GreyGriffin, on 24 July 2014 - 04:12 PM, said:
This is another argument I see bandied around a lot, and the answer to this is much simpler. Low time to kill with no respawn essentially means that the first team to see the other wins. All things being equal, the 1 kill advantage and the relative ease of killing 'mechs means that no tactics can emerge from the forces meeting. Whereas with a higher TTK, a team can react to being attacked, retreat to a new position, while the offense can attempt to flank, provide covering fire for a frontal charge, or arrange themselves into an advantageous firing line.
Increasing TTK would also have the side effect of increasing the number of player states from Fine-Almost Dead-Dead, to Fine-Injured-Crippled-Almost Dead-Dead. By incorporating critical hits and giving wounded players a chance to gamble their 'mechs on offense, you create more decisions for the individual to gauge, exploit, and explore his own fitness to fight based on the condition of his 'mech.
The combination of these macro decisions (the ability to maneuver more freely without getting blown to bits), and the micro decisions (gauging your fitness to fight and changing your behavior based on the fitness of your 'mech) would create a much larger range of tactical situations and options than the current game-state, which encourages builds that can core a medium 'mech in 2 shots.
THIS.
There is a sweetspot for TTK that the designers are looking for to make the game 'feel' like a mechwarrior game. Now there is a=some vairance in what each person thinks it should feel like which is why we get conflict over TTK issues and are not all on the same page.
However, I would say that PGI has done a good job of coming close to meeting most peoples expectations. Soem folks want long battles, some shorter, but generally everyone is close.
Here is another factor on TTK. If TTK is too short, it favors long range weapons (all weapons being equal). If TTK is too long, then it favors rushes and close combat. Neither is particularly good IMO.
This is another reason why balance in TTK is so critical. Unbalance TTK can make a weapon system seem terrible when in fact it is just that it is always smarter to use a different range weapon system.
Now, in MWO right now long range weapons are still better, but not because of TTK (or map size which is another factor), but because of PP FLD. Of course PP FLD reduce TTK, so really it IS TTK that is the issue.
When you look at meta factors like TTK, ones which has a LOT of variables (weapon range, weapon damage, weapon damage concentration, ease of accuracy, map size, sensor system, pilot skill, etc etc) then you REALLY start to see the balance issues in the game. It is a fascinating interconnected web of variables.