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xxwhitedevilxx M
Maphia Clan Corporation
1537
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Posted - 2014.01.26 18:44:00 -
[1] - Quote
Cause you might just get it.
Higher time to kill = harder to kill a PRO = more Protostomping = more people leaving.
Tank 514.
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TheAmazing FlyingPig
Crux Special Tasks Group Gallente Federation
5506
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Posted - 2014.01.26 18:48:00 -
[2] - Quote
Are you advocating for a quicker TTK?
Never forget
May 14, 2013: Beta 2.0
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xxwhitedevilxx M
Maphia Clan Corporation
1538
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Posted - 2014.01.26 18:51:00 -
[3] - Quote
TheAmazing FlyingPig wrote:Are you advocating for a quicker TTK?
No, I think it's pretty fine right now, maybe a bit (and, seriously, a bit) higher would be better, but knowing ccp, it would take half an hour and three STD to take out a PRO. So, just leave it as it is, no?
Tank 514.
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Yoma Carrim
Situation Normal all fraked up
323
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Posted - 2014.01.26 18:51:00 -
[4] - Quote
TheAmazing FlyingPig wrote:Are you advocating for a quicker TTK? I think his just be carful how high you make the TTK.
When you turn a corner and find the entire enemy team.Oh Heck
Logi, Tanker, Heavy
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Gavr1lo Pr1nc1p
TRA1LBLAZERS
260
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Posted - 2014.01.26 18:53:00 -
[5] - Quote
a high ttk works both ways, it helps STDs from getting instagibbed by rail rifles
Yes, I did kill Archduke Ferdinand. I used my nova knives.
https://dust514.com/recruit/k3vMnb/
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Aero Yassavi
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
5987
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Posted - 2014.01.26 18:53:00 -
[6] - Quote
Or, you know, maybe it will actually put some distinction between who the assault roles are and who the support roles are. There is a fine balance you must find with TTK, too low and it requires no skill, too high and the best fits usually always win. We've experienced both ends of this in Dust, so now we need to find the balance in-between.
ARC Commander
CPM Info and Q&A - Status: Open
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Cat Merc
Ahrendee Mercenaries EoN.
6011
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Posted - 2014.01.26 18:53:00 -
[7] - Quote
If TTK increases for STD and ADV suits, then the time it will take to down them will increase as well.
Hence it won't really matter in the end.
Meow
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
Tuna > Tacos
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Atiim
Living Like Larry Schwag
3961
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Posted - 2014.01.26 18:54:00 -
[8] - Quote
How about we raise TTK and scrap the whole MLT < STD < ADV < PRO idea and tiericide Dropsuits already?
Next On To-Do List: Particle Cannons
To create a vehicle free environment.
There can only be one!
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Vrain Matari
Mikramurka Shock Troop Minmatar Republic
1482
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Posted - 2014.01.26 18:54:00 -
[9] - Quote
xxwhitedevilxx M wrote:Cause you wight just get it.
Higher time to kill = harder to kill a PRO = more Protostomping = more people leaving. This is true. Strafers and bunnyhoppers are licking their chops right now, quivering with maniacal and barely-contained noob bloodlust.
If only CCP could take a look at the obviously failed matchmaker.
To quote Richard Feynman on the matter: 'It doesn't matter how beautiful your theory is, it doesn't matter how smart you are. If it doesn't agree with experiment, it's wrong.'
I think it's time to let this matchmaker go.
For those who like to point out that server population numbers are too low for our current matchmaker to work: If you were given access to all the stats CCP has, and with only pencil and paper and as much time as you needed(since you're not a superfast machine), could you pick a better roster than the matchmaker does?
If your answer is yes then we're justified in holding the matchmaker to a higher standard.
I support SP rollover.
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Yoma Carrim
Situation Normal all fraked up
323
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Posted - 2014.01.26 18:55:00 -
[10] - Quote
Atiim wrote:How about we raise TTK and scrap the whole MLT < STD < ADV < PRO idea and tiericide Dropsuits already? that would be ideal buuuuuuuut......
When you turn a corner and find the entire enemy team.Oh Heck
Logi, Tanker, Heavy
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Justin Tymes
Dem Durrty Boyz Renegade Alliance
647
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Posted - 2014.01.26 18:55:00 -
[11] - Quote
Good, maybe I can finally get all 8 shots of the AMD in before turning to paste by the RR. |
Cody Sietz
Bullet Cluster Legacy Rising
2109
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Posted - 2014.01.26 18:56:00 -
[12] - Quote
Cat Merc wrote:If TTK increases for STD and ADV suits, then the time it will take to down them will increase as well.
Hence it won't really matter in the end.
Meow It kind of would hurt STD though.
4 slots vs 7 slots, ya know.
"I do agree with you there though. shudders"
-Arkena Wyrnspire
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Gavr1lo Pr1nc1p
TRA1LBLAZERS
260
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Posted - 2014.01.26 19:00:00 -
[13] - Quote
Atiim wrote:How about we raise TTK and scrap the whole MLT < STD < ADV < PRO idea and tiericide Dropsuits already? I don't like the idea of tiercide simply because of reduced customization, and lack of something to look forward to for new players. When I started playing, i got stomped in every single match i was in, but i kept playing because i knew that one day i would have the gear to kill all of the people killing me
Yes, I did kill Archduke Ferdinand. I used my nova knives.
https://dust514.com/recruit/k3vMnb/
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Cat Merc
Ahrendee Mercenaries EoN.
6013
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Posted - 2014.01.26 19:00:00 -
[14] - Quote
Cody Sietz wrote:Cat Merc wrote:If TTK increases for STD and ADV suits, then the time it will take to down them will increase as well.
Hence it won't really matter in the end.
Meow It kind of would hurt STD though. 4 slots vs 7 slots, ya know. The relation between the two will stay the same if CCP does it right. Both will have the same amount of extra TTK added to them.
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
Tuna > Tacos
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Dovallis Martan JenusKoll
Osmon Surveillance Caldari State
512
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Posted - 2014.01.26 19:03:00 -
[15] - Quote
xxwhitedevilxx M wrote:Cause you might just get it.
Higher time to kill = harder to kill a PRO = more Protostomping = more people leaving. The massive armor and shield amps of late were results of the decreased TTK... When TTK improves their armor will be reduced to fit.
If you can read this, it means you are reading.
Unless you are skimming
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Llast 326
An Arkhos
1595
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Posted - 2014.01.26 19:08:00 -
[16] - Quote
Dovallis Martan JenusKoll wrote:xxwhitedevilxx M wrote:Cause you might just get it.
Higher time to kill = harder to kill a PRO = more Protostomping = more people leaving. The massive armor and shield amps of late were results of the decreased TTK... When TTK improves their armor will be reduced to fit. In theory yes. Also I would add that if CQC alpha damage is balanced right it would help in mitigating the proto stomp.
KRRROOOOOOM
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Vrain Matari
Mikramurka Shock Troop Minmatar Republic
1483
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Posted - 2014.01.26 19:13:00 -
[17] - Quote
Gavr1lo Pr1nc1p wrote:Atiim wrote:How about we raise TTK and scrap the whole MLT < STD < ADV < PRO idea and tiericide Dropsuits already? I don't like the idea of tiercide simply because of reduced customization, and lack of something to look forward to for new players. When I started playing, i got stomped in every single match i was in, but i kept playing because i knew that one day i would have the gear to kill all of the people killing me I agree in the sense that we were all able to hump it up that hill, and the sense of accomplishment when you can finally stand your own ground in this game is very real(but diminished by 2nd-rate mechanics, alas).
I love the brutally uphill challenge and it bothers me that in our condescending concern for the new players we assume that they don't have what it takes to do what we have done. It's a safe bet to say that almost every vet of this game has by now rolled a new character and faced the meat grinder again, but with the benefit of experience under their belts - and found the process not so bad at all.
I am not saying that IWS's system is a bad one, and there are definitely better ways to implement tiers and specializations than what we have at present, but i am saying that we are losing something important with what IWS is proposing, and when we throw out tiered suits we will be throwing away a very real part of DUST's unique identity.
And it won't stop pubstomping at all. Not one iota.
I support SP rollover.
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Heimdallr69
Ancient Exiles. Renegade Alliance
1478
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Posted - 2014.01.26 19:20:00 -
[18] - Quote
xxwhitedevilxx M wrote:Cause you might just get it.
Higher time to kill = harder to kill a PRO = more Protostomping = more people leaving. I've been thinking that everyone wants a HTTK but what if it takes like 3 minutes to kill 1 mlt suit. That'd be the worse thing ever.
Removed inappropriate content - CCP Logibro
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True Adamance
Kameira Lodge Amarr Empire
6176
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Posted - 2014.01.26 19:23:00 -
[19] - Quote
Atiim wrote:How about we raise TTK and scrap the whole MLT < STD < ADV < PRO idea and tiericide Dropsuits already?
That's a dangerous concept to be honest. Do it wrong and dusts variation and RPG disappears.
"My Faith in you is absolute; my sword is Yours, My God, and Your will guides me now and for all eternity."
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ugg reset
Molon Labe. Public Disorder.
457
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Posted - 2014.01.26 19:29:00 -
[20] - Quote
Atiim wrote:How about we raise TTK and scrap the whole MLT < STD < ADV < PRO idea and tiericide Dropsuits already?
You're Right. that would get rid of proto stomping and replace it with regular stomping . Good teamwork beats ISK everyday of the week.
Thr33 is the magic number.
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Darken-Soul
Tal-Romon Legion Amarr Empire
159
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Posted - 2014.01.26 19:32:00 -
[21] - Quote
xxwhitedevilxx M wrote:TheAmazing FlyingPig wrote:Are you advocating for a quicker TTK? No, I think it's pretty fine right now, maybe a bit (and, seriously, a bit) higher would be better, but knowing ccp, it would take half an hour and three STD to take out a PRO. So, just leave it as it is, no?
most of you guys probably don't remember firing entire clips of primary and secondary weapons only to have your opponents charging and repping back to full health and strafing thru the next barrage. Or bullets that magically disappear at 30m. It was the stupidest time in dust history, your crying about ttk is what brought that about.
I am the real Darken
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Doshneil Antaro
Dem Durrty Boyz Renegade Alliance
180
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Posted - 2014.01.26 20:09:00 -
[22] - Quote
TTK was an issue with hit detection and no aim assist. We went from maybe 50% of bullets landing to closer to 90% in med to close quarters. Sheild tankers are meant to take medium damage, get away and heal, then jump back into the fight. Current TTK does not allow this, as once your engaged, your dead. This has lead to armor tanking being superior due to its staying power. We also went from 1 kill every magazine or two, to 4+ kills per magazine. This is a direct result of TTK being way to low as aim assist and hit detection are working as intended. Even a heavy dual tanking dies easily in less than a magazine. This is why TTK should be balanced from the new heavy suits. Engaging a heavy with the optimal weapon vs that suit should barely squeek out a kill with a full magazine. Non-optimal will require a relaod to kill one. This trickles down to med suits, as now it would take around half a clip to kill one optimal, and a bit more for non. This results in weapon choices being diverse more so than now. |
Darken-Soul
Tal-Romon Legion Amarr Empire
159
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Posted - 2014.01.26 20:14:00 -
[23] - Quote
Personally I would prefer to use my high and low slots for modules other than hp. But it won't save you cry babies. It will make me more deadly against your poor skills. If you don't get that you may when I can dampen my profile and increase my scans. Or regulate my shields and enhance my melee.
I am the real Darken
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The Eristic
Sad Panda Solutions
140
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Posted - 2014.01.26 20:21:00 -
[24] - Quote
Doshneil Antaro wrote:This is why TTK should be balanced from the new heavy suits. Engaging a heavy with the optimal weapon vs that suit should barely squeek out a kill with a full magazine. Non-optimal will require a relaod to kill one.
Even more heavies with RR confirmed for Brawl... uh, I mean, 1.8.
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Cat Merc
Ahrendee Mercenaries EoN.
6017
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Posted - 2014.01.26 20:23:00 -
[25] - Quote
Dovallis Martan JenusKoll wrote:xxwhitedevilxx M wrote:Cause you might just get it.
Higher time to kill = harder to kill a PRO = more Protostomping = more people leaving. The massive armor and shield amps of late were results of the decreased TTK... When TTK improves their armor will be reduced to fit. Huh... Armor was buffed because it was ****. Shields was the F¦¦O¦¦T¦¦M¦¦ FOTY, armor had no use.
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
Tuna > Tacos
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DustMercsBlog
Galactic News Network
112
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Posted - 2014.01.26 20:28:00 -
[26] - Quote
TTK is fine. Its nice to see new players able to compete with higher gear. The only people complaining are bothered their KDRs are dropping.
They can longer take a full clip from a new player...turn around, and one shot them.
Gunfights are no longer 3 minute bunny hop sessions and the game is better as a result. |
Vell0cet
SVER True Blood Public Disorder.
836
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Posted - 2014.01.26 20:37:00 -
[27] - Quote
TTK was close to perfect in 1.4-1.5 (maybe a touch too low) nerf base damage on racial ARs and SMGs so the TTK was close to where they were in 1.4-1.5 and we'll be in good shape. The other weapons will be indirectly buffed as they will be no longer overshadowed by the weapons balanced around bad hit detection that has since been fixed.
Regarding stomping, the best solution is an optional 2nd tier academy mode for players under 5 mill SP. New players would have a safer playground to play in and build up some skills, and vets can enjoy deep and interesting combat with a variety of fittings, and tiers of gear for different situations.
Quick/Dirty Test Range Idea
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xxwhitedevilxx M
Maphia Clan Corporation
1550
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Posted - 2014.01.26 23:28:00 -
[28] - Quote
Well, yes, the extra 10% damage can be removed now, maybe that would be enough.
I'll expand the OP thought a little bit:
If they raise TTK, too much obviously, you can get weird things (and maybe some closed beta testers remember that): because of latency, for example, you could get enemies shields recharging while you're shooting, lag strafe could be abused again and campers will have another good reason to camp (just to name a few consequences).
On the other hand, shield tanking would be viable again, allowing guerrilla.
I do agree with anybody who said that ttk must be fine tuned. No hammer here ccp, please.
Edit:
Oh, yes, I almost forgot:
I stated that it will be much harder to kill a PRO, simply because you have much more time to make decisions, aim better etc. Generally, an STD suit won't be able kill a PRO, even if he's taken aback
Tank 514.
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manboar thunder fist
SAM-MIK
24
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Posted - 2014.01.26 23:31:00 -
[29] - Quote
Idk about you guys but higher ttk means less kills so its a give take scenario and id much rather go 30-3 than 11-1 so I prefer this ttk. Changing it won't mean anything as your opponent will last longer too, it's just putting it down less to awareness, concentration and reflexes and more to who has the stronger tank, cough protos.
1.8 will shoot my amarr logi in the face with an ion pistol then bury it under a caldari heavy.
No, not alive thankfully
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manboar thunder fist
SAM-MIK
24
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Posted - 2014.01.26 23:34:00 -
[30] - Quote
Vell0cet wrote:TTK was close to perfect in 1.4-1.5 (maybe a touch too low) nerf base damage on racial ARs and SMGs so the TTK was close to where they were in 1.4-1.5 and we'll be in good shape. The other weapons will be indirectly buffed as they will be no longer overshadowed by the weapons balanced around bad hit detection that has since been fixed.
Regarding stomping, the best solution is an optional 2nd tier academy mode for players under 5 mill SP. New players would have a safer playground to play in and build up some skills, and vets can enjoy deep and interesting combat with a variety of fittings, and tiers of gear for different situations.
This is dust not the petting zoo. Adapt to survive, 5.7 mil sp down the line i frequently get a 20+Kd despite an unfair playing field
1.8 will shoot my amarr logi in the face with an ion pistol then bury it under a caldari heavy.
No, not alive thankfully
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