Joseph Mallan, on 07 February 2014 - 10:15 AM, said:
Cept I have had lots and lots of very skilled people tell me that when you are in a fight, the faster you can put your opponent down the better it is for your personal well being. Was Mike Tyson a bad boxer cause he could knock out his opponents in just a few seconds? How well did he do long drawn out fights? My martial art teachers uniformly tell students to end fights quickly to limit harm to themselves.
So I bring that philosophy to the computer as well, The less TTK for me, the better for me to survive a match.
That only applies in a largely one-hit-one-kill environment, like real life. When a clean hit to the temple will put you on the mat it's always best to go strong offense. Same with any sort of military environment; you want to shoot the other guy first since whoever lands their shot first wins.
There is no real world combat environment that correlates well to this game and that's where the confusion comes in. Battletech is in many ways more like chess than a brawl. Someone can get lucky once or twice but in chess for example it's not about one move or two moves, it's about twenty. Because of that skill presents an exponentially bigger advantage.
The higher the TTK the more skill comes in to play. The more luck, good and bad, washes out. Sort of like how the matchmaker works - the more samples you have the more averages remove the 'noise' and you're left with the distilled skill.
If I can kill you in 1 shot then luck plays a huge factor. If it takes 10 clean hits to kill you then luck is almost irrelevant unless we're very, very evenly matched.
The key to game balance is about keeping things on an even footing while keeping them different. With a bit of a nerf to the pinpoint poptart meta if brawling comes back into scope while still leaving long range combat viable you'll have a wider set of options to choose from, which is good. SRMs play very different from PPCs but if their kill rate is 50/50 compared to each other then you've got a big win.
Longer TTK is also important because more time on the field in a battle gives more opportunities to learn from mistakes, it also helps scrub that luck factor and push the advantage of skill. That's a big deal in making Elo more accurate as well.
It's a good thing.
Edited to add -
Comparing TT to MW:O most 1 vs 1 conflicts in MW:O last about 20 seconds. Maybe less, depending on the mech. The reason the matches last 5-8 minutes is 12 v 12 and large environments. How often in TT did you have 2 mediums able to destroy an assault mech in 8 seconds?
I'm all for making MW:O have a comparable TTK with tabletop. The issue right now is TTK on a heavy or assault is less than 1 turn in TT. How often did you have 1 or 2 mechs destroying another mech in 1 or 2 salvos?
Edited by MischiefSC, 07 February 2014 - 12:44 PM.