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2012-07-12, 12:45 AM | [Ignore Me] #11 | |||
Staff Sergeant
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As wOOtbEEr mentioned, TTK is a measure of how long it takes to kill a target with a weapon. It can be discussed in quantitative terms (ie. it takes 0.5 seconds to kill a target that is not wearing additional armor with this weapon, but it takes 0.6 seconds with this other weapon). Most often it is discussed in qualitative terms (eg. I think the TTK is too short).
I explain in this post why I think TTK matters. Quote below:
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2012-07-12, 01:17 AM | [Ignore Me] #12 | |||
Colonel
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I have my own definition on my site here. In summary though I find a good way to look at TTK is:
These two lines do not support one another: A squad is 10 people. If one person could gun down a whole squad you're essentially at the lowest possible TTK where spray and pray would be effective. This is outside of the area I would say that teamwork is necessary. In fact staying as far away from your squad-mates so you don't get killed moving in a group would be better. A low TTK where a single player is killing more than say 2 people without reloading is detrimental to any form of teamwork. With a high TTK as you mentioned the expected behavior of teamwork is two players are guarding a door (as in the example on my site) and they would easily kill a player running into the room. However, with a high TTK that player could retreat with some damage and throw a grenade inside. If he had skill he could damage both players and go in for the kill. Or throw a smoke grenade in, turn on his thermal vision, and get the kills. Basically as you said requiring an extra level of skill. A low TTK is a very difficult gameplay mechanic to argue for when you want both individual skill and teamwork. You get both with a relatively high TTK.
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[Thoughts and Ideas on the Direction of Planetside 2] Last edited by Sirisian; 2012-07-12 at 01:32 AM. |
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2012-07-12, 03:56 AM | [Ignore Me] #13 | |||
Staff Sergeant
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I think we have very different opinions on the matter. You see, I dont consider focus-firing to be the pinnacle of teamwork. Look at your very own example:
I maintain that you are coming from a very limited perspective of what teamwork is. Focus firing is by far the most basic method of teamwork. It is simple maths: in a 2vs2 fight, if 2 people gang up on one of their 2 opponents the match will quickly become 2vs1. Put another way:
Every tank driver who is worth anything knows how to do this. You dont even have to communicate. You just fire at whoever your buddy is firing. I dont even dignify this with the label teamwork as its just such a basic principle in any game. Take the video below: If low TTK removes the need for teamwork, then why are these guys here even bothering? Shouldnt they just be charging at the enemy? Let me reiterate what my point of view is.
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2012-07-12, 05:47 AM | [Ignore Me] #14 | |||
Sergeant Major
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PS1's high TTK rewarded some forms of teamwork, but made it extremely difficult for an individual to accomplish anything. Your team is getting ready to push down an enemy-held hallway and you're going first? Sucks to be you, because no matter how skilled you are, you're going to die and you won't kill anything. But low TTK can reward teamwork as well. A group of soldiers all chasing down one enemy or aiming at one target will be easily flanked and wiped out by a smaller enemy force. If the former group had coordinated zones of fire, the latter may have only taken down one or two troops before being spotted and neutralized. With a high TTK, the larger group would need no such coordination, since the smaller group simply wouldn't be able to kill fast enough to overcome the enemy hitpoints, even with the element of surprise. It all comes down to personal preference. Low TTK rewards reaction time and situational awareness, high TTK rewards accuracy and coordinated fire. Both have elements of individual skill and teamplay, just in different ways. With that said (and keeping in mind the PS1 example above) I STRONGLY prefer low TTK both for individual and teamplay reasons. |
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2012-07-12, 06:19 PM | [Ignore Me] #15 | |||||
Colonel
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By the way skill in this case is not simply aiming. I hate when people equate skill to simply putting your cursor on the enemy's head. That's a very small part of it. Moving into place and using utility items is a much bigger part of it. Knowing which weapon to use for instance is important. (Like not charging a Jackhammer user hiding behind a wall and using grenades to fish him out). 100% Agree. That's actually the second sentence on my site. A high TTK rewards focused fire. If two players are fighting at range and target a single player they can both put bullets into the enemy while still allowing him the choice of finding cover. (Just like in Planetside 1, you had multiple people shooting at a single target). A low TTK removes these teamwork decisions for focused fire by allow individual aiming to be the only variable outside of weapon choice.
Also notice how many choices he could make in that game. He could change movement by crouching or prone and zoom or shoot. That's it. The game doesn't allow complex gameplay thus a allowing a high TTK would not benefit it in the slightest except to allow players to retreat. In PS2 (and Planetside 1) players have complex loadouts with utilities and abilities that they can use for situations. Without the time to use them in combat they are useless. A low TTK always values individual players that are actually making kills. It has no effect on teamwork since players that don't see the enemy are not inputting anything into the attack since it happens so rapidly. This is also seen on the enemy's side who often does not see the attacker before they died and has no possible reaction once the two players view each other. Their only option is to shoot or die. They can't even get help from a teammate if they are walking in first. A high TTK allows a team on either side to make tactical choices and assist each other without the worry that they will be trivially killed before making any meaningful choice once combat begins. Big difference between "I just got shot by a guy up on the wall" versus "I just got killed when I walked around the corner. I don't know where he is." I wish it was that easy. The TTK totally changes the gameplay and how players play a game and how teams function with one another. As I said on my site it's the difference between a medic reviving a player over and over versus a medic healing a player as two groups attack one another. Especially for a team moving between cover. Taking a bullet or two should be expected in the game. It should always require sustained fire to earn a kill. If a player is running and can't find cover then someone can just single shot from a range and pick off the players. This is mostly coming from Planetside 1. For those unfamiliar you could easily sit on a wall and tap people with a bullet or two while they run between cover. It wasn't game over, nor when you were putting a bullet or two into the players did it feel like you would earn that kill if they had died. When you do line up and actually kill someone you knew you had that kill. It wasn't because of some random shots.
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[Thoughts and Ideas on the Direction of Planetside 2] |
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