TTK and Why it needed to be Fixed

Modern Warfare Remastered General Forum

For anyone who has played the orignal will know that because the TTK is NOT the same as in the remastered this makes for a much different game, while some people may prefer the faster TTK it is simply is not true to the orginal and that is extremely dissapointing for me a hardcore fan that put countless hours into the orginal game. Maybe the coding is exactly the same as the original health in game but whether thats the coding or the network infrastructure that has changed over the years it simply does not feel or play like the original because of this. 

 

What some people may think is not a big deal, but to me having a lower TTK really changes how the game plays and feels and this NEEDS to be changed. I would be highly disapointed if Raven cannot resolve this, because to me and many CoD4 fans its how the game played that was most important and simply as it stands it may look like the original but it doesnt and will not feel/play like the original because of this.

MahJiQ
Likes: 7
Posts: 4
Registered: ‎31-10-2016
27 REPLIES 27

That's true. I played a couple of games tonight and the TTK in the remastered is extremely fast similar to how in IW beta was. I experienced many instant deaths and some shoot first and die first situations. SInce the guns have the exact same damage and fire rates as in the original MW1 it does not make sense. It has probably something to do with the dedicated servers. Back in 2007 there were only p2p connections where the player with the fastest connection was chosen as the lobby host and had the advantage over other players. Also the latency values for the connections at that time were huge, over 100ms. These poor quality connections made the TTK feel slower. It may be frame rounding issues with the new engine as well. The remastered has better frame rate and this could affect TTK.

Also where are the ping bars in the scoreboard? I have a very bad connection and I want to know if I play with 3 bars or 4 bars but it seems that they removed it completely in the remastered. Hope they add it back in future updates.

Dikaiotis
Likes: 8
Posts: 18
Registered: ‎19-11-2015

I experienced the same thing but don't you think it's more than likely exactly the same as the original. The connection and hit detection is just so much better.

 

And if that is the case then maybe it does need adjusted a little. M16 has always been a melting machine but *****. I found myself using Jug on every class and it helped a lot. 

KurtK24
Likes: 1863
Posts: 2576
Registered: ‎05-02-2014

Yea I absolutely agree that the hit detection is so much better but it doesnt feel like the original to me, I feel they need to boost the health to 130% to make it fell similar to the original because now because of this you have to play the game so much slower and aim corners which isnt like the original at all. I mean you can kill someone with the m4 carbine silenced no stopping power in like 4-5 bullets in the orginal you would have to but almost a full clip into them to bring them down 

MahJiQ
Likes: 7
Posts: 4
Registered: ‎31-10-2016

I do not think boosting health would make it feel more original. You can one burst someone with the M16 across map on Bog in the classic. When I got a chance to play MP I did the exact same thing. It is not different, hit detection is just better. You had to compensate for the lag in the classic if you were not host. With this dedicated server system you should not have that problem. I have been back on the old one these past few weeks and if you listen to the hitmarker sound you do not hear all of them actually registering if you are engaging from a distance. If you are host in the classic it feels like your weapons are stronger when they actually are not. See what I mean?

Diggin’ BO4...Need all attachments on all guns! No weapon discrimination!
CheetoFromTheDead
Likes: 19
Posts: 119
Registered: ‎08-07-2015

Yeah, you didn't need to compensate for hits with lag.  That was what client-side hit detection did for you.  Also, you would only one burst with the m16 across the map if at least one of those bullets was a head shot.  To all those players saying it was laggy and all that,docsys 3.0 and Fiber were in existence in many metropolitan areas during it's heyday.  I remember going from a 8 Mbps/768 Kbps expensive as hell dsl line in W@W to a 20/5 docsys 3.0 in a small town outside of Omaha, NE-yeah outside of the BFE capital of the Midwest and I had docsys, before that we had 50/10 fiber in Denton, TX, a college town of all places-My point is that this game and W@W sucked at 2 separate points- the first when I lived out in the country and had dsl, the second was when they had the patch on the pc, with console equivalents, which permanently removed the option to disable the sv-antilag console command and ramped up the anit-lag parameter in both of those games.  For each one, it corresponded roughly to about  2 weeks prior to the launch of the next CoD game.  It made these games unplayable for anyone who had a decent connection.  Anyone who is really old enough to remember that will remember that it was a global invasion on the pc servers (all of the clan/community servers went to the low-pig server restriction) and the 2-3 bar heroes were running rampant on both ps3 and xbox live.  That has been an issue ever since.

 

My point, rather than fix the issue and impose higher ticket rates from both the client and the server with reduced windows for the lag counter-measure know by many as "active rewind" they've just reduced the TTK and done other things like increased movement speed so it makes it harder to perceive that the guy with the $100+/month internet is getting *****ed over by the guy stealing a wifi signal from his neighbor's congested apartment cable service.  Why?  Because if they chose the former than only about 30% of the player population would actually enjoy this game on a consistent basis and all of the emissaries who often get these games at a ridiculously discounted rate wouldn't buy them.  Don't believe me, then get on the 360 with some friends in a private match where everyone has a decent ISP, you'll see that TTK is exactly as you remember it and it will piss you off when you realize what it actually means with respect to modern games.  Also, keep in mind that the PC did  have dedicated servers and many of the community servers already had access to gigabit commercial lines and 100Mbit lines were prevalent because they were so much cheaper due to the availability of the gigabit lines.  Hell, these were fairly decently priced back in '01-'02, I know this because my Brother-in-law was renting CS 1.6 servers over 100Mbit lines with a dedicated bandwidth of at least 10Mbit per server instance as a middle-man.

AR76
Likes: 86
Posts: 201
Registered: ‎29-11-2011

I might give you a touch on the TTK but not much. I dont want players to be bullet sponges either.  Increase health 5%.  I think for the most part its fine. Maybe just scale back the M16 damage 5%. That may solve the issues to. That thing always had been a beast. The TTK isnt that bad. Also if you like hard core, what are you complaining about?

MichaelF120
Likes: 7
Posts: 31
Registered: ‎04-11-2016

Increasing health by 5% wouldn't change TTK for most weapons at most ranges, because those numbers would still be high enough to see no change in BTK.

 

Usually you need 25-30% more health, which is easily confirmed by going into a private match with "heavy duty" health set in the settings. But then, as the failure of Heavy Duty would confirm in Ghosts, it just proves there is nothing wrong with TTK until you bring Stopping Power into the mix. I would love to see the perk removed but have Juggernaut remain; that would ensure the better, more accurate player excels.

 

TTK still hasn't changed from the days of the original Modern Warfare. The only possible difference is nonoptimal matchmaking and servers combining to add more lag than ever. The early Modern Warfare games didn't have this issue; hit detection was good, and baseline delays were some of the lowest of all early CoD games on the Quake engine since Quake III Arena itself.

 

I don't know why everyone is complaining about TTK now when the early CoDs were the easiest for scrubs to keep up in gunfights. Nowadays we have deathstreaks/specialists/combat rigs, back then it was super fast TTK. It was always funny to see ignorant people complain about TTK in Ghosts when only BO2's was slower up until that point. MW3 was faster, MW2/WaW/MW were much faster, and BO1 had the fastest vanilla (no Stopping Power) TTK of any of them.

RL317 Level 75
Likes: 5184
Posts: 8489
Registered: ‎24-03-2014

SO increase health 25-30% then someone with Juggernaught has a 55-60% health increase? Thats a bullet sponge and that is exactly what I dont want. That takes away from the game. I want 2 burst from the M16 to kill. Not 5-7. Thats why I want a small increase. Not a huge one. 25% is a huge one. Maybe adjust some ranges but also remember these maps are small. Most of the larger maps come out late this year. I hope there is some adjustments but not so much it changes the game. 

MichaelF120
Likes: 7
Posts: 31
Registered: ‎04-11-2016

Wasn't my suggestion was it?

 

Two burst M16 would make it useless. It only kills faster than other guns if you maintain 100% accuracy.

RL317 Level 75
Likes: 5184
Posts: 8489
Registered: ‎24-03-2014

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