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Ttk Is Too Slow...


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#1 Bigbacon

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Posted 21 July 2017 - 07:55 AM

please....make it faster...

I swear rounds are ending in a few minutes anymore....You wait around so long for like a 2 minute battle (after you walk for 2 to 3 minutes to get into the battle)

#2 C4NC3R

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Posted 21 July 2017 - 07:59 AM

PGI when we get "DISLIKE" button please?


TTK is finaly in the state of - Okay. Posted Image

#3 Bishop Steiner

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Posted 21 July 2017 - 08:00 AM

View PostBigbacon, on 21 July 2017 - 07:55 AM, said:

please....make it faster...

I swear rounds are ending in a few minutes anymore....You wait around so long for like a 2 minute battle (after you walk for 2 to 3 minutes to get into the battle)

Is English not your primary language...... because you complain you wait around all this time for a short battle... so the battle needs to be even shorter?

Makes perfect sense.

#4 Pariah Devalis

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Posted 21 July 2017 - 08:04 AM

If anything, TTK needs to get longer. Not shorter. Especially with all this new tech, the firepower potential went up another notch. I'm seeing entire 12v12 fights end in less than 2-and-a-half minutes of actual combat. That's insane.

#5 Brain Cancer

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Posted 21 July 2017 - 09:54 AM

Heck, I've been in group queues where we literally roflstomped the other team in about 2:30-3:00, period.

(Old Frozen City was notorious for this.)

#6 davoodoo

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Posted 21 July 2017 - 10:01 AM

I wonder where you find those matches, cause even when i got 1v4 im usually pummeled for at least 15seconds before i die...

#7 Snazzy Dragon

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Posted 21 July 2017 - 10:04 AM

TTK is stupid low for the worst of mechs and annoying at "best" (depends on how you look at it) in the case of stuff like the annihilator and all their extra armor. But, those are the mechs that would have stupid low TTK without those same quirks, so MEH.

TTK is alright. Just need to buff lights and some of the IS tech. And maybe turn LRMs into a skill based, useful weapon instead of a potato vs potato weapon, but maybe that's asking too much

#8 Metus regem

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Posted 21 July 2017 - 10:07 AM

View PostSnazzy Dragon, on 21 July 2017 - 10:04 AM, said:

TTK is alright. Just need to buff lights and some of the IS tech. And maybe turn LRMs into a skill based, useful weapon instead of a potato vs potato weapon, but maybe that's asking too much



LRM's used well are a skillful weapon, LRM's used poorly are potato vs potato weapons...

Having fought with and against players like El Bandito and Novakain, they are rather skillful with LRM's.....

#9 Khobai

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Posted 21 July 2017 - 10:29 AM

pgi needed to triple armor/structure when they went from 8v8 to 12v12 and they never did it

thats why TTK is too low

#10 Toothless

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Posted 21 July 2017 - 10:49 AM

View PostKhobai, on 21 July 2017 - 10:29 AM, said:

pgi needed to triple armor/structure when they went from 8v8 to 12v12 and they never did it

thats why TTK is too low


No

#11 Tordin

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Posted 21 July 2017 - 10:53 AM

OP..You kidding. Good to see you are interested in MWO. But still, Halo, cod, BF, overwatch. If its to slow play MWO, at least, those might satisfy your twitchy trigger finger.
If anything we need longer TTK, which means we could get longer matches for all if at least for some game modes. pug, 30 minutes, faction play up to 45 minutes. Also more rewards for anything you do like assists, scouting, kills to compensate for the time used.

#12 Khobai

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Posted 21 July 2017 - 10:54 AM

Quote

No


Yes actually. Because when you increase the focus fire capability by 50% but leave the armor/structure the same, mechs die way faster than they did before.

thats why mechs die so fast in 12v12 compared to 8v8

#13 davoodoo

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Posted 21 July 2017 - 10:56 AM

View PostKhobai, on 21 July 2017 - 10:54 AM, said:


Yes actually. Because when you increase the focus fire capability by 50% but leave the armor/structure the same, mechs die way faster than they did before.

thats why mechs die so fast in 12v12 compared to 8v8

And while you increase armor and structure, you increase ttk of each individual mech so each individual member becomes relevant as 11 ppl wont be able to match ttk of 12 ppl

atm if 3 ppl went off and died, its gg.
if you add 50% to armor and structure, it will be reduced to 2 ppl.

that ofc reduces meaning of individual skill...

and how much exactly will ttk increase?? 50%, from 15s to 22s

mechs die so fast because you arent supposed to go in front of 12 machines out of which 8 could stand a chance against you in 1v1.

Edited by davoodoo, 21 July 2017 - 11:00 AM.


#14 Toothless

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Posted 21 July 2017 - 10:58 AM

View PostKhobai, on 21 July 2017 - 10:54 AM, said:


Yes actually. Because when you increase the focus fire capability by 50% but leave the armor/structure the same, mechs die way faster than they did before.

thats why mechs die so fast in 12v12 compared to 8v8



nope

#15 LT. HARDCASE

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Posted 21 July 2017 - 10:59 AM

Today in MWO bizarro world, TTK is too low.

Meanwhile, in reality.....

#16 Natred

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Posted 21 July 2017 - 11:07 AM

Time to kill if anything is really fast. I feel for some of our opponents, when we kill them in 2 seconds. Full alpha from 4 or 5 of us is doomsday if we land it.

#17 Brain Cancer

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Posted 21 July 2017 - 11:10 AM

Actually, yes. 12v12 means the odds of multiple robots nailing one to the point of crippling/killing it increase rapidly- after all, 3 on 1 generally obliterates the 1 target in no time...never mind 4v1, 5v1...

...and with 12 on the field, the numbers of times this can happen are far larger than 8. I remember a few games when the servers were DCing 4-5 people on each side, and was pleasantly surprised at the change to TTK that resulted. It was harder to force a gang-kill, so people lasted longer.

#18 SPencil

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Posted 21 July 2017 - 11:11 AM

View PostMetus regem, on 21 July 2017 - 10:07 AM, said:



LRM's used well are a skillful weapon, LRM's used poorly are potato vs potato weapons...

Having fought with and against players like El Bandito and Novakain, they are rather skillful with LRM's.....


Always remember that LRMs have the best damage capability per ton of ammo compared to any other; LRMs are also the hardest to consistently do damage, as hot missile-death mitigation strategies are all fairly easy to figure out.

[/LRM_support]

TTK is fine, maybe a touch too fast, but I like the patience game :) ... and also would like to see more of people running freely at each other and making the grid sector explode in fire and light shows.

#19 Brain Cancer

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Posted 21 July 2017 - 12:43 PM

It's also not as efficient as people think because most larger launchers have an inherent auto-miss rate, plus spread that means it takes more LRM damage to kill something than direct fire weapon damage.

#20 Revis Volek

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Posted 21 July 2017 - 12:45 PM

View PostPariah Devalis, on 21 July 2017 - 08:04 AM, said:

If anything, TTK needs to get longer. Not shorter. Especially with all this new tech, the firepower potential went up another notch. I'm seeing entire 12v12 fights end in less than 2-and-a-half minutes of actual combat. That's insane.



That was a thing loooong before nutech, thats not new at all honestly.



I think what you are seeing is Strike mayhem taking its full effect. Most mechs start fights at 65% of less health these days.


View PostKhobai, on 21 July 2017 - 10:54 AM, said:


Yes actually. Because when you increase the focus fire capability by 50% but leave the armor/structure the same, mechs die way faster than they did before.

thats why mechs die so fast in 12v12 compared to 8v8



The chances of more then 4 or 5 mechs shooting you at one time, or even being able to (before you die) are pretty slim i would think. Most maps dont even have room for that other them Polar and maybe caustic. Cover and bottle necks are real.

Edited by Revis Volek, 21 July 2017 - 12:49 PM.






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