Re: Does the shallow TTK shortchange the Depth this game could have?
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Psijaka, don't just add up the numbers for the attackers, you don't include choke point mitigation in relation to TTKs at all, which is the entire point of this discussion between me and Kerrec.
Flankers ALWAYS have the advantage. Long TTK or short TTK. Completely irrelevant to consider who has the advantage there if that's all you do.
Please do realise that with 9 attackers flanking 3 in PS2 at the same time from all kinds of directions (which is VERY possible), a short TTK as you put it greatly benefits the attackers further. Any one of them can instantly drop the enemy that has their backs turned to them, meaning they are unlikely to deal any damage at all if they almost instantly die. If they survive a little bit longer, the chances of them dealing damage increase.
So when we have a completely open defensive position, like in PS2, the attackers, all being flankers save MAYBE 3/9 (depending on what's covered) have a supreme advantage. Especially since they can throw 9 grenades that instantly kill too. AoE spam with short TTK is just really, REALLY OP in a game with this many players (doesn't matter how many face one another either), but that's a bit of another story, since they can hit multiple enemies at once, especially very powerful against denser concentrations of enemies.
But if you change the context, to a situation where you cover an entry point, focused fire does not help at all for short TTKs. Why not? Because each individual can pretty much do the same damage in pretty much the same time. If you have a slightly longer TTK, the effect of focus fire becomes greater: you can concentrate your fire and the fire of your enemies coming in is somewhat dispersed in contrast. Since they can't instantly drop any of you, and since they have to come through predicted choke points, they'll be at a greater disadvantage than if they could each be dropped fast individually, but could drop you equally fast individually.
Since you are with three, they'll focus fire on the first that comes into sight. So you can actually rotate who is first in sight, while the other recuperates or waits out of sight. IF that person had been dropped instantly, he'd not been able to rotate or retreat to a safer position and let someone else draw attention.
Someone who is near dead still deals full damage. Someone who is dead deals no damage.
So it is much better to have some highly damaged but alive units who can concentrate fire, than to have people fall over at random on both sides, because the amount of concentrated fire will decrease for the defenders more rapidly, while it will increase more rapidly for the attackers.
In the meantime, quick aiming skill is just one subset of the total skillpackage of players. To make the entire game revolve around that is just dumbing down the entire thing.
Tactical shooters have longer TTKs because they revolve around holding positions. Twitch shooters have short TTKs because they revolve around run and gun.
This is a tactical shooter with almost pure twitch TTKs. This wouldn't be as bad if the building layouts would at least be conquest type instead of run and gun deathmatch type.
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