Planetside 1/2 had way bigger maps and yet slower ttk than BF. Games like CS:GO has small map, fast ttk, but they have literally 20+ respawns in a single match. It's basically playing whack-a-mole.įast ttk here only means you can deal with many quickly if they are horrible, with no other choices because they take too long to use. The same sort of thing applies here, with slower reloading ships often having to shoot at nothing but the same turret(s) over and over because any time taken to put salvos onto other parts of the ship will just let the enemy get their firepower back online again. In terms of actually having the time to keep dealing damage while those systems are down, it would help out slower RoF ships more, as they could get more shots off before having to go back to the first thing they damaged again (especially enemy guns/turrets).įor a more extreme example, with regards to tanks think of the KV-2 with a 30-something second reload any enemy you hit with a non-fatal shot will actually be able to fully repair before you can get a second shot off, allowing them to return fire and/or escape. In terms of damaging different systems in quicker succession, yes. We’ll have to test things out and try to find a way that reflects the consensus of the players I guess. That would favor high RoF ships even more than it currently does, though. Even Gaijin would agree with this(to a certain degree at least). Why are you trying to compare WT to mass market FPS games? Why do you want to have a hard advantage in 1 vs many situations? That is not what WT is supposed to be. Fast TTK means you can deal with multiple enemies in quick succession, as with a slow TTK you can't kill one before the others also get fire on you, thus turning most engagements into formulas and math, as you literally don't have the time to kill the multiple enemies before they can kill you, especially if they're all firing at once or in quick succession.įaster TTK gives more power to individual players over larger groups of enemies, but naturally this also absolutely requires good decision-making and positioning faster TTK is more punishing if you fail at those abilities. The whole purpose of fast TTK is to be able to deal with multiple enemies it's why a slow TTK works in a game like Halo (small arena setting) whereas Battlefield generally has quite fast TTK (massive player count). This is an old and very tired argument that I've seen in plenty of different games. You mention "tedious to manage multiple enemies at once" now imagine low ttk, you don't "manage" anything, you just die in two hits. Right now in the game with this horrible change you lose 40-60% crew rapidly and die so fast you have no chance to do anything but left click a few times. The same core naval problem exists, just happens much faster with no chance of running or hiding at all. The big problem with Naval is foundational, you are always visible and cannot evade properly, especially in RB slowness unlike in air or ground, so always taking damage or something is happening to you that you'll have no real control over, so higher ttk just feels better. The more realistic option would be to drastically tone down the speed and effectiveness of repairs, thus allowing for crippling of ships so one can move on to the next, but as that would probably be the less fun option (because nothing makes people whine about video games more than feeling "helpless"), the more likely course of action would be to speed up overall TTK while maintaining fast repairs, to thematically represent a ship being effectively knocked out of action despite still technically being afloat. And it's dealing with multiple enemies (at once or sequentially) and thus having more ability to have influence on the outcome of the match that I find far more important than 1v1 duels. Even with cruiser vs cruiser engagements, the combination of very slow TTK and quite fast repair times makes for a bit of a slog, where it's often impossible or at least excessively tedious to manage multiple enemies at once.
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