TTK feels perfect in face to face shootouts but I think completely surprising the enemy by coming up behind them should be more rewarding. Currently TTK is so high that by the time you finish killing one enemy soldier, others will figure out what is going on and quickly finish you off. IMHO not watching your back should have more severe consequences than this. Suggestion: Make personal shield only protect frontal part of the body. If someone is shooting you from behind then they will get 50% TTK reduction. This should only apply to direct hits, not splash damage. Only problem I see with this is that snipers could easily do one hit kills with just body shoots if they position themselves behind enemy. So I would further tweak this idea: Make shield bypass apply only if the direct hit is not subjected to falloff damage reduction. Falloff begins after 8 to 10 meter range (not counting soft point ammo). If you are shooting the enemy from behind further than 10m then you won't be able to bypass his shields. Do you think flanking should be more rewarded like this? Or does it make game too 'twitchy'?
I would not like the idea of the PS2 engine interpreting being "behind" someone, when even getting headshot hit zones right is so hard for them the disappearing head and no-damage bug are still happening despite them being there from beta stage up until now
It's a tough subject, because TTK is really low when below 40-50m and becomes higher and higher the further you are (excluding sniper hits). However, in order to have really low TTK on your enemies you need two things: A frame rate as close to 60 fps as possible. A latency connection lower to 100, if possible.
They only Need to fix the ******* flinch Animation hiding the head behind the Body when getting shot from behind
True I do not how feasible this is technically but perhaps engine shouldn't need to explicitly determine whether you are behind someone or not. Perhaps just putting critical hitzone on soldiers back would do the trick. It doesn't need to be perfect, just good enough.
It doesn't match up with what's happening either. When I shoot a guy he starts bucking like a bull, his weapon starts bouncing around like mad but he's still hitting me as if nothing's happening because on his screen it's hardly having an effect. It just looks really dumb.
Flanking used to be very rewarding - sneaked around, killed bunch of guys before they noticed you. The problem now is there is a motion spotter everywhere, there is no flanking. You try to flank? you blink on everyone's map, and there will always be a guy waiting for you. I would have used the sensor shield implant to prevent it, but it does not work "while sprinting or jumping", sprinting is fine - but the fact that LA cannot use his ability to flank is pretty stupid. Motion Spotter should be revamped to allow some active protection against it to those who deliberately put effort to do so.
I think this is mostly a problem related to the ridiculous tracers that are basically "shoot here arrows". Since it takes so many "shoot here" arrows to kill someone you are bound to be located unless the target is the only one around. No attachment, iirc, has any impact on the tracers (flash suppressor only impacts the muzzle flash not the tracers, full suppressor only impacts minimap). I would prefer if shooting did not automatically spot you on the minimap but I guess that is too "hardcore" for the PS2 community. Then there are the implants that autospot as well not to mention darts and radars. I would like to see strategy, tactics and skill have a larger role in PS2 but I doubt we will see it because most changes have been away from this and, as I said, it seems the PS2 community do not want these things to have much weight in the game. To an extent I can see where they are coming from because there is no matching or team balancing in a game like this but still I find some things (like the tracers and over active minimaps) a bit over the top. These issues also do not effect all classes equally, IMO, because the strength of certain classes/playstyles rests much more heavily on strategy, tactics, and skill than others.
By flanking you mean sneaking around looking for 1v1 or 2v1 encounters? If so then I had different situation in mind. Good example of what I meant would be control point room from an entrance nobody is guarding. You will usually stumble upon a small squad. If I come behind a group of 3 tightly packed enemies I can take out two of them tops before I get killed. If they are spread out or if there are more than 3 of them then I can take out only one. I think flanking should be bit more effective than this.
C4 them to death Btw TTK is too high in general. With usually 100+ ping due to poor SOE server routing + usually >60 FPS do to SOE poor optimization + usually screwd up hit detection, TTK is a pain sometimes. But I do like the idea of "back" crit spot. Instead of a 3HS kill, we could have a 4 BACK SHOT kill. Like a damage multiplier if you are hit in the back. Me like it.
It doesn't need to be directional. It could be a critical hit zone on the back just like head is currently. True, sometimes head hitbox gets bugged but generally it is good enough.
I'm not sure on exact percentage but perhaps better question is how big of a force multiplier flanking should be? I think how many enemies one person can kill on average should be used as a yardstick. If we didn't have all those recon tools such as scout radar, infil darts and motion sensors then I'd say one flanker should be able to kill at least two enemies which would probably translate to 1.25x shot modifier when shooting someone's back. However since flanking is lot harder these days I think 1:3 would be a better ratio.
I'd say it would be worth experimentation on PTS at least. Maybe we can even have backstab knives at some point.
A thousand times yes. TTK is really high in this game, too damn high (unless you're talking about shotguns and scattermaxes). Anything to lower it is welcome.