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Raise TTK to 1.0 or 1.25 [Completed]


1stSavagerY

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What are you suggesting? -  Raise TTK from .75 to either 1.0 or 1.25 (on top of the gun balancing) [This is a TTK suggestion not a gun balancing one, but it would require gun balancing if implemented]

How would this change better the server? - Engagements would have to be thought out more, requiring more coordination between branches and combatants to work towards their goal.  PvP has been stagnant for a while and engagements are super long and drawn out, making PVP boring, uninteresting, and annoying more than anything else as it realistically tags over a mag of an AR to kill someone when it should take a significantly shorter amount of time.  Improving the TTK would allow for more teamwork and would allow both the individual to make a difference in a fight as well as good coordination between a group of individuals.  It would also allow for more RP for branches like Util/Research/RND as head-on engagements would be shorter.  D class pushes would be more dangerous but on the contrary pushes back from gensec/mtf would be equally dangerous.  Would make gunplay also significantly better - shotguns would be viable against all sorts of classes, AR's would feel like ARs and do great at medium range, snipers would destroy most classes at far ranges, DMR's would finally be leathal at medium/long range, and pistols would actually be usefull.  Melee weapons would have to be raised as well to match this as well as the HP of some SCP's

Are there any disadvantages of making this change to the server? If so, explain. -  No

Who would this change mostly benefit? - Everyone

Please link any workshop content, screenshots, or anything that you think may be helpful to those who view this suggestion - N/A

Edited by 1stSavagerY
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+Support

Combat, while it's alright and does its job, definitely feels longer than necessary. This would further reward quick strategy and tactics (I.E. Ambushes), and would most likely also help non-combatant branches because inevitably this means raids end quicker and SCPs are contained faster.

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-Support

I kind of like the current combat, it doesn't take too long to kill if you hit your shots. If any guns need to be changed just go to #gun-balances in discord. I feel like this will require LOTS of gun balances and hp/ap changes for SCPs so maybe add a suggestion to what those would look like as well?

 

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9 minutes ago, Pills said:

-Support

I kind of like the current combat, it doesn't take too long to kill if you hit your shots. If any guns need to be changed just go to #gun-balances in discord. I feel like this will require LOTS of gun balances and hp/ap changes for SCPs so maybe add a suggestion to what those would look like as well?

 

i do suspect that it would require lots of rebalancing, and i planned on making a document soon that would include what changes to what guns would have to be made to balance them out again because the ar's, shotguns, and dmrs especially would need a lot of rebalancing , and the big boy scps like 939, 682, and 354 would definitely hp/armor buffs to match a change like this. I made this with the hitreg in mind since i know most shots that are supposed to hit where blood will show on the wall and where you get a hitmarker dont actually register, something im not sure is taken into consideration but really should be when it comes to the TTK on the server

Edited by 1stSavagerY

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17 minutes ago, Ein said:

+Support

Combat, while it's alright and does its job, definitely feels longer than necessary. This would further reward quick strategy and tactics (I.E. Ambushes), and would most likely also help non-combatant branches because inevitably this means raids end quicker and SCPs are contained faster.

 

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+Support

𝐒𝐂𝐏𝐑𝐏 𝐇𝐢𝐠𝐡 𝐂𝐨𝐦𝐦𝐚𝐧𝐝 | 𝐆𝐚𝐦𝐦𝐚 𝐂𝐨𝐦𝐦𝐚𝐧𝐝 - 𝐂𝐡𝐚𝐨𝐬 𝐋𝐭. 𝐂𝐨𝐦𝐦𝐚𝐧𝐝𝐞𝐫
𝐈𝐦𝐩𝐞𝐫𝐢𝐚𝐥𝐑𝐏 𝐇𝐢𝐠𝐡 𝐂𝐨𝐦𝐦𝐚𝐧𝐝 | 𝐂𝐨𝐦𝐦𝐚𝐧𝐝 𝐑𝐞𝐩𝐫𝐞𝐬𝐞𝐧𝐭𝐚𝐭𝐢𝐯𝐞 ₋ 𝐆𝐫𝐚𝐧𝐝 𝐆𝐞𝐧𝐞𝐫𝐚𝐥

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+/-

Ttk is a tad slow, i think going up to .85 or .9 would suffice

Nothing major

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+Support, except make the modifier about 1.5 or 1.75, let the combat and everything be way more dynamic.

 

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4 hours ago, Ein said:

+Support

Combat, while it's alright and does its job, definitely feels longer than necessary. This would further reward quick strategy and tactics (I.E. Ambushes), and would most likely also help non-combatant branches because inevitably this means raids end quicker and SCPs are contained faster.

 

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-support I get killed faster

+support everyone i don't like gets killed faster

(also buffs shotguns making them actually fucking usable and dangerous to be close to, LIKE THEY ARE SUPPOSED TO BE)

Edited by Jummy
wanted to add to my point
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On 8/6/2022 at 3:27 PM, Ein said:

+Support

Combat, while it's alright and does its job, definitely feels longer than necessary. This would further reward quick strategy and tactics (I.E. Ambushes), and would most likely also help non-combatant branches because inevitably this means raids end quicker and SCPs are contained faster.

 

W̵̠̽O̶̤̐̎͠R̷̨̯͇̘̓̓̐̚Ķ̶̨͙̌͗͋̐ ̷͎̻͈͘H̵̦̝̅́͝Ä̶̱̽R̷̔͊̀͜͠D̷̲̠̱͛͘ ̵̹̞͖͍̽͂Í̶̛̠́̎ͅÑ̶̟͈ ̸̭̖̋̀S̸̞̯͔̈́̍̈̽͜I̵̞̹̓͌̈́Ḹ̴͕̤̠̃Ë̶̘́͑Ṋ̵̰̞̀̏̄́C̸̼̱̏̑Ě̸͕̕͝

̸͚͊͐͘Á̵̩̂̃N̶̩̦̈́Ḑ̷̲̣͐͐ ̷̨̣͇̄L̴̢̳̰̀̃E̸̙͗̏̕T̵̜́͛̿ ̴̝̯̠̐̇́S̸̠̣͋̆U̶̳̖̹̐C̶͙̩̽C̶̩̻̍̕E̷͈͖̓̈S̴͖͎̆͒͆͜S̸̥̞̗̠̀͌ ̶̫̩̬͂͛͝M̵͇̗͙͗͝͝A̶̛̬̦̾̿K̴̨̙̍ͅͅE̴̠͇̮͐͗́ ̵̳̲̅͑͝T̴͙͙̀̈́ͅH̶̢̎͛̈́̿E̴͈͖̹̔̂͝ ̴̹̯͓̂̈́N̶̦͌͒̔̎Ȍ̸̘͝I̴̭̠̅ͅS̸̭̼͋̕Ë̵́

A̵̙̥̭̠̓̅̎͘͝ͅ1̵̢̙̲̰̦̞͆͊ ̴̝̏́͑͂͝N̴̨͊̍o̸̖̦̬̅̑̇̍͠m̶̖̃a̸͉̤̜̪̘͑͌͝ḑ̶̘̣̬͇̈́ ̵͈̤̪͇̉͋̓̾Ỉ̴͓͔͍̻͖͕́͆͂̕͝  /  Ş̵̧̛͙̙̼̌́͑̐͠T̶̢͔̫̿̓̿̅F̷̟̗̅̄̚ͅ ̷̝̈́̏̀̾̔̑D̸̰̓̾͌͝͝4̵̠̼̓̅̆͝͠ ̷̭̺͎̇H̸͚͖͇̃̀̋͘a̷̛͎͉̦̦̐̽́̑d̷̨͖͋e̵͍͒͆ś̵͈̪͓̞ ̸̣͉̄Ḍ̸̓I̶̩͖̖̟̯͒3̵̨̡̩͇̏̏

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On 8/6/2022 at 9:27 PM, Ein said:

+Support

Combat, while it's alright and does its job, definitely feels longer than necessary. This would further reward quick strategy and tactics (I.E. Ambushes), and would most likely also help non-combatant branches because inevitably this means raids end quicker and SCPs are contained faster.

 

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5 hours ago, bop said:

TTK has been temporarily increased to .85 for testing

thank you sir boppington.  also would it be possible if we mess around with the number every now and then to see how it plays out?  like for a day try out 1.5 and if its too high bring it back down so that we could find an equilibrium?

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16 hours ago, 1stSavagerY said:

thank you sir boppington.  also would it be possible if we mess around with the number every now and then to see how it plays out?  like for a day try out 1.5 and if its too high bring it back down so that we could find an equilibrium?

1.5 would be too high, if you want to do the math yourself when it comes to gun damage, multiply the damage of your gun by the ttk

But yes, we can move the values around for testing

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24 minutes ago, bop said:

1.5 would be too high, if you want to do the math yourself when it comes to gun damage, multiply the damage of your gun by the ttk

But yes, we can move the values around for testing

I just checked the values with a 1.5 modifier and I agree, guns would be too powerful.  Would a limb damage modifier of .5 and a default ttk of .9 be a possible workaround?

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