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My reply to the people complaining about TTK:

Discussion in 'General Discussion' started by KorCharon, Mar 26, 2016.

  1. Roopevil roopevil Arkhona Vanguard

    TTk should be increased ......

    but how will we fight melee if they always get near us ??? we will be forced to use rock paper scissor even if we are ranged as melee wont die fast enough to keep distance
  2. This is a tactical game, if your dying all the time to melee you need to adaptive and overcome. I do NOT want this game to be dumbed down so the lowest common denominator can feel good about his score. Current TTK supports what the game is trying to accomplish and is realistic to the setting.
    EventHorizon likes this.
  3. Thats why we keep saying to fix up and change the mechanics.
  4. DominusFerrum Recruit

    The nature of 40k is very linear, between many of the novels ranged has served merely as a precursor to melee combat, for melee to be relevant in this game it needs to perform a core function. Squads lining up to pick each other apart at a distance is fine, the problem is it lacks any of the modern quality of life granted by ADS or a significant diversity of weapons capable of fighting at that distance. This is where melee comes into play, by nature of the weaponry available and the victory conditions set melee always becomes the final stage of combat.
  5. Well that's just projection, because there is no one shot kill guns except the Lacannon and n00b tubing the Plasma Cannon, and both of those have counters. Lascannon you simply need to notice the laser pointer warning you, and you can dodge a PC glob most of the time. For standard weaponry its a matter of skill.

    Raise the TTK too much and the Melee classes can just rush in head on without a care in the world as they'd be able to tank shots, it's already a waste of ammo to try to shoot a sheildbro when he's facing you with a shield up, if anyone think that's going to be better with more TTK they must be high. If you can't down a melee at the current TTK then you're going to get absolutely slaughtered if they raise it and make it more zerg friendly.
    EventHorizon likes this.
  6. DominusFerrum Recruit

    A higher TTK benefits both Ranged and Melee combatants, surviving one or two more hits grants equal opportunity to engage or to flee. Both forms of combat need to be balanced as if they intended to be equally viable, not one being more powerful than the other, which ranged combat currently is.
  7. BlueSmurf Word Arkhona Vanguard

    Every time I log on I am worried the nightmarish TKK will return someday. Its FINE now, much more playable. Of course you won't like it at first, but embrace it anyway. Because Tzeentch
    EventHorizon likes this.
  8. You say that but I don't agree with you. In a nominal increase, the only I'd be remotely interested in entertaining, the difference would be minimal. In a large increase ranged will suffer more because you don't need to reload an ax.
  9. DominusFerrum Recruit

    Lets say you are right, we go with the nominal increase and see a minimal difference, such a small difference negates the point of increasing the TTK but is also the only change you are "remotely interested" in entertaining. I'll entertain your hypothesis anyway, claiming that reloading serves to display an engagement favoring melee combat fails to consider the depth of which a ranged weapon may be utilized. RoF, terrain and distance are all factors that go into considering a favorable engagement, over open terrain reloading a ranged weapon with a high rate of fire, has a minimal negative effect on the ranged combatant, reloading at close range through terrain granting cover offers a significant opportunity for the melee combatant and yet unless you are struck by the melee combatant, our ranged counterpart suffers nothing from disengaging. At close range with little cover, our ranged combatant has a DPS advantage, the capacity to output more damage enables engagements at close range to still be favorable for our ranged combatant, albeit given different circumstances we see the melee combatant given an advantage.
  10. BaronXIII Arkhona Vanguard

    Why is it, when we are suggesting a longer TTK...everyone is always like...

    OMG ALL UNITS WILL HAVE MILLIONZ HEALTH
    OH MAN EVERY UNIT PLUS 200 LIVES OF HEALTH MON WILL BE INVINCIBLE
    MELEE! MELEE I TELL YOU! IT WILL BE THE ONLY WAY
    I'LL HAVE TO RELOAD JUST TO KILL SOMEONE
    etc
    etc.

    You do realize, when most of us are suggesting a longer TTK, there would have to be numerous numerous balance passes on things to bring things back in order. We aren't just saying "oh yeah, add a million health, we'll see how that goes". What we're usually saying is "let's try a longer ttk and tweak some values, and see how that goes".

    Seriously, reading this thread has gotten comical thus far.
    Wraithlord_Hastur likes this.

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