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2013-01-18, 08:29 AM | [Ignore Me] #61 | |||
First Lieutenant
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It is something that's tied both into TTK and base design, but since this topic was only about TTK (and, hell knows, base design is something that's important, but that's been done to death about fifty times over with the same consensus), I mostly focused on that. |
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2013-01-18, 09:08 AM | [Ignore Me] #62 | |||
First Sergeant
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TTK is not the theoretical time to deliver lethal damage (which is ~600ms for carabines in PS2) TTK is the average time to kill an opponent, its influenced by: - movement model (stamina, sprint, freedom of movement, reaction of movement) - Perspective and perception (minimap, radar, detection, spotting) - Map design (cover, avenues of attack, freedom of movement, vertical traversal) - Player Health - Player damage output over time Take note that all games with long TTK feature (almost) instagib weaponry (Q3 Railgun, etc.), the damage-output of the weapons and health of the player are but one part of the equation. If you analyze games with longer TTK, you will notice a few things: -If the game features many avenues to maneuver in all directions, you see increased HP (shields) on players to compensate for these advantages (Section 8 Prejudice, Hawken; just about any game with jetpacks really) -If the game features less cover and perception, you see faster movement to compensate with evasion (Q3A, UT, map-based "twitch" shooters) etc. When people talk about TTK, they aren't necessarily talking about weapon stats or HP, they are talking about the whole package. The PS2 combat is "off" because its a hodgepodge of design philosophies that dont mesh (low HP/high DPS -and- Q3A jump-pads/elevators, jetpacks, no cover, no perception tools?) The developers took the short TTK MMS philosophy and then slapped long TTK design elements on it that just don't work in this combination. Its about balance of these elements and giving control to the player where he needs it. Last edited by Mietz; 2013-01-18 at 09:24 AM. |
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2013-01-18, 09:22 AM | [Ignore Me] #64 | |||
First Sergeant
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The language isn't mature enough to have precision in its terms. Ask 10 people what they consider to be an FPS and you will get 10 different answers with 10 different examples that are nothing alike (CoD, STALKER, DEUS EX, Q3A, etc) |
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2013-01-18, 11:05 AM | [Ignore Me] #65 | |||||||
Lieutenant General
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It's not a matter of not wanting to check, not even of not trying to check, it's a matter of not being able to check. In most cases this is down to base design as well as the TTK and grenades. Base design, because it continuously forces defenders to run into deathtraps. Not just because they have to pass the crossfire to the CC. Because of course, as defender, you're on a very tight deadline to get to another position (CC) through a crossfire and you won't have time to check every corner (something you can do as attacker with no deadline, mind you). If positioning is everything, then you don't even need to bother to respawn as defender, because they will have camping positions that lign up perfect shots for them along your entire route and they're in 360 deg positions. Situational awareness here is just knowing you're screwed but trying anyway.
First person and third person have a big impact on timing and movements made or not made (especially for corner camping) and therefore has a large impact on survivability and which weapon's TTK will win. The amount of situational awareness prior to an engagement you create in the case of third person is simply much greater and your decisions are therefore not pure reflex and instinct, but informed. Whether that's a negative thing (wallhumping jackhammers) or a positive thing (stealthiness and increased chances of a succesful infiltrator run, being able to fight vehicles better), is very subjective.
Compare to PS1, where you had 2-3, maybe four, directions to pay attention to and wouldn't have to consider your side constantly. Even in first person only, PS1 would be a lot easier. The game forces your situational awareness to be far more limited yet - as you put it - requires much more from it. That's simply not possible for a casual gamer and it's not possible for a small team to ward off a bigger group of enemies because they just have too much terrain to cover at the same time. Every position you try to hold is in fact a deadly crossfire.
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2013-01-18, 11:31 AM | [Ignore Me] #66 | ||
It's like none of you ever use your radar when you're playing infantry.
Not only can you see if someone is behind you, but you can see through walls as well!
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All opinions are not equal. Some are a very great deal more robust, sophisticated and well supported in logic and argument than others. Last edited by Rbstr; 2013-01-18 at 11:32 AM. |
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2013-01-18, 11:31 AM | [Ignore Me] #67 | |||
Private
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You choose yourself whatkind of risks you take, I\m a rusher HA and I still get 6 to 12 kd per hour, with 100 to 130 kills as infantry because I keep optimising my positioning, wish my aim would get bit better too but I try to compensate it by positioning and tactical withdraws to kill 1 by 1 my 5 chasers in buildings 1 to 2 per corner etc.. All good and fun, low TTK is good, means I die too if someone gets a real jump on me when I\m not moving. The movie what makes me love low TKK, http://www.imdb.com/title/tt0238380/ Last edited by TheRageTrain; 2013-01-18 at 11:35 AM. |
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2013-01-18, 11:48 AM | [Ignore Me] #68 | ||
Private
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Regarding avenues of attack and TTK, if you're playing the game "correctly" in a squad / platoon that is working as a team, then presumably most avenues of attack are covered by teammates. At worst, you only need to listen out for gunfire / death screams coming from directions you don't expect. So you shouldn't actually be taken by surprise very often.
On the other hand, if you're attempting to flank enemies, you risk being flanked yourself in return. You get to take advantage of low TTK on unsuspecting enemies in return for risking somebody else doing the same to you. Seems OK to me. Consequently I don't see any problem caused by the TTKs being lower than in original Planetside. Last edited by sneeek; 2013-01-18 at 11:50 AM. |
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2013-01-18, 11:58 AM | [Ignore Me] #70 | |||
I've no intention of making a video but I'll outline a scenario. For example, if you see dead allies around, and some enemy "cloakers" have been spotted on a nearby hill, is it really safe to cross that bit of open ground? With the present (average, not low) TTK, no, it might not be, so you have to make your mind up; take your chances and go for it, zig zag running, or find another route and flank them. Or call in an airstrike on their hilltop if you are in a well organised squad. With a High TTK, there would be less chance of being killed, so you would probably just go for it without giving it much thought. And taking your example of running around the corner - if you are situationally aware and know or suspect that enemies are about - don't run! Walk around instead, gun drawn ready to fire. And if you are a HA, activate your shield; or if infil, your cloak. If you are really sure that someone is there, then prefire as you are turning the corner! Or chuck a grenade. On the subject of luck - I don't know why people are so frightened of the concept of a bit of luck in a game; it's a MMO FPS and it's war out there; shit happens. The skilled players will rise to the top anyway. In fact, I do welcome a bit of luck, even bad luck. Gives some great WTF moments and stops the game becoming stale; makes it more alive. One of my most memorable escapades in Firefall was one time when I was surprised by a Whiptail Thresher in the Open World; first thing I knew - "WHACK" and I was flying through the air. Completely unexpected; gave me such a shock that I swore and then literally laughed out loud. If I wanted to play a game where no luck was involved, I would be playing chess, not an FPS. |
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2013-01-18, 12:06 PM | [Ignore Me] #71 | |||
Master Sergeant
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2013-01-18, 01:15 PM | [Ignore Me] #72 | ||
Banned
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Been kinda watching this develope....http://lodmmo.com.
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2013-01-18, 01:27 PM | [Ignore Me] #73 | ||
Late to this thread but heres what I think:
The TTK is *slightly* too low. Every squishy class should have a 15% health buff across the board. Keep headshots on a 2x multiplier This brings me to Max units. Maxes dont feel like they're in a good place at the moment. Correct me if I'm wrong but they seem like they have no different category of armor to squishy units. They just have more health and thats it. (And no regen shield) PS1 had gold (AP) and white (AI) ammo to take down your foes and white ammo did FA to a Max if I remember - so Decis or gold ammo was essential. Now fast forward to PS2 and focus fire from standard squishy guns will drop a Max in no time. Which I'm not a fan of. The NC AI weapons versus enemy Max units are disgusting. I like the tactics needed to take out Maxs - you have to change guns to do the job required. But thats me. TLDR; buff health on all infantry 15% and Max units by 20%
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Last edited by Ruffdog; 2013-01-18 at 01:33 PM. |
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2013-01-18, 01:36 PM | [Ignore Me] #74 | |||
Lieutenant General
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Why are you assuming there's enough people to cover every door? THAT is dumb. Yes it's a team game, no, they're not always going to be in the same room or have the appropriate angle. And yes, I do look at it from both small, big team and solo perspective. If you only look at this from a big team perspective, you ensure the game will have a horrible retention rate. Players come in as solo players, if you discourage them from staying after their "trial" period, they're never going to get in that small or bigger team situation. If you only design for one situation or scenario, you're just a bad designer. We're talking a bit more linearity and a slight bit more longer ttk here. Nothing ridiculously undoable for balancing. Last edited by Figment; 2013-01-18 at 01:37 PM. |
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2013-01-18, 01:37 PM | [Ignore Me] #75 | |||
First Sergeant
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AP/AI ammo was in beta but was removed for SP and HVA ammo, which both do exactly nothing. |
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