Rufous

Damage/TTK problem : r/deltaforce

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{
  "post": {
    "title": "Damage/TTK problem",
    "selftext": "The game has such a big potential and I'm absolutely hooked up. Unfortunately there's a risk that it will not keep players for long due to the damage profile. My experience : I played Zero Dam Normal and Layali  Grove multiple times with up and downs but I still want to go back and grind missions and loot around the map with the risk of encountering players. This changes on the other maps. I played Space City 3 times, once with minimal required gear and twice with all gold and I got wiped with my full squad in seconds all of us don't even know what happened. Same with confidential mode in Zero Dam 3 games with different gear even gold and I die in seconds. Now I'm at the point that I'm not even thinking of going back to those maps and I can't progress on my upgrades. If I can't progress with missions I will stop playing. If damage profile is not fixed casual players will stay out of high risk maps. Matchmaking for Space City is already a problem and sweaty players will come back with god tier gear back to normal mode as there will nobody to fight, they will wipe the map few times and again casual players will stop playing. Please get rid of bullet damage differences. Higher level gear would only mean then that you could tank few more bullets but chances would be a lot more fair for both players.\n\nWhat do you guys think ?",
    "url": "https://www.reddit.com/r/deltaforce/comments/1f7utr1/damagettk_problem/"
  },
  "comments": [
    {
      "body": "for context: I put 200hrs plust to alpha, and also a hardcore Tarkov player.\n\n  \nI think the armor/ammo setup is perfect. A higher tier armor can take 1-2 more shots, and thats it. Not a significant difference, youll get sprayed if you run across in the open anyways regarldess of armor, but in clean 1v1 facing each other the higher tier will survive - so it still makes a difference.\n\n  \nI don't like it eg. in ABI that if you have a better armor you can tank a full mag from a lower tier armor and laugh it off. It will make the skill/gear gap even higher.\n\n  \nIn Delta, I can put down a legendary armored player with blue ammo if you are playing/position yourself better. If you make the gear gap bigger, players like you will complain in the first place that the snowballer chads are dominating the game. I don't agree with you at all, but thats okay, it is a discussion."
    },
    {
      "body": "Once I had full hp and Helmet and got once shoted in the head"
    },
    {
      "body": "Just played demo, people already camping spawn, run 20 yards and I'm out of bounds, getting nuked before I have a chance to work out where from. Did this thing ever get tested? Seems not!!"
    },
    {
      "body": "The TTK in the \"battlefield\" mode is actually pretty good, its only in the extraction mode, which keeps me from playing it."
    },
    {
      "body": "I think it's a latency issue rather than a TTK issue.\n\n\nThe more I play, the more I feel like I'm being one/two shot but my guns always take more than one/two shots - I'm betting that the people I kill also feel like I'm one/two shotting them because all the damage is being dealt in a certain period of time instead of realtime",
      "replies": [
        {
          "body": "Totally agree with this."
        },
        {
          "body": "Yeah, it definitely felt like that, I've gotten murked by one dude with a gun that didn't really fire at the rate that the game sounds registered on my end. It's like it just played the sounds of that burst but faster. Could be lag on my end but could also be server-side."
        }
      ]
    },
    {
      "body": "I'm not sure if it's a bug or not but personally I don't like that ammo punches through 1 tier higher armour. It feels really shitty having >350,000 cost (gold tier) armor annihilated by 5,000 worth of purple ammo. Not to mention how expensive the repair kits are if you want to try and stick around for more than 1-2 pvp fights.  \nI've basically given up bringing in anything better than blue armour and I only wear that to mitigate NPC damage. Anyone remotely competent in PVP will either bring some blue or purple ammo for PVP or will run RIP ammo and aim for the arms & legs.\n\nI'll probably get downvoted to hell for this but IMHO: Ammo should only be effective against it's own tier of armor and lower. Maybe even only 75% effective on same tier so that armour actually feels like it does something.",
      "replies": [
        {
          "body": "That would be literally gamebreaking for people if armor tiers made it so you did no damage or very little damage based on tiers... \n\nAll they need to do is have a tier based matching system at launch. I don't feel that it is needed though."
        }
      ]
    },
    {
      "body": "Most of you have never played a tactical FPS and had to out maneuver and out shoot your enemies and it shows.  You want to stop dying?  You think an extra second is going to matter?  It's just going to give bad players more of a chance to be bad and then complain about something else until the game is dumbed down enough for you.  The TTK is fine.  Rarity on ammo isn't just fine how it is, it's an excellent level of depth to the game.  Ammo you buy or make should absolutely be a higher tier ammo than the ammo that the dirt poor guards walking around are carrying.",
      "replies": [
        {
          "body": "I really wish people could read with understanding. I play FPS fames for 20+years with the lowest of 2.5K/D and up to 6K/D in tactical games, so I do know how to outplay opponents. As someone mentioned in the comments above it could be latency. It takes me fair few bullets to kill but quite often it feels like I'm deleted in one second, until it's confirmed I can only blame higher level bullets. The problem exists and has been shown on live streams. I'm not trying to dumb the game down, just to make it fair and enjoyable.",
          "replies": [
            {
              "body": "I just aim for the head on PC and I don't really have an issue destroying people with low level ammo. >.>"
            }
          ]
        }
      ]
    },
    {
      "body": "TTK is fine... Pretty sure they don't want this to become a tryhard sim like Tarkov is. They don't want people to be 1 tapped in the head by any and everything. Seems to me like they want a more arcade style extraction shooter like DMZ. You'd be surprised that more people prefer a more casual game to the more harder Tarkov."
    },
    {
      "body": "I'll totally agree, the TTK is way too fast, but keep in mind there isn't a ton of people playing the game. It's a closed Alpha, once they go to pre-release and it's opened to everyone the sweats will get diluted and there won't be as many in every lobby.  Plus getting a lobby will be much faster. \n\nI don't want them to nerf the TTK too much as I don't want to see the gear fear diminish, but it needs a adjustment.\n\nMy gripe along with TTK is, the arrow chick operator is WAY too OP in Turmoil, with the TTK being as fast as it is, giving away your position is brutal. Especially when you're out numbered. \n\nThe best thing we can do is do the surveys they keep asking us to do. This will give them the feedback they need to make adjustments. The devs seem really good and I'm sure if the get enough feedback about a certain topic they will make an adjustment. \n\nSkill base matchmaking would be very helpful in maps like Space City. I personally have not even tried Space City because it's too sweaty, Zero Dam Confidential is about as sweaty as I can handle.  So I agree, hitting a mission wall would be discouraging.  \n\nOne last thing is they should limit the items you can bring into each map in general. Something like\n\nZero Dam Normal - Strictly Greens\n\nGrove - Greens/Blues\n\nZero Dam Confidential - Blue/ Purple\n\nSpace City - Purple / Gold \n\nThis would stop people in purples going into like Zero Dam Normal and wiping the newer players trying to learn the game.  It would also stop people queueing for like Space city and coming in with just a $350k gun and no gear. \n\nOverall, this game is a TON of fun and I'm really enjoying it.  Let's continue to give the devs the feedback they're constantly requesting and hopefully things turn out for the best. They'll never make everyone happy, but they make adjustments for the bigger complaints.",
      "replies": [
        {
          "body": "I’m against limiting gear. I just don’t think that’s the solution. If I want to gear ticket my way into basic and someone wants to risk 1mil I’m ok with that. I think tweaking armor and ammo is the better answer. \n\nSkill bases MM is also the key. I was rocking full gold gear and got wrecked by a team in conf. On Dam. Turns out it was a streamer I was watching the day before with 2 other streamers. No chance we’re beating them.  It was me, an early 40s casual dad who works FT, my brother and a random. We’re never going to beat a squad of 3 top 200 ranked players (I did get one of them at least!).  And it’s fine cus it was alpha, but with more players SBMM has to be a thing. I’ll take a recruit gear ticket in against geared ppl if they are roughly the same rank/skill. I’ll lose 4/5 times, but oh boy, the payoff is huge that 5th time."
        }
      ]
    },
    {
      "body": "Exactly the same experience. Unlike a game like DayZ, the aiming isnt clunky in delta force at all. Additionally the spawn points are always the same, so people setup/camp really easily. \n\nI think this will be fixed, by both massively ramped up AI but also patching the maps"
    },
    {
      "body": "Bored of ttk like cod\nU kill fast they kill fast its fine for me"
    },
    {
      "body": "good player visibility and longer time to kill is what many battlefield type games lack. planetside 2 has both of them that's why it's still a great game. delta force has better visibility already than most which is good so they could increase ttk too to make more distance from other games of this type"
    },
    {
      "body": "Yes, TTK needs to be drastically increased, at least in Hazard Ops. Currently, there basically is no time to react to anything.\n\nI also think that everything above blue quality when it comes to ammo and armor should be made much more rare, which should anyway happen, once the economy turns fully player driven (I can not imagine it being that now, because everything is always in stock in the auction house).\n\nPersonally (as I stated on this sub a lot) I am also for getting rid of the ammo quality. At least reduce it's complexity. Currently there are technically 6 types of quality. (Some guns have less, some guns have more, like with RIP and AP blue rounds for 9x19). Cutting that down to three (green, blue, purple) would massively help the balance of the game.\n\nI would keep the armor system, as quality means \"more hit points\" there, and colour just makes this easy to distinguish. But you should see in the hit arker (like DMZ did it) what colour the enemy is wearing...."
    }
  ]
}