This is yet another follow-up to a project /u/noctyrnesaga and I have been working on, this time on the highly controversial TTK changes which introduced 0.85x damage multipliers for most guns.
My analysis of the BFV launch weapons can be found here.
My first analysis of the BFV Overture weapons can be found here.
This measures the time to kill of every gun in the BFV in frames (assuming 60Hz, one frame = 16.66ms), using 100,000 samples of 15 round bursts across a variety of ranges. If a gun does not have 15 rounds in the magazine, it assumes a burst length equal to magazine size. How to read the charts, and other notes:
- The hitrater assumes perfect control of vertical recoil, aimed at center mass.
- Each picture has four charts are concatenated into one. The top two charts are for aimed down sights fire, and the bottom two are for hipfire.
- The left two charts measure the gun with full upgrades on the left side of the specialization tree (hipfire upgrades, rapid fire, etc.).
- The right two charts measure the gun with full upgrades on the right side of the specialization tree (ADS accuracy upgrades, etc.).
- FTK: Frames to kill. To get TTK (time to kill), just multiply numbers by 16.66. Represented in colors, designated on the right side.
: Expected frames to kill. A value factoring in average time to kill and the probability of the 15 round burst actually killing the target.
: Average frames to kill. A value that is the mean of all the instances where the gun actually killed.
- Frequency: The number of times a gun killed, out of 100,000 (100K).
- MMG (MG34, MG42) charts show zoomed bipod (ADS while bipoded) on the ADS charts, zoomed hipfire (hold RMB from the hip) on the hipfire charts. Unzoomed hipfire basically cannot kill at all, and is useless data.
- Important note: Overture charts compared to launch are not 1:1 for hipfire. Because 4BTK was only 9m long at launch, the range axis on hipfire charts was set to 8m, 11m, 15m, etc. Now that 4BTK was increased to 10m, the range axis is now set back to 5m, 10m, 15m, etc.
Personal thoughts and opinions about TTK 0.5:
- I could put on a blindfold and throw darts to find better damage numbers. The 0.85x multiplier not only heavily increases TTK, it also does it in a manner that absolutely wrecks gun balance. Guns with the high rates of fire were least impacted due to their CQB nature, and guns at extremely low rates of fire were least impacted by TTK 0.5's implications on spread and recoil (more on this later). Remember BF1 TTK 1.0 where the Automatico was incredibly good, as all SMGs were 5BTK min and it heavily outclassed everything up close in the RoF department? Well, this is what TTK 0.5 exactly emulates. High RoF SMGs like the Thompson and Suomi (and the MMGs) vastly outclass everything up close now as the increase in bullets to kill increases the TTK disparity heavily.
A little math example below, using the Suomi and Sten:
Sten (4 BTK TTK): 333ms Suomi (4 BTK TTK, non-rapid fire): 233ms Difference: 100ms Sten (5 BTK TTK): 433ms (frame rounded) Suomi (5 BTK TTK, non-rapid fire): 300ms (frame rounded) Difference: 133ms
33ms up close doesn't sound like a huge difference, but consider how people aren't literal aimbots like the hitrater is, and missed shots compound on TTK and more heavily favor the faster-firing gun..
- TTK 0.5 left spread and recoil values untouched, which compounds balance issues already created by the damage changes. Spread and recoil are carefully tuned for 5 round bursts to the end of guns' 5BTK ranges. For example, assault rifles and LMGs are made with 5 round bursts to 50m in mind, and SMGs are made with 5 round bursts to 30 meters in mind. Now that these respective gun classes require 6 bullets to kill at these ranges without appropriate spread and recoil changes, gun balance is ruined. High DPS weapons already didn't perform optimally at these ranges and low DPS weapons excelled past these ranges. All the guns in between that were designed with these range values in mind are ruined. This is seen in the SG 1-5 and most SMGs. The StG-44 and M1907 did not fare so poorly with the damage nerf, but the SG 1-5 is hit disproportionally hard. Same with the Sten, MP28, EMP, etc.
- Inconsistencies in Scout SLR FTK values are due to the hitrater aiming for center mass, and the new indiscrepancies between chest and stomach multipliers. Scout SLRs are now extremely punishing.
- A lot of guns now have expected TTKs of over one second (assuming perfect aim!), and unless you're Relaaa, you'll often find that you cannot output enough damage to engage more than one person at once very well. Expect to lose a lot more firefights when even slightly outnumbered.
- Thought SMGs were too anemic before? Now many SMGs at their (very short) 7BTK range at 32m will give you >1 second expected TTK values. SMGs were solid CQB weapons before, but now many of them just aren't good at CQB anymore. Taking nearly half a second to kill (best-case scenario) in CQB is brutal for guns that need to kill well in CQB.
- On the bright side, Medics can shred people harder than ever with guns like the rapid fire Suomi, which is essentially a full auto shotgun substitute now. Automatico 2.0, if you will.
- Relative to most other weapons, LMGs aren't terrible, but still aren't great. Premiere ranged weapons like the Bren now require seven bullets to kill.
- MMGs shred harder than ever. As they don't have spread increase and possess high rates of fire, they survive relatively unscathed. If you can get their bipods to work, you can do some serious work with them. They also beat most SMGs at SMG ranges as well.
- Assault semi-autos aren't feeling too good. With an astonishing 13 meter 3BTK range, the Gewehr 1-5 is a good pick for people who really enjoyed using the BF1 Trench Carbine. It's not a good performing pick by any means.
- The previous medium range king, the Turner SMLE, now sucks at medium range. Its damage drop-offs are most likened to the BF1 TTK 1.0 1907 or TTK 2.0 Autoloading 8 .25 Extended.
- The previous long range performers, the 1916 and G43, now suck at long range. With 39m 3BTKs, they're somewhat consistent to close-medium range(?), but are by no means amazing long range performers.
- The M1 Carbine is now a 4-6 BTK gun, and isn't really good at anything, but at least you can beat a lot of SMGs up close now since they are no longer good at CQB.
- The newcomer is the new king. The upcoming AG m/42 comes out still usable, with damage dropoffs similar to the original TTK M1 Carbine. It's designed as a smaller capacity and higher performing M1 Carbine, and comes out as perhaps the best mid-ranged gun in the game, while being the premiere headshot skillcannon.
- As I said previously, the M1907 and StG are hurt, but not nearly as badly as the SG 1-5. The M1907 is still a top pick, due to its relatively low horizontal recoil and high rate of fire.
My recommended picks:
- Don't play this class if you want to have fun shooting people in a first-person shooter.
- Use the Suomi or Thompson up close otherwise, because they're the only SMGs that are still good at CQB.
- The MP34 still has the accuracy for incredible ranged performance, but suffers heavily with the new 7 and 8BTKs.
- The M30 Drilling might be the best gun in the game now. As buckshot was untouched and its rifle bullet only suffered a nerf in its limb multipliers, it survived virtually unscathed. If you ADS and center it, you can one-shot people with buckshot at up to roughly 20 meters, and you have a 200 (225 with upgrade) RPM rate of fire.
- If you can get their bipods to work, the MMGs are better than ever (relatively speaking). With the state of other guns, pretty much any choice you make with MMGs is a good one.
- The Bren still has the accuracy for incredible ranged performance, but suffers heavily with the new 7BTK end.
- The AG m/42 contests the M30 Drilling for the title of "best gun". It's probably the best midranged gun in the game (and would be one of the best in normal TTK, along with being a top long range gun), and has incredible headshot potential.
- The M1907 is the best non-MMG automatic weapon in the game, with passable medium range ability and great CQB ability.
- SLRs (Autoloading 8 rapid fire, ZH-29 rapid fire, 1906) are still a top pick if you can consistently hit upper chests, but are pretty hurt by the new multipliers.
- Sniping is unironically pretty competitive now.
- Use the Krag as an all-rounder.
- G.95 if you like to quickscope and pistol quick swap.
- SMLE if you hit a ton of heads, but I'd argue you're better off playing Assault with the AG m/42 if you can hit a ton of heads.
I can't really defend this high TTK experiment, and it is important to note that it does not fix the Time-to-Death issues. You will still be framed just as fast as before, but you will experience very extended times to kill on your end. Although TTK and TTD are linked, you have to consider the two in absolute terms. While an overall ~33% increase in TTK may come with a ~33% increase in TTD (not exact numbers), an increase in TTD is not perceptible while the increase in TTK is very evident.
Feel free to ask me (or maybe /u/noctyrnesaga) about specialization tree and weapon balance or the charts.
© Post "Battlefield V Overture “TTK 0.5: The Big Oof” Frames-to-Kill (Time-to-Kill) Charts and Analysis" for game Battlefield 5.
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