Except the point i was making was TDM doesn’t work like that, there just seem to be a lot of people who ignorantly believe that it does. I think you’re intentionally playing dumb to stir up a forum argument but i’m going to elaborate anyway because i’m sure there are some forum goers who would appreciate the insight.
Classic TDM as found in the Quake series and similar is usually played by teams of 4, on a map full of items, weapons and power ups, where you spawn in a very weak state, and where victory is achieved by having the most kills as a team. The scoring method is important because it means that every time you run off alone and die, you are contributing to the opposing team’s score.
When you spawn, instead of being fully kitted out in a base behind a defense turret, you are left with no armour, minimal weaponry and potentially in a hostile area. If you then proceed to die again you are simply losing the game for your team. You cannot run around alone and expect to be able to gear up on items, because the opposing team will make an effort to time and control all the strong items on the map, and will have a heavy presense in any area where there are strong items to be picked up. That means it is up to your team, in the interests of not losing the game through feeding the oppositions score, to protect you on spawn, and to gear you up so that you are an asset instead of a liability.
What this entails is, communication on the fly to move around the map and defend certain areas, movement to cover weak players so that they don’t die and give the other team points. A conscious effort to hold the areas with strong items so that you can use them to gear up your weak players, intentionally leaving and covering an item so a team mate will take it. Teams will use voice comms to organise on the fly who will take what, and where they need to move to. The maps will typically end up split into ‘strong’ and ‘weak’ halves with the team who wins early battles moving to occupy the strong half of the map that holds the best items. The other team will make do with the left overs in the weaker half of the map, but will attempt to make a push for the strong position once they feel they are in a good position to go for it.
Periodically through the game important powerups (Quad damage) will spawn that can tip the game in 1 sides favour, these will be timed by both teams and teams will move to control the area around the power up shortly before it spawns each time. If the weaker side manages to take the power up they will usually make a play for the strong half of the map. Some times if teams believe they are unable to win a fight as they do not have enough items to take the opposing team, they may back out from a fight and try to avoid giving points away untill they can push back.
This rich gameplay emerges from the items and scoring rules of TDM, you would be right to say that Brink is the ‘anti-TDM’ - because brink doesn’t involve anywhere close to the level of organisation or strategy of comp level TDM. I suspect what you are actually looking for is not rich and deep team strategy, but just something that makes you feel as though there is some connection between yourself and the random collection of pub players on your team who haven’t said a word. The illusion of co-operation. This is achieved by creating a gamestyle that packs a team into a coridoor, and encourages them to look at eachother, and press F. Pretty much the simplest form of team interaction you could build into an FPS, requires zero communication or thought while giving pub players the impression that they are in some way connected and working together. Exactly what is demanded of current team FPS games.
My impression is that aiming on consoles is more difficult than on PC. Aiming on PC is more accurate because the input devices make it easier. The input device for consoles is less precise and therefore requires more practice and skill to play well.
You’re confusing the performance of 2 different control methods with the degree to which they reward player ability. If you made the shotgun do half as much damage on the PC, would it mean that the shotgun took ‘more skill to use’ on the PC? No it would just mean the gun was weaker and took longer to kill anything. See the footballers in clown shoes example, it is ‘harder’ to deliver a fast, accurate cross into the box while wearing 3 foot clown shoes… but that doesn’t mean it would promote ‘skillful play’ if we made clown shoes mandatory footwear for the world cup.