So let me preface this slightly. How many of you find it frustrating that even if you place your shots well, twist when you should and utilize cover and movement well, you will still lose almost every time to 2 or more potatoes face-tanking you?
The lengthy TTK in MWO has created a metagame where individual skill is almost meaningless in asymmetric engagements, and this hurts the game in many different ways
The first, is that it's extremely frustrating, as I mentioned before to lose to players that you know to be worse than you based on the play they display.
The second, is a huge snowball effect. If one team loses a few mechs early, they will lose the game... almost invariably. With massed fire being the only way to quickly destroy mechs, having several extra mechs worth of firepower is a hard obstacle to overcome. As a result of the first few mechs being such a giant advantage, the skirmish phase of a battle is grossly overemphasized, making brawlers significantly less fun to play, as the battle is often decided before you get a chance to pull the trigger on those SRMs
Third, a long TTK makes positioning feel far less rewarding. It should feel great to catch a team from behind. Like being in a shooting gallery, but as it stands, you're lucky if you manage to core out one mech before a team turns around and forces you to retreat.
Fourth... And this is probably the biggest point... What makes a game fun to play or watch? You don't watch football for the perfectly executed plays that go completely according to plan. You're watching it for that huge punt return for a touchdown. You don't remember the games you played where you absolutely stomped the other team, you remember the ones where you nearly lost and fought your way to a win against all odds. Excitement and fun requires that a game allow for an unexpected outcome or event. When numerical superiority means so much more than any individual pilot skill, there is virtually no chance to see or experience those big plays.
The developers and many members of the community feel that the TTK is too low. I couldn't disagree more. When I quit playing shortly after beta, it was due to the TTK problem... and after coming back to it after five years, it still exists.
One good pilot should be able to kill several inferior ones in a straight up fight. Those last two or three mechs should be able to run it back against an enemy team, but that's not the way the game works presently and virtually every game can be called as soon as one team gains a three kill lead or so.
So the detractors to the 'low TTK' argument will always cite one of two things in response, and both are completely wrong or misleading:
The first complaint is always, 'This is Mechwarrior, not Call of Duty. You should have long fights.' Completely wrong. ANYONE who has played previous entries in the series is being either dishonest with themselves or others. Most older entries in the Mechwarrior series used tabletop weapon AND armor values. This meant mechs had less than half the HP they do in MWO. On top of that in MWO, add in further damage-limiting in the form of ghost heat, and less effective heatsinks.
The second complaint is always, 'But individual player skill is better exemplified with higher TTK because it allows more decisions to be made in a fight.' Yes, that is true, but it is only true for 1 on 1 engagements. Because mass damage is so much more important than maneuver, twisting, shot placement or anything else, in MWO two inferior players will beat a better player the majority of the time. This is a problem with the game, for all the reasons stated above. If you want to see a wider gap between good and bad players, then lower TTK is the answer, not higher. Higher TTK is probably totally acceptable for Solaris type gameplay where the game is 1 on 1 and lower TTK favors the lesser player. The fact of the matter is that MWO is a team game and two mechs duking it out without outside interference rarely, if ever, happens
All this developer talk about lowering alpha damage and raising TTK just reeks of a style of game where the epitome of skill is simply assembling a 12 man team such that you can maximize fire, then calling out a good target priority. That is neither fun, nor is it Mechwarrior, and it never has been and never will be what Mechwarrior should be.
Edited by SaltiestRaccoon, 10 July 2018 - 08:44 PM.