A while back, in November/December I believe, DICE slowed down the Time To Kill in BFV, but it was soon reverted, apparently due to community feedback. However, I also see a lot of people complaining about how fast the TTK is in this game, to the extent that sometimes you just don't have any time to react to being shot before you're dead. So my question is - is it time for DICE to switch up the TTK a bit again? I personally would like them to add some servers with a slightly slower TTK - not anything really drastic, combat should still be fast-paced, but enough to make tactical movements actually useful and you don't get killed in a second when you get spotted.
I think they would have to approach this carefully though - and get feedback from the community, which is why I think adding it in separate servers would be a good idea and then getting feedback from that. Last time there were significant balancing issues (yes, I know there still are, but last time it was in terms of max damage output for certain weapon types as opposed to class balance which caused the issues) - namely the SMGs were already much weaker than any weapon class, and because it was essentially a blanket change they suffered very badly. However, I think DICE could use this as an opportunity to look at the overall weapon balance, perhaps change it up a little, and individually balance the weapon types and different damage models, so that the balance is improved with a change to TTK.
What are your thoughts? Do you think they should slow down the TTK a bit? Would it work?
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Heck no if you don't like the launch ttk go back to bf1
The main issue stems from Assualt!
The first thing I would do us remove 3x from all weapons except Recon then monitor for a period of time (say 4 weeks for example).
If it still feels bad, look at their recoil or damage drop off values for example, tweak and monitor.
Again if more needs doing, look at the one that wasn't tweaked above.
All the while, keeping an eye on other class weapon performance and adjust if required.
The problem with the first TTK adjust was that it was essentially a blanket 1 bullet extra which was not needed in some circumstances.
The problem with this 'hardcore light' approach is that, again in my opinion, it suits a small but vocal portion of the 'community' and saps a lot of the 'fun' out of the game for many.
So for instance, if a weapon takes .3 seconds to kill with 4 bullets, that's often times what we actually get in BFV in close to mid-range, where in other games that TTK would be extended because of increased spread and recoil. Secondly, health attrition and having players run around injured does not help the case for having such a blazing fast TTK, because it just exacerbates it.
Honestly, this TTK is really only good for 2 types of players, campers, and the tryhards that make every game a highlight reel. It just looks cooler to be able to mow down 3-4 guys in literally 1 second while hipfiring than it does shooting one guy and him have enough time to react to your presence and retaliate by shooting you in the face.
Good point, well presented.
People often refer to BF4 TTK and 'on paper' they are similar but then fail to account for spread mechanics including suppression affects.
As you say, actual TTK because of that is often a bullet or 2, maybe more, higher.
As to attrition, I don't mind the mechanic as such but do feel it should perhaps be one or the other at times. With fast TTK, reduce/remove it or keep it and extend TTK.
An extra "problem" with the TTK is that the servers (and maybe consoles) clearly can't handle these speeds and 30Hz servers for console is just too low with this TTK.
But nerfing the assault babyeasymode assault guns, semi-auto rifles and some MMG's in their ridiculous laser-accuracy would go a long way on top of that.
Agree with the Assault weapons - almost all of them are just slightly too good. Increasing the recoil just a little on semi-autos would go a long way IMO, as well as adding heavier damage drop and actual bullet drop at longer range so that they can't counter-snipe so effectively.
Not sure about the MMG thing. Yes, they're powerful if used correctly, but they're also the hardest weapon type to use correctly and the least versatile. If you get caught out in the open, you just can't retaliate at all - you have to prone, which takes a second, then find the enemy, aim at them and start firing, by which point they've almost certainly killed you.
If there was a change to the TTK, then sure, have a look at the damage output and possibly recoil of the MMGs, but in the current balance model I think they're in a decent state.
(Also, don't get me wrong, I don't think the TTK should be slow, just slower. As someone else was saying, this game has the fastest 'actual' TTK of all recent Battlefield games due to the high level of control on most weapons, and I think slowing it down just a little would make the game generally a better experience)
But the problem is quite complex. That said, the major part of the problem stems from the horrible game-/weaponbalance, so fiddling around with player HP alone won't hep.
This is sort of where I'm coming from.
I also prefer the BF 1 route but i have no issues adapting to BF V, i do however feel they must do something to Assault semis as it currently have no downsides and accuracy stat means nothing, once you realise that magdumping is a thing since there is no penalty for shooting em at max rpm it really just feels so wrong when it was actually satisfying to learn slrs in bf 1 as unlike here they had downsides.
Assault class is also just a mistake and its 2 classes combined to one, Assault + Demolition = Actionman.