Agreed. I hate how most MMORPGs these days do it the WoW way and have 5000 pointless skills. I don't need or want 4 separate DoT skills. Just give me one with 4 times the damage. I shouldn't need a 12 button gaming mouse and a Nostromo just to have somewhere to bind all my kotkeys. What does that even mean? The only difference between third person shooters and first person shooters is the camera position. There's no inherent skill difference between the two. There shouldn't be rock paper scissors at all. It's just a crutch for developers too lazy and/or incompetent to balance the classes properly. Rock paper scissors needs to stay in RTS games where it belongs and stay out of games where you control one unit.
Kanthric posted this on the last page (and I edited out everything happy and nice he said, sorry kanthric) and it seems like the last couple people didn't read it
There are pros and cons to limiting the effect of skill in a shooter. a game that requires being well versed in its mechanics gives players a feeling of accomplishment after getting accustomed to the game. However, the time required to perform that well makes a market for cheaters. This is especially true for more popular games. if you limit the effect of skill, the feeling of progress or satisfaction might turn off the gamers that play religiously. This will definitely make the gamers with a lot of time voice their opinion about the game not rewarding them for their time. there is also an expected pool of complaints over cheaters. all together, it's a loaded debate. I won't say that I understand how to make or market a game, but I'll play a 40k game regardless of its mechanics ^_^
I was under the impression that 'twitch' skills were the skill to react rapidly to the sudden emergence of an enemy (like coming around a corner and immediately coming into view), move your reticle over them and fire. Having good reflexes was king in games like CS (at least, back in the day, I haven't played the more recent incarnations). With a longer TTK, like the developers had indicated they wanted, twitch skills become less important; one shot won't instantly kill your opponent they're going to have a chance to react to your attack. My interpretation is that individual skill will still matter a hell of a lot, just that split second reaction time will be much less of an advantage.
By that definition CS is a good example of twitch skill, but there's more to it than that. What I want is more like the skill of Quake 3/Live, Tribes and such. Aim, target leading, movement, dodging, timing, map knowledge, etc. CS is 90% recoil management, reflexes and knowing where people will be, in the early game. After the early game replace "recoil management" with "having an AWP". It's a game that needs high skill in an extremely narrow skill set to be good at. I always found it way too simple to enjoy. All longer TTK does is marginally increase the coordination requirement in groups. Focused fire still kills instantly.
I'm not sure if having longer time to kill a target reduces skill. It's more of a *we want to promote close quarters combat* and * we don't want the chainsword maniacs to drop dead too fast*. We have fast moving targets coming at you trying to get into mele range and chop you up. Aiming properly with a bolter and a few headshots could change their minds about rushing forward and the value of cover but will still demand good aim , and they won't drop instantly like in most games. And it's still uncertain how heavy weapons will work. For all we know running into a heavy bolter/melta/flamer could be a quick death.
There is 'a little' hint from the devs here. http://forum.eternalcrusade.com/threads/instant-death-by-headshot.3598/page-19#post-182922
2 seconds of bolter fire to kill a space marine/CSM when all shots connect and no headshots? I take everything back. Twitch shooting here I come.
No-one amongst the devs, or fans, has suggested limiting the impact of player skill. The discussions have been about what role physical skill plays (twitch, timing, controller vs mouse) versus mental skill (use of abilities, tactics, counters, class understanding, weapon selections, teamwork, etc). The devs have indicated they want most of these factors to play a part. Therefore twitch skills (which is where this discussion began, a long time ago in a thread far, far away) have to compete against lots of other requirements for success. But player skill overall looks set to have a significant part to play in winning.
This, this, this, and once more...this! From what I gathered so far, and everything is prone to change so early in development and with so few info... This game is meant to be a game about war...with mass conflict, strategy and tactics. It's not a 15vs15 preset arena... Personal twitch skills will be important, but a lone player (even if he's the best FPS player in the world), defending an outpost against a team of 20 people, is almost certain to lose. That's the common sense that makes numbers>twitch skills on that occasion...well coordinated AND skilled groups will be able to hold their ground against more and better equipped enemies, on that occasion twitch skills and tactics> numbers and equipment...it's not a Rambo movie, it's a more like the "Band of brothers" mini series...I hope this makes sense...