How do you feel about the time to kill?


(BananaSlug) #21

I would say its a Little bit too fast because i really enjoy duels and now they are too fast for me


(Amerika) #22

Surprise shotgun headshots which kill everyone but Rhino. Shouldn’t be a thing imo.

[/quote]

I hate that too as it feels more random than skillful. However, it’s more annoying than broken since shotguns have some serious drawbacks.

Hell, I’d be fine if they only did, max, 79 total damage on headshot but had a lot more range. But that’s kind of the Ahnuld’s territory.


(immenseWalnut) #23

[quote=“Watsyurdeal;94758”][quote=“immenseWalnut;94755”][quote=“BlackFro;94736”]@Amerika
Now wait wait wait…
If I see you first, aim down sights, and shoot you first I should always be able to kill you first if not a significant advantage in the battle.

If any fps did not follow the above rule it would probably piss off players and would not be fun.[/quote]

Of course, the downside with this, is that bad players and KDR farmers will play in a way that is detrimental to their team, by camping in good killing spots instead of playing the objectives, focusing more on their own stats instead of playing in a way to win the match.

And bad players that go down this route, they stay bad, because they don’t need to learn to aim (or move) against the better players that have superior aim and movement. Even the very worst Vassilis still manage to get a few kills per match.

[/quote]

There really isn’t much you can do about that, as you get higher and higher in the level of play you deal with those kind of play styles simply get fazed out since they aren’t productive.

You can’t force people to play effectively, they have to come into it naturally. Which is why pub and matchmaking exist and are separate.[/quote]

I don’t agree. The easier it is for players with the wrong mentality to get easy no-skill kills, the more they will do it.

On the other hand, the harder it is for bad players to get kills, the less likely they are to play, so it is a catch 22.


(watsyurdeal) #24

[quote=“immenseWalnut;94792”][quote=“Watsyurdeal;94758”][quote=“immenseWalnut;94755”][quote=“BlackFro;94736”]@Amerika
Now wait wait wait…
If I see you first, aim down sights, and shoot you first I should always be able to kill you first if not a significant advantage in the battle.

If any fps did not follow the above rule it would probably piss off players and would not be fun.[/quote]

Of course, the downside with this, is that bad players and KDR farmers will play in a way that is detrimental to their team, by camping in good killing spots instead of playing the objectives, focusing more on their own stats instead of playing in a way to win the match.

And bad players that go down this route, they stay bad, because they don’t need to learn to aim (or move) against the better players that have superior aim and movement. Even the very worst Vassilis still manage to get a few kills per match.

[/quote]

There really isn’t much you can do about that, as you get higher and higher in the level of play you deal with those kind of play styles simply get fazed out since they aren’t productive.

You can’t force people to play effectively, they have to come into it naturally. Which is why pub and matchmaking exist and are separate.[/quote]

I don’t agree. The easier it is for players with the wrong mentality to get easy no-skill kills, the more they will do it.

On the other hand, the harder it is for bad players to get kills, the less likely they are to play, so it is a catch 22.

[/quote]

Maybe but the vast majority of the time those easy kills are also easy to counter, kinda like in street fighter where the easiest moves are also the easiest to avoid even with spam.


(chicHouse) #25

i prefer nades, mines or airstrike for fast kills:)


(Lumi) #26

It mainly depends on the weapon you’re using. I think that for shotguns, three round burst rifles, the BR and most assault rifles it’s OK, but the Crotzni and especially the Hochfir (since the last buff) really kill a bit too fast. It’s just that headshots are so easy to sustain with those two, due to a complete lack of recoil and spread, as well as the fire rate being really high.

So, I guess it’s more a problem with the weapon balance than the overall time to kill. If those two get a bit nerfed, then all weapons would finally be more or less equal (except for the ever underpowered Sparks with her secondaries… :’( )


(tealRipple) #27

In some cases its a little slow, depends on weapon and class. Sometimes after 2 peeks/engagment enemy is alive. Seems suited to intended game style playing objectives, teamplay etc. Solo flanks and lurking are punished. Lots of running and jumping is rewarded. It is what it is.


(avidCow) #28

This is one of those things SD got perfect.


(Dawnlazy) #29

Slow with bodyshots, fast with headshots, balanced with a bit of both, they pretty much nailed it.


(Sir_Slam) #30

Its perfect. Very rarely will you ever totally gank someone. Even if you get pegged pretty hard in the first .25 seconds, you can whip around and nail them in the face with all your shots.

Person with the better aim will win unless they’ve taken some pretty serious damage or have the less appropriate weapon for the distance. This makes micro-seconds matter in a way that doesn’t feel cheap as hell (COD), while not over punishing movement and the like (CS:GO, but I absolutely despise CS:GO).


(XavienX) #31

And the only game to ever be like this also not pay2win at the same time.


(opicr0n) #32

The TTK is just spot on!


(Rosskii) #33

I feel “most” of it seems extremely well balanced…Except:

Rhino! I run into a courtyard and he is there in front of me 1v1, so I start carefully aiming for his head and hearing many “ding” noises but he doesnt go down. He is missing his first few shots but eventually turns me into gibs. I feel that his armour is fair but his head should be more vulnerable so people have some kind of chance in a 1v1? then maybe give him a smaller head to make that fair? I cant run around him, since his aim isnt restricted, and anyway it wouldn’t make sense to restrict his turning movements anyway, so…
I also think his ability to heal should be twice or 4 times longer. So planting him on a healing station doesn’t make him invulnerable and annoy the hell out of everyone on the other team.

Also sparks 1 hit beam is incredibly annoying. I can handle being sniped in the head, ns wp, but that 1 shot lazer really makes me rage.

fragger, trying to kill with an smg is also really hard and his nades are really annoying. I can live with his armour but the nades appear a little OP…

The rest, for me, feel balanced


(Yes) #34

How about don’t try 1v1ing a Rhino, especially if he’s got a healing station?

Why is it well played if a Vassili headshots you, but not a Sparks? It’s a lot harder to get 1 shot kills as Sparks than Vassili.

Fragger’s nades are what make him good. He’s not an engineer, he’s not a medic and he’s not a fire support. You’re literally complaining about not being able to 1v1 mercs that don’t excel at anything other than killing.

Why do you think engineers, medic or fire support should be able to 1v1 Rhinos and Fraggers? That would literally make them useless (or even more useless in the case of Rhino).


(gg2ez) #35

Yep. Feels perfect - DBs TTK is just right for me. Not too fast, not too slow.


(Chase) #36

[quote=“Watsyurdeal;94739”]

I have to disagree, just because you’re the first to see someone doesn’t guarantee you the win. The first shot maybe, but not the kill, personally I hate games with that logic, cause it’s not skill based so much as it is based on positioning. Thus why I do not enjoy Counter Strike as much as others do.[/quote]

@Watsyurdeal , positioning is a skill that top-players pay attention to learn.


(Chase) #37

[quote=“Lumi;94850”]
So, I guess it’s more a problem with the weapon balance than the overall time to kill. If those two get a bit nerfed, then all weapons would finally be more or less equal (except for the ever underpowered Sparks with her secondaries… :’( )[/quote]

@Lumi Sparks will always be “underpowered” in terms of firepower because her revive gun is the definition of “overpowered” in the hands of a skilled player.


(B_Montiel) #38

I think time to kill is quite spot on. You have to react if you’re aware of things, even against truly good players, and get punished if you don’t move properly. And I honestly think there’s some good margin if they want to increase/reduce it without changing the feeling too much.


(Doktor_) #39

I like it in its current state. It rewards players with good aim to get fast headshot TTKs.


(Lumi) #40

[quote=“Chase;97337”][quote=“Lumi;94850”]
So, I guess it’s more a problem with the weapon balance than the overall time to kill. If those two get a bit nerfed, then all weapons would finally be more or less equal (except for the ever underpowered Sparks with her secondaries… :’( )[/quote]

@Lumi Sparks will always be “underpowered” in terms of firepower because her revive gun is the definition of “overpowered” in the hands of a skilled player.[/quote]

That’s why I wrote the “ever underpowered”… I’d like to see the same recoil and spread reduction treatment on the automatic pistols that the smg’s got. But I guess it’ll never happen…