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@Daze623 it really is not though. When I explained that the version of the game from season 1-2 was very different and trying to even compare a spreadsheet would be too complicated and inaccurate - you guys still had the illusion that it was possible, you even went to contradict your self with "TTK is from optimal play" to "TTK is well, body shots? I don't really know I just use google" kind of response after I presented what optimal TTK is, and why trying to compare TTK from non optimal play in season 1-2 vs todays season is pointless.
You really don't need to be a genius to come to the conclusion that if they add random recoil that will increase TTK, and you really don't need me to tell you that when muzzle flash is being changed and bullet drop damage / size of pellet / clip size / hs damage / body damage are also changing while the meta always changes (remember the alternator hopup that everyone cried that it lazered them in a second) - that will impact optimal TTK.
And you really don´t need me to explain that when weapons are stronger we will have a shorter TTK, but here we are.
Here is a reminder.
https://www.reddit.com/r/apexlegends/comments/c8y3o8/alternator_hop_up_is_literally_broken/
@NitromethaneAP
Just to clear things up when I said "optimal play" I meant every shot fired would hit their target and register this way any randomness would be taken out of the equation and about that bodyshots part, they didn't bother with the headshot TTK because it's way more realistic that you'll hit a lot more bodyshots than headshots.
If you think it's pointless then why do you guys keep bringing "season 2's TTK was better"? Obviously those variables you gave would make killing people take a bit longer but the whole point of TTK calculation is to find out how fast you can possibly kill a player if every shot hits and which gun would be best used during that time. It was never meant to compare which season was "best" cause that is just plain stupid.
- 5 years ago
@Daze623 thats not how optimal TTK works though. If your perception of optimal TTK is non optimal play? Perhaps we just need to agree to disagree here. And as I mentioned the actual spreadsheets that do try to cover optimal TTK work in the way that I described. Those are indeed more in depth and a hell of alot more work put behind them.
The spreedsheat that you linked looked like a 12 year old put together, no offense - perhaps that is why it has 303 views over the span of two years.
Optimal TTK in season 1-2 that had almost no random recoil and you could turn off 95% muzzle flash - would mean that optimal TTK was anything close to 100% headshots - my wild guess would be 80%, since the nature of how easy it would be to land them.
Thats why you cant really compare a spreadsheat from season 1-2 vs one today. Since today you cant turn off muzzle flash, you have random recoil.
These are the reasons why I told you that simply looking at raw damage numbers from non optimal spreadsheats back in season 1-2 wont give us anything.
If I look at my own data, from my landing shots I had almost 50-70% headshots from my season 2 sessions, that has decreased by a lot - due to random recoil / muzzle flash. That would tell me that my optimal TTK was a lot shorter during that season. Since it was easier to hit headshots - and I was doing more damage per bullet.
- 5 years ago@NitromethaneAP That's not how you calculate a game's TTK but sure it'll be whatever you want it to be just to end this nonsense. lol
- 5 years ago
@Daze623 optimal TTK you calculate based on the individual and the formula requires your input on % on headshots, body shots and arm shots (depends on how many registration points there are that vary in damage) - they also take in consideration the range due to bullet drop down damage.
You can also compare your optimal TTK to the best players in the world that way.
Well its like talking to someone who just googled this today, bye.
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