf you COULD by selecting a quicker shield regen fit or a tactical armor heavy suit.. Even if the long TTK was inherent because of poor performance or lack of aim assist the fact is it encouraged squad play and diversity not just nanohives and uplink deployment.. Not to mention if you were that tactical lone wolf running damage mods you could still play the field and cherry pick...
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Fox Gaden
Immortal Guides
1817
|
Posted - 2013.12.11 17:41:00 -
[28] - Quote
CPL Bloodstone wrote:It seems the TTK is so low, it doesn't really matter what fit you build its who sees who first..... I suppose one could fit dampeners and amps to help but It disturbs me that this game once was fun in the fact that you can run soo many different builds. Now, TTk killed the diversity.....
I truly hope that CCP learns that , yes, while low TTk creates a aur/isk sink and adds to excitement but at what cost? Everyone will run the same suit, same gun (or 2 guns now rail/combat) and have 10% of the mercs run other fits, sniper, forge ect...
Please take some time and rethink this overall game strategy, though on paper it sounds like it will have a positive effect, the downsides make this game just another COD/BFx. Unless that was your intention, then /golfclap
Forge Gunner For Life,
CPL Bloodstone CCP did not choose to lower the TTK.
People keep attributing reasons why CCP chose to make the TTK so low. Yet we all know that TTK is low because CCP fixed hit detection, not because of anything CCP specifically to lower the TTK.
I am certain that CCP thinks the TTK is too low right now.
I am fairly certain that the reason CCP did not fix the TTK in 1.7 is because there are a lot of moving parts that need to be adjusted to reduce TTK without accidentally making something way Over Powered. I think they are doing a lot of carful calculations to try to figure out how to fix this, and they probably wanted numbers from the Combat Rifle and Rail Rifle before they are ready to make the tweaks. I expect the TTK issue to be addressed in 1.8.
The good news is that while the Hit detection issue required CCP to track down bugs and work out technical problems, the TTK issue only requires them to adjust numbers.
The bad news is that there are a lot of numbers that need adjusting, which makes it tricky to keep things balanced.
I think they should just buff all health across the board (suits, extenders, plates, etc) by 25% as a starting point, and then if that gets us close to were we should be, then just make minor tweaks to things to get them in line after that. |
Tek Hound
Death In Xcess Corporation
159
|
Posted - 2013.12.11 19:33:00 -
[29] - Quote
Reav Hannari wrote:How about a few questions to judge expectations. I'm not being hostile. I'm honestly trying to understand all the TTK complaints and if possible to present ideas to CCP that meet both their intentions and satisfy the players.
What is your typical KDR since Uprising 1.4?
Are you losing money on your gear?
Does it irritate you to lose any gear?
Would you prefer longer battles even if you kept the same KDR?
Do you prefer head on assaults or do you try to take advantage of the battlefield before moving in for the kill?
Do you think you should be able to kill all opponents with one magazine or does slowly withering them down make for a more enjoyable fight?
I've found that running less expensive gear with lower expectation for living to be more enjoyable. If I'm running my best suits I'm a lot more cautious and end up performing worse. Then again, I don't run with squads and I don't have the support of five other guys running full prototype.
1.If you care about kdr then there's no problem 2 .why runa 154k fit and die in 3sec when you could run a 0k fit and die in 2 Sec . That's a problem ,no point in proto fits.
3.Like I said who wants to lose a 154k fit in 3sec.Your suit just dosen't matter because everything melts under 4secs. 4.Again if your playing for KDR you shouldn't have a problem .With low ttk and AA its who shot first regardless of fit or strategy.
5.Some type of ttk balance(suit balance also palys here) were strategy has to be taken into consideration. RIGHT NOW ITS WHO SHOOTS FIRST BECAUSE OF LOW TTK REGARDLESS OF spec .The real problem is th rifles are just too strong.Regardless of suit balance or vehicle balance if you removed rifles from the equation then strategy would be a factor.
6.The whats the point of playing an mmo if starter gear works just as good as advance.High expectations of getting killed with lower fits , then why would you need sp.You should perform better with best gear not worse because of ttk.How backwards is that?
7.I lonewolf too no squad(more of a challenge when noone has your back) and ttk is a problem. |
CPL Bloodstone
SVER True Blood Public Disorder.
221
|
Posted - 2013.12.11 19:52:00 -
[30] - Quote
Tek Hound wrote:Reav Hannari wrote:How about a few questions to judge expectations. I'm not being hostile. I'm honestly trying to understand all the TTK complaints and if possible to present ideas to CCP that meet both their intentions and satisfy the players.
What is your typical KDR since Uprising 1.4?
Are you losing money on your gear?
Does it irritate you to lose any gear?
Would you prefer longer battles even if you kept the same KDR?
Do you prefer head on assaults or do you try to take advantage of the battlefield before moving in for the kill?
Do you think you should be able to kill all opponents with one magazine or does slowly withering them down make for a more enjoyable fight?
I've found that running less expensive gear with lower expectation for living to be more enjoyable. If I'm running my best suits I'm a lot more cautious and end up performing worse. Then again, I don't run with squads and I don't have the support of five other guys running full prototype. 1.If you care about kdr then there's no problem 2 .why runa 154k fit and die in 3sec when you could run a 0k fit and die in 2 Sec . That's a problem ,no point in proto fits. 3.Like I said who wants to lose a 154k fit in 3sec.Your suit just dosen't matter because everything melts under 4secs. 4.Again if your playing for KDR you shouldn't have a problem .With low ttk and AA its who shot first regardless of fit or strategy. 5.Some type of ttk balance(suit balance also palys here) were strategy has to be taken into consideration. RIGHT NOW ITS WHO SHOOTS FIRST BECAUSE OF LOW TTK REGARDLESS OF spec .The real problem is th rifles are just too strong.Regardless of suit balance or vehicle balance if you removed rifles from the equation then strategy would be a factor. 6.The whats the point of playing an mmo if starter gear works just as good as advance.High expectations of getting killed with lower fits , then why would you need sp.You should perform better with best gear not worse because of ttk.How backwards is that? 7.I lonewolf too no squad(more of a challenge when noone has your back) and ttk is a problem.
Someone who gets it. +1 for you |
|
Jadd Hatchen
Psygod9 D.E.F.I.A.N.C.E
221
|
Posted - 2013.12.11 19:58:00 -
[31] - Quote
CPL Bloodstone wrote:Jadd Hatchen wrote:bolsh lee wrote:CCP Remnant wrote: First and foremost, combat should be fun. Long TTK is not fun if itGÇÖs the result of loose controls, poor aim assists or dance-strafing/bunny-hopping combat I don't know what hes smoking but a short TTK isn't any fun as well, especially in a game like Dust where your SP/Gear determine your survivability and pocketbook at the end of the day.. EDIT: And IMO long-er- TTK can be extremely fun it can encourage more squad tactics/game play, medics can actually survive to do their job, Scouts can retreat and come back for a hit and run, heavies can patrol a point encouraging other heavies/anti-heavy weapons to push the point the list could go on and on... With the TTK the way it is now none of that is achievable, heavies die damn near as fast and advanced suits.. hence why everyone and their mother is running brick tanked proto logi... What's so fun about shooting and shooting and shooting at the same guy and NEVER KILLING THEM? Longer TTK would result in just that, less fun and EVEN MORE frustration for people complaining about how 'unkillable' someone is. The real issue isn't the TTK, it's the range you are engaging at. If you get closer to the enemy, then damn right you should also die fast. Shorter ranges = shorter TTK. That is what the ARs were developed for and they do it well. Now if you stay out and engage outside the ARs optimal range (like 75 to 80 meters) your TTK increases dramatically, as it should. With the introduction of the other two race's weapons, players are engaging at longer ranges. This means that my shields get "plinked" by them and I get more time to react/take-cover/return-fire. But if the same happened at a shorter range, then I would be dead before I had time to react. Everyone here that is attributing TTK to the game or to OP weapons etc need to start realizing the real source of the shorter TTK. It's you. Engaging right in the face of the enemy should get you killed fast. That's what all these weapons seem to do best and you are complaining about it? Again, I tried to explain the issue in more detail here, but apparently people don't always read the links. https://forums.dust514.com/default.aspx?g=posts&m=1593171#post1593171 Thats a very linear way of thinking to be honest with you. Modules and SP should matter in survivability. Currenlty they do not. I dont want to sit and shoot the same guy for 3 seconds or more but i dont want to get dropped in a fully tanked suit under a second... A fully tanked merc vs a fully offensive merc should even out, currently they do not. Im having a discussion, not attacking anyone.
And you still didn't get the point. What RANGE were you at when you died in under a second? If it was less than 50 meters, then hell yes that is as it's supposed to be. If it was longer thatn 100 meters and done by something other than a sniper rifle or forge gun or something similar, then something might be wrong.
|
Jadd Hatchen
Psygod9 D.E.F.I.A.N.C.E
221
|
Posted - 2013.12.11 20:00:00 -
[32] - Quote
bolsh lee wrote:Jadd Hatchen wrote:bolsh lee wrote:CCP Remnant wrote: First and foremost, combat should be fun. Long TTK is not fun if itGÇÖs the result of loose controls, poor aim assists or dance-strafing/bunny-hopping combat I don't know what hes smoking but a short TTK isn't any fun as well, especially in a game like Dust where your SP/Gear determine your survivability and pocketbook at the end of the day.. EDIT: And IMO long-er- TTK can be extremely fun it can encourage more squad tactics/game play, medics can actually survive to do their job, Scouts can retreat and come back for a hit and run, heavies can patrol a point encouraging other heavies/anti-heavy weapons to push the point the list could go on and on... With the TTK the way it is now none of that is achievable, heavies die damn near as fast and advanced suits.. hence why everyone and their mother is running brick tanked proto logi... What's so fun about shooting and shooting and shooting at the same guy and NEVER KILLING THEM? Longer TTK would result in just that, less fun and EVEN MORE frustration for people complaining about how 'unkillable' someone is. The real issue isn't the TTK, it's the range you are engaging at. If you get closer to the enemy, then damn right you should also die fast. Shorter ranges = shorter TTK. That is what the ARs were developed for and they do it well. Now if you stay out and engage outside the ARs optimal range (like 75 to 80 meters) your TTK increases dramatically, as it should. With the introduction of the other two race's weapons, players are engaging at longer ranges. This means that my shields get "plinked" by them and I get more time to react/take-cover/return-fire. But if the same happened at a shorter range, then I would be dead before I had time to react. Everyone here that is attributing TTK to the game or to OP weapons etc need to start realizing the real source of the shorter TTK. It's you. Engaging right in the face of the enemy should get you killed fast. That's what all these weapons seem to do best and you are complaining about it? Again, I tried to explain the issue in more detail here, but apparently people don't always read the links. https://forums.dust514.com/default.aspx?g=posts&m=1593171#post1593171 So every map regardless of design you should sit at a distance and only engage targets that you can see ? That explains why half the pub matches I'm in there is one squad on point and 10 other people sitting on a mountain side.. You're pointing fingers assuming everyone runs lone wolf.. ? I remember the days were you had to run in a squad in order to survive becuase you needed to focus fire and if you wanted to lone wolf you COULD by selecting a quicker shield regen fit or a tactical armor heavy suit.. Even if the long TTK was inherent because of poor performance or lack of aim assist the fact is it encouraged squad play and diversity not just nanohives and uplink deployment.. Not to mention if you were that tactical lone wolf running damage mods you could still play the field and cherry pick...
No, the indoor and city maps should encourage fast, short range death. It's more CQC and a much faster pace of game. I'm just saying that this game has both styles of play, but when the people that opt for the CQC whine and complain about dying all the time I have to answer, that was their choice in tactics.
|
Tek Hound
Death In Xcess Corporation
160
|
Posted - 2013.12.11 20:08:00 -
[33] - Quote
Jadd Hatchen wrote:CPL Bloodstone wrote:Jadd Hatchen wrote:bolsh lee wrote:CCP Remnant wrote: First and foremost, combat should be fun. Long TTK is not fun if itGÇÖs the result of loose controls, poor aim assists or dance-strafing/bunny-hopping combat I don't know what hes smoking but a short TTK isn't any fun as well, especially in a game like Dust where your SP/Gear determine your survivability and pocketbook at the end of the day.. EDIT: And IMO long-er- TTK can be extremely fun it can encourage more squad tactics/game play, medics can actually survive to do their job, Scouts can retreat and come back for a hit and run, heavies can patrol a point encouraging other heavies/anti-heavy weapons to push the point the list could go on and on... With the TTK the way it is now none of that is achievable, heavies die damn near as fast and advanced suits.. hence why everyone and their mother is running brick tanked proto logi... What's so fun about shooting and shooting and shooting at the same guy and NEVER KILLING THEM? Longer TTK would result in just that, less fun and EVEN MORE frustration for people complaining about how 'unkillable' someone is. The real issue isn't the TTK, it's the range you are engaging at. If you get closer to the enemy, then damn right you should also die fast. Shorter ranges = shorter TTK. That is what the ARs were developed for and they do it well. Now if you stay out and engage outside the ARs optimal range (like 75 to 80 meters) your TTK increases dramatically, as it should. With the introduction of the other two race's weapons, players are engaging at longer ranges. This means that my shields get "plinked" by them and I get more time to react/take-cover/return-fire. But if the same happened at a shorter range, then I would be dead before I had time to react. Everyone here that is attributing TTK to the game or to OP weapons etc need to start realizing the real source of the shorter TTK. It's you. Engaging right in the face of the enemy should get you killed fast. That's what all these weapons seem to do best and you are complaining about it? Again, I tried to explain the issue in more detail here, but apparently people don't always read the links. https://forums.dust514.com/default.aspx?g=posts&m=1593171#post1593171 Thats a very linear way of thinking to be honest with you. Modules and SP should matter in survivability. Currenlty they do not. I dont want to sit and shoot the same guy for 3 seconds or more but i dont want to get dropped in a fully tanked suit under a second... A fully tanked merc vs a fully offensive merc should even out, currently they do not. Im having a discussion, not attacking anyone. And you still didn't get the point. What RANGE were you at when you died in under a second? If it was less than 50 meters, then hell yes that is as it's supposed to be. If it was longer thatn 100 meters and done by something other than a sniper rifle or forge gun or something similar, then something might be wrong.
I think your missing the point, range is not a factor for only forge and sniper.Ever other weapon have to play within the range of the rifles.You have no choice but to be in the rifle range.So what your saying is you should use a forge or sniper if you dont want to die in under 4 secs ? |
Foo Fighting
Forsaken Immortals Top Men.
25
|
Posted - 2013.12.11 20:18:00 -
[34] - Quote
The classic scenario that needs to be central to the solution: You're hacking and objective and someone starts shooting you in the back - ttk must be long enough to turn 180 degrees and at the least see your killer - ideally with enough time to pull a headshot. SG, FG, SR would not count here. It should also be possible to step out from cover and fire a shot or step back before you're dead, especially as the enemy knows when you are stepping out because you have a big red arrow over your head due to scanners. |
Tectonic Fusion
695
|
Posted - 2013.12.11 20:25:00 -
[35] - Quote
Reav Hannari wrote:How about a few questions to judge expectations. I'm not being hostile. I'm honestly trying to understand all the TTK complaints and if possible to present ideas to CCP that meet both their intentions and satisfy the players.
What is your typical KDR since Uprising 1.4?
Are you losing money on your gear?
Does it irritate you to lose any gear?
Would you prefer longer battles even if you kept the same KDR?
Do you prefer head on assaults or do you try to take advantage of the battlefield before moving in for the kill?
Do you think you should be able to kill all opponents with one magazine or does slowly withering them down make for a more enjoyable fight?
I've found that running less expensive gear with lower expectation for living to be more enjoyable. If I'm running my best suits I'm a lot more cautious and end up performing worse. Then again, I don't run with squads and I don't have the support of five other guys running full prototype. Same. I'm a solo player, but I only squad up with intelligent people or really good players.
Solo Player
Squad status: Locked
|
Jadd Hatchen
Psygod9 D.E.F.I.A.N.C.E
237
|
Posted - 2013.12.16 17:38:00 -
[36] - Quote
Tek Hound wrote:Jadd Hatchen wrote:And you still didn't get the point. What RANGE were you at when you died in under a second? If it was less than 50 meters, then hell yes that is as it's supposed to be. If it was longer thatn 100 meters and done by something other than a sniper rifle or forge gun or something similar, then something might be wrong.
I think your missing the point, range is not a factor for only forge and sniper.Ever other weapon have to play within the range of the rifles.You have no choice but to be in the rifle range.So what your saying is you should use a forge or sniper if you dont want to die in under 4 secs ?
Nope, you are missing the point. For every weapon in this game there is an EFFECTIVE range and an ABSOLUTE range. Your weapon will deal it's maximum damage somewhere within it's EFFECTIVE range. It will deal significantly less damage between it's EFFECTIVE range and its ABSOLUTE range. Beyond the ABSOLUTE range it deals no damage at all.
So my point is that if you engage someone within their EFFECTIVE range, then your TTK will be very VERY short, and this is INTENTIONAL! If you engage outside the EFFECTIVE range, then you get more time.
|
KA24DERT
TeamPlayers Negative-Feedback
301
|
Posted - 2013.12.16 18:38:00 -
[37] - Quote
Jadd Hatchen wrote:Tek Hound wrote:Jadd Hatchen wrote:And you still didn't get the point. What RANGE were you at when you died in under a second? If it was less than 50 meters, then hell yes that is as it's supposed to be. If it was longer thatn 100 meters and done by something other than a sniper rifle or forge gun or something similar, then something might be wrong.
I think your missing the point, range is not a factor for only forge and sniper.Ever other weapon have to play within the range of the rifles.You have no choice but to be in the rifle range.So what your saying is you should use a forge or sniper if you dont want to die in under 4 secs ? Nope, you are missing the point. For every weapon in this game there is an EFFECTIVE range and an ABSOLUTE range. Your weapon will deal it's maximum damage somewhere within it's EFFECTIVE range. It will deal significantly less damage between it's EFFECTIVE range and its ABSOLUTE range. Beyond the ABSOLUTE range it deals no damage at all. So my point is that if you engage someone within their EFFECTIVE range, then your TTK will be very VERY short, and this is INTENTIONAL! If you engage outside the EFFECTIVE range, then you get more time.
So everyone within 50 meters of a rifle should die instantly.
Got it. |
Jadd Hatchen
Psygod9 D.E.F.I.A.N.C.E
241
|
Posted - 2013.12.16 23:55:00 -
[38] - Quote
KA24DERT wrote:Jadd Hatchen wrote:Tek Hound wrote:Jadd Hatchen wrote:And you still didn't get the point. What RANGE were you at when you died in under a second? If it was less than 50 meters, then hell yes that is as it's supposed to be. If it was longer thatn 100 meters and done by something other than a sniper rifle or forge gun or something similar, then something might be wrong.
I think your missing the point, range is not a factor for only forge and sniper.Ever other weapon have to play within the range of the rifles.You have no choice but to be in the rifle range.So what your saying is you should use a forge or sniper if you dont want to die in under 4 secs ? Nope, you are missing the point. For every weapon in this game there is an EFFECTIVE range and an ABSOLUTE range. Your weapon will deal it's maximum damage somewhere within it's EFFECTIVE range. It will deal significantly less damage between it's EFFECTIVE range and its ABSOLUTE range. Beyond the ABSOLUTE range it deals no damage at all. So my point is that if you engage someone within their EFFECTIVE range, then your TTK will be very VERY short, and this is INTENTIONAL! If you engage outside the EFFECTIVE range, then you get more time. So everyone within 50 meters of a rifle should die instantly. Got it.
Finally. =P |
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