The TTK is too fast now. Its becoming a one shot game, and it's boring. SOE, raise TTK please, like it was last year. Anyone having the same feeling ?
I can't really see anything wrong with the current TTK. Any slower and it'd just make it harder to push off opposition who's trying to advance to your position, and any faster and it'd devalue aiming skill.
TTK went down a bit with how headshots are handled now. It is pretty low in my opinion as well. So, Original Poster, how would you suggest raising it?
Why?? When I pump 6 rounds into to some I want them to die. Not run away for 3 seconds and come back with full health
I'd suggest removing head hitboxes, but meh... too many people would complain about that, especially snipers (God forbid they should ever have to work with another as a fire team.) Making head hitboxes much smaller might be acceptable though. Right now, head shots are practically guaranteed from just a stray round flying true due to the larger CoF with each sequential shot. The last game I could leave fast kills to luck was Counter-Strike, where a single head shot was usually enough to ruin the round for someone.
TTK is damn high in this game. The weapons fire not a bit faster than in modern shooters, while damage is ridiculous low on many weapons. The Gauss Saw needs over ranges against Nanoweave targets up to seven shots. Since Battlefield 2 that weapon would be in the medium to lower damage tiers.
If you raise TTK you need to nerf shields. People are correct, as you will always have at least 50% HP in ten seconds back. It's been suggested to buff HP, as the methods of restoring it are more restricted, which in turn would make wounding an enemy more valuable. However, the medic AOE would need nerfed as well as medic kits, as they're both very cheap sources of healing.
TTK gets any higher and I'll probably quit the game. It emphasizes weapon imbalances having higher TTK, with who lives/dies being more dependent on raw damage output/durability rather than smart positioning/situational awareness/flanking/etc. It also puts more emphasis on aim than those things as well, which heavily favors a minority of gamers. I don't have bad aim and might even do slightly better overall, but I still don't want to be 100% screwed even when I get the drop on a high aim/reflex player via my map knowledge or situational awareness or whatever. It puts a kind-of-physical game over the mental game. You'd have a small pool of players dominating harder than they already do because they have more space to overcome getting caught at inopportune moments via sheer dexterity. Also, it'd ruin many precision weapons by giving more reaction time. Currently, you can quickly take a player out with some semi-auto weapons by well placed shots. Raise TTK, and your opponent more often gets to move around spraying a faster TTK automatic at you laughing at your poor choice of weaponry. And these style of weapons are already fairly niche/underused.
I can understand if you want a high skill floor game but so much as increasing the theoretical TTK (all bullets/pellets hit) by .1 seconds would drastically alter the effective TTK (accuracy is taken into account). The game would instantly favor classes that can extend their TTK like the HA or Medic. I assume you are also against OHKs, too? Ideally then, you would want Pump actions and BASRs to lose their one hit abilities? Both weapons might as well be removed because you would lose out to faster firing semi-auto weapons. Summarizing my opinion on a major topic: Its fine as it is. OHK is fine as long as it takes some shooting skill/positioning to kill enemies as opposed to being an IWin button.
Nanites happy to help I both use and am up against the SAW a fair amount and let me tell you in capable hands it's a instant kill button, and it can be such at ALL ranges because it is 3 headshots to kill from 0 to render. I suppose in theory nanoweave at the minimum distance would bump it up to 8 shots to kill but two things come into play in this scenario: 1) at those ranges you're at an inherent advantage over damn near every other gun in the game simply because of the nature of the weapon you are using, plus in the same scenario they're looking at 10+ shots to kill. 2) the recoil of the SAW is such that, when burst firing, it's literally impossible to avoid landing a bunch of headshots. Either you start out at the head and your first 3 rounds all hit it because of the amazing accuracy of the first 4-5 SAW rounds, or you aim for the gut and the recoil carries your shots to the head whether you like it or not. I mean I had no problem racking up 5k SAW kills and that was back when nanoweave was WAY more punishing to low ROF guns than it is right now.
It's NOT JUST THE GUNS. It's the Hitbox Mechanics & Nanoweave changes. ....Which ironically penalized TR the most. Hence the large decline in TR. Do I have to explain this Scientific reasoning? I'm intimately familiar both both modeling/compiling, and volumes in a 3D space b/c I've built them, programmed them, and modded them frequently ever since the days of DoomII. I can also assert to everyone here that not much has radically changed over the years as far as physics in Binary Space Partitioning are concerned, with the exception of course of Interpolation, aka: "Lag Compensation". So let me start there: It's NOT directly related to Interpolation as much anymore. "The Need" for Interpolation has been greatly reduced with all of the CQC changes that penalized Bunny hopping, ADADADAD'ing, "Lag Warping", and Lag-Switching. Prior to all of this, TR benefitted the most from loopholes in the game's combat engine because they made it more difficult for the other 2 "ESW"'s to compete the same way. The real strength of the TR weapons was frequency of shots being fired, sometime more than once per server tick. In this manner, Orion was also considered "BEST". More shots per second greatly favored this entire Environment that the game started with. Which I have to break down even further because so much of it has/is changing still: Flinching: This was one of the first to go, and the TR can blame me for it, that was all me. Or it was all Arclegger... I'm not really sure b/c he never mentioned where he gets most of his game Feedback from. Sorry TR, it had to go. Having our aim "stunlocked" for even half a second was a DEATH SENTENCE in this game even with the 1.5 avg second TTK's we had then. Bunny Hopping: TR's LightAssault did this the most. IMHO, it was a valid mechanic and the response might have come down a little too hard on old school FPS veterans. The only thing making it Not so valid is crouching while doing it to "bug out" your own hitbox. IE: there probably should have been a longer delay before your movement became fully suppressed/slowed after bunny hopping. Nanoweave Armor: Yes this one is highly debatable b/c it tends to affect everyone differently at different "skill tiers". For the n00by player, it could be seen as a buff even though it was really a much needed Quality-of-Life issue for us Bolt Action infiltrators. But in a nutshell, Accoding to the Wiki: It USED to provide what we call a "health buffer" against Headshots, making it the perfect Armor for mid-range engagements where an enemy might be able to chain 2 or 3 assault rifle headshots on you, but never more than that because you could just ADSADSADS yourself out of harm's way. You ALSO had a smaller head hitbox then. Being able to "break through" mid range into close range HUGELY favored the TR who were the kings of CQC when the game launched. The "ADADAD" Nerf: GU-11 Update: This one was necessary to eliminate exploits and rampant cheating from the game. There's really no way to go back to it that won't just give Macro & 3rd party program/script kids a huge advantage over everyone else who doesn't want to install that potentially Trojan-ridden software or engage in playing the game in a fashion that its Designers never actually intended. Base Design: This one should be obvious to EVERYONE, but just in case it's not, get your collective fat farming ***es off indar for 10 minutes if it's not, and go look at the new layouts for bases in Esamir & especially Amerish now. They did EXACTLY what the Planetside Universe forums were asking for by adding more "open" or roomier bases, warehouses, etc... where more accurate lower burst weapons are in their ideal element. It's actually NC Maxes that are most disadvantaged here and I don't understand why TR don't just MAX crash these sorts of bases a lot more.... but there must be something else going on too that's making Vanu so good here. Visibility Perhaps?? *Performance increases: This one's the most "iffy", but it does factor in. Most people are experiencing higher framerates ever since this fall's Update optimized the amount of data being redundantly forced through the lower and then higher "Cache" Levels of the 2 or 3 "active" CPU cores this game was so "CPU bound" to. As a result, aim is a bigger factor now over just simply "Rate of Fire" WHERE DOES THIS LEAVE US? All of these things combined, now means all players are more defenseless at mid-range, even Heavies b/c there's a lot of conflicting information on whether shields protect their heads or not. So now not only is QCQ a blazingly fast TTK still in CQC, but mid-range is also under a 1 second TTK many times for any automatic weapon with lower recoil and spread. And yes I see this constantly while playing Battle medic or while playing AGAINST Vanu players. It's really way too easy to kill someone very fast at longer ranges now with just a remedial level of "Tracking" (tracking is simply the term of dragging your mouse/reticle over a player's model while holding the left button down, which is significantly different from a Semi-automatic firing pattern or burst firing pattern that typically takes a much longer time to master and then also requires significantly more effort and focus over the long term or during longer play sessions). The reasons it's all favoring the Vanu so much more than the TR, is rather circumstantial at this point, I admit. And getting the Developers to actually look at those reasons and then extrapolating how it could explain the Datamnining, are two very different things. But to me atleast: the ANSWER has always been crystal clear here: What needs to change, is Semi-Autos having their HS Multipliers RAISED to 1.67% multiplier. And all fully automatic weapons having theirs lowered to between 1.20%, and 1.33%. depending on how much spread and recoil their values allow for depending on attachments added to them. This information would also need to be printed clearly for the players to see while shopping for those guns or modifying them in any fashion. This will effectively increase the Time to Kill for fully automatics at all ranges but focus most on reducing it for automatics that are currently too easy to "chain" headshots with. <<--- plz note that phraseology as it is very different from simply being "Very Accurate". Very Accurate typically comes from having some other very well thought out Downside which the accuracy is compensating for. In the case with many weapons (just like how when everyone was buyng the Orion), there's not enough of a separation there via downsides. There needs to be better downsides on these other automatic weapons that are too easy to be accurate with. The end result will bring the TR's CQC and "Sustain" + bodyshotting tactics back to par with the higher damage "luck-shotting" of the NC, and the vastly superior Blitzing "harder to see attire" + Mid-range domination of the Vanu.
If you want the impression of longer TTK, play TR with the default weapons. Our principle design paradigm is shooting a lot of bullets at the enemy, but the only thing we kill quickly is each other.
I actually wish they would lower TTK in this game by reducing shields and health by 25%. I have no idea why people think higher TTK is a good idea. Higher TTK emphasizes randomness and gun imbalance while reducing the impact of positioning. I'm the kind of person who thinks that TTK should be low enough to where going for headshots is only a good idea if you're accurate enough to get them because missing the head while the other person hits your body means you lose (rather than spraying being a good idea). Low enough to where jumping and killing three enemies from behind is achievable <1s.
TTK is to high already. 2 headshots should kill any target with any gun. 4 bodyshots should kill any target with any gun. It is ridiculous to put 8+ bullets into someone and have them run off, only to come back 10secs later full health and shields.
Nanites. No but really, why is it ridiculous? Arguments from reality don't apply, this game is unrealistic in a gazillion ways. Gameplay only needs to make sense from the perspective of how much fun, rewarding, challenging etc. it is, it doesn't have to have anything to do with realism. The current TTK is a bit on the low side for my personal tastes, but it works in a game this scale... Lowering it further could have adverse effects on tactical/strategic aspects.