Theres a whole lot you aren't taking into account in your pointless argument. ALL of these games Every single one of them has much more mobility in relation to the weapons dps. They all have WAY more artificial TTK than EC does. Tribes was THE defining TPS for almost 8 years. and it had over double our TTK, outside very difficult and gimmick instant kills like sticking a landmine on an enemy and shooting it with the disc launcher, or getting direct hit with a mortar that bounces a couple of times before detonation. most of those games have jumping mechanics (bunny hopping is dumb as is ADAD strafing if you want to talk about a non tactical mechanic there ya go right there). Most of these games also have one shot kills in melee ... is that exactly how you want quick attacks from JPA's to work ? because in battlefield that is how they work and you cant even clang them in battlefield you just get deleted. ------------------------ low ttk = more tactical or strategic high ttk = strategic or more tactical. ^^ Both of the above statements are FASLE, the TTK alone has NOTHING to do with whether a game is tactical, and i would argue at their extremes BOTH remove tactical elements from the game. Lowering TTK from where we are would continue to remove tactical choice from the game DUE TO OUR ALREADY CREATED GAME MECHANICS. we have slow response and turn speed. we have HUGE silhouettes it is approximately 66% easier for you to land shots AND headshots in this game than most of the games you listed. We have ABYSMALLY low recoil it takes almost 25 kills in a row to push a default rifle off silhouette. Due to that recoil/huge silhouette shrinking your silhouette has no effect on your ttl. We have INCREDIBLY slower melee animations that aren't going to be significantly changing any time soon without a mocap team. We have already programmed assets that arent really being utilized fully like stamina/stamina regen/armor regen. --------------- I would argue that sadly i think that Overwatch is in many ways MORE strategic than battlefield ..... the vast majority of weapons in battlefield will gib you .... there really isnt a lot of reason to pick one over another save maybe range which is why inevitably in over 90% of those types of games at the competitive level it breaks down into assault weapon flush play or sniper play. Many of the choices in these games are not as tactical as they "seem". ----------------------- How much does stamina regen in a straight up bolter duel increase your TTL ? How much does armor regen ? How long does it take you to bounce right back into the action after a bad decision you managed to survive. you can absolutely implement MANY more tactical elements into this game if you give people a scoche more TTL .. the healing doesn't have to be so strong and abundant, running out of ammo and being stuck on your melee weapons can be a thing, there is so much strategic diversity and different situations we can put our players in if we back off the TTK. --------------------------------------- I'm not impressed that much by people who run up 30 kill sin this game ..... compared to the skill it used to take to do that in games like tribes, this games kill count is almost entirely reliant on starting the dps race ahead ... because after you win you bounce right back if you drop it to .5 seconds that wont change the winner just pops behind cover taps an apoth or a box, or uses a medkit and theres NO FREAKING CONSEQUENCES to the 8 bullets they took. Wheres the frigen tactical element there ? with a higher TTK you could make it so boxes just give you your consumables back .... and NO HEALING and no AMMO unless you had the ammo pack or medkit as deployable consumables in your loadout, you could drop the heal rate of all support classes and the medkit. so more often wounds have consequences. I get that raising ttk reduces the effectiveness of flanking, but flanking isnt the ONLY tactical element of a tactical shooter and all of the other elements are presently suffering to buff up flanking. As long as you implement changes that address the fact that flanking will be harder and less effective (look at the video and discussion i posted about "artillery" style weapons like the PC and rokkit) you can easily make up for it. ---------------------------------------- being wounded and out of ammo and knowing "you have to take/hold that point against all odds" is as WH40k as it gets and the chance you will be in that situation in our current meta is pretty much -0 I remember back when the orks first came out and the ToC was playing a match i ran out of ammo on my tac and just kept on fighting because of the whaagh there was no time for us to hit the boxes .... i remember commenting to one of my teamates ... i wish they would let me at least throw my bolt pistol at them ....There should be a chance in this game you wind up being in that situation ..... it should feel that grimdark that you feel the need to throw an empty firearm at them as a last resort.