The Practical Effect of KCAP

Discussion in 'Test Server: Discussion' started by Den, Mar 20, 2022.

  1. Den

    It's not an advantage. It is a dramatic handicap. It doesn't "encourage aiming for the body/legs"; it only makes the skill demand for headshots even higher because you fundamentally weakened your weapon by a severe degree and need to focus fire on the dome far harder only to earn far less.

    Consider: Cougar does 167 up close. Six shots needed to kill a base 1000 health dude.
    With the default 2.0x multiplier, a single headshot reduces the total number of shots needed to five. Each headshot is a bonus to lethality, cutting the total number of shots in half and reducing the time to kill to *40% of the base time.
    With KCAP's 1.5x headshot multiplier, you need two of your five shots to be headshots before the total is reduced by one.
    KCAP's 1.2x legshot, you need all five shots to hit the legs to reduce the total number of shots by just one.
    KCAP completely loses the ability to kill in three shots to the head, and demands all four to be headshots just to get a four shot kill.

    Going all the way down to the Repeater's distant 77 damage: thirteen shots needed.
    What happens is the (extremely unlikely) ideal reduction to seven total shots (six 2.0x headshots) is hamstrung.
    KCAP can only potentially reduce it to nine shots if eight are headshots, or eleven if ten are legshots.

    2x damage means you get a guaranteed instant reward for a single headshot. Nothing easier than that.
    1.5x and 1.2x, those multipliers need to add up to one before you see any benefit.
    Every two headshots or five legshots reduces the total by one. Since only the pistols and SMGs go to and below 100 damage, only pistols and the SMGs that get KCAP can only possibly reduce the total number of shots by two if everything was a legshot.
    Character animations are not very dynamic in Planetside 2, they are intentionally stiff, heads move quite linearly while sprinting or walking, lining them up is extremely easy. Giving up such a critical 2.0x multiplier is insane.

    *Keep in mind that with every fewer shot needed to kill, time to kill exponentially shortens.
    Going from 6-to-5 reduces TTK by 20%
    Going from 5-to-4 reduces TTK by 25%
    Going from 5-to-4 reduces TTK by 33%
    Going from 3-to-2 cuts TTK in half.
    KCAP loses out on several bullets' worth of damage as the needed number of shots goes up, and stops shorter on that ideal TTK curve.
    On paper and in practice, KCAP as it is will only serve to cripple unaware TR players against the other two factions who can take their heads off in far less time. It needs to be something completely different.
  2. Knjaz136

    Hard disagree here as, imho, KCAP should be viewed in as a TR alternative to UA (Unstable Ammunition), that has 80% headshot dmg reduction.

    UA has pretty nice niche for casual play. But since casual-style preferring players don't post here often (while always being the absolute majority in most games - PS2 may be an exception, and it hurts player retention alot because of that), all you hear is "head clicking".
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  3. Honor Guard

    Being honest,I feel Kcap is more meant for new guys/more casual play since it removes a debuff area at the reward of reducing what could be a less hit area for increasing overall damage possible
  4. Mocheezy

    Your initial calculations are assuming zero leg hits.

    The Cougar's 167 max damage kills in 6 shots assuming you hit no leg shots. It could potentially take 8 shots if all of them were leg shots. The KCAP ammo makes it so 6 shots will be the maximum number of hits regardless of where you hit the target. (assuming standard 1000 HP target at max damage range).
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  5. Demigan

    I would add utility over firepower.

    For example, leg shots slow down the target movement and headshots cause a concussion effect excluding slowed movement. Naturally not a full concussion effect on the first hit and naturally not a whopping 50% off movement speed. Something small but significant enough to be worth it.

    That makes KCAP useful. It helps newbies nerf the opposition, giving them more time to learn aiming and hitting the target without discouraging headshots. However as skills rise beyond a certain point they are encouraged to switch to "regular" ammo.