Slow Ttk Is A *cause* Of Stagnant Gameplay, Not A Solution.
#121
Posted 21 July 2015 - 12:09 AM
sorry for necroposting but i wish more people understood it
#122
Posted 21 July 2015 - 12:32 AM
Go play CS, CoD or something...
Actually we know that is exactly opposite.
Fast TTK killed all tactics except ball.
In Stock Mode, slow TTK proves that is giving more tactical options.
Edited by Jaeger Gonzo, 21 July 2015 - 12:35 AM.
#123
Posted 21 July 2015 - 12:38 AM
#124
Posted 21 July 2015 - 12:40 AM
Coolant, on 14 November 2014 - 04:28 PM, said:
Russ need to eat hes own tail.
Hes was mentioning Match Time, not TTK.
Match time somehow stayed same, as players now are more afraid and camp-hide more, but actual fight time is shorter then ever.
Try to think logically for a moment.
If you rise DPS across the board by 60%, what do you think is going to happen with TTK?
#125
Posted 21 July 2015 - 12:47 AM
Jaeger Gonzo, on 21 July 2015 - 12:32 AM, said:
Go play CS, CoD or something...
Actually we know that is exactly opposite.
Fast TTK killed all tactics except ball.
In Stock Mode, slow TTK proves that is giving more tactical options.
On the contrary, wouldn't slower TTK instead promotes deathballing? As TTK goes up, the difference one player is capable of making decreases. However, the need for teamwork/focus fire increases. We observed the same incident (that of each individual player having less control on the outcome of the match) when MWO moved from 8v8 to 12v12.
Edit: Now that I think about it, what I said above is erroneous in its own way... it's too generalised to state whether TTK needs to go up or down. In some areas, it would make absolute sense to say TTK is too low, such as Assaults designed to withstand more fire. Basically, we should talk about how TTK should go up and down and whether that change would impact the game favourably.
Take for instance, armor goes up from double TT to triple TT; yes TTK goes up, but it may become more stale because the weapons with the largest PPFLD lose their "fear factor".
It's more accurate to say the game needs an adjustment of TTK through increase in tactical depth.
Edited by Matthew Ace, 21 July 2015 - 01:23 AM.
#126
Posted 21 July 2015 - 12:50 AM
Ball was always an option, but not the only one like it is now.
#127
Posted 21 July 2015 - 12:53 AM
Anyone who thinks otherwise doesn't get why there were so many pieces to a mech to begin with...
#128
Posted 21 July 2015 - 01:17 AM
EvilCow, on 13 November 2014 - 11:44 AM, said:
The whole point of flanking or ambush an opponent is to be able to do significant damage gaining a small time window before the reaction of the target. If the TTK is too high then there is no point in doing anything but a blob focusing fire.
The only thing that should probably be reconsidered are legs, currently it is way to easy to leg a mech, especially in light and medium classes.
No, sry, guys but this is not your regular CoD shooter. flanking is to deal unseen damage, to distract and/or retreat helping the mainline to get some advtantage in the frontline to frontline batlles in reverse. Either by havign firepower advantage by those distracted, or by having open flanks and backs by thse trying to chase the flanking mech. But flanking is hardly to finish off entire mechs. Flanking also is for spotting providing locations to your team, an areal denial for the opponents.
if you decrease TTK even more tactics hardly will matter anymore, because then its more or less: killing on sight. which will just cause bad defensive deathballing. TTK is already rather low in the high elo ranks where people can aim.
#129
Posted 21 July 2015 - 01:23 AM
This is exacerbated by big long-range alphas. When I know multiple mechs on the enemy team are probably using dual gauss I'm not gonna be to willing to crest a hill where they might be pointed.
#130
Posted 21 July 2015 - 01:24 AM
Flyby215, on 13 November 2014 - 12:02 PM, said:
Flanking and ambushing still works great as is; ambushing of course can catch support/sniper mechs off guard in the face of a brawler/DW, while flanking allow you to easily target softer parts on an enemy (backside or XL for example).
The longer TTK means that a player can take a few hits, and still be able to respond in time to either reposition or to fight back. Your one life in each match actually has some duration to it (if you're not a locust). Dueling can become pretty intense. Longer TTK means that a player isn't instantly screwed if a dual-guass shot pegs them from across the map.
Could not tell you how frustrating WarThunder is to spend several minutes trying to get my B-17 out to the enemy base just to be one-shotted by some bugger with a cannon when my escorts don't one-shot him first.
You do understand that in MechWarriors of the past TTK was pretty darn short. I remember my daughter and I stomping around in a Dire Wolf carrying 3 Gauss & 2 ERPPC (due to the non locking of Omnis) and killing Heavies with a single Alpha Strike.
Life expectancy of a Mech when engaging another Mech is less than 2 minutes... for an Assault. In 1 on 1 combat with 2 Atlases, the battle is over in 1 minute give or take 20 seconds.
#131
Posted 21 July 2015 - 01:35 AM
Lefty Lucy, on 13 November 2014 - 11:35 AM, said:
In order to effectively reduce the enemy team's ability to fight, you need to kill their mechs. Most importantly, you need to kill their mechs as fast as possible in order to minimize damage to your own team as well. For all but the most powerful mechs, 1 v 1 TTK is slow in this game. Slow enough that if one mech is losing a solo fight it can quite easily return to its team before dying. This is why focus fire is of utmost importance.
Similarly, if you attack a mech from an angle it is not currently observing, it almost always gets a chance to return fire. Combine this with relatively long cooldowns compared to other shooters, and the only way to effectively damage an enemy mech without simply trading damage with them is to hug cover obsessively. It also means that trying to "flank" a prepared defensive position is pointless because getting the first shot in combat is only a minor advantage, rather than a decisive one.
Don't get me wrong, I think this game is fun with relatively slow TTK, but suggesting even *slower* TTK as a way to improve gameplay is incredibly misguided.
I disagree.
I've seen hundreds of games in conquest and (new) assault that have resisted the insidious call of blob, and have still been tense, fun games. As someone else pointed out above, a lack of in depth objective based gameplay is probably a large cause.
TTK is already at the point where a single mistake is often fatal. When a heavy mech can take one hit from another mech and be forced to cower for the rest of the match with open internals, it's a decent indicator that something is wrong. When a new player can be shot at by two mechs and die so quickly that there is no chance for them to learn anything other than 'don't get shot?' - something is wrong. When mech survivability is getting closer and closer to that of Hawken, something is wrong.
Back in closed beta, when TTK was far lower, there was a whole lot more maneuvering in battle. Lights and fast mediums often ventured several gridsquares from the main group, and were fine. Now, people huddle in blobs, not because it's the most efficient way to kill, but because there is safety in numbers. If the blob was the most efficient way to kill, matches would be resolved by flat out charges, straight from the get go, instead of the near constant timid peek fests that we have now. Heck, even the herd consciousness of the PUG underhive eventually cottons on to the most effective tactics as they filter down from the group queues.
In MWO, now, a lone mech is a dead mech. Heck, a lone lance is a dead lance.
The magnificent and venerable war machines of the battletech universe are supposed to be awesome machines, some of which have weathered centuries of warfare. If MWO TTK is anything to go by, apparently they never ventured into any open space for more than four seconds.
#132
Posted 21 July 2015 - 01:40 AM
AssaultPig, on 21 July 2015 - 01:23 AM, said:
Lets take that example for a moment... In this case, it may meant that multiple Dual Gausses does not have a large enough weakness or choice of countermeasures for players to exploit. Gauss individually or in pairs on a single mech, I would even say it could use slightly larger damage at expense of much longer cooldown (but that's my opinion). Yet if employed in multiplez and if players can shoot only one Gauss and no other weapons within a brief window, what happens next? Or what if jump jets are faster anf there are directional jump jets on certain undergunned mechs, you happened to have 1 or 2 of them in your team, and they offer to draw fire for the team?
(Tl;dr : In this scenario, more counters against multiple Gausses or more drawbacks for using Gausses in multiples or with other weapons)
Edited by Matthew Ace, 21 July 2015 - 02:13 AM.
#133
Posted 21 July 2015 - 01:43 AM
Quote
#134
Posted 21 July 2015 - 02:22 AM
#135
Posted 21 July 2015 - 03:08 AM
Add the 4 med lasers that hunchback toting the AC20 also carries and re-evaluate that TT comparison.
I don't think the single weapons have ever been an issue in this game.
#136
Posted 21 July 2015 - 03:32 AM
#137
Posted 21 July 2015 - 03:34 AM
Joseph Mallan, on 21 July 2015 - 01:43 AM, said:
I don't normally disagree with you but on this I really do.
Perfect convergence of high alphas with a piss poor imitation of heat scale and you think we're sitting pretty? You can barely call this a battletech game let alone a simulation. Its a slower mans FPS that I can play completely stoned or drunk. Though I've had some flukes, inebriation ends most of my CS GO time.
They HAD to double armor.
What benefit is there in running a light? 6-12% of the queue, all the good rewards are related to doing damage. You lose an XL torso to 1-2 alphas of anything let alone another light.
Maybe doubling the armor again would help slow down the massive one sided steamrolling that happens after the first 2-3 guys go down.
Edited by Xetelian, 21 July 2015 - 03:36 AM.
#138
Posted 21 July 2015 - 03:50 AM
Xetelian, on 21 July 2015 - 03:34 AM, said:
I don't normally disagree with you but on this I really do.
Perfect convergence of high alphas with a piss poor imitation of heat scale and you think we're sitting pretty? You can barely call this a battletech game let alone a simulation. Its a slower mans FPS that I can play completely stoned or drunk. Though I've had some flukes, inebriation ends most of my CS GO time.
They HAD to double armor.
What benefit is there in running a light? 6-12% of the queue, all the good rewards are related to doing damage. You lose an XL torso to 1-2 alphas of anything let alone another light.
Maybe doubling the armor again would help slow down the massive one sided steamrolling that happens after the first 2-3 guys go down.
Fun fact: i've found extreme survivability in my light mechs since the hsr patch. Since anything seems to either die or take crippling damage from 1-2 alphas, i've found that the best way to survive is become harder to hit, so lights/fast mediums/poptarts is where i'm at.
#139
Posted 21 July 2015 - 03:58 AM
Maps too cluttered
=limited viable tactics
Bigger maps
Less clutter
=increased viable tactics
#140
Posted 21 July 2015 - 04:04 AM
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