@pacalis said in Does anyone else think that time to kill is a little high compared to original Insurgency?:
When you explain the amounts of shots it takes to kill an opponent I do get confused as it is not clear to me why such a low amount of shots to kill means anything else than a reasonably low ttk?
Going to cherrypick some examples to illustrate where I stand on this point. M16, M14, AKM. I believe all weapons of the calibre described should do the same damage, although I believe barrel length should stretch the distance at which it takes an extra bullet to drop somebody. So, you can extrapolate from this my position.
Ins2014: (Assume everything's loaded with AP.)
M16 was the go-to weapon for a lot of people. Two rounds in the torso with AP even at long range would drop somebody with heavy armour. Typically one round in the upper torso would end most targets - it'd be rare for this not to be the case. Shots to the legs and arms would hurt but not be a kill.
M14 was somewhat underutilised due to the higher point cost, but came with tradeoffs. Shots to the thighs were a kill, but the gun had more recoil. So you had a larger target to shoot for, but followup shots were harder to place.
AKM was the go-to weapon for the insurgent side. You had less firerate than an M16 but typically a hit was a kill nontheless. In exchange for losing a little firerate, you gained a little penetration meaning punching through walls was more viable and you gained automatic fire capability.
All the guns were usable. The battle rifle calibres were fearsome, getting winged was a death sentence. The intermediary calibres (5.56/5.45/7.62) performed similarly and represented their real-life counterparts very well.
Body armour was useful vs shrapnel. Admittedly, body armour was underpowered or overpriced.
Suppression was much more effective. Gunfights were scary.
Sandstorm:
M16 takes 2-3 shots to kill.
M14 onetaps torso but not legs.
AKM takes 2-3 shots to kill.
End result is the M14 (and also the FAL) are just outrightly better weapons. At range you can shoot for a full body target and win. Up close you win before the M16 has finished firing off the burst.
When faced with 6 targets in Ins2014 you could kill 6 targets in 12 shots consistently with an M16. (Accounting for a couple of misses.) When faced with 6 targets in SS, you're looking at using an entire magazine. Your agency has been dramatically reduced simply because everybody has become more absorbant. As a result, especially in coop, you sometimes get in situations where volume of bodies throwing themselves at you simply overwhelms your gun's ability to cut them down. They're physically able to enter the room at a rate above which your gun can put them down unless you're getting a headshot every bullet while using a gun in fully automatic.
Choice of cover is not so much a thing. Rounds which do little damage punch through cover and do even less. Wallbangs are not what they once were. Lethality is gone.
If the TTK gets any higher, the meta simply becomes to pause, aim for the head, then fire. (As this takes less time than firing 3-4 rounds into a body.) This is the meta of many other games and for those of us who've played something much better (Ins2014/DoI) it's disappointing.
Bullets should be scary. Guns are supposed to hurt people. Low TTK is good for gameplay.
What I propose isn't exactly the Ins2014 system. AP was OP, etc etc. I get it. How about this:
7.62x51 + 7.62x54
One hit kill to torso and upper legs at medium / close range.
One hit kill to torso at long range.
Punches through cover exceptionally.
7.62x39
One hit kill to torso at medium / close range.
One hit kill to upper torso at long range.
Punches through cover fairly well.
5.56 + 5.45
One hit kill to torso at medium / close range.
One hit kill to upper torso at long range.
Punches through cover better than pistol rounds but not brilliantly.
Give body armour SAPI sized hitboxes. Each plate absorbs 1 bullet of anything smaller than a battle rifle then "breaks". Light armour being a front and back SAPI, heavy including side plates and a femoral plate.
Boom, sorted. 1-2 hit kills, every calibre has its own niche keeping weapons relevant and gunfights appropriately scary.