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Mwo Has A Ttk Problem...

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#21 Weeny Machine

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Posted 11 July 2018 - 06:32 AM

View PostTetatae Squawkins, on 11 July 2018 - 01:48 AM, said:

I don't agree. If anything 1v1 TTK is a bit too short.

Quick kills should require teamwork and focused fire. Not whoever shoots first wins.


Greedo would approve

#22 Haipyng

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Posted 11 July 2018 - 06:37 AM

View PostBush Hopper, on 11 July 2018 - 06:32 AM, said:


Greedo would approve


Han shot first, despite Lucas' re-edits of the scene. :)

#23 Lances107

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Posted 11 July 2018 - 06:41 AM

I think we have more important problems to worry about in this game right now, like the upcoming patch, that is going to have allot of negative effects on this game as a whole.

Also I think you do not know as much as you think you do, clan mech prior to skill tree were paper thin, either you poked perfectly or you died. This was the rule of the game, clans had excessively greater firepower, well the IS had excessively greater survival. The skill tree changed that some what. Civil war blew it straight to hell, and this patch is going to utterly destroy that balance. Giving the IS greater firepower and greater survival. Note though pre the incoming patch, this game is actually decently balanced right now.

#24 Mystere

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Posted 11 July 2018 - 06:44 AM

View PostNema Nabojiv, on 11 July 2018 - 02:00 AM, said:

it encourages murderballs


There is a great solution for that: more artillery! Posted Image

#25 Daggett

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Posted 11 July 2018 - 06:57 AM

View PostLances107, on 11 July 2018 - 06:41 AM, said:

I think we have more important problems to worry about in this game right now, like the upcoming patch, that is going to have allot of negative effects on this game as a whole.

Did i miss something? There are no patch notes out yet.

#26 Leone

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Posted 11 July 2018 - 07:04 AM

@Op, I completely disagree.

I brawl, I play with a unit, and I disagree on all points. Your second point actually starts out... well, on point at first. An initial kill lead is excellent, but it doesn't mean that team can relax. That's how upsets happen and games turn about. you gotta capitolize on that advantage. And this in no way reduces the impact or enjoyment of my brawling playstyle.

I also find it hilarious you bemoan positioning as being less important than teamwork due to time to kill when they're joined at the hip. Good teamwork requires good positioning. Good positioning considers the importance of teamwork. Shot placement and good twisting does help, but positioning is key.

~Leone.

Edited by Leone, 11 July 2018 - 07:15 AM.


#27 Weeny Machine

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Posted 11 July 2018 - 08:24 AM

View PostHaipyng, on 11 July 2018 - 06:37 AM, said:


Han shot first, despite Lucas' re-edits of the scene. Posted Image


Therefore Greedo would agree that quick kills should require teamwork. Readinng, dude, reading ;) :)

#28 Korz

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Posted 11 July 2018 - 08:35 AM

Well I will give my 2 cents on this. I played in beta where armor was by the book and was happy it was increased.

I think TTK is about right now but also still off where it should be. We need repair bases. Only armor and ammo will be reloaded at these bases and if the location is missing where the ammo was no ammo reloaded. This I believe is what is missing. And would better address your issue. IMHO.

#29 SaltiestRaccoon

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Posted 11 July 2018 - 12:00 PM

View PostDrtyDshSoap, on 11 July 2018 - 05:29 AM, said:

An uphill battle for sure, a game ender though? Not really. Won dumber games. Loss really really dumb games. Just the nature of QP.


Sure it is.
Did half your team derp to Theta to cap on HPG and give up the high ground? Good chance your team is going to get wiped. Likewise, if a team rotates away from their slow derpy assaults, and nascars, better hope they catch the tail end first. There's a lot more to it than you give it credit for.
This all accounts for positioning as well. If you can't see it, I have no idea what to tell you then.


I think you need to look up the definition of what a strawman argument is...because once again, your opinion on entertainment is your opinion alone. What you might find entertaining might be completely boring to me and vice versa. Baffled that I have to explain this to a grown adult.


Pretty sure you don't know what a strawman is.
If you want big plays from individual skills, you should try and play League of Legends. That has a more emphasis on individual skill than MechWarrior does. You're still basically asking for the same thing, wanting that Joe Montana on your team to throw that one in a million pass and bring the game back from 11-0 to 11-12. This is a walking tank simulator with a 12v12. Teamwork is going to be a bigger element. That's the whole premise.



I'll retract that argument since I haven't played MechWarrior 2 since I was...5? 6? Around there. I do firmly believe that we have way more freedoms in comparison to previous installments though, I'll stick with that. My bad on bringing that up, should have just stuck with 4.


No ****? You mean 2 players pack more firepower than 1 player? What a load of crap!
Of course I favor massed firepower. Why wouldn't I? It's a robot game where you have a crap ton of weapons that go pew pew, bang bang. Just because you're a good player doesn't mean that the other team won't have a better player(s), or just be incapable of using the same load outs, etc. Hell, even my personal background is based off of more firepower than the enemy, violence of action. Kind of dumb to think otherwise?
The skill gap is sure low, 250 is an average match score. What I'd like to see is a Ranked Que but I'm a mad man for thinking that.


But you don't want a lower TTK, not in the way you described it. You want two potato's that fire at you be unable to kill you or you just remain magically unscathed because of your pure awesome. You also don't want more fire power or priority targets IE: The exact opposite of using teamwork
I certainly can look at other popular games, but I also can't draw up the same exact problems or successes compared to MWO, as MWO is rather unique on the market when we compare it to the likes of CoD or PUBG or League of Legends, etc. Those first two games has a more of an emphasis of a very low TTK (You can't torso twist damage in any of those games), and a hell of alot more fast paced. While the third draws an emphasis of individual skill that leads up to teamwork and team synergy. MWO doesn't have a "team synergy" outside of LRMs/tag/NARC. The comparisons of the more popular games are so low, it'd basically be an Apples to Oranges comparison.


Well in MW2 at least, you had far more customization ability than now. There were no 'hardpoints' so you could, true to lore, kit out your omnimech however you liked, change up the engine and adjust armor as you saw fit. I suppose it could be argued that now you have more options due to the skill tree and consumables.

A strawman would be you creating an argument you think I'm making or would like me to be making then attacking that instead of my actual argument, which you've done. You've said I only like big plays, you've said I want to make the game a twitch shooter and you've said I expect two people to somehow do less damage than one.

None of that is true. Let me take a moment to explain how lower TTK more strongly favors a skilled player in an asymmetric engagement, because it's clear you don't get that part of the argument: It makes it easier for that good player to turn the situation into a one on one by killing one of the enemy mechs.

Yeah, if you're not that much better, if you don't have positional advantage, you WILL die even faster in a two on one situation. However, with lower TTK your positional advantage, faster aiming and better twisting will mean you can take half of the damage out of the fight before you've been banged up. Right now virtually any engagement will be a damage trade that only marginally favors the better player. Lower TTK gives more decisive fights, which means the better player, or the player with better positioning will take less damage to get their kill, as a result, a player who is consistently making good decisions will be better rewarded for it, because they'll take less damage per kill they get, because they are able to more rapidly silence any return fire.

All of those things you mentioned? Target priority? Focus fire? All those still matter with a lower TTK. I don't want to remove those from the game. It's a team game and those are important aspects, what I do want is for them not to totally overshine shot placement or positional advantage. You are grossly exaggerating literally everything I've said (almost like you're inventing a position and attributing it to me, or creating a straw man.)

Again, you call it a 'walking tank simulator' but in any sort of tank simulator, then position should matter more and combat should be more lethal.

As for 'entertainment.' You're not saying you would prefer to watch a slow 0-3 game in football. You're being extremely intellectually dishonest on this point. But if you prefer, I can say, "In my experience, the overwhelming majority of people find that big plays in games are much more fun to watch and participate in, and that the potential for an unexpected outcome makes more people find a situation exciting." I suppose I'm sure there's someone who would like every situation in a game to be more predictable, and yet the vast majority of games using cards or dice, and the vast majority of sports not having rules against big plays would indicate that those people are in the minority. Many sports, in fact, introduce rules to encourage high-risk, high-reward plays that show off individual skill. That is literally the reason the 3-point line was introduced to basketball.

But anyway, I'm kind of done with replying to you. I'm trying to have a discussion/debate. Hey, you disagree, that's cool. Let's talk about why. How about trying to explain how lower TTK (I would say 30-50% less) would not do what I expect it to do, or how it would be detrimental to the game. Being insulting just because I disagree with you and not trying to be civil doesn't make you right. It makes you an *******, and I'm surprised I have to explain this to a grown adult.

#30 SaltiestRaccoon

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Posted 11 July 2018 - 12:09 PM

View PostLeone, on 11 July 2018 - 07:04 AM, said:

@Op, I completely disagree.

I brawl, I play with a unit, and I disagree on all points. Your second point actually starts out... well, on point at first. An initial kill lead is excellent, but it doesn't mean that team can relax. That's how upsets happen and games turn about. you gotta capitolize on that advantage. And this in no way reduces the impact or enjoyment of my brawling playstyle.

I also find it hilarious you bemoan positioning as being less important than teamwork due to time to kill when they're joined at the hip. Good teamwork requires good positioning. Good positioning considers the importance of teamwork. Shot placement and good twisting does help, but positioning is key.

~Leone.



I can see where you're coming from. You're talking about good team positioning with mutually supporting fields of fire and maneuver in that manner. When I'm saying positioning, I mean flanking or a player's position, like cover, high ground and sight lines. Right now, for instance, I find it to generally be more beneficial (at least against heavies and assaults) when behind an opponent to fire a spoiler so that they turn and eat the alpha on their front armor, since I know that the engagement will end face to face even with a full alpha to the rear of a stationary opponent. I see that as a problem with the game.

Edited by SaltiestRaccoon, 11 July 2018 - 12:10 PM.


#31 Leone

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Posted 11 July 2018 - 12:45 PM

I actually prefer taking a leg at that point. Not everyone checks behind em at first if'n your leggin' em. Also, legged heavies and assaults are so much more fun to dance around.

As for flanking, high ground and sights lines an all that, those should be taking into account the team. Turning a flank really benefits the team is they're informed and ready to take advantage of it. Nothing beats shooting a mech from the side or back than having a team mate ready to do it again if they turn on ya.

~Leone.

#32 Roughneck45

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Posted 11 July 2018 - 12:53 PM

View PostSaltiestRaccoon, on 10 July 2018 - 08:37 PM, said:

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

lul

#33 R Valentine

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Posted 11 July 2018 - 12:56 PM

So you're telling me you can't kill 2 potatoes at once. What does that make you then? Because I've never had that problem and I don't even play competitively. I never have. There are players much better than me, but I can still knock down 2 potatoes and have armor for a 3rd.

#34 SaltiestRaccoon

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Posted 11 July 2018 - 02:51 PM

View PostKiran Yagami, on 11 July 2018 - 12:56 PM, said:

So you're telling me you can't kill 2 potatoes at once. What does that make you then? Because I've never had that problem and I don't even play competitively. I never have. There are players much better than me, but I can still knock down 2 potatoes and have armor for a 3rd.


Cool story, bro. I especially liked the part where you didn't address any point of the argument and instead whipped out your epeen like anyone cares.

Edited by SaltiestRaccoon, 11 July 2018 - 02:56 PM.


#35 Cloves

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Posted 11 July 2018 - 03:30 PM

View PostSaltiestRaccoon, on 11 July 2018 - 12:00 PM, said:


Well in MW2 at least, you had far more customization ability than now. There were no 'hardpoints' so you could, true to lore, kit out your omnimech however you liked, change up the engine and adjust armor as you saw fit. I suppose it could be argued that now you have more options due to the skill tree and consumables.

A strawman would be you creating an argument you think I'm making or would like me to be making then attacking that instead of my actual argument, which you've done. You've said I only like big plays, you've said I want to make the game a twitch shooter and you've said I expect two people to somehow do less damage than one.

None of that is true. Let me take a moment to explain how lower TTK more strongly favors a skilled player in an asymmetric engagement, because it's clear you don't get that part of the argument: It makes it easier for that good player to turn the situation into a one on one by killing one of the enemy mechs.

Yeah, if you're not that much better, if you don't have positional advantage, you WILL die even faster in a two on one situation. However, with lower TTK your positional advantage, faster aiming and better twisting will mean you can take half of the damage out of the fight before you've been banged up. Right now virtually any engagement will be a damage trade that only marginally favors the better player. Lower TTK gives more decisive fights, which means the better player, or the player with better positioning will take less damage to get their kill, as a result, a player who is consistently making good decisions will be better rewarded for it, because they'll take less damage per kill they get, because they are able to more rapidly silence any return fire.

All of those things you mentioned? Target priority? Focus fire? All those still matter with a lower TTK. I don't want to remove those from the game. It's a team game and those are important aspects, what I do want is for them not to totally overshine shot placement or positional advantage. You are grossly exaggerating literally everything I've said (almost like you're inventing a position and attributing it to me, or creating a straw man.)

Again, you call it a 'walking tank simulator' but in any sort of tank simulator, then position should matter more and combat should be more lethal.

As for 'entertainment.' You're not saying you would prefer to watch a slow 0-3 game in football. You're being extremely intellectually dishonest on this point. But if you prefer, I can say, "In my experience, the overwhelming majority of people find that big plays in games are much more fun to watch and participate in, and that the potential for an unexpected outcome makes more people find a situation exciting." I suppose I'm sure there's someone who would like every situation in a game to be more predictable, and yet the vast majority of games using cards or dice, and the vast majority of sports not having rules against big plays would indicate that those people are in the minority. Many sports, in fact, introduce rules to encourage high-risk, high-reward plays that show off individual skill. That is literally the reason the 3-point line was introduced to basketball.

But anyway, I'm kind of done with replying to you. I'm trying to have a discussion/debate. Hey, you disagree, that's cool. Let's talk about why. How about trying to explain how lower TTK (I would say 30-50% less) would not do what I expect it to do, or how it would be detrimental to the game. Being insulting just because I disagree with you and not trying to be civil doesn't make you right. It makes you an *******, and I'm surprised I have to explain this to a grown adult.

I think you need to spectate Drtydshsoap a bit. His viewpoint comes from the mechs he plays (I have seen him play the blasp and faff, both gaussvomit mechs). With the those mechs and his accuracy, he has very low TTK. Most players don't play the way he does, but his experience is, along with many of the top players, that TTK is very low indeed and one player can take out nine lesser players with the game as it stands. What you seem to want is it to be easier to get those results. I notice that you are still very new. Go ahead and learn the meta, and work on your snapfire accuracy while torso twisting, you will see TTK go down.

-edit He has a twitch stream you can watch or the youtube video he put up in the 1k club thread. Hopefully you will be back with a more perfect understanding of why some of us are asking for longer TTK.

Edited by Cloves, 11 July 2018 - 03:33 PM.


#36 SaltiestRaccoon

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Posted 11 July 2018 - 03:43 PM

View PostShiverMeRivets, on 10 July 2018 - 11:52 PM, said:

Short TTK favors light mechs. If you can't take much damage and your armor gets stripped by 1 alpha anyway, you may as well be as small and nimble as possible to avoid the damage altogether. The historical response to effective firearms in the real world battle fields was to remove armor altogether from the troops, and then to allow them to move around and take cover - not to make them wear thicker armor, because that did not stop bullets anyway.

The current attempts of taming the laser alpha will make armor matter again, I hope. Dual HGR will be looked at sometime in the future I suppose.


It depends how short TTK is. I think a 30-50% decrease in TTK would be plenty to make the game actually interesting. It does and doesn't help light mechs disproportionately, as they'll feel glancing laser hits to their legs much more than they do now.

#37 Nema Nabojiv

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Posted 11 July 2018 - 03:48 PM

View PostSaltiestRaccoon, on 11 July 2018 - 03:43 PM, said:


It depends how short TTK is. I think a 30-50% decrease in TTK would be plenty to make the game actually interesting. It does and doesn't help light mechs disproportionately, as they'll feel glancing laser hits to their legs much more than they do now.

Now this will never happen. The best thing we can hope for is it not going any higher, which seems to be the goal of "balancing" atm.

#38 SaltiestRaccoon

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Posted 11 July 2018 - 03:56 PM

View PostCloves, on 11 July 2018 - 03:30 PM, said:

I think you need to spectate Drtydshsoap a bit. His viewpoint comes from the mechs he plays (I have seen him play the blasp and faff, both gaussvomit mechs). With the those mechs and his accuracy, he has very low TTK. Most players don't play the way he does, but his experience is, along with many of the top players, that TTK is very low indeed and one player can take out nine lesser players with the game as it stands. What you seem to want is it to be easier to get those results. I notice that you are still very new. Go ahead and learn the meta, and work on your snapfire accuracy while torso twisting, you will see TTK go down.

-edit He has a twitch stream you can watch or the youtube video he put up in the 1k club thread. Hopefully you will be back with a more perfect understanding of why some of us are asking for longer TTK.



I'm not that new. I played pretty extensively when the game first came out, but stopped, due to the TTK. I've played for about a month after coming back from a 5 year hiatus thanks to the new Battletech game. I generally play a laser vomit with a 74 point alpha and have pretty good accuracy, however it still takes 3-4 alphas against an assault even if they're not twisting, which amounts to a ludicrously long TTK. Honestly I have no interest in how he plays, because it has no bearing on my argument. Lower TTK does more heavily favor better players in an asymmetric fight. No one has even disputed this point yet, because it's true. It seems, however, the community at large does not want to actually play a game where personal skill matters, and that's fine, but it's not Mechwarrior, nor is it a good game. Taking out nine lesser players doesn't make me appreciate any player's skill in MWO, because the onus of getting those kills is not on the individual player, but rather on the team. A player thrives or fails based entirely on their team's decision-making and a nine kill round is either thanks to having a wildly superior team, or having a lot of luck. It's not something repeatable consistently. I haven't had a 9 kill round yet, but I've had plenty of fives and sixes, but it's not repeatable or consistent, because it depends how my team plays, not how I play.

View PostNema Nabojiv, on 11 July 2018 - 03:48 PM, said:

Now this will never happen. The best thing we can hope for is it not going any higher, which seems to be the goal of "balancing" atm.


Accurate. The devs, along with, I am now realizing, the playerbase wants a carebear game where everyone can be a winner for just pointing and clicking on the same target everyone else is. I don't think I'll ever understand the millennial mindset where everyone thinks they're entitled to a participation prize.

Edited by SaltiestRaccoon, 11 July 2018 - 04:10 PM.


#39 Cloves

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Posted 11 July 2018 - 04:18 PM

View PostSaltiestRaccoon, on 11 July 2018 - 03:56 PM, said:



I'm not that new. I played pretty extensively when the game first came out, but stopped, due to the TTK. I've played for about a month after coming back from a 5 year hiatus thanks to the new Battletech game. I generally play a laser vomit with a 74 point alpha and have pretty good accuracy, however it still takes 3-4 alphas against an assault even if they're not twisting, which amounts to a ludicrously long TTK. Honestly I have no interest in how he plays, because it has no bearing on my argument. Lower TTK does more heavily favor better players in an asymmetric fight. No one has even disputed this point yet, because it's true. It seems, however, the community at large does not want to actually play a game where personal skill matters, and that's fine, but it's not Mechwarrior, nor is it a good game. Taking out nine lesser players doesn't make me appreciate any player's skill in MWO, because the onus of getting those kills is not on the individual player, but rather on the team. A player thrives or fails based entirely on their team's decision-making and a nine kill round is either thanks to having a wildly superior team, or having a lot of luck. It's not something repeatable consistently. I haven't had a 9 kill round yet, but I've had plenty of fives and sixes, but it's not repeatable or consistent, because it depends how my team plays, not how I play.


With a better team you get fewer personal kills. And yes, it's repeatable, check out his stats, sorry that you don't want to learn how to to be better, just get a trophy for your current skill. Sadly, some players are better than others, it just does not happen to be your experience, and you don't want to face evidence otherwise.

#40 RickySpanish

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Posted 11 July 2018 - 04:22 PM

"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."

Stop right there. If you lost to a player they are better than you, or you made a mistake (which means they are better than you). Instead of whinging about potatoes, go learn to play the game as a team player instead of a try hard carry queen.





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