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2013-01-18, 06:22 PM | [Ignore Me] #91 | ||
Lieutenant General
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We were talking about situational awareness and utilising it. Merely pointing out that visualy covering isn't sufficient if even possible (I think I actually stated that as a conclusion in a sentence). At least we can agree on that then.
If you want to know why instantly dropping the other guy is in favour of larger groups, play World of Tanks for a week. Hell, a day should suffice. The team with 1 guy more who can quickly kill will win 9 out of 10 matches even if the fight itself is evenly matched and often even when you can one shot each on the other team because they're highly damage. Why? Because their damage output is greater and their numbers ensure they can outflank you if they're smart and dare to sacrifice one of them. You can't dodge them all if they all engage shortly after one another. You need to be able to take one out, absorb damage and find cover to reload or heal. That requires exposure time. That requires survival chance. You don't get that with a low TTK. At low TTKs, skill becomes completely and utterly irrelevant, because everyone is capable of landing 1 to 4 shots from an outflanked position and in a situation where you're outnumbered, the outnumbering players will all get some shots on target, even if they don't come one at a time. Skill in an engagement that you already lost is not relevant any longer. Skill becomes more important when you have to be consistent over time. Fluke chance shots become less dominant in engagements and are mitigated through consistently good aiming skill. On top of that, dodging and maneuvring skill becomes important when an engagement takes longer: the impact increases. If any fluke shot can end the engagement, you do not have to consistently engage a moving or target in cover for a very long period of time, so it's less hard to win. In terms of reaction time, situational awareness (which also includes knowing where the nearest cover is), can provide more impact if an engagement lasts longer I'm not entirely sure what "skill" you're refering to, but it's not consistent aiming and it's not movement. So I presume it's twitch reflex skill you're talking about. That's nice, but that too is more dominant in a longer engagement outside of the ability to instantly do headshots. But even that requires some reaction time and if you can only react after the first shot has been fired (which often is the case) then I pose you that a Bolt Driver in PS1 (two shot sniper kill) takes more skill than a bolt-action instakill weapon in PS2, because in PS1, your second shot was at a warned opponent actively seeking cover or even retaliation. Skill is more dominant in the latter case and as the OP suggested, you get far more chance to practice, learn and get better with a longer TTK because your window of opportunity to discover, react and analyse grows larger - something a skilled player who makes those decisions faster can do more with. But at least both can do something within that period. |
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2013-01-18, 06:29 PM | [Ignore Me] #92 | ||
What do the 2 guys who can VISUALLY cover a room get out of it if they die instantly when 6 people enter from 4 different directions? I never got the point of that...
Last edited by Sturmhardt; 2013-01-18 at 06:33 PM. |
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2013-01-18, 06:59 PM | [Ignore Me] #93 | |||
Second Lieutenant
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Complexity and depth and single player tactical awareness vs TTK while keeping "the fun factor" available and blah-de-blah are all blown out of the water by zerging. This game has complexity and depth and wonderfulness for the individual player, but it's just easier and more effective to roll with a platoon and not have to worry about it. You get more certs/hour doing that than caring about TTK and tactics. Last edited by StumpyTheOzzie; 2013-01-18 at 07:00 PM. |
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2013-01-18, 07:31 PM | [Ignore Me] #95 | ||||||||||||||||||||||||
Lieutenant General
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Considering the random run-and-gun routes in PS2 that leads to very random encounters en route to other positions, I find this a questionable claim. Do people actively seek out cross-fire setups? Of course. But at the same time, people are forced into them. Punishing people that are forced into a crossfire further by reducing their chances of making it through open terrain (while not being able to fire from cover) is simply not fair or fun. TTK determines the effectiveness of techniques, the chances of finding cover when confronted with a threat and the competitiveness of a player who was dropped on. If you think players who get dropped on should just die, why not make every weapon a one shot tool? That wouldn't be fun and you know it. The fun of a shooter is not in ganking a string of people, it's in beating people competitively and knowing you could have lost, but rigged the chances in your favour and therefore came out on top. But you actually fought for it. THAT gets the adrenaline pumping and makes your opponent feel you beat him fair and square. Getting ganked is not considered a fun experience, especially when there's little you could do about it (it not being entirely your fault, as you seem to suggest).
Defensibility is directly linked to TTK and weapon qualities like accuracy, blast radius and lethality. It determines how much terrain can be covered by an advancing enemy or if a sprint between your current, a retreat or relocation like heading for a better piece of cover is possible because that determines the exposure time. Exposure time and TTK are obviously directly linked: if TTK is longer than exposure time, the opponent needs more exposure time to get a kill. The defensibility of the Engineer Turret for instance (to name a very simple defense structure) is laughable, cause you can just one shot him through the head with ease or one shot with splash damage, where the exposure time is continuous.
Logical wrt real life? No. But this isn't a sim, it's a game. AV is not an AI weapon normally. More fun, fairer, higher skill requiring and less frustrating? Definitely.
So again, TTK matters.
And... third person allowed you to check for traps before turning a corner. There was a higher degree of situational awareness regarding high power explosives which you don't have in PS2.
TTK matters.
Rate of fire of a lot of the higher rate of fire sniper rifles should be toned down to what, 0.5 seconds between each shot? They should be long range weapons, not spammed up close. There's a big rof difference between the Bolt Action one shot and the high speed rifles, that doesn't have to be such a big rof distance.
Seriously, you don't see any relation here? Especially not in relation to having more options to enter through so more people can get in at the same time? You've not once in PS2 agreed on Teamspeak to enter the same room holding three enemies from 4 or more directions at once? Seriously? You have any idea how we can use our numerical advantage in combination with chokepoints and short TTK to create utter chaos and kill them all before they can process what's going on and prioritise a target? These room clearings are over in half a second... :/ The whole fight is over in that time, because by the time they come back due to travel time, the point is captured (outposts in particular are easy to cap that way). It's utterly boring.
Or would you say otherwise? You clearly can't use PS2 as a reference. BF games don't qualify. WWII Online doesn't either. What else? PacMan? :/ I played Pong and Prince of Persia when they came out too...
The links are there, you just have to see them.
Indeed. They could not, they had high rate of fire weapons and were extremely lethal, but didn't have superior TTKs, just more endurance.
All of those relate to what I stated above. Advantages are one thing, default wins another. Last edited by Figment; 2013-01-19 at 05:24 AM. |
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2013-01-18, 07:46 PM | [Ignore Me] #96 | ||||||||
Corporal
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Yeah, this thread is all over the place, so I'll just throw in my .02. Possibly a grenade too.
Yes, a FOO strategy will work in this situation because my idea of a FOOS while getting shot at is: Shoot back or run for cover. Half those things you mentioned that need to be compressed into the .8 seconds you're getting shot at don't belong there, IMO. I can't imagine anyone thinking, even on an habitual level from repetition, about things like, "spawn control and flow" and "all the RTS macro level elements" while being actively shot at.
Since you're the OP of this thread, let me ask you: Do you feel that the fast TTK shortchanges the depth this game could have? I don't think TTK is a serious problem, and I'm fine with the way it is. Sure it's not perfect, but there are bigger problems that hurt game depth, IMO. |
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2013-01-18, 07:49 PM | [Ignore Me] #97 | |||
First Sergeant
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As he explained, he wanted longer TTK (15-20% longer to kill) not HP. HP is HP, if I said HP, I meant the 500HP everyone has. Having 15% HP more isn't going to save you from anything since damage comes roughly in 140-200 intervals. |
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2013-01-18, 09:18 PM | [Ignore Me] #98 | |||
Private
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It's more accurate to say that it will save you from an extra bullet sometimes, depending on a bunch of other variables (target distance, explosions, falls, sniper bullets, vehicle bullets, bio lab health regen when at partial health, nanoweave armor certs, type of gun used). A small increase in either health or shields raises the probability that you can take an extra bullet in an actual battle, not a laboratory test. I don't want an increase in TTK at all, but it did happen, I maintain that it would be best done by slowing down the rate of fire of all infantry guns, because this raises TTKs without much impact on anything else. Last edited by sneeek; 2013-01-18 at 09:21 PM. |
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2013-01-18, 09:22 PM | [Ignore Me] #99 | ||
Major General
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Yes, I do believe it does. The infantry weapons in particular suffer from the low TTK issue in that there isn't enough variance for variety.
I also like the points Mietz, VGCS, and Figment have made... |
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2013-01-18, 10:03 PM | [Ignore Me] #100 | |||
First Sergeant
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15-20% more Health on a player will save him under certain specific circumstances which may, or may not, happen and are not part of large scale balancing, as well as mechanics design, and can not be controlled for by neither designers, players or theorycrafting. These circumstances may or may not happen just as a player might, or might not, miss at any given time with one of his bullets, ergo, these changes do nothing. Introducing 15-20% more health, the increase in TTK would be so insignificant as to be not measurable and random statistical noise. A similar valid way to increase TTK would be to say a prayer to your favorite god or pet your cat. |
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2013-01-18, 10:31 PM | [Ignore Me] #101 | ||
First Sergeant
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Honestly I have to ask if I'm the only one who finds infantry fights, even 1v1 kind of boring atm. It just feels empty.
There is no feeling of "getting the drop" on the enemy, out thinking them, or outplaying them really. Its just group spray at range should it be a group fight and "hurr durr aim for head" close fighting wise. Sure there are tactics like flanking but when you do it doesn't give that badass feeling if you're the one doing it nor the "OMG we got flanked/outplayed" when its done. It just feels too catered to twitch and stupid people.
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Support Human's Intelligence over Monkey's Movement. say NO to twitch and YES to the Art of War. |
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2013-01-19, 05:30 AM | [Ignore Me] #102 | ||
Lieutenant General
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@Forsaken One: The other thing about one vs one (but also the low amount of personal engagements before a fight is over due to the frequent distance to the CC and players dieing so soon after you opened fire - or you dieing so soon after they opened fire), is that I don't get the personal struggle that let's me get to know them.
I literally learned no new names aside from new outfit members and a few people active on command. On PS1, I learned new names daily, both allies and enemies, because you had time to get to know each other. Plus since you were forced into one another by the lattice and possibly because there were a few less people per continent, you'd encounter each other over and over. It makes it less personal. That makes it less... interesting. Enemies currently feel like scripted AI mobs to me and the game treats them as such. |
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2013-01-19, 07:22 AM | [Ignore Me] #103 | |||
Private
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In general, an amount of health corresponding to a certain fraction of a bullet (2/3) will, on average, result in being able to survive about the same fraction of a bullet (2/3), assuming that over a number of encounters, you are attacked with a variety of guns and take a variety of types of damage. Of course, you can have runs where you are consistently attacked in the same way, so you consistently survive an extra bullet or not, but you can't escape averages. Therefore, you will take an extra bullet about 2/3 of the time, on average. If this were not true, there would be no point in certing (for example) the first rank of nanoweave armour, since it represents a fraction of a bullet. But actually, given how cheap it is, it's pretty much a no-brainer if you just want an increase in general survivability. |
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2013-01-19, 07:43 AM | [Ignore Me] #104 | ||
Major
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I want it to be like Quake 3 where you can die really fast to good players but you can solo like 20 bad players. Right now in PS2 it doesn't take any skill to kill someone, really just who sees whom first.
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2013-01-19, 08:08 AM | [Ignore Me] #105 | |||||
First Sergeant
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You will not take an extra bullet 2/3rds of the time on average because the granularity of damage is not there. The damage is delivered in whole bullets not fractions of them. 500hp 20% = 100 There are exactly 7 sources of damage producing 100 or below damage per tick. All Pistols @65m+ VS6-7 @65m+ Solstice @65m+ Serpent @65+ Lasher AOE Only if attacked with these weapons, at that specific range, in these specific circumstances, will you see an improvement in survivability. This does not equal "taking an extra bullet about 2/3 of the time, on average." You can't mathematically average numbers over time that come in quanta. This isn't a smooth curve we are talking about, ergo you can not make that statement. Your math is analog, while the game math is digital.
Last edited by Mietz; 2013-01-19 at 08:10 AM. |
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