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PSU: Giving is better than receiving, especially with grenades.
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2013-02-21, 05:13 PM | [Ignore Me] #1 | ||
Contributor Major
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I'd assume this is a rather hotly debated topic, but I think with the new SMG's the difference between classes is really being lost. With TTK being as low as it is I feel like I can kill just as efficiently with any class and because of that there's no real specialization in weapons. Maybe that's the intended effect of having all these high fire rate weapons, but I always thought the idea of classes was to differentiate in as many ways as possible.
My basic argument boils down to the game needs to have larger advantages and disadvantages between weapons. For starters it will increase the skill ceiling, because head-shots become more important. It will also lower the pray and spray attitude that it seems a lot of PS2 players have. Players will have to manage their ammo more and in doing so infantry fights will become more strategic. If you know your spray won't down the guy running across the hill 100m away you may instead re-position, it brings more strategy to the game. Giving players time to react to a situation is never a bad thing, as it only makes each side play more responsibly. Personally I feel that the only weapons that have the correct TTK are the shotguns and rocket launchers. The problem I have is how close to that TTK the other automatic weapons are how useless the semi-auto weapons are because of it. Don't get me wrong here, the classes still have their defined roles because of the other tools they have. But the weapons are really blurring the line between being a support style weapon and a full on assault style weapon. I really love the new SMG's and I don't see them as a bad thing for the game, the problem is I use them on my Light Assault, Infiltrator, and Engineer. The reason is personal preference more than anything, with the TTK difference as small as it is between the SMG's and the Carbines, why shouldn't I use the same gun with all three and therefore be more familiar with my weapon? Last edited by Assist; 2013-02-21 at 05:14 PM. |
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2013-02-21, 05:22 PM | [Ignore Me] #2 | ||
Low TTK
Pros:
http://forums.station.sony.com/ps2/i...vs-cons.96584/ Last edited by NewSith; 2013-02-21 at 05:27 PM. |
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2013-02-22, 12:06 PM | [Ignore Me] #3 | |||
Contributor Second Lieutenant
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Last edited by Mox; 2013-02-22 at 12:08 PM. |
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2013-02-22, 04:12 PM | [Ignore Me] #4 | |||
I take these from my visibly limited experience with all FPSes there on the market. I obviously only played Halo, CoD and BF3 and never played PS1. ----------------------------------------- EDIT: Hmmmm, this kind of response actually made me think a bit about the FPSes (and TPSes) I played in MP. So let's go: Medium-High TTK: Aliens vs. Predator (Though, arguable, since 3 sides all play differently) Battlefield 2 Battlefield 2142 Brink Call of Duty Call of Duty 2 Counter-Strike 1.6 Counter-Strike Source Command and Conquer: Renegade Enemy Territory: Quake Wars Half-Life Half-Life 2 Hellgate: London (PvP) Monday Night Combat Serious Sam: The Second Encounter Serious Sam 2 Snowblind S.T.A.L.K.E.R. Star Wars Jedi Knight 2: Jedi Outcast Star Wars Jedi Knight: Jedi Academy Star Wars Battlefront Star Wars Battlefront 2 Team Fortress 2 Tribes Ascend Unreal Tournament Unreal Tournament 2003 Unreal Tournament 2004 Warhammer 40000: Space Marine Low TTK: Battlefield 3 Call of Duty 4: Modern Warfare Counter-Strike: Global Offensive Crysis 2 Far Cry 3 F.E.A.R. F.E.A.R. 3 Frontlines: Fuel of War PlanetSide 2 Sniper: Ghost Warrior SWAT 4 Quake 3 Games without hitbox differentiation, thus TTK having less value: APB Reloaded Global Agenda PlanetSide I bet I forgot a few... Last edited by NewSith; 2013-02-23 at 10:26 AM. |
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2013-02-21, 05:27 PM | [Ignore Me] #6 | ||
Contributor Major
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Would be alright if they fix hit registration as well. I stood 5 feet behind a guy today and got the X for hitting him (with the TMG-50) at least 10 times, but when he turned around and killed me he was at half health. Other times people will drop dead in an instant, without being headshot. It don't make sense!
Heads hit boxes should much be smaller and, for the sake of balance, some weapons (like SMGs and other high rate of fire weapons) should not get a damage bonus for hitting the head. Flack/explosion damage radii should also be decreased a bit, simply because it's far too easy effect people who aren't even being aimed at by the shooter. Spray and pray will not stop unless ammo starts costing money, because sources of ammo are almost always just a few seconds away. I agree entirely that the weapons feel the same. I have both TR SMGs and I can't tell them apart, beyond that I wasted 700SC on one that has half the ammo capacity (though I did spend the 100 certs to kick it up to 40 before I bought the new one). The difference in their rate of fire is not noticeable. |
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2013-02-21, 05:31 PM | [Ignore Me] #7 | ||
First Lieutenant
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I agree with you 100%. I feel TTK should be far slower than it is right now. I feel the game should be about tactically overwhelming the enemy, not rapidly slaying one target and moving to the next one. I agree that the ability for a close range only SMG to outclass other weapons definitely could be an issue, but keep in mind that it is a close range weapon, and catching that player even at medium range (flushing them out with a grenade can facilitate this) puts them at a disadvantage. It feels about the same as when shotguns were introduced, powerful close-range weapons that folks still aren't used to fighting yet.
In terms of rebalancing the game as a whole, I'd double vehicle armor and cut vehicle damage output it in half. For infantry, I'd add a higher degree of customization, letting the player select a shield AND armor AND utility, so they have better survival and get to rely more on gear that accommodates their play style. Infantry weapon damage vs infantry could also be reduced to 75% of what it is now. Additional limits could be put on snipers to preserve their 1HK properties without making them so powerful that the game will just become a sniping headshotfest.
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2013-02-21, 05:39 PM | [Ignore Me] #8 | ||
Lieutenant Colonel
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NO
Increasing TTK rewards people who jump around and rely on twitch and punishes people who use tactics and craftiness. If you dont like infiltrators with stealth - then complain about the cloak. Low TTK helps players of all classes who use their brain before the shooting starts.
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Wherever you went - Here you are. Last edited by Ghoest9; 2013-02-21 at 05:45 PM. |
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2013-02-21, 06:30 PM | [Ignore Me] #11 | |||
Contributor Major
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I don't see the argument FOR a low TTK, if someone could lay that out for me. |
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2013-02-21, 06:55 PM | [Ignore Me] #12 | |||
Contributor Lieutenant Colonel
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As to the topic of TTK, I think it could stand to be increased slightly but I doubt we'll ever see it happen. Last edited by bpostal; 2013-02-21 at 06:56 PM. Reason: sp |
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2013-02-21, 06:04 PM | [Ignore Me] #13 | ||
First Sergeant
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You might want to don your flame retardant suit for this one.
OT- Yes, a slight TTK increase would not hurt this game at all. PS: @Ghoest9, bunnyhopping and "twitch" has zero to do with TTK (theoretical weapon TTK). Your opinion is based on ignorance and repeating annoying memes. |
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2013-02-21, 06:10 PM | [Ignore Me] #14 | |||
Lieutenant Colonel
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Wrong. 1 Long time to kill gives people a chances to turn around and start circle strafing after you start shooting them in the back. This is true. We all know its true. 2 I never said "bunny hopping". I can tell you for a fact that using my jump jets often saves my life when people are shooting at me. Because it causes many people to miss. And further I can say that i often miss people who are using jump jets. A longer TTK is just another oppertunity to use JJs. Try harder lil guy.
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