Mercs' speed


(LuLNope) #21

@PixelTwitch‌

There’s nothing to ‘believe in’ here man. Low speed equals easier targets, which means lower skill required. High recoil / Spread equals more dependency on luck and less on one’s skill which in turns diminishes differences in performance between two players of not equal skill. High TTK means longer fights so again less is left up to luck, it’s whether one guy is more consistent at tracking/headshoting than the other. Some things you listed don’t influence skill ceiling but other are not even a subject to discuss when talking about whether they change dependency on skill or not.


(PixelTwitch) #22

@LuLNope‌ you summed it up perfectly…

“it’s whether one guy is more consistent at tracking/headshoting”

That alone in my opinion does not constituent a well rounded game.
That tracking aim is not something that you sit down and learn, even after practising for long periods of time you are going to see very marginal gains. I am not saying that tracking aim is not a skill… Because it obviously is… However, so is avoiding fights in the open if the speed was lowered, being able to jump up into an advantageous position using perfectly timed aspects of the movement system and being able to play while quickly checking mini maps, timer, team positions and more. Right now, in the game currently, you could be god damn near perfect with every single other skill excluding tracking aim and you will still lose fights vs someone that is pants at everything other than tracking aim.

also, when you say “lower speed = easier target = lower skill requirement” that is only true if you constantly run out into the open vs other players. Positioning, timing, burst speed movement and everything else increase in skill requirement. When you mention higher recoil, thats only true if SD do BRINK 2.0 and have random spread on the weapons compared to predictable manageable recoil. Lower TTK actually increases the requirement for quick reactions when you come face to face or if you are shot from the side.

I am not saying that any of these are better… or how SD should do it.
I am simply saying that its not as black and white as people think.


(LuLNope) #23

I’m assuming that the harder the skill is to improve the more rewarding it should be to the player. Aim is, by far, the slowest skill to improve therefore any difference in aim should be clearly visible, but it might only be me who sees it like this.