 4
 4
 
	
Time-To-Kill
#1
Posted 22 February 2018 - 07:17 PM
#2
Posted 22 February 2018 - 07:19 PM
Just need to pull in the outliers from the top and bottom ends and we're golden.
#3
Posted 22 February 2018 - 07:21 PM
#4
Posted 22 February 2018 - 07:24 PM
 Nightbird, on 22 February 2018 - 07:21 PM, said:
Nightbird, on 22 February 2018 - 07:21 PM, said:
Some mechs survive longer than you'd think even when getting gangbeat. Especially fast ones with lanky limbs (Spider, Assassin).
#5
Posted 22 February 2018 - 07:42 PM
#6
Posted 22 February 2018 - 07:50 PM
 FupDup, on 22 February 2018 - 07:19 PM, said:
FupDup, on 22 February 2018 - 07:19 PM, said:
Just need to pull in the outliers from the top and bottom ends and we're golden.
I kind of agree, it's fine across the board.
But rather I'd not have outliers and have a pretty much small range of TTK, than have extremes where something like LRMs are considered bad because of it, and then Vomits are considered good because of it. I agree, certain builds are really just reprehensible and bad, they aren't supposed to be viable in the first place. But when there's only a handful of style being used, and those are used far more often in higher-play, i think there's a problem.
I like to think of it as what are the OPTIMAL builds, and how they would par with one another such as in comp where many people just went with the most boring point-click builds. That is why i could say "Yes, TTK is short", because realistically, people can just "abuse/exploit" the extremes, and have games that cater to short TTKs due to meta-builds are the only sensible builds to do.
Edited by The6thMessenger, 22 February 2018 - 07:56 PM.
#7
Posted 22 February 2018 - 07:51 PM
 Nightbird, on 22 February 2018 - 07:21 PM, said:
Nightbird, on 22 February 2018 - 07:21 PM, said:
Exactly this. TTK in MWO as a FPS is already quite high.
Trying to increase it further, or for that matter decreasing, will do absolutely nothing to satisfy the people demanding an increase.
Even if you doubled the armour/structure of every mech right now it would increase the TTK on paper, yes. However the delta between good/bad players remains and the same stuff will still happen. Bad players will get minced up and good players having twice the armour can afford to be even more aggressive.
This is why TTK and all the talk around it, IMO, is utterly irrelevant. The issue with TTK is coming from the PGI power creep
- Increased hardpoints
- High mount points
- Promoting high alpha boating by Skill Tree
- Desync meant bigger mechs resemble going to a pick-a-part for a car. You can literally disassemble big mechs component at a time with ease cause they cannot twist. Hell the firestarter having the same mobilty as a Dragon? How is that even possible???
Address the above, you fix TTK. Constant weapon obliteration is not the answer.
#8
Posted 22 February 2018 - 07:52 PM
MWO has a much higher TTK than BT, and is the better for it.
#9
Posted 22 February 2018 - 08:21 PM
#10
Posted 22 February 2018 - 09:20 PM
As an FPS it is either ok or too long.
As a BT simulation it is way to short (even accounting for focus fire).
As a simulation the armor/damage model is completely wrong. Which is why PPFLD weapons, favorable hit boxes and hard point configurations which allow for the creation of super weapons are so important.
The question you should ask is do we want an FPS that "looks" like BT or a game that "feels" like BT. I suspect the answers are mutually exclusive, which is why the forums can never reach a consensus.
#11
Posted 22 February 2018 - 09:26 PM
 El Bandito, on 22 February 2018 - 08:21 PM, said:
El Bandito, on 22 February 2018 - 08:21 PM, said:
Add in the pin-point weapons, the meta builds such as laser vomits, gauss-vomits, gauss PPC, over-quirking are their saving grace.
Build-wise, TTK is fine when accounting most sensible builds cause the extreme lows are balanced by extreme highs. Then again on the higher-play environment where the extreme-lows are encountered, TTK is pretty low.
#12
Posted 22 February 2018 - 09:27 PM
 justcallme A S H, on 22 February 2018 - 07:51 PM, said:
justcallme A S H, on 22 February 2018 - 07:51 PM, said:
Trying to increase it further, or for that matter decreasing, will do absolutely nothing to satisfy the people demanding an increase.
I'd be happy with longer TTK, but not in the way PGI will end up going about getting there. As you say there are core issues that need to be corrected that are outside the scope of simply just weapons adjustments that need to be fixed and accounted for. A lot of problems that were either never addressed or like hardpoint inflation/placement were compounded upon release after release.
#13
Posted 22 February 2018 - 10:32 PM
The bigger problem though, is that many "increase ttk" advocates will hate increased ttk when implemented. Increased ttk means less lucky breaks. You can't get lucky and cockpit a good player in one shot. The gulf between good and bad players will widen even more, and so will the number of stomps.
Tired of getting 5-12ed every game? With increased ttk it'll be 0-12 every time. Matches will be decided within the first minute of engagement, but you'd still be forced to play it out. You know that last hiding erll raven in skirmish? Now not.only do you have to chase him all across the map, he takes longer to kill.
Ttk is always too low when its your mech and always too high when it's the enemy.
#14
Posted 23 February 2018 - 01:19 AM
People seems to think increasing it will somehow make them survive 1 vs many scenarios longer but that's not gonna happen.
#15
Posted 23 February 2018 - 02:01 AM
#16
Posted 23 February 2018 - 08:42 AM
 slide, on 22 February 2018 - 09:20 PM, said:
slide, on 22 February 2018 - 09:20 PM, said:
Keep in mind that each round in TT is supposed to be approximately 10 seconds. I've seen mechs, especially lights and mediums, dropped in one round. I've seen mechs almost completely removed from combat by a lucky through-armor crit to the engine. And let's not forget the infamous RNGesus 20+ hex range Gauss headshot against an assault mech that just about all of us have been on the receiving end at some time or another.
Very few 12 v 12 engagements in TT last 18+ rounds. I think your opinion is being colored by how much real-world time it takes to resolve those 10 second rounds.
Edited by Escef, 23 February 2018 - 04:37 PM.
#17
Posted 23 February 2018 - 10:28 AM
#18
Posted 23 February 2018 - 10:43 AM
Edited by Old MW4 Ranger, 23 February 2018 - 10:44 AM.
#19
Posted 23 February 2018 - 10:49 AM
and IS XL engines are suicide boxes.
Other than that I think it's pretty ok
Edited by Gristle Missile, 25 February 2018 - 01:14 PM.
#20
Posted 23 February 2018 - 02:06 PM
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users



 
						
				
 
						
				
 
						
				 
						
				
 
						
				

 
						
				


 
						
				















 
								

