In spite of everything else...this is why I'm losing interest in Planetside 2.

Discussion in 'PlanetSide 2 Gameplay Discussion' started by Hamster, Dec 11, 2012.

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  1. Hamster

    For this discussion lets forget about the optomization issues and also the problems with hackers.

    The biggest thing about Planetside 2 that is making me rapidly lose interest in it (I admit I'm now so bored with it that the ONLY reason I play is because I love my outfit) is that Time to Kill is WAY too short.

    I know all of you Call of Duty and Battlefield fanboys will flame me for this, but I'm not looking for realism.

    I want my gunfights to have a science fiction movie feel to them.

    I'm just hoping that there are enough people who agree with me and feel that TTK is way too short and that they will be vocal....and that somehow SOE will listen and fix it.

    I can understand that over time you will optomize the game and fix things like soldiers appearing 10 feet in front of me in big fights... eventually you might even stop the tidal wave of hackers...

    I know you have many plans to add a lot of stuff to the game...

    I'm rapidly losing all of my interest in Planetside 2--and I'm one of your paying customers. Alpha Squad, 6 months All Access pass and more than 200 bucks now in SOE Station Cash--at least since I spent a little extra and went the All Access pass I can play your other online games...*sigh*

    Oh well. If any of you decide to flame me about this, you have your reward of showing the world that you are jerks. If you want to respond to me and tell me how I can actually ENJOY the lightning-short time to kill, please do. I doubt that people that disagree with me about this issue will be respectful at all even though I STRONGLY believe that I'm among MANY people that hate the short TTK.

    SOE please consider my plea. Dramatically increase TTK. I'm tired of dying in an instant and I can't even adapt/innovate/overcome my attacker when the fight is over so fast I can't even learn and get better.
    • Up x 19
  2. maxkeiser

    TTK seems about right to me. I normally have time to run away, take cover or even spin around and kill the enemy.
    • Up x 7
  3. 13lackCats

    Why the fascination with making PS2 like every other shooter.

    Why the need to make PS2 easier?

    Re-playability is important. Making the maps smaller won't aid re-playability.
    • Up x 1
  4. quicKsanD

    I'd just dump my certs all into a better armor for my character. I am not a fan of the very low TTK but I doubt they will change it. I would think Nano Weave's highest level would at least help you a bit.
    • Up x 1
  5. Bogarth

    This. In no circumstances have I ever died "lightning" fast as the OP describes except when spawning at a location that's already being camped (which would be my fault).

    PS2 was designed to have strong gun mechanics as part of it's foundation. A long TTK would make that completely irrelevant. I played the original Planetside in which the TTK was excruciatingly long, which was fun for different reasons. The gun play, was always extremely poor however. But, the meta was much better. Now we have the opposite. Good gun mechanics and poor meta game.

    The TTK will not be seriously changed. Certainly not as slow as you seem to be wanting it.

    My only suggestion would either be to learn to like it, or move on to something else.
    • Up x 1
  6. Cevera

    Maybe you should play MAX, that could help :D
    • Up x 1
  7. Noesis

    Freedom of expression and having an opinion on this matter only valid if its matched with your own then?
    • Up x 2
  8. Hamster

    Noesis, I was just doing my best to encourage debate without '4-chan style' flaming.
  9. Xylogenesis

    TTK changes would require extensive rebalancing, and that is absolutely not going to happen.

    Sorry.
  10. Shockfrosted

    I rather enjoy the infantry TTK.
    As for vehicles however, I find the whole thing prioritizes quantity far too much.
    It is far too inexpensive to purchase and operate a fully functioning main battle tank, just as it is too quick and easy to blow one of them up.

    Personally, I feel the vehicle TTK needs some tweaking to make tanks feel like tanks and gunships like gunships. Currently I often end up feeling like I just fired a rocket at a paper airplane or model car.

    Balancing that? No, that won't be easy. How could one dramatically increase the TTK on these things, without enabling tank drivers to roflstomp entire platoons without any challenge? I don't know. I'm not a game designer.

    Perhaps I am easily amused, if not simple minded, but I find great enjoyment in most engagements I partake in - even the ones that go pear shaped swiftly. The TTK is an issue I can acknowledge, but it does not ruin the game for me.
    • Up x 2
  11. Poorform


    So basically if I disagree with your idea I'm a jerk. Nice...
  12. ApexAZ

    I don't have any problems with the TTK. I used to play COD MW Hardcore and quite enjoyed the quick deaths. Some people like it, some don't. Don't play if you don't like it. I'm a jerk, so be it.

    As an aside note, I would think one optimization strategy would involve calculating how to control the number of players rendering by factoring in how many will be spawning at any given time. TTK is one way of controlling this. I would be very surprised if they didn't have a metric for this.
  13. ABATTLEDONKEY

    I personally think that the TTK is insanely high. Im not sure that I understand peoples appeals to a low TTK. I say that in a sincere manner. Do you want the TTK to be so high that it takes an entire magazine to kill someone, and that you will rarely EVER kill someone but rather only kill those that have already been damaged? Im serious here, Ive never played any game with a TTK as high as this one except for halo and I hated that. We all have our likes/dislikes. can someone please explain the appeals of a high TTK?
  14. Zinn

    IMO, TTK is already kinda slow compared to other shooters on the market. You have shields, nanoweave and all kinds of things to help you extend your lifetime and unless you're caught in the open, you can nearly always find some cover before dying. The only exceptions to this are a skilled sniper headshotting you or if multiple people are shooting at you, in which case you'd fall flat on your face anyway.

    I can drop people twice as fast in BF3 because a single bullet a close range will remove around 1/4 of your health (and from the furthest range 1/6 or 1/7), whereas in PS2, I doubt it's even 1/4 of your armor from most weapons. Add to this that most guns in PS2 doesn't seem to have those crazy 900 RPM they do in BF3 and you'll live surprisingly long. I'm a very average player when it comes to shooters but even I can survive most times people shoot at me when I decide to run. It just so happens that part of my averageness means that I'm too stupid to know when to run.
    • Up x 2
  15. Kiddneey

    At no time did he say that people disagreeing with him are jerks.

    He wants a rational discussion >> WITHOUT FLAMING <<

    Please read and understand before making comments.
    • Up x 1
  16. Shockfrosted

    I can relate on this one.
    Typically when I die, I notice I've been sitting around like a lemon for the time, that it takes a typical fps pro to summarize A La Recherche Du Temps Perdu.
    That's why PS2 is fun for me though, I get to make old man noises and jump into (futile) cover, instead of just dying over and over.
  17. Xylogenesis

    Ok, my guess is that you're young. No offense intended. It's just that high TTK used to be the norm.

    Quake? Unreal? Goldeneye? Tribes? Ringing any bells?

    The appeal, put simply, is that the winner in firefights is not determined by luck, or by who saw who first. The winner is always, always determined by who is better at shooting.

    The downside is that who sees who first is the major tactical component of the game. That's why seminal titles like Counter Strike and Rainbow Six went with lower TTK. Battlefield and CoD are just taking their cues from that group of games.

    The controversy here is that PS1 used to be in the "twitch" category, and PS2 is in the "tactical" category. Different people like different styles of games, and a lot of the PS1 vets prefer twitch shooters over the currently more popular tactical shooters.

    Hope that lesson on the history of FPS clears some things up.
    • Up x 6
  18. Gavyne

    Infantry vs infantry TTK in this game seems about right coming from a MMO & FPS vet here. Having played so many games and with so many that have much faster TTK, this game gives you time to think and react. No, it's not every time that you get to react and come out on top. But it can happen and does happen often. I'm a heavy assault by trade, here are my experiences hopefully it can help the OP.

    This game has unique ways to allow you to live longer. As a heavy assault, obviously my nanite is my bread & butter. It allows me to live unless someone does a good job aiming for my head. And when I do die to someone making a good shot, guess what I say? I say the F word like all FPS players do when they die, then I say "darn good shot". Yes I can acknowledge a good shot and I can tell when I'm off a bit and didn't react properly. This is the kind of mentality I wish more people have, a good attitude goes a long way, even when acknowledging you've been outplayed.

    Against an average heavy assault, it already takes me 3-4 seconds of full bullet contact to kill them, longer if they trigger their shields at the right time depending on what shield they're using. That's a long time. Against good heavy assaults, we would both be strafing and dancing in circles around each other, and we likely would squeeze a full clip of LMG then have to finish each other off using a pistol or rocket launcher which by that time a rocket would mean death to the person shooting it also.

    Light assaults's bread & butter is their jetpack. A non-well played LA will jump straight up and down, in which I simply raise my aim up and down with them, killing them in the air. A well played LA will fly at an angle, over my head, which by the way trying to track someone over my head with an aim spread is very hard. What would be a 3 second kill now becomes a 6 second of following the LA and sometimes connecting with my shots, other times missing. When I miss enough bullets I hope they don't get a good shot at my head while being above my head, because it'd be instant death for me. I also hate to mention this but smart LA's know to drop C4 while flying, effectively blowing up anybody below them without them harming themselves, this includes blowing up people they're fighting against, or say a sunderer that's heavily guarded.

    Infiltrators cloak, and smart ones know to use cloak right when they are spotted, giving them a couple seconds of advantage to re-aim and shoot again. Smart infiltrators also cloak to move position a bit before shoot again, this gives them the shot advantage. Not so smart infiltrators try to get into a shoot out head to head with me, it usually doesn't end very well for them. If you are close to me as an infiltrator, cloaking and running through me does wonders. With no collision detection in this game, you can run through me, and it's harder for me to track you that way. I've lost sight on cloaked infils many times when they utilize that tactic. If you try to run away from me, I'll see you and you'll die.

    Engineers, if you're behind a turret and I'm facing you, I've already lost. I can only kill an engineer head on behind a turret if I get around you or behind you to shoot at your body. Or if I send 2 rockets your way, which by the way, counting the reload time and my character's twitch when getting shot, is a very difficult thing to do. Engineers on foot however, are a fairly easy kill to me as a heavy assault. However, engineers that make me chase after them are good at dropping mines and letting me trip over them and blowing up. I have to be very careful chasing after engineers.

    MAX, well they just keep shooting and I'll spend 4-5 seconds squeezing full clips of LMG into the darn thing, he'll just smile underneath that heavy armor and kill me while I reload.

    For some FPS games are just too fast paced for them. But if you enjoy the game, you can still learn to get better by utilizing what you have, and try to run with people that would look after your back. TTK in this game really is at about the right level, faster it'd become a CS:S or CoD, slower it'd become a MMO which causes greater issues such as some classes not able to be killed or people complaining that they don't do enough damage.
    • Up x 2
  19. Moxin

    The TKK is absurd in Planetside 2 and here is why:

    * unbalanced weapons
    * some types are too precise i.e. autofire from range and you can kill ! that would be absurd in good FPS games.
    * some types are not precise enough when it comes to range. If you actually burst fire from range you should hit that person. Some weapons have way to much unnatural spray.
    * too much focused on the head region...you can burst fire someone in his back and he turns and kills you instant. Now add the bad hit detection and lag and you have a world of pain.
    * dont you wonder that HE shells who land one meter near a person does almost no damage wheras a pistol can kill with a handfull of shots.
    * the hit detection is aweful, the fast TKK hides it. You notice the bad hit detection with slower weapons a lot more.
    * I have the suspicion that the server sided hit detection is aswell depandent on invididual FPS ingame, this would explain a lot if FPS would influence it.
  20. illgot

    wow you may have actually found a way to limit vehicles.

    Make everything above the Sunderer expensive 500-600 credits to buy. I just left the game because there were 20 VS tanks on the field and no one stood a chance against that and all the air support they had going. I felt like I was playing a horrible version of Red Alert where the AI would just throw a ton of infantry against my army of planes and tanks.
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