Forums | Chat | News | Contact Us | Register | PSU Social |
PSU: Please! Not the exo suit! Not teh exosuit!
Forums | Chat | News | Contact Us | Register | PSU Social |
Home | Forum | Chat | Wiki | Social | AGN | PS2 Stats |
|
|
View Poll Results: Faster, Slower, Or Just Right TTK for PS2? | |||
Faster TTK. | 15 | 14.71% | |
It's just right the way it is. | 43 | 42.16% | |
Slower TTK. | 44 | 43.14% | |
Voters: 102. You may not vote on this poll |
Thread Tools | Search this Thread | Display Modes |
2012-03-07, 06:15 PM | [Ignore Me] #91 | ||
Second Lieutenant
|
As I always say, if you get killed you should really feel like you've fucked up. TTK should be a little faster than the snail pace presented in Planetside 1, but not by much. If you're pulling out the realism excuse, keep in mind we're all wearing futuristic armor made out of energy shields and rare earth metals.
The TTK in the demo was acceptable, but not preferable. I would really hope to see a longer TTK as the beta goes on; keep in mind the reason Planetside stood out is because it stood out. Just like Planetside, the pace of the game should be slow. Gives you time to think. Planetside and consequently Planetside 2 are about more than just massive battles; they're about strategy on both the large and smaller scale. I love short spawn times, but these sorts of things could be a gamebreaker. tl;dr: Dying should matter.
__________________
>( 666th Devil Dogs )< Alpha Tester: Tribes: Ascend Modder: Mount & Blade: Warband Player: Garry'sMod, Arma 2, Air Buccaneers Lover: Planetside NC Brig. General ಠ_ರೃ |
||
|
2012-03-07, 06:16 PM | [Ignore Me] #92 | |||
Captain
|
The idea that a vet can outdo a noob because they just have played so much that it has become muscle memory is ludicrous. How would you feel that someone was able to kill you, despite you getting the first shot on, because they have just scrapped their social life to play the game. Stupidly high TTK is bad. |
|||
|
2012-03-07, 06:16 PM | [Ignore Me] #93 | |||
Colonel
|
I guess that's where our opinions are divided. I want my ability to play a role in deciding whether I do well or not. I don't want to own people simply because I saw them first. |
|||
|
2012-03-07, 06:18 PM | [Ignore Me] #95 | ||
Noob and vet are generic terms for a "less skilled" vs. a "more skilled" player. Being a "vet" actually means having been around and that certainly does not garuntee more skill, but these are terms we all understand.
__________________
|
|||
|
2012-03-07, 06:22 PM | [Ignore Me] #97 | ||
You think that real aricraft from any era of history put massive amounts of lead into each other as they dogfought? They manuevered unitl one got a killshot then it was usually over. You snuck up high on the flank and opened up, you watched a ball of fire go down.
__________________
|
|||
|
2012-03-07, 06:22 PM | [Ignore Me] #98 | |||
Staff Sergeant
|
If I can get the first shot on someone and still lose legitimately, that shows me that the game has depth beyond point and click. That's challenging. That's fun. I don't want to immediately be the master of everything I touch because that means everyone else probably is too, then there's nothing to set you apart from the generic masses. Last edited by Espion; 2012-03-07 at 06:24 PM. |
|||
|
2012-03-07, 06:23 PM | [Ignore Me] #99 | |||
Captain
|
It would certainly not work for planetside but I hope this clears things up. I think that the TTK seen in the demo was spot on for Planetside 2. |
|||
|
2012-03-07, 06:33 PM | [Ignore Me] #102 | |||
Lieutenant General
|
The only kills the worst of the two got was when he had time to actually aim in my direction or kill the second worst. He camps continuously and is easily discovered and killed before he realises he has been spotted. The other only got 12 levels because he discovered the grenade launcher attachment. It took ages for me to teach them how to quickstab (they gotten more proficient at that thanks to me, not my brother who gives them no chance to practice). I ran matches where I would be a free kill all match for them to practice targeting. But their situational awareness would be so horrid, that I would come lie prone next to them and they wouldn't notice for a minute or two. And by the time they noticed, I would already be LONG gone before they aimed at where I was... Quick TTK does not help them, it just gives them less time to learn. Consider that these people were MUCH more proficient when we played GoldenEye 64 and gave them significant health bonuses. And we'd still win. Hence I would personally like the TTK seen in vid to increase by a half if not to PS standards, while the shield recharge is quite a bit slower. Last edited by Figment; 2012-03-07 at 06:34 PM. |
|||
|
2012-03-07, 06:35 PM | [Ignore Me] #103 | ||
Corporal
|
IMO, proper Infantry damage effects would also go a long way to help balance TTK. Not many FPS games do this (L4D/L4D2/Rainbow Six series/Ghost Recon series). I would be in support of slower TTK if character models reacted and behaved as if they were getting shot and had suffered damage. Things like getting knocked down or slowed from ballistic/energy impacts and damage effects like slower movement rates, limited or inability to jump, narrowed/monochrome vision, or even the ability to wield/fire two-handed weapons accurately. To me these effects would justify a slower TTK; you can soak up more damage over time but it should have a noticeable effect on your performance.
|
||
|
2012-03-07, 06:41 PM | [Ignore Me] #105 | ||
Lieutenant General
|
From what I read and heard, they do have different multiplyers for hitting someone in a different part of the body aside from the head, but no actual disabling (or things like in Perfect Dark where you could punch someone and grab their gun - which would be extremely funny if someone would allow that to happen to them).
|
||
|
|
Bookmarks |
|
|