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2012-07-12, 06:19 PM | [Ignore Me] #19 | |||||
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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2012-07-12, 09:02 PM | [Ignore Me] #20 | |||
Staff Sergeant
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It doesnt matter though, because I reject your position that the number of options available to a player is what determines ability for teamwork and skill. Why? Because if you consider the extremes of both low and high TTK in your example then you will see that all teamwork in a very high TTK game boils down to focus fire.
I maintain that there is no magical cut off point at which the game loses all ability to sustain teamwork. I think that there is a gradient (non-linear) from one extreme to the other, and that there is a happy medium between the two. Last edited by TAA; 2012-07-12 at 09:15 PM. |
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2012-07-12, 09:31 PM | [Ignore Me] #21 | ||
Corporal
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When it comes to TTK and teamwork, I believe that there's much less correlation between TTK and teamwork, and more about the mechanics at large in the game encouraging (or forcing) teamwork, and rewarding it. For example, regardless of TTK, a heavy assault with a medic healing him is more likely to survive an encounter against several enemies, If he works with and protects the medic, he's far more likely to kill several enemies in the room, or clear it out. If he protects the medic, he'll be rewarded with more survivability. If he fails to protect the medic, he'll very likely fail in his assault as he can no longer sustain himself in a fire fight.
It's all about the game mechanics at large encouraging and rewarding team work. Low TTK games can have staggering amounts of team work if their mechanics force, encourage, and/or reward teamplay, vice versa rings true as well. A game with high TTK may have little teamwork if the game simply doesn't encourage it. |
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2012-07-12, 09:47 PM | [Ignore Me] #22 | ||
Sergeant Major
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Two players in a room aiming at the same target is not teamwork. It's just two people on the same team in close proximity. In the "two players guarding a door" example, they don't even have to know that their team mate exists to be effective, they just shoot at what comes in the door.
Lets say their room has a front door and a back door. With long TTK, both players could (obliviously) aim at the front door without coordinating. One enemy comes in the back door and opens fire on person A. They both turn around and return fire, person A dies but person B finishes the enemy and rezes A. In this situation long TTK doesn't reward teamwork, only superior numbers. With a short TTK, that lack of coordination would be punished with both of them dying to the single enemy in the backdoor. Now if they coordinated fields of fire, with A covering front door and B covering back door, the enemy might kill B on his way in, but A should be able to swing around and finish the enemy off if he's paying attention. Hence, short TTK rewards teamwork... instead of rewarding superior numbers as long TTK does. |
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2012-07-12, 10:22 PM | [Ignore Me] #23 | ||||||||
Colonel
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Watch the E3 videos and see how many bullets they take in situations. Play the game out with your envisioned TTK. Do you think the players would enjoy dying earlier in those situations? Take this case at 19m 30s: http://www.youtube.com/watch?v=017I9ghLsYA#t=19m30s Did the TTK change the outcome? Or did Higby have more time to think? Notice how he threw a grenade at the wrong place. A skilled player might do something differently. However, with a low TTK he'd be dead at 19m 32s and nothing else would happen. Totally changes the gameplay. Especially if you know he bought that grenade with resources and would have waste them at that point never having a chance to use it.
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[Thoughts and Ideas on the Direction of Planetside 2] Last edited by Sirisian; 2012-07-12 at 10:36 PM. |
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2012-07-12, 10:41 PM | [Ignore Me] #24 | ||||
Staff Sergeant
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A lower TTK would indeed totally change the gameplay. It would have forced him to you know, look around and stuff, or maybe perhaps that alien concept of clearing the surroundings with his buddies before assuming it was safe. Again, having an exceptionally low TTK is not my envisioned way to play. I have done nothing but argued for balance. The only bias towards a particular style here is coming from you. From what I have seen the game seems fine, but I dont know how the game will play because I havent played it myself. Last edited by TAA; 2012-07-12 at 10:44 PM. |
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2012-07-12, 10:51 PM | [Ignore Me] #25 | |||
Colonel
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Yeah I'm mostly fine with the TTK at the moment, but it could be higher from what I've seen without even playing it. Thought maybe you were arguing to have it lower. I'd like to test it with a higher TTK during beta honestly. (The balance here though is subjective. I think it will be balanced at a higher TTK). Might just be a PS1 mentality having seen the difference it makes for teamwork compared to every other FPS out there.
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[Thoughts and Ideas on the Direction of Planetside 2] Last edited by Sirisian; 2012-07-12 at 11:04 PM. |
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2012-08-01, 05:59 PM | [Ignore Me] #26 | ||
Staff Sergeant
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Personally I prefer high TTK games. For the most part that's because low TTK has taken the FPS spotlight for the past couple years, with Halo and perhaps Battlefield being the two major exceptions. Ever since the advent of CS, your lowest common denomonator-type players tend to have an attitude of low TTK=skill so of course the genre has drifted in that direction. So while I like high TTK, compared to most old-school arena shooters it's more mid-TTK. So far this game looks high TTK enough for me to enjoy tactically, and it doesn't seem like camping has too much of an advantage over rushers such as myself.
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2012-08-02, 10:22 PM | [Ignore Me] #27 | ||
First Lieutenant
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A .5 to .8 second TTK is fine by me. Mind you, that's successful connected shots. Factor in inaccuracy or burst fire - the former wasting bullets and the latter consuming time to NOT waste bullets - and TTK coincidentally rises, without the developers actually making the weapon any weaker on a per-shot basis.
For the record, the MA of PS1 required over a second of sustained fire to kill a rexo, and that's with every shot connecting within 75m (50m for the Pulsar) and no other factors, like extra health, medkits, personal shield, or second wind. TTK's became pretty outrageous as they easily rose into the 2 second plus range with all of those survival tools I mentioned, some of which a newb just doesn't have access to for a while. |
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2012-08-03, 07:05 AM | [Ignore Me] #28 | ||
Private
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After Playing games like Project Reality mod for BF2 and ARMA series I am a big fan of low TTK games.
Low TTK games tend to make players use tactics and squadwork to achieve goals,while lone wolfing tends to get you killed very quickly. I understand a lot of people prefer higher TTK however most games with a higher TTK tend to be shoebox shooters with confined deathmatch style maps and rapid player movement which usually turns into pointblank firefights where luck is generally more important then actual player skill. Dont get me wrong I enjoy playing those sorts of games aswell Blacklight Retribution has me hooked atm, but for an Epic sandbox game such as PS2 I think a lower TTK would be better. |
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2012-08-03, 07:45 AM | [Ignore Me] #29 | ||
Sergeant
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In some ways a bald "TTK" is a distraction. It's going to vary so very much on any given 1v1 matchup and that variation is going to balloon when you're talking about xvn matchups: will 2 HA have to geek the Medic before they can hope focus down the Medic's HA mate?
Things that affect TTK that need considering are things like "random" damage from opportunist snapshots. Should getting from spawnpoint to coal face require that you wait for a couple of squadmates to spawn so you can fire and maneuver your way back to the rest of the squad, or should you be able to stand a bit of a shredding crossing a corridor junction and get some healin' lurve the other side? There are going to be headshots, so crossing a whole courtyard under a sniper's sights is going to have its risks, as it should. With the amount of lead flying round, I think most classes should be able to stand a reasonable bit of arbitrary damage and get patched up, which will mean a TTK that's on the higher end. |
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2012-08-03, 08:19 AM | [Ignore Me] #30 | |||
Sergeant
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The difference here (IMO) is that it is closer to the arena/shoebox than you might imagine. The map may be big, but you still have potentially 1300 players shooting at you at any one time as opposed to 32 - I know the math doesn't stack up quite like that but you could start at a TTK 40x longer than P.R to have the same impact.... You can look round 32 corners to kill a team and take a base in PR etc....1300 corners where 2 bullets might kill you would soon piss you off.... IMO
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....if all other sources of whining dry up. Blame it on F2P. |
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