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Old 2012-06-10, 01:43 AM   [Ignore Me] #46
The Kush
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Re: How do you feel about the current TTK?


Planetside or Halo if not even slower
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Old 2012-06-10, 02:06 AM   [Ignore Me] #47
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Re: How do you feel about the current TTK?


@Elf, forgive me if i'm just derping as its late - but your general mindset is around not diminishing the importance of aiming and the ability to have a chance to fight back even if an enemy spots you first no? (among some other things) I don't see anything in your posts i don't generally agree with.

A slightly lower TTK (slightly more durable soldier) would only serve to expand more skilled players that can consistently lead and aim in infantry combat while not diminishing other mindsets or play styles. Making aiming more important in short, and twitch reaction headshots less dominating.
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Old 2012-06-10, 02:07 AM   [Ignore Me] #48
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Re: How do you feel about the current TTK?


From what i've seen so far it needs tweaking, beta will tell us more
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Old 2012-06-10, 02:36 AM   [Ignore Me] #49
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Re: How do you feel about the current TTK?


Originally Posted by elfailo View Post
This is wrong on so many levels.

It doesn't change his fate? No, not when you're talking about bots that always hit the same amount of bullets. But we aren't averages. The whole point is to differentiate good from bad players, and one way to do so is by aim. When you die before you can fight back, that element is removed. What remains is making sure you see the other guy first, which tends to boil down to camping chokepoints and popular routes to objectives.
I get that really. I don't think close to instant death ttk would be fine but I have no problem a game where having skill is a mix of aiming and vision aka awereness. Obliviously, the latter must be harder to master since every game need an directional indicator to realise where the shots came from, 2d and now 3d spotting.

Originally Posted by elfailo View Post
Second, it wouldn't "permit" that at all. It is always permitted. Whether it is always wise, is something players have to decide for themselves by trying to predict the movement of enemy players. Permission of errors is not a gamedesign flaw - it's a necessity for competition. If it was impossible to commits errors, everyone would be equally strong.
Didn't you just said that all that mather was aim? Except of course if you admit above average have a close to the same aim, few would be as equally strong.

Awereness, ever heard of that? I hope so because most fps require some of it though it seems you disagree. Permitting mistake just mean you lower the skill floor not the opposite. Competition is about making the least mistake that would put you in disavantage and exploit evey possible advantage and not: "Hey guys, didn't saw that grenade but no worry, it barely touch my health". It is pretty much the same as running in the middle of no-where, being hit by someone in a better position, run all the way back while being shot and tell yourself :"alright, as soon as my health is back, I'll shoot that player back if is retard enough to stick in 1 place". Add 100+ player to this, mechanics to help you find your enemy ala 2d/3d spotting because seeing people is soo hard and battles are going to be sooo amusing...

Originally Posted by elfailo View Post
UT instagib had the best players at the top. So does Battlefield. So does call of Duty. Of course they're going to end up on top...they're the best players. Good players tend to be good in all games they play if they manage to get into the flow.
In other words, since we are all above average player, we will be able to adapt and be top of our team whatever we have low or high ttk. Thanks for proving my point.


Originally Posted by elfailo View Post
Hitting people with the shock rifle beam was ridiculously easy compared to some of the other weapons that game had; it was hitscan, there was no firing delay, and the ROF was quite ridiculous.

The reason instagib was popular was because it was low-entry. Everyone could be a star, nobody would feel as completely humiliated as they would have had they played a much better player in an actual duel, involving pick-up timing, weapon switching, map knowledge, and all the other elements that instagib didn't have. A bad player could still get kills in instagib. In a real game, they'd be completely slaughtered. Every twitch FPS with instagib has shown this.
mmm, maybe. Low entry? Quite logic really. Get kill a few time by pug luck? Surely but why would I care as long as I'm close to the top and so, win? To be fair, the idea for instant gib was just to prove that as long as your are better, you will be on the top and you did agree with this.
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Old 2012-06-10, 02:46 AM   [Ignore Me] #50
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Re: How do you feel about the current TTK?


It's a matter of perception. Bad play is bad play regardless of TTK. The difference is that a higher TTK lets you feel more like you're doing something if you're playing badly compared to a low TTK, where you just get shot and immediately die.

Regardless of TTK, if you get outflanked and shot in the back, you're going to be at an enormous disadvantage that's extremely difficult if not impossible to surmount. Positioning yourself well, knowing the terrain, and being aware of your surrounding area is what's going to define a good player in Planetside 2.
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Old 2012-06-10, 03:08 AM   [Ignore Me] #51
OutlawDr
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Re: How do you feel about the current TTK?


Seemed about right honestly. I wanted something a bit faster than PS, but its still noticeably slower than CoD/BF.
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Old 2012-06-10, 03:57 AM   [Ignore Me] #52
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Re: How do you feel about the current TTK?


Originally Posted by OutlawDr View Post
Seemed about right honestly. I wanted something a bit faster than PS, but its still noticeably slower than CoD/BF.
No, it's a lot faster than BF3. In BF3 I almost always have time to react, I rarely saw that at E3. Even heavy assault dropped like a rock to small arms fire.
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Old 2012-06-10, 04:08 AM   [Ignore Me] #53
qbert2
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Re: How do you feel about the current TTK?


For me it depends on the netcode. Higher quality netcode allows for a bit faster TTK. However, I would prefer that it lean towards having a higher TTK than BF3. BF3 TTK is a bit quick and its poor netcode doesn't do it many favors.
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Old 2012-06-10, 04:38 AM   [Ignore Me] #54
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Re: How do you feel about the current TTK?


Originally Posted by Stew View Post
to long TTK also lead to the numbers = wins and i think we must avoid this as most as possible
This is true.

Besides, it looks like the average times are slow enough that you will have a chance to react after being pinged a few times at a distance.

In close quarters, with your back turned, you really don't deserve a chance to recover. This should also keep the choke points from building up like they used to and the boring spam fights that ensued.

Last edited by goneglockin; 2012-06-10 at 04:41 AM.
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Old 2012-06-10, 04:47 AM   [Ignore Me] #55
deltase
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Re: How do you feel about the current TTK?


For me it seems it's too fast. Imagine if there were 300+ players on that base. You would have died in the second, when not behind cover.
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Old 2012-06-10, 04:59 AM   [Ignore Me] #56
Bags
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Re: How do you feel about the current TTK?


Originally Posted by deltase View Post
For me it seems it's too fast. Imagine if there were 300+ players on that base. You would have died in the second, when not behind cover.
People did die in under a second with light arms fire...
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Old 2012-06-10, 05:06 AM   [Ignore Me] #57
goneglockin
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Re: How do you feel about the current TTK?


Originally Posted by Bags View Post
People did die in under a second with light arms fire...
Probably the ones who were already damaged, sitting around at the e3 booth scratching their ass waiting for health to regen. *shrugs* Should've moved. I saw more than a handful of instances where people got pinged a bit and kept on going. If it's not a guaranteed insta-gib at greater than 20 feet, good enough for me.
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Old 2012-06-10, 05:07 AM   [Ignore Me] #58
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Re: How do you feel about the current TTK?


It's fine. Not so fast to the point that you can spend a buttload of minutes getting somewhere and then get killed by 3 or 5 boolets or tank everyone like you are under soft rain.
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Old 2012-06-10, 05:08 AM   [Ignore Me] #59
Bags
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Re: How do you feel about the current TTK?


Originally Posted by goneglockin View Post
Probably the ones who were already damaged, sitting around at the e3 booth scratching their ass waiting for health to regen. *shrugs* Should've moved. I saw more than a handful of instances where people got pinged a bit and kept on going. If it's not a guaranteed insta-gib at greater than 20 feet, good enough for me.
But this was with a smallscale fight, with people who can't aim due to being new, or because of the unfamiliar PC setup. Heavy assaults were dropping in under a second to light assault fire; in situations that NO ONE would have the reaction time to respond in.

Imagine when people get their hands on it and become more experienced and have a familiar setup, and with 3x the players. TTK will be insanely low.

Originally Posted by ThermalReaper View Post
It's fine. Not so fast to the point that you can spend a buttload of minutes getting somewhere and then get killed by 3 or 5 boolets or tank everyone like you are under soft rain.
Except people were dying in 3 - 5 bullets.
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Old 2012-06-10, 05:12 AM   [Ignore Me] #60
ThermalReaper
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Re: How do you feel about the current TTK?


Are you sure bags? Prime example of this was the Vanu engineer who deployed a turret in a TR base with two MAXs. Someone took 8 or more turret shots to die.
Guess I'll have to retwatch it. But yeah, as Green said, we will have to wait for the beta to be 100% sure.
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