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Ttk Down Or The Same?


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#1 Sprouticus

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Posted 05 November 2014 - 04:52 AM

With the pulse laser and quirk changes, I was/am concerned about TTK being further reduced, especially under focused fire.


I only got about 6 games in last night, but I did notice that mech, even large mechs, MELTED under focused fire. I saw a TW got from yellow armor to dead in about 5 seconds when faced with 4 mechs.


Of course my 'evidence' is anecdotal. Anyone else seeing this?

NOTE: I didnt get to play int he group queue last night, might be better/worse there. Ill try it tonight.

#2 Joseph Mallan

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Posted 05 November 2014 - 04:54 AM

View PostSprouticus, on 05 November 2014 - 04:52 AM, said:

With the pulse laser and quirk changes, I was/am concerned about TTK being further reduced, especially under focused fire.


I only got about 6 games in last night, but I did notice that mech, even large mechs, MELTED under focused fire. I saw a TW got from yellow armor to dead in about 5 seconds when faced with 4 mechs.


Of course my 'evidence' is anecdotal. Anyone else seeing this?

NOTE: I didnt get to play int he group queue last night, might be better/worse there. Ill try it tonight.
You use Focus fire specifically to reduce TTK.

#3 The Boz

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Posted 05 November 2014 - 04:56 AM

TTK went through the floor.

#4 El Bandito

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Posted 05 November 2014 - 04:57 AM

By all logic, TTK should be lower than before.

#5 mindwarp

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Posted 05 November 2014 - 04:58 AM

View PostSprouticus, on 05 November 2014 - 04:52 AM, said:

I only got about 6 games in last night, but I did notice that mech, even large mechs, MELTED under focused fire. I saw a TW got from yellow armor to dead in about 5 seconds when faced with 4 mechs.


Yeah, mechs are supposed to melt when they're being focussed by 4 other mechs. Atlas, Direwhale, Timberwolf, it doesn't matter. If a Timby melted in 5 seconds one on one there might be a problem, but 4 on 1? Working as intended.

#6 Zerandir

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Posted 05 November 2014 - 05:02 AM

Will be nearly the same. In PUG TTK is totaly random thanks to the individual skill, mech loadouts etc. etc. This is partialy true in group que. BUT thanks to the nature of group que, premades, voip etc. etc. there will be no difference imho. In my unit and our drops all it takes is someone to call target and that pure sod litteraly melts in the matter of seconds. Was in premade yesterday all evening and TTK was same. No difference.

What we did notice was much bigger variety of mechs and build's thanks to the quirks... Oh and tons and tons of THEM... ICE FERRETS! There was a match where enemy team had 6 of those... 6 little angry ferrets running like mad and bitting like on drugs :D

Edited by Zerandir, 05 November 2014 - 05:05 AM.


#7 The Boz

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Posted 05 November 2014 - 05:03 AM

To expand: Not only is the damage output of everything increased offensively (either because of lower cooldowns, lower heat, or greater range), but the defensive options of many mechs (torso twisting, hit-and-run) were disincentivized because faster refire means more time facing the target. Furthermore, BAP was buffed rather hard, which in turn buffed LRMs (despite the minor 9% damage nerf), pretty much ensuring that even more damage is exchanged in each engagement. Overall, I'd say it's at least 30% lower than before. Shame, really, when most of the community wanted it to go in the other direction...

#8 Lily from animove

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Posted 05 November 2014 - 05:09 AM

View PostEl Bandito, on 05 November 2014 - 04:57 AM, said:

By all logic, TTK should be lower than before.


A bit by the laser changes, otherwise not much.
Some quriks gave underused mechs, who are already bad a chance to kill faster, but that makes them only catch up with other builds.
And some mechs now die slower because thy got some health buffs.

#9 SnowDragon

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Posted 05 November 2014 - 05:22 AM

Played about six matches today thus far, logging in for a second stint now. Seems like Time to Kill is through the floor. Probably to be expected with so many people running their favourite mechs with the new builds. I expect it'll come back up again once people decide to try new stuff again.

Then again, the game is a bit more tactical and slow paced now (execpt when the shooting starts.) People can't afford to make as many mistakes, so the smarter players are keeping their heads down for longer.

#10 KraftySOT

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Posted 05 November 2014 - 05:39 AM

It seems the same.

I ran into a Cataphract, Awesome, and LBX Centy that all seemed a tad more powerful than usual. I was surprised with some Dakka, and the PPC array....beyond that 15% here or there on mechs is pretty small. It helps, but its not a game changer.

I have yet to see someone utilize the PPC cicada...and the ERLL locust is less annoying than the 2xERLL Raven. Nothing to write home about.

#11 Sprouticus

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Posted 05 November 2014 - 05:43 AM

View PostSnowDragon, on 05 November 2014 - 05:22 AM, said:

Played about six matches today thus far, logging in for a second stint now. Seems like Time to Kill is through the floor. Probably to be expected with so many people running their favourite mechs with the new builds. I expect it'll come back up again once people decide to try new stuff again.

Then again, the game is a bit more tactical and slow paced now (execpt when the shooting starts.) People can't afford to make as many mistakes, so the smarter players are keeping their heads down for longer.



This is my primary concern, mistakes. One of the reasons the game is so much different at higher Elos vs lower is the number of mistakes made and the degree of punishment for those mistakes. at High Elo's, one tactical mistake can ruin your match. Not nearly as much at lower Elo's.

And that impacts a LOT of other things. Like the weapons that are viable, the mechs that are viable, the tactical options, the value of speed, and a slew of others.


The question in my mind moving forward is this:

1) Is TTK reduced
2) If TTK is reduced is it universal. Is TTK reduce more at one Elo or more in group, or more in solo?
3) If TTK is reduced, how does that impact gameplay?
4) If TTK is reduced, how does that impact PGI's ability to balance.

My gut says TTK is lower, but that very well may be expectation bias. And I generally favor higher TTK's. But if a lower TTK only impacts the solo queue or lower Elo's, it may very well be a GOOD thing for the game since it would be easier for PGI to balance.


It has only been one, day, we cant kow for sure how things will flush out. But it is importaqnt IMO, and we should all keep an eye on it.

#12 mindwarp

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Posted 05 November 2014 - 05:44 AM

TTK seems about the same to me honestly. I do see a lot of Ice Ferret pilots learning their mech and dying fast (but they're all rapidly improving), I see the usual TW and DW pilots trying to face tank an entire lance and then raging because their clan mech isn't invincible, and I see a LOT of chassis and variants I haven't seen in a long time reappearing and holding their own. The newly quirked up mechs are killing enemies faster than before, but that's because most of them couldn't kill anything before. They're certainly not killing anything faster than a metawolf or doomcrow. It's mostly just business as usual, but with a lot more variety in the types of mechs on the field. Thunderwubs and Wuberines seem very popular now, and there's been a lot more Awesomes out.

I have noticed there's a lot more maneuver and coherency in the solo queue though instead of the usual rush straight to the enemy. Not really sure why that is, since it doesn't seem to be something that quirks would affect. Maybe the quirks just brough different pilots out today.

*edit* Also noticed a much wider variety of weapons. LB10's made a big comeback on certain mechs.

Edited by mindwarp, 05 November 2014 - 05:48 AM.


#13 Sprouticus

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Posted 05 November 2014 - 05:48 AM

View PostKraftySOT, on 05 November 2014 - 05:39 AM, said:

It seems the same.

I ran into a Cataphract, Awesome, and LBX Centy that all seemed a tad more powerful than usual. I was surprised with some Dakka, and the PPC array....beyond that 15% here or there on mechs is pretty small. It helps, but its not a game changer.

I have yet to see someone utilize the PPC cicada...and the ERLL locust is less annoying than the 2xERLL Raven. Nothing to write home about.



I think the pulse laser, medium laser, and small laser changes will be more impactful thank quirks once everything plays out. Shorter beam time, and more damage will increase the ability to focus fire, even for one mech.

I can say with 100% confidence that my 2 LPL/4ERML TW was doing a LOT more damage last night, and I was getting more kills than usual. Small sample size, true. But I have played thousands of matches, I can tell when things feel differently.

#14 KraftySOT

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Posted 05 November 2014 - 05:50 AM

Yeah my Wubshee definitely got better. 3 LPL 5 MPL rapes face.

#15 KraftySOT

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Posted 05 November 2014 - 05:53 AM

Though really, I mean were talking a small buff. I was able to two shot 90% of the mechs in the game anyways. Another 5 damage really didnt make or break it.

I went from 60.2 to 63, and 71 to 74.6 damage on my banshees. So theres 30-40 mechs I could have killed in one shot anyways. And those that I could two shot, I could before and can still afterwards.

None of the matches ive played yesterday (about 30) seemed any different. Other than the couple chassis I mentioned.

#16 Kiryuin Ragyo

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Posted 05 November 2014 - 05:55 AM

#irony

2 min. against 6 enemy on trial Blackjack... taking 2 of them with me... yap, TTK went down to the basement. :rolleyes:





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