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Ttk (Time To Kill) Discussion

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#61 Khobai

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Posted 04 November 2015 - 08:02 PM

Quote

Playing World of tanks you sometimes see a one player overcome multiple other players, this so rarely happens in MWO once outnumbered.
The Epic fight feel is often missing.


This. In 8v8 you could have epic 1v4 fights where a lone assault could just wipe out the rest of the enemy team.

You dont get those game upsets in 12v12. Because everyone is so damaged by the end of the game theres no possible way to cause an upset like that.

#62 SirLANsalot

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Posted 04 November 2015 - 08:09 PM

View PostKhobai, on 04 November 2015 - 08:02 PM, said:


This. In 8v8 you could have epic 1v4 fights where a lone assault could just wipe out the rest of the enemy team.

You dont get those game upsets in 12v12. Because everyone is so damaged by the end of the game theres no possible way to cause an upset like that.


Sometimes, I have personally done it a few times but its far rarer then it was in 8v8. Good piloting and knowledge of the map and your mechs capabilities can go a long way in taking on multiple opponents. Hell I haven't played in a long ass time and my first match back I took out 2 mechs, half killed another while I was being swarmed by 2 others, all in a Highlander 732 that was LRM based (LBX10 3 MPL 3 LRM10). Its on part your mech, and another part your skill in that mech that dictates if you live or die. However Skill can only get a mech so far before it succumbs and that is where upping the armor and IS again would be a very big boon to TTK again.

#63 Roadbuster

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Posted 04 November 2015 - 11:01 PM

View PostFierostetz, on 04 November 2015 - 08:47 AM, said:


I made a quick list of things I'd like to see TTK complainers try
1. Learn how to shoot while moving
2. Learn how to use cover
3. Learn how to twist
4. Learn how to move with a team
5. Learn that maneuverability is an asset
6. Learn that being passive gets you killed

Nothing new here. These things are basics.

Just to make this clear, I'm not complaining that TTK is too short.
But a longer TTK would be a plus for gameplay.

Currently Battlemechs don't really feel like they would be heavily armored. Take a hit on a location and all your armor in that area is almost gone (yes, that's an exaggeration).
I think this is one of the reasons which makes people cower behind cover and camp, just poking to alpha.
In a classic mech fight, alpha striking was some sort of last resort. In MWO it's the standard.

I'm not sure why people defend the current system and refuse to try some adjustments, just to see how gameplay would change.

Edited by Roadbuster, 04 November 2015 - 11:38 PM.


#64 Kaptain

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Posted 04 November 2015 - 11:08 PM

The game was better when it was 8v8 in my opinion. TTK was longer and the game ran better. 12 v 12 ruined that.

Weapon Modules and Coolant pods did their share also.

We also NEED a true heat scale that has consequences for running mechs hot. The hotter you run a mech the more penalized you should be. I completely agree with those who say capacity should be nerfed and dissipation buffed. Then every player would have to learn target discipline.

Not that I don't enjoy Laser-Alpha-Strike-Online but its just not what it could be.

#65 Clit Beastwood

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Posted 05 November 2015 - 10:54 AM

View PostKaptain, on 04 November 2015 - 11:08 PM, said:

The game was better when it was 8v8 in my opinion. TTK was longer and the game ran better. 12 v 12 ruined that.

Weapon Modules and Coolant pods did their share also.

We also NEED a true heat scale that has consequences for running mechs hot. The hotter you run a mech the more penalized you should be. I completely agree with those who say capacity should be nerfed and dissipation buffed. Then every player would have to learn target discipline.

Not that I don't enjoy Laser-Alpha-Strike-Online but its just not what it could be.


I would *love* to see the game go back to a "purer" state

- No clans
- No modules
- No quirks

It would be interesting to try an old old build of the game, now, with current fixes to hitreg and matchmaking. Just to try - you know? I wonder if PGI keeps those old builds somewhere in a deployable state. Heck, if they did a PTS weekend where they brought back 2012MWO with stock mechs only I'd give it a whirl. I think that having the PTS ability, they could be using it in much funner ways.

One weekend a month... PTS with all server verifications turned off
Locust
2 ac20
12jj
std400
Why the heck not?

#66 Aresye

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Posted 05 November 2015 - 11:13 AM

Oh look, another TTK discussion. Guess it's time to repost my flawless recommendation for fixing TTK.

How to fix TTK in MWO:


STOP

FACETANKING

THE

ENTIRE

ENEMY

TEAM!

#67 Brollocks

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Posted 05 November 2015 - 12:55 PM

View PostAresye Kerensky, on 05 November 2015 - 11:13 AM, said:

Oh look, another TTK discussion. Guess it's time to repost my flawless recommendation for fixing TTK.

How to fix TTK in MWO:


STOP

FACETANKING

THE

ENTIRE

ENEMY

TEAM


Or more likely, stop face tanking that lone ebon jaguar, or whatever high alpha mech is standing in front of you, because it will core your assault mech in 2 or 3 pinpoint shots.

Now I'll go hide behind a rock and cower like everyone should be.

#68 Khobai

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Posted 05 November 2015 - 01:05 PM

Quote

STOP

FACETANKING

THE

ENTIRE

ENEMY

TEAM!


Except in battletech you can facetank the enemy team if you know what youre doing with defense bonuses. An Atlas in heavy woods for example requires a ridiculous amount of firepower to take out. It lasts much longer than the 3 seconds it does in MWO.

In MWO that same Atlas loses half its front armor to ONE laser vomit alphastrike. Thats stupid as hell.

TTK is definitely waaayy too low compared to battletech.

Edited by Khobai, 05 November 2015 - 01:07 PM.






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