Aramis Madrigal
Titans of Phoenix
380
|
Posted - 2015.03.19 22:32:00 -
[1] - Quote
Arkena Wyrnspire wrote:Irritated.
People complaining this is a twitch shooter with instant TTK have no idea what they're talking about. TTK is actually pretty long here, generally.
The people who would benefit most from a TTK increase would be protosuit users. Most of the whining for increased TTK I see is from really bad players who are upset it didn't take ten minutes to kill their shiny.
I'm inclined to agree. TTK seems just about right. It is possible to turn the tables on someone who gets the drop on you, but it requires good reaction time and positioning (i.e. you are aware of your environment and know where to go for cover when fire comes from an unexpected direction and you can get on target fast). Grossly inflated TTK would reduce the need to seek positional advantages, with superior aim and strafing sufficient to win most engagements. Moreover, it would do little to mitigate the advantage that vets have over newer players. A sound tactical approach is something that anyone can apply, regardless of gun game. If surprise and position don't matter much, raw numbers and aim will win the day. In addition, chance/luck matters less as engagements lengthen (simple model detailed below).
-Aramis
Imagine combat modeled as a short series of Bernoulli distributed trials, with the ultimate victor being the individual who wins more of these handful of virtual coin flips. Now lets say the our bitter vet has a 70% chance of winning any one of these individual trials and our noob a 30% chance. In a short/moderate TTK scenario, there are perhaps 3-5 such trials (get the drop on a guy, get on target, stay on target, strafe, kill target). With a longer TTK, there are more such trials in each combat, making the outcome more likely to go in favor of the vet. I realize that this is a rather coarse model, but it's probably fairly accurate. |
Aramis Madrigal
Titans of Phoenix
383
|
Posted - 2015.03.20 14:55:00 -
[2] - Quote
Leadfoot10 wrote:Aramis Madrigal wrote:Imagine combat modeled as a short series of Bernoulli distributed trials, with the ultimate victor being the individual who wins more of these handful of virtual coin flips. Now lets say the our bitter vet has a 70% chance of winning any one of these individual trials and our noob a 30% chance. In a short/moderate TTK scenario, there are perhaps 3-5 such trials (get the drop on a guy, get on target, stay on target, strafe, kill target). With a longer TTK, there are more such trials in each combat, making the outcome more likely to go in favor of the vet. I realize that this is a rather coarse model, but it's probably fairly accurate. Hmm, that's an interesting idea. However, I think it's inaccurate, in that it's not Bernoulli distribution (coin flip). It's talent-distributed or rear weighted, where the longer the battle goes, the higher likelihood of the better player winning each "flip". That said, I think the result is the same -- longer TTK gives the better skilled player more chances to tip the scale in their favor. TBH, I think it's rather self evident that longer TTK favors gun-game more than positioning. Thoughts?
No arguments from me :). I was just going for a simple framework to support the notion that longer TTK favors the more skilled player to a greater degree and diminishes the importance of the starting conditions. Regarding other comments around the homogeneity of fittings vis-a-vis relatively short TTK, I strongly disagree. Biotics and EWAR are best at influencing the starting conditions of a fight (or exiting an engagement). With long TTK, where starting conditions don't matter as much, the ability to take and dish out damage are most important. This is likely to compress most fittings into some balance of tank and damage. At present, you still see a fairly large diversity of fittings. The FOTM Min assault is very dangerous precisely because the base stats and slot layout allow for fittings that can do a bit of everything. A min assault with a damage mod, shield extenders, a kin cat, a profile damp, a ferroscale and a reactive is far more dangerous than one fitted exclusively with tank and damage. OHK oriented scouts, jumpers of various kinds and heavy spam are further indicative of the presence of a diversity of fittings. Small modifications to TTK may be in order, but I'm not in favor of moving to a drastically longer TTK.
-Aramis
p.s. I don't have much to say about AA as I play with a M/KB
|