I disagree. The TTK is actually absurdly long. In normal engagements, players behave like bullet sponges, soaking up multiple rounds with little consequence. That completely undermines any sense of tactical gameplay.
If someone has poor positioning, ignores cover, or lacks situational awareness, they should be punished. When you get shot first from a superior position, you’re supposed to die — that’s how both real combat and well-designed virtual battlefields work.
The current setup does the opposite:
- cover becomes far less relevant
- the first shot barely matters
- fights are decided by DPS and magazine size rather than tactics
A shorter TTK would encourage smart movement, terrain usage, and decision-making. An inflated TTK only protects bad play, allowing players to survive mistakes they shouldn’t.
If someone wants an arcade experience, that’s fine — but let’s call it what it is. In its current state, this doesn’t function as a tactical shooter.