PS1 ttk and movement speeds?

Discussion in 'PlanetSide 2 Gameplay Discussion' started by LucasPiazon, Jan 29, 2014.

  1. Rockit



    I was reading your posts thinking "who is he replying to?" since your comments seemed to be as such. Then I remembered my ignore list and told the thread to show ignored comments and now I understand the nature and futility of your posts lol. Good luck!
  2. LunacyStudy

    People saying low TTK=low skill obviously haven't watched professional Counter Strike.
    • Up x 3
  3. libbmaster

    some times I think it would be a good idea too and have advocated for it before, but JesNC makes a good point.

    PS2's TTK is already rather high for a "modern" FPS, and I think it does a good job of bridging the gap between old an new.

    I can also see it making ranged combat less meaningful than it already is: it would be ridiculously hard to kill people past 40 meters given how CoF works in this game.
    • Up x 1
  4. KnightCole


    Yeah, PS1, does it even have none explosive weapons past the Cycler and Gauss Rifle? Oh, the MCG is there, but past that, what actual machinegun type weapons did it have? I only remeber the rocklets and bazookas and everything that went boom...
    • Up x 1
  5. libbmaster

    Another valid point: long TTK and short TTK both require "skill" in equal amounts, if different kinds...
  6. Lordvegeta

    Cya hun, if you wanna join in on the PS1 fun; feel free to do so! =D
  7. Vamperial


    The problem with this is that we have ADS in PS2. We have a number of different weapons in PS2. In PS1 we were limited and the TTK for say a shotgun was only 4 hits. The games are too different and I would rather avoid the bullet sponge effect when I play BF4 normal vs BF4 hardcore. TTK is right in the middle right now and I've gotten use to it. Changing it now would not be progress.
  8. Lordvegeta

    http://wiki.planetsidesyndicate.com/index.php?title=Weapons_Index A little over half of the guns fall under the category of non-explosive.
  9. Free

    The absolute TTKs in ps1 are actually quite similar to the body shot ps2 TTKs, it's just that the cone-of-fire shooter system that ps1 employed basically guaranteed that the average encounter between enemies almost never ended in a time close to that absolute TTK. In ps2, infantry are too slow and the engagement between enemies can easily end near the absolute TTK, plus headshots.

    Movement speed was reduced for the fear of infantry warping (I think something about momentum is relevant as well, but I don't know the details). I remember back a few years ago there was some admittance by the development staff that planetside had an outrageously low pack throughput between players and servers. It was something like, modern FPS games would send 27-30 packets per unit of time (I don't recall the unit), and planetside would send 2-5 packets. Without the packet information to update it, Planetside would be forced to guess or simulate where the player would move, and thus the legendary warping would occur.

    When I see a thread like this, I agree in principle with the original post, but I also understand that changing the shooter system is the type of game update that SOE has publicly vowed to never implement again (See: Star Wars Galaxies CU & NGE). I would like the changes, but the game has an embedded playerbase that would recoil severely at such drastic changes. I should know because I was there for the night before and the morning after both the CU and the NGE changes, and was there when Thunderheart was fired trying to reconcile the playerbase and the development staff.
  10. Vinakis

    Honestly, I loved Planetside 1, and played it for countless days between 2004-2007, and have played it off and on since then until I made it into Planetside 2's Closed Beta. Of all the things I wished Planetside 2 would carry over from Planetside 1, TTK and gunplay are not on that list.

    Underground, highly defensible bases with plenty of chokepoints on the other hand would be nice. Vehicle combat that mattered, because people actually had to move across the map would also be nice. The ability to siege bases as a viable strategy, and the tension as you see that Loadstar fly overhead and drop an ANT right at the base's supply station, and give the defenders those precious few extra minutes they needed to push out, was really nice.

    Fighting the ADAD spam weapon legions, or sniping across the map knowing that it will always be 2 shots minimum to kill someone, assuming they don't have a medkit or medtool/repairtool combo (most people did) and hoping that they didn't just get smart and find better cover after the first shot. Or pushing down a base stairwell where only a well timed zerg push can go, while those on the front line are guaranteed to die from explosive spam flying both directions, with little to no hope of actually getting a kill yourself.... Nah, I'll pass on those.


    So, to all you that will be flocking to PS1 when it goes free to play, best of wishes. I'd prefer to keep my rosie memories of one of my favorite games just that, favorable. So I won't be joining. :D
    • Up x 1
  11. Azimaith

    My best memories of PS1 never included shooting anyone, but rather cloaking into bases to kill generators or combat engineering a "perfect defense." This is not because the combat was engaging. It was slow, it took forever to kill people and it honestly felt like a chore. All the guns also had these giant thick streamer like tracers that made the whole thing look like it had been made on a light bright...
    • Up x 1
  12. Meliorist

    Best description of every popular modern shooter ever.
  13. Kristan

    That wasn't hacking, that was lame bullet registering. And with high TTK I actually managed to only scratch him.
  14. LordMondando

    This would be true if not for games like the Arma series and Dayz.
    • Up x 2
  15. Zorro

    I must digress. A slow TTK does not improve skill at all. It might make 1v1 combat more entertaining, but what about in groups, which a fpsmmo is all about? With a high TTK, smaller groups fare badly against larger forces, explosives are spammed more than ever before, and range combat is almost nonexistent. It also unduly raises the skill floor, a bad idea in a game based around large armies. Planetside had many advantages worth bringing into its sequel, but the TTK and movement mechanics are not part of them.

    What the game needs is a faster TTK. Shields should provide the majority of protection. Once they are down, armor would protect for a couple of hits, but it would deplete. Bullets should feel like they are powerful, and being able to die in an instant would bring about more use of stealth and mobility.

    As for movement speeds, PS2 needs fast speed, not slow. Bunny-hopping needs to be brought back for light classes, and adrenaline pump should have multiple levels and provide significant benefits.
    • Up x 1
  16. stalkish

    in nearly 10 years of ps1 i never saw 50 bullets from a mcg fail to kill a troop, the only gun that realy suffered from hit reg was the JH and even that meant it only needed 1 more shot, guess i was just lucky eh......
    Id say the hit reg in PS2 is worse, im constantly seeing my Titan-AP hit troops, tanks & aircraft, watch the explosion from the shell but see no hitmarker. Or detonate c4 under an enemy max and see no hit marker, or lay mines and watch a enemy tank drive right over them with no detonation.
  17. stalkish

    No your right, in ARMA its 'lulz im dead, no idea why'
  18. LordMondando

    Or 'lulz im dead shouldn't have got off my hands and knees'

    It demostrates the difference in skill sets. In PS1, the main skill was coordinting spam and keeping the reticule on a target as he moved around.

    In games like Arma, the main skill is situational awareness. Not putting yourself in situations where you get shot up, and knowing how to put yourself into situations to do that to others.

    Given this is a game designed around massive battles and space war, i'll go wit the actual skill for warfare on balance.

    Though there's plenty of times you can have a little bunny hop duel as is. Increasing TTK would just made the whole game a farce. The only effective way of killing large numbers of people rapidly, would be even more people spamming crap at them.
    • Up x 1
  19. Kociboss

    I think TTK is fine in PS2.

    It's actually pretty high for a "modern fps".

    In games like BF3/BF4 90% is positioning - If you have drop on somebody, you'll win in 99% of scenarios, no matter what weapon you have (more or less at least).

    So yeah, I wouldn't fiddle with it. You can always hop into the MAX suit if you want to be more survivable OP.
  20. Lordvegeta

    Arma/Dayz are great examples of low TTK done right, because death is SERIOUS business, mixing low TTK with high risk of losing everything, thus making players really care about their life while playing. Unlike in PS2 where the TTK is pretty low while the respawn and consequences of death are low-none, thus turning into a grind fest.
    • Up x 1