What are peoples thoughts on Time To Kill?


(trickykungfu) #41

Inferno plays Field Ops most of the time. Lets say he makes 1 Headshot and 4 Bodyshots to kill some1. He has 30 shots in his gun. So with 1 mag and a accuracy of 40% he should be able to kill 2,5 people. Do you really think this is possible? Just think of some long range fights. You need 2-3 mags to kill some1. Sure you need more bullet but thats drowns your accuracy.

Even the best Quake aimer only achieve a +40% accuracy with the railgun… Just think about that


(Ashog) #42

[QUOTE=trickykungfu;497231]Inferno plays Field Ops most of the time. Lets say he makes 1 Headshot and 4 Bodyshots to kill some1. He has 30 shots in his gun. So with 1 mag and a accuracy of 40% he should be able to kill 2,5 people. Do you really think this is possible? Just think of some long range fights. You need 2-3 mags to kill some1. Sure you need more bullet but thats drowns your accuracy.

Even the best Quake aimer only achieve a +40% accuracy with the railgun… Just think about that[/QUOTE]

i’d rather see fana’s stats :wink:

Anyways, it’s totally possible to make a triple yoda kill with one mag, if you land enough headshots (especially if enemies are already injured). That is, you need to land 3-4 headshots to every frag. Happens if you are lucky to sidetrack a trio of busy enemies healing each other / doing random busy stuff or looking/shooting in another direction. Remember that the enemies are mostly rather already injured than not when you join the fight. For me it is much easier to do with a weaker SMG than with AR due to recoil and lower RoF which makes leading more difficult. But hey, given enough fps and time to practice, anyone’s AR acc can be improved eventually :wink:


(RasteRayzeR) #43

How long since the last time you played in a server with him ? I only see him playing soldiers now. It is then very probable as you have larger mags and the accuracy is very good a close to mid range.

Also you cannot compare the guns in XT with the railgun, not the same mechanic. You would have to compare them with the shaft where some of my friends get a 90% accuracy. So no, it’s ok imo


(Ashog) #44

especially since Quake didn’t have railgun :wink: Also other Quake weapons were (apart from shotty) all projectile, not hitscan, like railgun and Xt weapons.

Neither it had accuracy stats accessible.

just sayin’


(RasteRayzeR) #45

[QUOTE=Ashog;497235]especially since Quake didn’t have railgun :wink:

Neither it had accuracy stats accessible.

just sayin’[/QUOTE]

Ohh you, you know Q1 is not the version we are talking about right ? We mean QL, in which you have both railgun and statistics.

just sayin’ :tongue:


(Ashog) #46

Nooooooo, I didn’t knowwwww, not at aaaaaal :slight_smile:


(onYn) #47

There should be an “decrease spread & lower the fire speed of the weapons to even out the TTK” option :smiley:


(tokamak) #48

It’s good enough. Probably edging on too short rather than too long. ETQW takes slightlly more time to kill a player. But that might be due to longer distances.


(Tankey) #49

I’m personally very fond how ET managed to do this. The gunbattles could take long: you had sometimes the opportunity to run away from a battle while another time you’re dead within a second. Allmost all kills I made during my ETpro career where satisfying in a way. I miss this kind of satisfaction in DB/Extraction. I’m probably too much offtopic, but maybe, just maybe TTK had some influence on this.

If it were up to me and easy tomake I’d say test the ET style for some time and see if it works out or not. We’re still in beta, though.


(INF3RN0) #50

[QUOTE=trickykungfu;497231]Inferno plays Field Ops most of the time. Lets say he makes 1 Headshot and 4 Bodyshots to kill some1. He has 30 shots in his gun. So with 1 mag and a accuracy of 40% he should be able to kill 2,5 people. Do you really think this is possible? Just think of some long range fights. You need 2-3 mags to kill some1. Sure you need more bullet but thats drowns your accuracy.

Even the best Quake aimer only achieve a +40% accuracy with the railgun… Just think about that[/QUOTE]

I’ve played all mercs since the stats update just to see what kind of stats I was getting. My average accuracy is 37% at the moment using primarily rifles/smgs, and in gathers I mostly play skyhammer or sawbonez- though I have tested out the soldiers this last week in the gather. I was gettting 38% on Thunder and 49% on fragger compared to the 36% I’d get on SMGs/rifles. I wish that there was a headshot/bodyshot stat, though it would need to ignore gib shots. My average KPM on weapons is about 3-3.5 as well (1-2 APM also). Most multi-kills with rifles/SMGs seem to happen at close to mid-range, where I’d say triples are realistic with occasional quads without having to reload. Long range fights can be a bit more difficult because of the fall-off, but iron-sights usually do the trick if you get all headshots even though they are annoying to get used to. Side arms appear to be at a stable 40-60% which I assume is because they have the lowest spread.

These stats feel fairly reasonable to me, and I think the most consistent players will be able to set around 40-50% avg accuracy with something like a 4-4.5 kpm once the game becomes more active.


(INF3RN0) #51

[QUOTE=Ashog;497233]i’d rather see fana’s stats :wink:

Anyways, it’s totally possible to make a triple yoda kill with one mag, if you land enough headshots (especially if enemies are already injured). That is, you need to land 3-4 headshots to every frag. Happens if you are lucky to sidetrack a trio of busy enemies healing each other / doing random busy stuff or looking/shooting in another direction. Remember that the enemies are mostly rather already injured than not when you join the fight. For me it is much easier to do with a weaker SMG than with AR due to recoil and lower RoF which makes leading more difficult. But hey, given enough fps and time to practice, anyone’s AR acc can be improved eventually ;)[/QUOTE]

Fana posted his stats in the update thread, but I think he only plays Thunder and Kira these days. I’m also curious to know what everyone else is getting on avg and best/worst weapons so we can get a better idea of what’s possible. Sure pub stomps can skew stats, but usually the euro pubs are decent enough not to be a regular at the weekend pugs and still have some credibility.


(Kl3ppy) #52

I dont play much, but when I play, I play Sawbonez only. Was surprised when I checked my stats and my acc with the SMG was between 32 and 33%. The feeling I had ingame was that my acc has to be around 25% :smiley:


(slanir) #53

TTK is too short when I die
and too long when I try to frag someone

:wink:


(BAMFana) #54

I mainly play Kira/Thunder/Stoker, all three about equal in minutes played. Thunder MG sits between 38-39 %, Kira between 35-36 % and Stoker at 40 %.

I doubt the KPM/accuracy predictions in your previous post will pan out, unless you’re talking about LeetMcAwesomePlayer playing against Scrub_cc. As the offensive capabilities of players of similar skill improves (aim, situational awareness), so will the defensive capabilities of players improve (dodging, positioning). I would actually expect the opposite: When matchmaking is implemented and players are mostly playing against other players of similar skill, the KPM and accuracy of the current “top” players will likely drastically decrease.

I would caution everyone against being overly obsessed with accuracy, though. While accuracy is an indicator, it is nothing more than that. Someone with 30 % accuracy across the board will still beat me if he has a higher percentage of headshots (headhunting decreases overall accuracy, which probably explains your high Fragger %). Someone who only shoots in close-mid range, who never takes long range shots, will also be able to get a very high accuracy, but it’s still an ineffective way to play (this is why my Kira % is lower, I take a lot of potshots at long range with that gun, but it’s really hard to hit shots with it beyond mid range).


(INF3RN0) #55

[QUOTE=BAMFana;497296]
I doubt the KPM/accuracy predictions in your previous post will pan out, unless you’re talking about LeetMcAwesomePlayer playing against Scrub_cc. As the offensive capabilities of players of similar skill improves (aim, situational awareness), so will the defensive capabilities of players improve (dodging, positioning). I would actually expect the opposite: When matchmaking is implemented and players are mostly playing against other players of similar skill, the KPM and accuracy of the current “top” players will likely drastically decrease.

I would caution everyone against being overly obsessed with accuracy, though. While accuracy is an indicator, it is nothing more than that. Someone with 30 % accuracy across the board will still beat me if he has a higher percentage of headshots (headhunting decreases overall accuracy, which probably explains your high Fragger %). Someone who only shoots in close-mid range, who never takes long range shots, will also be able to get a very high accuracy, but it’s still an ineffective way to play (this is why my Kira % is lower, I take a lot of potshots at long range with that gun, but it’s really hard to hit shots with it beyond mid range).[/QUOTE]

Idk because based off of my experience the accuracy is fairly consistent at higher levels even if everyone is better at dodging and all that. KDR and KPM would be much more varied if anything. This thread is more about determining whether or not people’s claims that spread and TTK are still an issue. When I was listing those stats I was referring more towards what is likely attainable in the standard clan server experience (mixed skill). Also I don’t think there’s an “obsession” with accuracy as a flat percentage because everyone is trying to aim at the head (at least I am), and I find myself taking shots from all ranges as well. Of course in the end what matters most is how much a player is actually able to contribute to a team win anyway.


(k0k0nat) #56

Since sawbonez has UBERSPREAD without ironsight its hard to reach. :confused:


(BAMFana) #57

It depends on how deep the game’s movement mechanics are. My most significant gaming experience comes from games (NS/NS2) where movement is half the gameplay and has an enormous impact on accuracy. In either of those games, a skilled player playing against a poor player would probably get something like 50 % accuracy, but the same player playing against an equally skilled opponent is unlikely to get more than 25 % accuracy. Similarly in Extraction, my accuracy against Scrub_cc is extremely high with any gun, but my accuracy against a player who is good at strafejuking is significantly lower than my average %. From what the devs have said, movement in Extraction is likely to have increased depth in the future, so I expect this to have a significant impact.

It should be obvious that what I wrote was intended as a general disclaimer.


(Glottis-3D) #58

who is this Scrub_cc guy?

anyway, i think that cc_Ashog is by far the lamest of them…

:smiley:


(Kl3ppy) #59

I use ironsight often. Just in close combat I go for hip fire. But that’s fine for me, I don’t have a prob with ironsights :smiley:
And ofc I don’t try to kill someone when he/she is further away than mid range. its useless and a waste of bullets.


(Ashog) #60

[QUOTE=krokodealer;497306]who is this Scrub_cc guy?

anyway, i think that cc_Ashog is by far the lamest of them…

:D[/QUOTE]

yeh, i can’t even get the clantag right… was told recently by some cc guy that it should be in the end, but no clantag_position cvar yet :frowning:

ps. I have no data on field ops chars yet since they are not interesting to me as naked fragging chars. I’d rather play smth harder or more useful such as aura or the eye or nader or phantom or proxy :slight_smile: